chiark / gitweb /
Change how the engine is interfaced from the python code. Put the GCode viewer in...
[cura.git] / Cura / gui / sceneView.py
index 67232d9b7226e33c5b18e64eb7590eb91de169d4..337a18835306c54f4c2ba590ac2cbcabc99519b5 100644 (file)
@@ -1,18 +1,23 @@
 from __future__ import absolute_import
+__copyright__ = "Copyright (C) 2013 David Braam - Released under terms of the AGPLv3 License"
 
 import wx
 import numpy
 import time
 import os
 import traceback
-import shutil
+import threading
+import math
+import platform
+import cStringIO as StringIO
 
 import OpenGL
-OpenGL.ERROR_CHECKING = False
+#OpenGL.ERROR_CHECKING = False
 from OpenGL.GLU import *
 from OpenGL.GL import *
 
 from Cura.gui import printWindow
+from Cura.gui import printWindow2
 from Cura.util import profile
 from Cura.util import meshLoader
 from Cura.util import objectScene
@@ -20,10 +25,14 @@ from Cura.util import resources
 from Cura.util import sliceEngine
 from Cura.util import machineCom
 from Cura.util import removableStorage
-from Cura.util import gcodeInterpreter
+from Cura.util import explorer
+from Cura.util.printerConnection import printerConnectionManager
 from Cura.gui.util import previewTools
 from Cura.gui.util import opengl
 from Cura.gui.util import openglGui
+from Cura.gui.util import engineResultView
+from Cura.gui.tools import youmagineGui
+from Cura.gui.tools import imageToMesh
 
 class SceneView(openglGui.glGuiPanel):
        def __init__(self, parent):
@@ -33,9 +42,8 @@ class SceneView(openglGui.glGuiPanel):
                self._pitch = 60
                self._zoom = 300
                self._scene = objectScene.Scene()
-               self._gcode = None
-               self._gcodeVBOs = []
                self._objectShader = None
+               self._objectLoadShader = None
                self._focusObj = None
                self._selectedObj = None
                self._objColors = [None,None,None,None]
@@ -45,33 +53,35 @@ class SceneView(openglGui.glGuiPanel):
                self._viewTarget = numpy.array([0,0,0], numpy.float32)
                self._animView = None
                self._animZoom = None
-               self._platformMesh = meshLoader.loadMeshes(resources.getPathForMesh('ultimaker_platform.stl'))[0]
-               self._platformMesh._drawOffset = numpy.array([0,0,1.5], numpy.float32)
+               self._platformMesh = {}
+               self._platformTexture = None
                self._isSimpleMode = True
+               self._usbPrintMonitor = printWindow.printProcessMonitor(lambda : self._queueRefresh())
+               self._printerConnectionManager = printerConnectionManager.PrinterConnectionManager()
 
                self._viewport = None
                self._modelMatrix = None
                self._projMatrix = None
                self.tempMatrix = None
 
-               self.openFileButton      = openglGui.glButton(self, 4, 'Load', (0,0), self.ShowLoadModel)
-               self.printButton         = openglGui.glButton(self, 6, 'Print', (1,0), self.ShowPrintWindow)
+               self.openFileButton      = openglGui.glButton(self, 4, _("Load"), (0,0), self.showLoadModel)
+               self.printButton         = openglGui.glButton(self, 6, _("Print"), (1,0), self.OnPrintButton)
                self.printButton.setDisabled(True)
 
                group = []
-               self.rotateToolButton = openglGui.glRadioButton(self, 8, 'Rotate', (0,-1), group, self.OnToolSelect)
-               self.scaleToolButton  = openglGui.glRadioButton(self, 9, 'Scale', (1,-1), group, self.OnToolSelect)
-               self.mirrorToolButton  = openglGui.glRadioButton(self, 10, 'Mirror', (2,-1), group, self.OnToolSelect)
+               self.rotateToolButton = openglGui.glRadioButton(self, 8, _("Rotate"), (0,-1), group, self.OnToolSelect)
+               self.scaleToolButton  = openglGui.glRadioButton(self, 9, _("Scale"), (1,-1), group, self.OnToolSelect)
+               self.mirrorToolButton  = openglGui.glRadioButton(self, 10, _("Mirror"), (2,-1), group, self.OnToolSelect)
 
-               self.resetRotationButton = openglGui.glButton(self, 12, 'Reset', (0,-2), self.OnRotateReset)
-               self.layFlatButton       = openglGui.glButton(self, 16, 'Lay flat', (0,-3), self.OnLayFlat)
+               self.resetRotationButton = openglGui.glButton(self, 12, _("Reset"), (0,-2), self.OnRotateReset)
+               self.layFlatButton       = openglGui.glButton(self, 16, _("Lay flat"), (0,-3), self.OnLayFlat)
 
-               self.resetScaleButton    = openglGui.glButton(self, 13, 'Reset', (1,-2), self.OnScaleReset)
-               self.scaleMaxButton      = openglGui.glButton(self, 17, 'To max', (1,-3), self.OnScaleMax)
+               self.resetScaleButton    = openglGui.glButton(self, 13, _("Reset"), (1,-2), self.OnScaleReset)
+               self.scaleMaxButton      = openglGui.glButton(self, 17, _("To max"), (1,-3), self.OnScaleMax)
 
-               self.mirrorXButton       = openglGui.glButton(self, 14, 'Mirror X', (2,-2), lambda button: self.OnMirror(0))
-               self.mirrorYButton       = openglGui.glButton(self, 18, 'Mirror Y', (2,-3), lambda button: self.OnMirror(1))
-               self.mirrorZButton       = openglGui.glButton(self, 22, 'Mirror Z', (2,-4), lambda button: self.OnMirror(2))
+               self.mirrorXButton       = openglGui.glButton(self, 14, _("Mirror X"), (2,-2), lambda button: self.OnMirror(0))
+               self.mirrorYButton       = openglGui.glButton(self, 18, _("Mirror Y"), (2,-3), lambda button: self.OnMirror(1))
+               self.mirrorZButton       = openglGui.glButton(self, 22, _("Mirror Z"), (2,-4), lambda button: self.OnMirror(2))
 
                self.rotateToolButton.setExpandArrow(True)
                self.scaleToolButton.setExpandArrow(True)
@@ -79,87 +89,254 @@ class SceneView(openglGui.glGuiPanel):
 
                self.scaleForm = openglGui.glFrame(self, (2, -2))
                openglGui.glGuiLayoutGrid(self.scaleForm)
-               openglGui.glLabel(self.scaleForm, 'Scale X', (0,0))
+               openglGui.glLabel(self.scaleForm, _("Scale X"), (0,0))
                self.scaleXctrl = openglGui.glNumberCtrl(self.scaleForm, '1.0', (1,0), lambda value: self.OnScaleEntry(value, 0))
-               openglGui.glLabel(self.scaleForm, 'Scale Y', (0,1))
+               openglGui.glLabel(self.scaleForm, _("Scale Y"), (0,1))
                self.scaleYctrl = openglGui.glNumberCtrl(self.scaleForm, '1.0', (1,1), lambda value: self.OnScaleEntry(value, 1))
-               openglGui.glLabel(self.scaleForm, 'Scale Z', (0,2))
+               openglGui.glLabel(self.scaleForm, _("Scale Z"), (0,2))
                self.scaleZctrl = openglGui.glNumberCtrl(self.scaleForm, '1.0', (1,2), lambda value: self.OnScaleEntry(value, 2))
-               openglGui.glLabel(self.scaleForm, 'Size X (mm)', (0,4))
+               openglGui.glLabel(self.scaleForm, _("Size X (mm)"), (0,4))
                self.scaleXmmctrl = openglGui.glNumberCtrl(self.scaleForm, '0.0', (1,4), lambda value: self.OnScaleEntryMM(value, 0))
-               openglGui.glLabel(self.scaleForm, 'Size Y (mm)', (0,5))
+               openglGui.glLabel(self.scaleForm, _("Size Y (mm)"), (0,5))
                self.scaleYmmctrl = openglGui.glNumberCtrl(self.scaleForm, '0.0', (1,5), lambda value: self.OnScaleEntryMM(value, 1))
-               openglGui.glLabel(self.scaleForm, 'Size Z (mm)', (0,6))
+               openglGui.glLabel(self.scaleForm, _("Size Z (mm)"), (0,6))
                self.scaleZmmctrl = openglGui.glNumberCtrl(self.scaleForm, '0.0', (1,6), lambda value: self.OnScaleEntryMM(value, 2))
-               openglGui.glLabel(self.scaleForm, 'Uniform scale', (0,8))
+               openglGui.glLabel(self.scaleForm, _("Uniform scale"), (0,8))
                self.scaleUniform = openglGui.glCheckbox(self.scaleForm, True, (1,8), None)
 
-               self.viewSelection = openglGui.glComboButton(self, 'View mode', [7,23], ['Normal', 'Layers'], (-1,0), self.OnViewChange)
-               self.layerSelect = openglGui.glSlider(self, 100, 0, 100, (-1,-2), lambda : self.QueueRefresh())
+               self.viewSelection = openglGui.glComboButton(self, _("View mode"), [7,19,11,15,23], [_("Normal"), _("Overhang"), _("Transparent"), _("X-Ray"), _("Layers")], (-1,0), self.OnViewChange)
+
+               self.youMagineButton = openglGui.glButton(self, 26, _("Share on YouMagine"), (2,0), lambda button: youmagineGui.youmagineManager(self.GetTopLevelParent(), self._scene))
+               self.youMagineButton.setDisabled(True)
 
                self.notification = openglGui.glNotification(self, (0, 0))
 
-               self._slicer = sliceEngine.Slicer(self._updateSliceProgress)
+               self._engine = sliceEngine.Engine(self._updateEngineProgress)
+               self._engineResultView = engineResultView.engineResultView(self)
                self._sceneUpdateTimer = wx.Timer(self)
-               self.Bind(wx.EVT_TIMER, lambda e : self._slicer.runSlicer(self._scene), self._sceneUpdateTimer)
+               self.Bind(wx.EVT_TIMER, self._onRunEngine, self._sceneUpdateTimer)
                self.Bind(wx.EVT_MOUSEWHEEL, self.OnMouseWheel)
+               self.Bind(wx.EVT_LEAVE_WINDOW, self.OnMouseLeave)
 
                self.OnViewChange()
                self.OnToolSelect(0)
                self.updateToolButtons()
                self.updateProfileToControls()
 
-       def ShowLoadModel(self, button):
+       def loadGCodeFile(self, filename):
+               self.OnDeleteAll(None)
+               #TODO: Load straight GCodeFile
+               self.printButton.setBottomText('')
+               self.viewSelection.setValue(4)
+               self.printButton.setDisabled(False)
+               self.youMagineButton.setDisabled(True)
+               self.OnViewChange()
+
+       def loadSceneFiles(self, filenames):
+               self.youMagineButton.setDisabled(False)
+               #if self.viewSelection.getValue() == 4:
+               #       self.viewSelection.setValue(0)
+               #       self.OnViewChange()
+               self.loadScene(filenames)
+
+       def loadFiles(self, filenames):
+               mainWindow = self.GetParent().GetParent().GetParent()
+               # only one GCODE file can be active
+               # so if single gcode file, process this
+               # otherwise ignore all gcode files
+               gcodeFilename = None
+               if len(filenames) == 1:
+                       filename = filenames[0]
+                       ext = os.path.splitext(filename)[1].lower()
+                       if ext == '.g' or ext == '.gcode':
+                               gcodeFilename = filename
+                               mainWindow.addToModelMRU(filename)
+               if gcodeFilename is not None:
+                       self.loadGCodeFile(gcodeFilename)
+               else:
+                       # process directories and special file types
+                       # and keep scene files for later processing
+                       scene_filenames = []
+                       ignored_types = dict()
+                       # use file list as queue
+                       # pop first entry for processing and append new files at end
+                       while filenames:
+                               filename = filenames.pop(0)
+                               if os.path.isdir(filename):
+                                       # directory: queue all included files and directories
+                                       filenames.extend(os.path.join(filename, f) for f in os.listdir(filename))
+                               else:
+                                       ext = os.path.splitext(filename)[1].lower()
+                                       if ext == '.ini':
+                                               profile.loadProfile(filename)
+                                               mainWindow.addToProfileMRU(filename)
+                                       elif ext in meshLoader.loadSupportedExtensions() or ext in imageToMesh.supportedExtensions():
+                                               scene_filenames.append(filename)
+                                               mainWindow.addToModelMRU(filename)
+                                       else:
+                                               ignored_types[ext] = 1
+                       if ignored_types:
+                               ignored_types = ignored_types.keys()
+                               ignored_types.sort()
+                               self.notification.message("ignored: " + " ".join("*" + type for type in ignored_types))
+                       mainWindow.updateProfileToAllControls()
+                       # now process all the scene files
+                       if scene_filenames:
+                               self.loadSceneFiles(scene_filenames)
+                               self._selectObject(None)
+                               self.sceneUpdated()
+                               newZoom = numpy.max(self._machineSize)
+                               self._animView = openglGui.animation(self, self._viewTarget.copy(), numpy.array([0,0,0], numpy.float32), 0.5)
+                               self._animZoom = openglGui.animation(self, self._zoom, newZoom, 0.5)
+
+       def showLoadModel(self, button = 1):
                if button == 1:
-                       dlg=wx.FileDialog(self, 'Open 3D model', os.path.split(profile.getPreference('lastFile'))[0], style=wx.FD_OPEN|wx.FD_FILE_MUST_EXIST)
-                       dlg.SetWildcard(meshLoader.wildcardFilter())
+                       dlg=wx.FileDialog(self, _("Open 3D model"), os.path.split(profile.getPreference('lastFile'))[0], style=wx.FD_OPEN|wx.FD_FILE_MUST_EXIST|wx.FD_MULTIPLE)
+                       dlg.SetWildcard(meshLoader.loadWildcardFilter() + imageToMesh.wildcardList() + "|GCode file (*.gcode)|*.g;*.gcode;*.G;*.GCODE")
                        if dlg.ShowModal() != wx.ID_OK:
                                dlg.Destroy()
                                return
-                       filename = dlg.GetPath()
+                       filenames = dlg.GetPaths()
                        dlg.Destroy()
-                       if not(os.path.exists(filename)):
+                       if len(filenames) < 1:
                                return False
-                       profile.putPreference('lastFile', filename)
-                       self.GetParent().GetParent().GetParent().addToModelMRU(filename)
-                       self.loadScene([filename])
+                       profile.putPreference('lastFile', filenames[0])
+                       self.loadFiles(filenames)
+
+       def showSaveModel(self):
+               if len(self._scene.objects()) < 1:
+                       return
+               dlg=wx.FileDialog(self, _("Save 3D model"), os.path.split(profile.getPreference('lastFile'))[0], style=wx.FD_SAVE|wx.FD_OVERWRITE_PROMPT)
+               dlg.SetWildcard(meshLoader.saveWildcardFilter())
+               if dlg.ShowModal() != wx.ID_OK:
+                       dlg.Destroy()
+                       return
+               filename = dlg.GetPath()
+               dlg.Destroy()
+               meshLoader.saveMeshes(filename, self._scene.objects())
 
-       def ShowPrintWindow(self, button):
+       def OnPrintButton(self, button):
                if button == 1:
+                       connectionGroup = self._printerConnectionManager.getAvailableGroup()
                        if machineCom.machineIsConnected():
-                               printWindow.printFile(self._slicer.getGCodeFilename())
-                       elif len(removableStorage.getPossibleSDcardDrives()) > 0:
+                               self.showPrintWindow()
+                       elif len(removableStorage.getPossibleSDcardDrives()) > 0 and (connectionGroup is None or connectionGroup.getPriority() < 0):
                                drives = removableStorage.getPossibleSDcardDrives()
                                if len(drives) > 1:
-                                       drive = drives[0]
+                                       dlg = wx.SingleChoiceDialog(self, "Select SD drive", "Multiple removable drives have been found,\nplease select your SD card drive", map(lambda n: n[0], drives))
+                                       if dlg.ShowModal() != wx.ID_OK:
+                                               dlg.Destroy()
+                                               return
+                                       drive = drives[dlg.GetSelection()]
+                                       dlg.Destroy()
                                else:
                                        drive = drives[0]
-                               filename = os.path.basename(profile.getPreference('lastFile'))
-                               filename = filename[0:filename.rfind('.')] + '.gcode'
-                               try:
-                                       shutil.copy(self._slicer.getGCodeFilename(), drive[1] + filename)
-                               except:
-                                       self.notification.message("Failed to save to SD card")
+                               filename = self._scene._objectList[0].getName() + '.gcode'
+                               threading.Thread(target=self._saveGCode,args=(drive[1] + filename, drive[1])).start()
+                       elif connectionGroup is not None:
+                               connections = connectionGroup.getAvailableConnections()
+                               if len(connections) < 2:
+                                       connection = connections[0]
                                else:
-                                       self.notification.message("Saved as %s" % (drive[1] + filename))
-                       else:
-                               defPath = profile.getPreference('lastFile')
-                               defPath = defPath[0:defPath.rfind('.')] + '.gcode'
-                               dlg=wx.FileDialog(self, 'Save toolpath', defPath, style=wx.FD_SAVE)
-                               dlg.SetFilename(defPath)
-                               dlg.SetWildcard('Toolpath (*.gcode)|*.gcode;*.g')
-                               if dlg.ShowModal() != wx.ID_OK:
+                                       dlg = wx.SingleChoiceDialog(self, "Select the %s connection to use" % (connectionGroup.getName()), "Multiple %s connections found" % (connectionGroup.getName()), map(lambda n: n.getName(), connections))
+                                       if dlg.ShowModal() != wx.ID_OK:
+                                               dlg.Destroy()
+                                               return
+                                       connection = connections[dlg.GetSelection()]
                                        dlg.Destroy()
-                                       return
-                               filename = dlg.GetPath()
-                               dlg.Destroy()
+                               self._openPrintWindowForConnection(connection)
+                       else:
+                               self.showSaveGCode()
+               if button == 3:
+                       menu = wx.Menu()
+                       self.Bind(wx.EVT_MENU, lambda e: self.showPrintWindow(), menu.Append(-1, _("Print with USB")))
+                       connections = self._printerConnectionManager.getAvailableConnections()
+                       menu.connectionMap = {}
+                       for connection in connections:
+                               i = menu.Append(-1, _("Print with %s") % (connection.getName()))
+                               menu.connectionMap[i.GetId()] = connection
+                               self.Bind(wx.EVT_MENU, lambda e: self._openPrintWindowForConnection(e.GetEventObject().connectionMap[e.GetId()]), i)
+                       self.Bind(wx.EVT_MENU, lambda e: self.showSaveGCode(), menu.Append(-1, _("Save GCode...")))
+                       self.Bind(wx.EVT_MENU, lambda e: self._showEngineLog(), menu.Append(-1, _("Slice engine log...")))
+                       self.PopupMenu(menu)
+                       menu.Destroy()
+
+       def _openPrintWindowForConnection(self, connection):
+               print '_openPrintWindowForConnection', connection.getName()
+               if connection.window is None or not connection.window:
+                       connection.window = printWindow2.printWindow(connection)
+               connection.window.Show()
+               connection.window.Raise()
+               #TODO: Fix for _engine.getResult
+               if not connection.loadFile(self._gcodeFilename):
+                       if connection.isPrinting():
+                               self.notification.message("Cannot start print, because other print still running.")
+                       else:
+                               self.notification.message("Failed to start print...")
 
-                               try:
-                                       shutil.copy(self._slicer.getGCodeFilename(), filename)
-                               except:
-                                       self.notification.message("Failed to save")
-                               else:
-                                       self.notification.message("Saved as %s" % (filename))
+       def showPrintWindow(self):
+               if self._gcodeFilename is None:
+                       return
+               if profile.getMachineSetting('gcode_flavor') == 'UltiGCode':
+                       wx.MessageBox(_("USB printing on the Ultimaker2 is not supported."), _("USB Printing Error"), wx.OK | wx.ICON_WARNING)
+                       return
+               #TODO: Fix for _engine.getResult
+               self._usbPrintMonitor.loadFile(self._gcodeFilename, self._engine.getID())
+               if self._gcodeFilename is None:
+                       self._engine.submitInfoOnline()
+
+       def showSaveGCode(self):
+               if len(self._scene._objectList) < 1:
+                       return
+               dlg=wx.FileDialog(self, _("Save toolpath"), os.path.dirname(profile.getPreference('lastFile')), style=wx.FD_SAVE)
+               filename = self._scene._objectList[0].getName() + '.gcode'
+               dlg.SetFilename(filename)
+               dlg.SetWildcard('Toolpath (*.gcode)|*.gcode;*.g')
+               if dlg.ShowModal() != wx.ID_OK:
+                       dlg.Destroy()
+                       return
+               filename = dlg.GetPath()
+               dlg.Destroy()
+
+               threading.Thread(target=self._saveGCode,args=(filename,)).start()
+
+       def _saveGCode(self, targetFilename, ejectDrive = False):
+               data = self._engine.getResult().getGCode()
+               try:
+                       size = float(len(data))
+                       fsrc = StringIO.StringIO(data)
+                       with open(targetFilename, 'wb') as fdst:
+                               while 1:
+                                       buf = fsrc.read(16*1024)
+                                       if not buf:
+                                               break
+                                       fdst.write(buf)
+                                       self.printButton.setProgressBar(float(fsrc.tell()) / size)
+                                       self._queueRefresh()
+               except:
+                       import sys, traceback
+                       traceback.print_exc()
+                       self.notification.message("Failed to save")
+               else:
+                       if ejectDrive:
+                               self.notification.message("Saved as %s" % (targetFilename), lambda : self._doEjectSD(ejectDrive), 31, 'Eject')
+                       elif explorer.hasExplorer():
+                               self.notification.message("Saved as %s" % (targetFilename), lambda : explorer.openExplorer(targetFilename), 4, 'Open folder')
+                       else:
+                               self.notification.message("Saved as %s" % (targetFilename))
+               self.printButton.setProgressBar(None)
+               self._engine.getResult().submitInfoOnline()
+
+       def _doEjectSD(self, drive):
+               if removableStorage.ejectDrive(drive):
+                       self.notification.message('You can now eject the card.')
+               else:
+                       self.notification.message('Safe remove failed...')
+
+       def _showEngineLog(self):
+               dlg = wx.TextEntryDialog(self, _("The slicing engine reported the following"), _("Engine log..."), '\n'.join(self._engine.getResult().getLog()), wx.TE_MULTILINE | wx.OK | wx.CENTRE)
+               dlg.ShowModal()
+               dlg.Destroy()
 
        def OnToolSelect(self, button):
                if self.rotateToolButton.getSelected():
@@ -194,43 +371,64 @@ class SceneView(openglGui.glGuiPanel):
                        self.OnToolSelect(0)
 
        def OnViewChange(self):
-               if self.viewSelection.getValue() == 1:
+               if self.viewSelection.getValue() == 4:
                        self.viewMode = 'gcode'
-                       if self._gcode is not None:
-                               self.layerSelect.setRange(1, len(self._gcode.layerList) - 1)
-                               self.layerSelect.setValue(len(self._gcode.layerList) - 1)
-                       self._selectObject(None)
+               elif self.viewSelection.getValue() == 1:
+                       self.viewMode = 'overhang'
+               elif self.viewSelection.getValue() == 2:
+                       self.viewMode = 'transparent'
+               elif self.viewSelection.getValue() == 3:
+                       self.viewMode = 'xray'
                else:
                        self.viewMode = 'normal'
-               self.layerSelect.setHidden(self.viewMode != 'gcode')
-               self.openFileButton.setHidden(self.viewMode == 'gcode')
+               self._engineResultView.setEnabled(self.viewMode == 'gcode')
                self.QueueRefresh()
 
        def OnRotateReset(self, button):
                if self._selectedObj is None:
                        return
                self._selectedObj.resetRotation()
-               self._scene.pushFree()
+               self._scene.pushFree(self._selectedObj)
                self._selectObject(self._selectedObj)
+               self.sceneUpdated()
 
        def OnLayFlat(self, button):
                if self._selectedObj is None:
                        return
                self._selectedObj.layFlat()
-               self._scene.pushFree()
+               self._scene.pushFree(self._selectedObj)
                self._selectObject(self._selectedObj)
+               self.sceneUpdated()
 
        def OnScaleReset(self, button):
                if self._selectedObj is None:
                        return
                self._selectedObj.resetScale()
+               self._selectObject(self._selectedObj)
+               self.updateProfileToControls()
+               self.sceneUpdated()
 
        def OnScaleMax(self, button):
                if self._selectedObj is None:
                        return
-               self._selectedObj.scaleUpTo(self._machineSize - numpy.array(profile.calculateObjectSizeOffsets() + [0.0], numpy.float32) * 2)
-               self._scene.pushFree()
+               machine = profile.getMachineSetting('machine_type')
+               self._selectedObj.setPosition(numpy.array([0.0, 0.0]))
+               self._scene.pushFree(self._selectedObj)
+               #self.sceneUpdated()
+               if machine == "ultimaker2":
+                       #This is bad and Jaime should feel bad!
+                       self._selectedObj.setPosition(numpy.array([0.0,-10.0]))
+                       self._selectedObj.scaleUpTo(self._machineSize - numpy.array(profile.calculateObjectSizeOffsets() + [0.0], numpy.float32) * 2 - numpy.array([1,1,1], numpy.float32))
+                       self._selectedObj.setPosition(numpy.array([0.0,0.0]))
+                       self._scene.pushFree(self._selectedObj)
+               else:
+                       self._selectedObj.setPosition(numpy.array([0.0, 0.0]))
+                       self._scene.pushFree(self._selectedObj)
+                       self._selectedObj.scaleUpTo(self._machineSize - numpy.array(profile.calculateObjectSizeOffsets() + [0.0], numpy.float32) * 2 - numpy.array([1,1,1], numpy.float32))
+               self._scene.pushFree(self._selectedObj)
                self._selectObject(self._selectedObj)
+               self.updateProfileToControls()
+               self.sceneUpdated()
 
        def OnMirror(self, axis):
                if self._selectedObj is None:
@@ -247,7 +445,7 @@ class SceneView(openglGui.glGuiPanel):
                        return
                self._selectedObj.setScale(value, axis, self.scaleUniform.getValue())
                self.updateProfileToControls()
-               self._scene.pushFree()
+               self._scene.pushFree(self._selectedObj)
                self._selectObject(self._selectedObj)
                self.sceneUpdated()
 
@@ -260,7 +458,7 @@ class SceneView(openglGui.glGuiPanel):
                        return
                self._selectedObj.setSize(value, axis, self.scaleUniform.getValue())
                self.updateProfileToControls()
-               self._scene.pushFree()
+               self._scene.pushFree(self._selectedObj)
                self._selectObject(self._selectedObj)
                self.sceneUpdated()
 
@@ -273,7 +471,7 @@ class SceneView(openglGui.glGuiPanel):
                if self._focusObj is None:
                        return
                obj = self._focusObj
-               dlg = wx.NumberEntryDialog(self, "How many copies need to be made?", "Copies", "Multiply", 1, 1, 100)
+               dlg = wx.NumberEntryDialog(self, _("How many copies do you want?"), _("Number of copies"), _("Multiply"), 1, 1, 100)
                if dlg.ShowModal() != wx.ID_OK:
                        dlg.Destroy()
                        return
@@ -289,6 +487,8 @@ class SceneView(openglGui.glGuiPanel):
                                break
                        if n > cnt:
                                break
+               if n <= cnt:
+                       self.notification.message("Could not create more then %d items" % (n - 1))
                self._scene.remove(newObj)
                self._scene.centerAll()
                self.sceneUpdated()
@@ -297,50 +497,98 @@ class SceneView(openglGui.glGuiPanel):
                if self._focusObj is None:
                        return
                self._scene.remove(self._focusObj)
-               for obj in self._focusObj.split():
-                       self._scene.add(obj)
+               for obj in self._focusObj.split(self._splitCallback):
+                       if numpy.max(obj.getSize()) > 2.0:
+                               self._scene.add(obj)
                self._scene.centerAll()
                self._selectObject(None)
                self.sceneUpdated()
 
+       def OnCenter(self, e):
+               if self._focusObj is None:
+                       return
+               self._focusObj.setPosition(numpy.array([0.0, 0.0]))
+               self._scene.pushFree(self._selectedObj)
+               newViewPos = numpy.array([self._focusObj.getPosition()[0], self._focusObj.getPosition()[1], self._focusObj.getSize()[2] / 2])
+               self._animView = openglGui.animation(self, self._viewTarget.copy(), newViewPos, 0.5)
+               self.sceneUpdated()
+
+       def _splitCallback(self, progress):
+               print progress
+
        def OnMergeObjects(self, e):
                if self._selectedObj is None or self._focusObj is None or self._selectedObj == self._focusObj:
+                       if len(self._scene.objects()) == 2:
+                               self._scene.merge(self._scene.objects()[0], self._scene.objects()[1])
+                               self.sceneUpdated()
                        return
                self._scene.merge(self._selectedObj, self._focusObj)
                self.sceneUpdated()
 
        def sceneUpdated(self):
-               self._sceneUpdateTimer.Start(1, True)
-               self._slicer.abortSlicer()
-               self._scene.setSizeOffsets(numpy.array(profile.calculateObjectSizeOffsets(), numpy.float32))
+               self._sceneUpdateTimer.Start(500, True)
+               self._engine.abortEngine()
+               self._scene.updateSizeOffsets()
                self.QueueRefresh()
 
-       def _updateSliceProgress(self, progressValue, ready):
-               self.printButton.setDisabled(not ready)
-               self.printButton.setProgressBar(progressValue)
-               if self._gcode is not None:
-                       self._gcode = None
-                       for layerVBOlist in self._gcodeVBOs:
-                               for vbo in layerVBOlist:
-                                       self.glReleaseList.append(vbo)
-                       self._gcodeVBOs = []
-               if ready:
-                       self._gcode = gcodeInterpreter.gcode()
-                       self._gcode.load(self._slicer.getGCodeFilename())
+       def _onRunEngine(self, e):
+               if self._isSimpleMode:
+                       self.GetTopLevelParent().simpleSettingsPanel.setupSlice()
+               self._engine.runEngine(self._scene)
+               if self._isSimpleMode:
+                       profile.resetTempOverride()
+
+       def _updateEngineProgress(self, progressValue):
+               result = self._engine.getResult()
+               finished = result is not None and result.isFinished()
+               if not finished:
+                       if self.printButton.getProgressBar() is not None and progressValue >= 0.0 and abs(self.printButton.getProgressBar() - progressValue) < 0.01:
+                               return
+               self.printButton.setDisabled(not finished)
+               if progressValue >= 0.0:
+                       self.printButton.setProgressBar(progressValue)
+               else:
+                       self.printButton.setProgressBar(None)
+               self._engineResultView.setResult(result)
+               if finished:
+                       self.printButton.setProgressBar(None)
+                       text = '%s' % (result.getPrintTime())
+                       for e in xrange(0, int(profile.getMachineSetting('extruder_amount'))):
+                               amount = result.getFilamentAmount(e)
+                               if amount is None:
+                                       continue
+                               text += '\n%s' % (amount)
+                               cost = result.getFilamentCost(e)
+                               if cost is not None:
+                                       text += '\n%s' % (cost)
+                       self.printButton.setBottomText(text)
+               else:
+                       self.printButton.setBottomText('')
                self.QueueRefresh()
 
        def loadScene(self, fileList):
                for filename in fileList:
                        try:
-                               objList = meshLoader.loadMeshes(filename)
+                               ext = os.path.splitext(filename)[1].lower()
+                               if ext in imageToMesh.supportedExtensions():
+                                       imageToMesh.convertImageDialog(self, filename).Show()
+                                       objList = []
+                               else:
+                                       objList = meshLoader.loadMeshes(filename)
                        except:
                                traceback.print_exc()
                        else:
                                for obj in objList:
-                                       obj._loadAnim = openglGui.animation(self, 1, 0, 1.5)
+                                       if self._objectLoadShader is not None:
+                                               obj._loadAnim = openglGui.animation(self, 1, 0, 1.5)
+                                       else:
+                                               obj._loadAnim = None
                                        self._scene.add(obj)
-                                       self._scene.centerAll()
+                                       if not self._scene.checkPlatform(obj):
+                                               self._scene.centerAll()
                                        self._selectObject(obj)
+                                       if obj.getScale()[0] < 1.0:
+                                               self.notification.message("Warning: Object scaled down.")
                self.sceneUpdated()
 
        def _deleteObject(self, obj):
@@ -352,17 +600,17 @@ class SceneView(openglGui.glGuiPanel):
                for m in obj._meshList:
                        if m.vbo is not None and m.vbo.decRef():
                                self.glReleaseList.append(m.vbo)
-               if self._isSimpleMode:
-                       self._scene.arrangeAll()
+               import gc
+               gc.collect()
                self.sceneUpdated()
 
        def _selectObject(self, obj, zoom = True):
                if obj != self._selectedObj:
                        self._selectedObj = obj
-                       self.updateProfileToControls()
+                       self.updateModelSettingsToControls()
                        self.updateToolButtons()
                if zoom and obj is not None:
-                       newViewPos = numpy.array([obj.getPosition()[0], obj.getPosition()[1], obj.getMaximum()[2] / 2])
+                       newViewPos = numpy.array([obj.getPosition()[0], obj.getPosition()[1], obj.getSize()[2] / 2])
                        self._animView = openglGui.animation(self, self._viewTarget.copy(), newViewPos, 0.5)
                        newZoom = obj.getBoundaryCircle() * 6
                        if newZoom > numpy.max(self._machineSize) * 3:
@@ -372,18 +620,19 @@ class SceneView(openglGui.glGuiPanel):
        def updateProfileToControls(self):
                oldSimpleMode = self._isSimpleMode
                self._isSimpleMode = profile.getPreference('startMode') == 'Simple'
-               if self._isSimpleMode and not oldSimpleMode:
+               if self._isSimpleMode != oldSimpleMode:
                        self._scene.arrangeAll()
                        self.sceneUpdated()
-               self._machineSize = numpy.array([profile.getPreferenceFloat('machine_width'), profile.getPreferenceFloat('machine_depth'), profile.getPreferenceFloat('machine_height')])
+               self._scene.updateSizeOffsets(True)
+               self._machineSize = numpy.array([profile.getMachineSettingFloat('machine_width'), profile.getMachineSettingFloat('machine_depth'), profile.getMachineSettingFloat('machine_height')])
                self._objColors[0] = profile.getPreferenceColour('model_colour')
                self._objColors[1] = profile.getPreferenceColour('model_colour2')
                self._objColors[2] = profile.getPreferenceColour('model_colour3')
                self._objColors[3] = profile.getPreferenceColour('model_colour4')
-               self._scene.setMachineSize(self._machineSize)
-               self._scene.setSizeOffsets(numpy.array(profile.calculateObjectSizeOffsets(), numpy.float32))
-               self._scene.setHeadSize(profile.getPreferenceFloat('extruder_head_size_min_x'), profile.getPreferenceFloat('extruder_head_size_max_x'), profile.getPreferenceFloat('extruder_head_size_min_y'), profile.getPreferenceFloat('extruder_head_size_max_y'), profile.getPreferenceFloat('extruder_head_size_height'))
+               self._scene.updateMachineDimensions()
+               self.updateModelSettingsToControls()
 
+       def updateModelSettingsToControls(self):
                if self._selectedObj is not None:
                        scale = self._selectedObj.getScale()
                        size = self._selectedObj.getSize()
@@ -395,25 +644,78 @@ class SceneView(openglGui.glGuiPanel):
                        self.scaleZmmctrl.setValue(round(size[2], 2))
 
        def OnKeyChar(self, keyCode):
-               if keyCode == wx.WXK_DELETE or keyCode == wx.WXK_NUMPAD_DELETE:
+               if self._engineResultView.OnKeyChar(keyCode):
+                       return
+               if keyCode == wx.WXK_DELETE or keyCode == wx.WXK_NUMPAD_DELETE or (keyCode == wx.WXK_BACK and platform.system() == "Darwin"):
                        if self._selectedObj is not None:
                                self._deleteObject(self._selectedObj)
                                self.QueueRefresh()
                if keyCode == wx.WXK_UP:
-                       self.layerSelect.setValue(self.layerSelect.getValue() + 1)
+                       if wx.GetKeyState(wx.WXK_SHIFT):
+                               self._zoom /= 1.2
+                               if self._zoom < 1:
+                                       self._zoom = 1
+                       else:
+                               self._pitch -= 15
                        self.QueueRefresh()
                elif keyCode == wx.WXK_DOWN:
-                       self.layerSelect.setValue(self.layerSelect.getValue() - 1)
+                       if wx.GetKeyState(wx.WXK_SHIFT):
+                               self._zoom *= 1.2
+                               if self._zoom > numpy.max(self._machineSize) * 3:
+                                       self._zoom = numpy.max(self._machineSize) * 3
+                       else:
+                               self._pitch += 15
+                       self.QueueRefresh()
+               elif keyCode == wx.WXK_LEFT:
+                       self._yaw -= 15
+                       self.QueueRefresh()
+               elif keyCode == wx.WXK_RIGHT:
+                       self._yaw += 15
+                       self.QueueRefresh()
+               elif keyCode == wx.WXK_NUMPAD_ADD or keyCode == wx.WXK_ADD or keyCode == ord('+') or keyCode == ord('='):
+                       self._zoom /= 1.2
+                       if self._zoom < 1:
+                               self._zoom = 1
+                       self.QueueRefresh()
+               elif keyCode == wx.WXK_NUMPAD_SUBTRACT or keyCode == wx.WXK_SUBTRACT or keyCode == ord('-'):
+                       self._zoom *= 1.2
+                       if self._zoom > numpy.max(self._machineSize) * 3:
+                               self._zoom = numpy.max(self._machineSize) * 3
+                       self.QueueRefresh()
+               elif keyCode == wx.WXK_HOME:
+                       self._yaw = 30
+                       self._pitch = 60
                        self.QueueRefresh()
                elif keyCode == wx.WXK_PAGEUP:
-                       self.layerSelect.setValue(self.layerSelect.getValue() + 10)
+                       self._yaw = 0
+                       self._pitch = 0
                        self.QueueRefresh()
                elif keyCode == wx.WXK_PAGEDOWN:
-                       self.layerSelect.setValue(self.layerSelect.getValue() - 10)
+                       self._yaw = 0
+                       self._pitch = 90
+                       self.QueueRefresh()
+               elif keyCode == wx.WXK_END:
+                       self._yaw = 90
+                       self._pitch = 90
                        self.QueueRefresh()
 
                if keyCode == wx.WXK_F3 and wx.GetKeyState(wx.WXK_SHIFT):
                        shaderEditor(self, self.ShaderUpdate, self._objectLoadShader.getVertexShader(), self._objectLoadShader.getFragmentShader())
+               if keyCode == wx.WXK_F4 and wx.GetKeyState(wx.WXK_SHIFT):
+                       from collections import defaultdict
+                       from gc import get_objects
+                       self._beforeLeakTest = defaultdict(int)
+                       for i in get_objects():
+                               self._beforeLeakTest[type(i)] += 1
+               if keyCode == wx.WXK_F5 and wx.GetKeyState(wx.WXK_SHIFT):
+                       from collections import defaultdict
+                       from gc import get_objects
+                       self._afterLeakTest = defaultdict(int)
+                       for i in get_objects():
+                               self._afterLeakTest[type(i)] += 1
+                       for k in self._afterLeakTest:
+                               if self._afterLeakTest[k]-self._beforeLeakTest[k]:
+                                       print k, self._afterLeakTest[k], self._beforeLeakTest[k], self._afterLeakTest[k] - self._beforeLeakTest[k]
 
        def ShaderUpdate(self, v, f):
                s = opengl.GLShader(v, f)
@@ -453,23 +755,24 @@ class SceneView(openglGui.glGuiPanel):
                        if e.GetButton() == 3:
                                        menu = wx.Menu()
                                        if self._focusObj is not None:
-                                               self.Bind(wx.EVT_MENU, lambda e: self._deleteObject(self._focusObj), menu.Append(-1, 'Delete'))
-                                               self.Bind(wx.EVT_MENU, self.OnMultiply, menu.Append(-1, 'Multiply'))
-                                               self.Bind(wx.EVT_MENU, self.OnSplitObject, menu.Append(-1, 'Split'))
-                                       if self._selectedObj != self._focusObj and self._focusObj is not None:
-                                               self.Bind(wx.EVT_MENU, self.OnMergeObjects, menu.Append(-1, 'Dual extrusion merge'))
+                                               self.Bind(wx.EVT_MENU, lambda e: self._deleteObject(self._focusObj), menu.Append(-1, _("Delete object")))
+                                               self.Bind(wx.EVT_MENU, self.OnCenter, menu.Append(-1, _("Center on platform")))
+                                               self.Bind(wx.EVT_MENU, self.OnMultiply, menu.Append(-1, _("Multiply object")))
+                                               self.Bind(wx.EVT_MENU, self.OnSplitObject, menu.Append(-1, _("Split object into parts")))
+                                       if ((self._selectedObj != self._focusObj and self._focusObj is not None and self._selectedObj is not None) or len(self._scene.objects()) == 2) and int(profile.getMachineSetting('extruder_amount')) > 1:
+                                               self.Bind(wx.EVT_MENU, self.OnMergeObjects, menu.Append(-1, _("Dual extrusion merge")))
                                        if len(self._scene.objects()) > 0:
-                                               self.Bind(wx.EVT_MENU, self.OnDeleteAll, menu.Append(-1, 'Delete all'))
+                                               self.Bind(wx.EVT_MENU, self.OnDeleteAll, menu.Append(-1, _("Delete all objects")))
                                        if menu.MenuItemCount > 0:
                                                self.PopupMenu(menu)
                                        menu.Destroy()
                elif self._mouseState == 'dragObject' and self._selectedObj is not None:
-                       self._scene.pushFree()
+                       self._scene.pushFree(self._selectedObj)
                        self.sceneUpdated()
                elif self._mouseState == 'tool':
                        if self.tempMatrix is not None and self._selectedObj is not None:
                                self._selectedObj.applyMatrix(self.tempMatrix)
-                               self._scene.pushFree()
+                               self._scene.pushFree(self._selectedObj)
                                self._selectObject(self._selectedObj)
                        self.tempMatrix = None
                        self.tool.OnDragEnd()
@@ -486,8 +789,16 @@ class SceneView(openglGui.glGuiPanel):
                                self.tool.OnDrag(p0, p1)
                        elif not e.LeftIsDown() and e.RightIsDown():
                                self._mouseState = 'drag'
-                               self._yaw += e.GetX() - self._mouseX
-                               self._pitch -= e.GetY() - self._mouseY
+                               if wx.GetKeyState(wx.WXK_SHIFT):
+                                       a = math.cos(math.radians(self._yaw)) / 3.0
+                                       b = math.sin(math.radians(self._yaw)) / 3.0
+                                       self._viewTarget[0] += float(e.GetX() - self._mouseX) * -a
+                                       self._viewTarget[1] += float(e.GetX() - self._mouseX) * b
+                                       self._viewTarget[0] += float(e.GetY() - self._mouseY) * b
+                                       self._viewTarget[1] += float(e.GetY() - self._mouseY) * a
+                               else:
+                                       self._yaw += e.GetX() - self._mouseX
+                                       self._pitch -= e.GetY() - self._mouseY
                                if self._pitch > 170:
                                        self._pitch = 170
                                if self._pitch < 10:
@@ -499,7 +810,7 @@ class SceneView(openglGui.glGuiPanel):
                                        self._zoom = 1
                                if self._zoom > numpy.max(self._machineSize) * 3:
                                        self._zoom = numpy.max(self._machineSize) * 3
-                       elif e.LeftIsDown() and self._selectedObj is not None and self._selectedObj == self._mouseClickFocus and not self._isSimpleMode:
+                       elif e.LeftIsDown() and self._selectedObj is not None and self._selectedObj == self._mouseClickFocus:
                                self._mouseState = 'dragObject'
                                z = max(0, self._mouseClick3DPos[2])
                                p0, p1 = self.getMouseRay(self._mouseX, self._mouseY)
@@ -528,6 +839,10 @@ class SceneView(openglGui.glGuiPanel):
                        self._zoom = numpy.max(self._machineSize) * 3
                self.Refresh()
 
+       def OnMouseLeave(self, e):
+               #self._mouseX = -1
+               pass
+
        def getMouseRay(self, x, y):
                if self._viewport is None:
                        return numpy.array([0,0,0],numpy.float32), numpy.array([0,0,1],numpy.float32)
@@ -567,15 +882,19 @@ class SceneView(openglGui.glGuiPanel):
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
 
        def OnPaint(self,e):
+               connectionGroup = self._printerConnectionManager.getAvailableGroup()
                if machineCom.machineIsConnected():
                        self.printButton._imageID = 6
-                       self.printButton._tooltip = 'Print'
-               elif len(removableStorage.getPossibleSDcardDrives()) > 0:
+                       self.printButton._tooltip = _("Print")
+               elif len(removableStorage.getPossibleSDcardDrives()) > 0 and (connectionGroup is None or connectionGroup.getPriority() < 0):
                        self.printButton._imageID = 2
-                       self.printButton._tooltip = 'Toolpath to SD'
+                       self.printButton._tooltip = _("Toolpath to SD")
+               elif connectionGroup is not None:
+                       self.printButton._imageID = connectionGroup.getIconID()
+                       self.printButton._tooltip = _("Print with %s") % (connectionGroup.getName())
                else:
                        self.printButton._imageID = 3
-                       self.printButton._tooltip = 'Save toolpath'
+                       self.printButton._tooltip = _("Save toolpath")
 
                if self._animView is not None:
                        self._viewTarget = self._animView.getPosition()
@@ -586,7 +905,8 @@ class SceneView(openglGui.glGuiPanel):
                        if self._animZoom.isDone():
                                self._animZoom = None
                if self._objectShader is None:
-                       self._objectShader = opengl.GLShader("""
+                       if opengl.hasShaderSupport():
+                               self._objectShader = opengl.GLShader("""
 varying float light_amount;
 
 void main(void)
@@ -597,15 +917,45 @@ void main(void)
        light_amount = abs(dot(normalize(gl_NormalMatrix * gl_Normal), normalize(gl_LightSource[0].position.xyz)));
        light_amount += 0.2;
 }
-                       ""","""
+                               ""","""
 varying float light_amount;
 
 void main(void)
 {
        gl_FragColor = vec4(gl_Color.xyz * light_amount, gl_Color[3]);
 }
-                       """)
-                       self._objectLoadShader = opengl.GLShader("""
+                               """)
+                               self._objectOverhangShader = opengl.GLShader("""
+uniform float cosAngle;
+uniform mat3 rotMatrix;
+varying float light_amount;
+
+void main(void)
+{
+    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+    gl_FrontColor = gl_Color;
+
+       light_amount = abs(dot(normalize(gl_NormalMatrix * gl_Normal), normalize(gl_LightSource[0].position.xyz)));
+       light_amount += 0.2;
+       if (normalize(rotMatrix * gl_Normal).z < -cosAngle)
+       {
+               light_amount = -10.0;
+       }
+}
+                               ""","""
+varying float light_amount;
+
+void main(void)
+{
+       if (light_amount == -10.0)
+       {
+               gl_FragColor = vec4(1.0, 0.0, 0.0, gl_Color[3]);
+       }else{
+               gl_FragColor = vec4(gl_Color.xyz * light_amount, gl_Color[3]);
+       }
+}
+                               """)
+                               self._objectLoadShader = opengl.GLShader("""
 uniform float intensity;
 uniform float scale;
 varying float light_amount;
@@ -629,7 +979,11 @@ void main(void)
 {
        gl_FragColor = vec4(gl_Color.xyz * light_amount, 1.0-intensity);
 }
-                       """)
+                               """)
+                       if self._objectShader is None or not self._objectShader.isValid():
+                               self._objectShader = opengl.GLFakeShader()
+                               self._objectOverhangShader = opengl.GLFakeShader()
+                               self._objectLoadShader = None
                self._init3DView()
                glTranslate(0,0,-self._zoom)
                glRotate(-self._pitch, 1,0,0)
@@ -646,16 +1000,18 @@ void main(void)
                if self.viewMode != 'gcode':
                        for n in xrange(0, len(self._scene.objects())):
                                obj = self._scene.objects()[n]
-                               glColor4ub((n >> 24) & 0xFF, (n >> 16) & 0xFF, (n >> 8) & 0xFF, n & 0xFF)
+                               glColor4ub((n >> 16) & 0xFF, (n >> 8) & 0xFF, (n >> 0) & 0xFF, 0xFF)
                                self._renderObject(obj)
 
                if self._mouseX > -1:
-                       n = glReadPixels(self._mouseX, self.GetSize().GetHeight() - 1 - self._mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8)[0][0]
+                       glFlush()
+                       n = glReadPixels(self._mouseX, self.GetSize().GetHeight() - 1 - self._mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8)[0][0] >> 8
                        if n < len(self._scene.objects()):
                                self._focusObj = self._scene.objects()[n]
                        else:
                                self._focusObj = None
                        f = glReadPixels(self._mouseX, self.GetSize().GetHeight() - 1 - self._mouseY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT)[0][0]
+                       #self.GetTopLevelParent().SetTitle(hex(n) + " " + str(f))
                        self._mouse3Dpos = opengl.unproject(self._mouseX, self._viewport[1] + self._viewport[3] - self._mouseY, f, self._modelMatrix, self._projMatrix, self._viewport)
                        self._mouse3Dpos -= self._viewTarget
 
@@ -665,34 +1021,17 @@ void main(void)
                glRotate(self._yaw, 0,0,1)
                glTranslate(-self._viewTarget[0],-self._viewTarget[1],-self._viewTarget[2])
 
-               if self.viewMode == 'gcode':
-                       if self._gcode is not None:
-                               self.layerSelect.setRange(1, len(self._gcode.layerList) - 1)
-
-                               glPushMatrix()
-                               glTranslate(-self._machineSize[0] / 2, -self._machineSize[1] / 2, 0)
-                               t = time.time()
-                               for n in xrange(0, self.layerSelect.getValue() + 1):
-                                       if len(self._gcodeVBOs) < n + 1:
-                                               self._gcodeVBOs.append(self._generateGCodeVBOs(self._gcode.layerList[n]))
-                                               if time.time() - t > 0.5:
-                                                       self.QueueRefresh()
-                                                       break
-                                       #['WALL-OUTER', 'WALL-INNER', 'FILL', 'SUPPORT', 'SKIRT']
-                                       glColor3f(1, 0, 0)
-                                       self._gcodeVBOs[n][0].render(GL_LINES)
-                                       glColor3f(0, 1, 0)
-                                       self._gcodeVBOs[n][1].render(GL_LINES)
-                                       glColor3f(0.5, 0.5, 0.0)
-                                       self._gcodeVBOs[n][2].render(GL_LINES)
-                                       glColor3f(0, 1, 1)
-                                       self._gcodeVBOs[n][3].render(GL_LINES)
-                                       self._gcodeVBOs[n][4].render(GL_LINES)
-                               glPopMatrix()
-               else:
+               self._objectShader.unbind()
+               self._engineResultView.OnDraw()
+               if self.viewMode != 'gcode':
                        glStencilFunc(GL_ALWAYS, 1, 1)
                        glStencilOp(GL_INCR, GL_INCR, GL_INCR)
-                       self._objectShader.bind()
+
+                       if self.viewMode == 'overhang':
+                               self._objectOverhangShader.bind()
+                               self._objectOverhangShader.setUniform('cosAngle', math.cos(math.radians(90 - profile.getProfileSettingFloat('support_angle'))))
+                       else:
+                               self._objectShader.bind()
                        for obj in self._scene.objects():
                                if obj._loadAnim is not None:
                                        if obj._loadAnim.isDone():
@@ -700,54 +1039,141 @@ void main(void)
                                        else:
                                                continue
                                brightness = 1.0
-                               glDisable(GL_STENCIL_TEST)
-                               if self._selectedObj == obj:
-                                       glEnable(GL_STENCIL_TEST)
                                if self._focusObj == obj:
                                        brightness = 1.2
                                elif self._focusObj is not None or self._selectedObj is not None and obj != self._selectedObj:
                                        brightness = 0.8
+
+                               if self._selectedObj == obj or self._selectedObj is None:
+                                       #If we want transparent, then first render a solid black model to remove the printer size lines.
+                                       if self.viewMode == 'transparent':
+                                               glColor4f(0, 0, 0, 0)
+                                               self._renderObject(obj)
+                                               glEnable(GL_BLEND)
+                                               glBlendFunc(GL_ONE, GL_ONE)
+                                               glDisable(GL_DEPTH_TEST)
+                                               brightness *= 0.5
+                                       if self.viewMode == 'xray':
+                                               glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
+                                       glStencilOp(GL_INCR, GL_INCR, GL_INCR)
+                                       glEnable(GL_STENCIL_TEST)
+
+                               if self.viewMode == 'overhang':
+                                       if self._selectedObj == obj and self.tempMatrix is not None:
+                                               self._objectOverhangShader.setUniform('rotMatrix', obj.getMatrix() * self.tempMatrix)
+                                       else:
+                                               self._objectOverhangShader.setUniform('rotMatrix', obj.getMatrix())
+
                                if not self._scene.checkPlatform(obj):
                                        glColor4f(0.5 * brightness, 0.5 * brightness, 0.5 * brightness, 0.8 * brightness)
                                        self._renderObject(obj)
                                else:
                                        self._renderObject(obj, brightness)
+                               glDisable(GL_STENCIL_TEST)
+                               glDisable(GL_BLEND)
+                               glEnable(GL_DEPTH_TEST)
+                               glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
+
+                       if self.viewMode == 'xray':
+                               glPushMatrix()
+                               glLoadIdentity()
+                               glEnable(GL_STENCIL_TEST)
+                               glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP)
+                               glDisable(GL_DEPTH_TEST)
+                               for i in xrange(2, 15, 2):
+                                       glStencilFunc(GL_EQUAL, i, 0xFF)
+                                       glColor(float(i)/10, float(i)/10, float(i)/5)
+                                       glBegin(GL_QUADS)
+                                       glVertex3f(-1000,-1000,-10)
+                                       glVertex3f( 1000,-1000,-10)
+                                       glVertex3f( 1000, 1000,-10)
+                                       glVertex3f(-1000, 1000,-10)
+                                       glEnd()
+                               for i in xrange(1, 15, 2):
+                                       glStencilFunc(GL_EQUAL, i, 0xFF)
+                                       glColor(float(i)/10, 0, 0)
+                                       glBegin(GL_QUADS)
+                                       glVertex3f(-1000,-1000,-10)
+                                       glVertex3f( 1000,-1000,-10)
+                                       glVertex3f( 1000, 1000,-10)
+                                       glVertex3f(-1000, 1000,-10)
+                                       glEnd()
+                               glPopMatrix()
+                               glDisable(GL_STENCIL_TEST)
+                               glEnable(GL_DEPTH_TEST)
+
                        self._objectShader.unbind()
 
-                       glDisable(GL_STENCIL_TEST)
+                       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
                        glEnable(GL_BLEND)
-                       self._objectLoadShader.bind()
-                       glColor4f(0.2, 0.6, 1.0, 1.0)
-                       for obj in self._scene.objects():
-                               if obj._loadAnim is None:
-                                       continue
-                               self._objectLoadShader.setUniform('intensity', obj._loadAnim.getPosition())
-                               self._objectLoadShader.setUniform('scale', obj.getBoundaryCircle() / 10)
-                               self._renderObject(obj)
-                       self._objectLoadShader.unbind()
-                       glDisable(GL_BLEND)
+                       if self._objectLoadShader is not None:
+                               self._objectLoadShader.bind()
+                               glColor4f(0.2, 0.6, 1.0, 1.0)
+                               for obj in self._scene.objects():
+                                       if obj._loadAnim is None:
+                                               continue
+                                       self._objectLoadShader.setUniform('intensity', obj._loadAnim.getPosition())
+                                       self._objectLoadShader.setUniform('scale', obj.getBoundaryCircle() / 10)
+                                       self._renderObject(obj)
+                               self._objectLoadShader.unbind()
+                               glDisable(GL_BLEND)
 
                self._drawMachine()
 
-               if self.viewMode == 'gcode':
-                       pass
-               else:
-                       #Draw the object box-shadow, so you can see where it will collide with other objects.
-                       if self._selectedObj is not None and len(self._scene.objects()) > 1:
-                               size = self._selectedObj.getSize()[0:2] / 2 + self._scene.getObjectExtend()
-                               glPushMatrix()
-                               glTranslatef(self._selectedObj.getPosition()[0], self._selectedObj.getPosition()[1], 0.0)
+               if self._usbPrintMonitor.getState() == 'PRINTING' and self._usbPrintMonitor.getID() == self._engine.getID():
+                       z = self._usbPrintMonitor.getZ()
+                       if self.viewMode == 'gcode':
+                               layer_height = profile.getProfileSettingFloat('layer_height')
+                               layer1_height = profile.getProfileSettingFloat('bottom_thickness')
+                               if layer_height > 0:
+                                       if layer1_height > 0:
+                                               layer = int((z - layer1_height) / layer_height) + 1
+                                       else:
+                                               layer = int(z / layer_height)
+                               else:
+                                       layer = 1
+                               self.layerSelect.setValue(layer)
+                       else:
+                               size = self._machineSize
                                glEnable(GL_BLEND)
-                               glEnable(GL_CULL_FACE)
-                               glColor4f(0,0,0,0.12)
+                               glColor4ub(255,255,0,128)
                                glBegin(GL_QUADS)
-                               glVertex3f(-size[0],  size[1], 0.1)
-                               glVertex3f(-size[0], -size[1], 0.1)
-                               glVertex3f( size[0], -size[1], 0.1)
-                               glVertex3f( size[0],  size[1], 0.1)
+                               glVertex3f(-size[0]/2,-size[1]/2, z)
+                               glVertex3f( size[0]/2,-size[1]/2, z)
+                               glVertex3f( size[0]/2, size[1]/2, z)
+                               glVertex3f(-size[0]/2, size[1]/2, z)
                                glEnd()
+
+               if self.viewMode != 'gcode':
+                       #Draw the object box-shadow, so you can see where it will collide with other objects.
+                       if self._selectedObj is not None:
+                               glEnable(GL_BLEND)
+                               glEnable(GL_CULL_FACE)
+                               glColor4f(0,0,0,0.16)
+                               glDepthMask(False)
+                               for obj in self._scene.objects():
+                                       glPushMatrix()
+                                       glTranslatef(obj.getPosition()[0], obj.getPosition()[1], 0)
+                                       glBegin(GL_TRIANGLE_FAN)
+                                       for p in obj._boundaryHull[::-1]:
+                                               glVertex3f(p[0], p[1], 0)
+                                       glEnd()
+                                       glPopMatrix()
+                               if self._scene.isOneAtATime():
+                                       glPushMatrix()
+                                       glColor4f(0,0,0,0.06)
+                                       glTranslatef(self._selectedObj.getPosition()[0], self._selectedObj.getPosition()[1], 0)
+                                       glBegin(GL_TRIANGLE_FAN)
+                                       for p in self._selectedObj._printAreaHull[::-1]:
+                                               glVertex3f(p[0], p[1], 0)
+                                       glEnd()
+                                       glBegin(GL_TRIANGLE_FAN)
+                                       for p in self._selectedObj._headAreaMinHull[::-1]:
+                                               glVertex3f(p[0], p[1], 0)
+                                       glEnd()
+                                       glPopMatrix()
+                               glDepthMask(True)
                                glDisable(GL_CULL_FACE)
-                               glPopMatrix()
 
                        #Draw the outline of the selected object, on top of everything else except the GUI.
                        if self._selectedObj is not None and self._selectedObj._loadAnim is None:
@@ -774,10 +1200,21 @@ void main(void)
                                glTranslate(pos[0], pos[1], pos[2])
                                self.tool.OnDraw()
                                glPopMatrix()
-
-       def _renderObject(self, obj, brightness = False):
+               if self.viewMode == 'overhang' and not opengl.hasShaderSupport():
+                       glDisable(GL_DEPTH_TEST)
+                       glPushMatrix()
+                       glLoadIdentity()
+                       glTranslate(0,-4,-10)
+                       glColor4ub(60,60,60,255)
+                       opengl.glDrawStringCenter(_("Overhang view not working due to lack of OpenGL shaders support."))
+                       glPopMatrix()
+
+       def _renderObject(self, obj, brightness = False, addSink = True):
                glPushMatrix()
-               glTranslate(obj.getPosition()[0], obj.getPosition()[1], obj.getSize()[2] / 2)
+               if addSink:
+                       glTranslate(obj.getPosition()[0], obj.getPosition()[1], obj.getSize()[2] / 2 - profile.getProfileSettingFloat('object_sink'))
+               else:
+                       glTranslate(obj.getPosition()[0], obj.getPosition()[1], obj.getSize()[2] / 2)
 
                if self.tempMatrix is not None and obj == self._selectedObj:
                        tempMatrix = opengl.convert3x3MatrixTo4x4(self.tempMatrix)
@@ -792,7 +1229,7 @@ void main(void)
                n = 0
                for m in obj._meshList:
                        if m.vbo is None:
-                               m.vbo = opengl.GLVBO(m.vertexes, m.normal)
+                               m.vbo = opengl.GLVBO(GL_TRIANGLES, m.vertexes, m.normal)
                        if brightness:
                                glColor4fv(map(lambda n: n * brightness, self._objColors[n]))
                                n += 1
@@ -803,79 +1240,133 @@ void main(void)
                glEnable(GL_CULL_FACE)
                glEnable(GL_BLEND)
 
-               if profile.getPreference('machine_type') == 'ultimaker':
+               size = [profile.getMachineSettingFloat('machine_width'), profile.getMachineSettingFloat('machine_depth'), profile.getMachineSettingFloat('machine_height')]
+
+               machine = profile.getMachineSetting('machine_type')
+               if machine.startswith('ultimaker'):
+                       if machine not in self._platformMesh:
+                               meshes = meshLoader.loadMeshes(resources.getPathForMesh(machine + '_platform.stl'))
+                               if len(meshes) > 0:
+                                       self._platformMesh[machine] = meshes[0]
+                               else:
+                                       self._platformMesh[machine] = None
+                               if machine == 'ultimaker2':
+                                       self._platformMesh[machine]._drawOffset = numpy.array([0,-37,145], numpy.float32)
+                               else:
+                                       self._platformMesh[machine]._drawOffset = numpy.array([0,0,2.5], numpy.float32)
                        glColor4f(1,1,1,0.5)
                        self._objectShader.bind()
-                       self._renderObject(self._platformMesh)
+                       self._renderObject(self._platformMesh[machine], False, False)
                        self._objectShader.unbind()
 
-               size = [profile.getPreferenceFloat('machine_width'), profile.getPreferenceFloat('machine_depth'), profile.getPreferenceFloat('machine_height')]
-               v0 = [ size[0] / 2, size[1] / 2, size[2]]
-               v1 = [ size[0] / 2,-size[1] / 2, size[2]]
-               v2 = [-size[0] / 2, size[1] / 2, size[2]]
-               v3 = [-size[0] / 2,-size[1] / 2, size[2]]
-               v4 = [ size[0] / 2, size[1] / 2, 0]
-               v5 = [ size[0] / 2,-size[1] / 2, 0]
-               v6 = [-size[0] / 2, size[1] / 2, 0]
-               v7 = [-size[0] / 2,-size[1] / 2, 0]
-
-               vList = [v0,v1,v3,v2, v1,v0,v4,v5, v2,v3,v7,v6, v0,v2,v6,v4, v3,v1,v5,v7]
-               glEnableClientState(GL_VERTEX_ARRAY)
-               glVertexPointer(3, GL_FLOAT, 3*4, vList)
-
-               glColor4ub(5, 171, 231, 64)
-               glDrawArrays(GL_QUADS, 0, 4)
-               glColor4ub(5, 171, 231, 96)
-               glDrawArrays(GL_QUADS, 4, 8)
-               glColor4ub(5, 171, 231, 128)
-               glDrawArrays(GL_QUADS, 12, 8)
-
-               sx = self._machineSize[0]
-               sy = self._machineSize[1]
-               for x in xrange(-int(sx/20)-1, int(sx / 20) + 1):
-                       for y in xrange(-int(sx/20)-1, int(sy / 20) + 1):
-                               x1 = x * 10
-                               x2 = x1 + 10
-                               y1 = y * 10
-                               y2 = y1 + 10
-                               x1 = max(min(x1, sx/2), -sx/2)
-                               y1 = max(min(y1, sy/2), -sy/2)
-                               x2 = max(min(x2, sx/2), -sx/2)
-                               y2 = max(min(y2, sy/2), -sy/2)
-                               if (x & 1) == (y & 1):
-                                       glColor4ub(5, 171, 231, 127)
-                               else:
-                                       glColor4ub(5 * 8 / 10, 171 * 8 / 10, 231 * 8 / 10, 128)
+                       #For the Ultimaker 2 render the texture on the back plate to show the Ultimaker2 text.
+                       if machine == 'ultimaker2':
+                               if not hasattr(self._platformMesh[machine], 'texture'):
+                                       self._platformMesh[machine].texture = opengl.loadGLTexture('Ultimaker2backplate.png')
+                               glBindTexture(GL_TEXTURE_2D, self._platformMesh[machine].texture)
+                               glEnable(GL_TEXTURE_2D)
+                               glPushMatrix()
+                               glColor4f(1,1,1,1)
+
+                               glTranslate(0,150,-5)
+                               h = 50
+                               d = 8
+                               w = 100
+                               glEnable(GL_BLEND)
+                               glBlendFunc(GL_DST_COLOR, GL_ZERO)
                                glBegin(GL_QUADS)
-                               glVertex3f(x1, y1, -0.02)
-                               glVertex3f(x2, y1, -0.02)
-                               glVertex3f(x2, y2, -0.02)
-                               glVertex3f(x1, y2, -0.02)
+                               glTexCoord2f(1, 0)
+                               glVertex3f( w, 0, h)
+                               glTexCoord2f(0, 0)
+                               glVertex3f(-w, 0, h)
+                               glTexCoord2f(0, 1)
+                               glVertex3f(-w, 0, 0)
+                               glTexCoord2f(1, 1)
+                               glVertex3f( w, 0, 0)
+
+                               glTexCoord2f(1, 0)
+                               glVertex3f(-w, d, h)
+                               glTexCoord2f(0, 0)
+                               glVertex3f( w, d, h)
+                               glTexCoord2f(0, 1)
+                               glVertex3f( w, d, 0)
+                               glTexCoord2f(1, 1)
+                               glVertex3f(-w, d, 0)
                                glEnd()
+                               glDisable(GL_TEXTURE_2D)
+                               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
+                               glPopMatrix()
+               else:
+                       glColor4f(0,0,0,1)
+                       glLineWidth(3)
+                       glBegin(GL_LINES)
+                       glVertex3f(-size[0] / 2, -size[1] / 2, 0)
+                       glVertex3f(-size[0] / 2, -size[1] / 2, 10)
+                       glVertex3f(-size[0] / 2, -size[1] / 2, 0)
+                       glVertex3f(-size[0] / 2+10, -size[1] / 2, 0)
+                       glVertex3f(-size[0] / 2, -size[1] / 2, 0)
+                       glVertex3f(-size[0] / 2, -size[1] / 2+10, 0)
+                       glEnd()
+
+               glDepthMask(False)
+
+               polys = profile.getMachineSizePolygons()
+               height = profile.getMachineSettingFloat('machine_height')
+               circular = profile.getMachineSetting('machine_shape') == 'Circular'
+               glBegin(GL_QUADS)
+               for n in xrange(0, len(polys[0])):
+                       if not circular:
+                               if n % 2 == 0:
+                                       glColor4ub(5, 171, 231, 96)
+                               else:
+                                       glColor4ub(5, 171, 231, 64)
+                       else:
+                               glColor4ub(5, 171, 231, 96)
 
-               glDisableClientState(GL_VERTEX_ARRAY)
+                       glVertex3f(polys[0][n][0], polys[0][n][1], height)
+                       glVertex3f(polys[0][n][0], polys[0][n][1], 0)
+                       glVertex3f(polys[0][n-1][0], polys[0][n-1][1], 0)
+                       glVertex3f(polys[0][n-1][0], polys[0][n-1][1], height)
+               glEnd()
+               glColor4ub(5, 171, 231, 128)
+               glBegin(GL_TRIANGLE_FAN)
+               for p in polys[0][::-1]:
+                       glVertex3f(p[0], p[1], height)
+               glEnd()
+
+               #Draw checkerboard
+               if self._platformTexture is None:
+                       self._platformTexture = opengl.loadGLTexture('checkerboard.png')
+                       glBindTexture(GL_TEXTURE_2D, self._platformTexture)
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
+               glColor4f(1,1,1,0.5)
+               glBindTexture(GL_TEXTURE_2D, self._platformTexture)
+               glEnable(GL_TEXTURE_2D)
+               glBegin(GL_TRIANGLE_FAN)
+               for p in polys[0]:
+                       glTexCoord2f(p[0]/20, p[1]/20)
+                       glVertex3f(p[0], p[1], 0)
+               glEnd()
+               glDisable(GL_TEXTURE_2D)
+               glColor4ub(127, 127, 127, 200)
+               for poly in polys[1:]:
+                       glBegin(GL_TRIANGLE_FAN)
+                       for p in poly:
+                               glTexCoord2f(p[0]/20, p[1]/20)
+                               glVertex3f(p[0], p[1], 0)
+                       glEnd()
+
+               glDepthMask(True)
                glDisable(GL_BLEND)
                glDisable(GL_CULL_FACE)
 
-       def _generateGCodeVBOs(self, layer):
-               ret = []
-               for extrudeType in ['WALL-OUTER', 'WALL-INNER', 'FILL', 'SUPPORT', 'SKIRT']:
-                       pointList = numpy.zeros((0,3), numpy.float32)
-                       for path in layer:
-                               if path.type == 'extrude' and path.pathType == extrudeType:
-                                       a = numpy.array(path.points, numpy.float32)
-                                       a = numpy.concatenate((a[:-1], a[1:]), 1)
-                                       a = a.reshape((len(a) * 2, 3))
-                                       pointList = numpy.concatenate((pointList, a))
-                       ret.append(opengl.GLVBO(pointList))
-               return ret
-
        def getObjectCenterPos(self):
                if self._selectedObj is None:
                        return [0.0, 0.0, 0.0]
                pos = self._selectedObj.getPosition()
                size = self._selectedObj.getSize()
-               return [pos[0], pos[1], size[2]/2]
+               return [pos[0], pos[1], size[2]/2 - profile.getProfileSettingFloat('object_sink')]
 
        def getObjectBoundaryCircle(self):
                if self._selectedObj is None: