if self._selectedObj is not None:
self._deleteObject(self._selectedObj)
self.QueueRefresh()
- if self.viewMode == 'gcode':
+ if self.viewMode == 'gcode' and (wx.GetKeyState(wx.WXK_SHIFT) or wx.GetKeyState(wx.WXK_CONTROL)):
if keyCode == wx.WXK_UP:
self.layerSelect.setValue(self.layerSelect.getValue() + 1)
self.QueueRefresh()
if self.viewMode == 'overhang':
self._objectOverhangShader.bind()
- self._objectOverhangShader.setUniform('cosAngle', math.cos(math.radians(90 - 60)))
+ self._objectOverhangShader.setUniform('cosAngle', math.cos(math.radians(90 - profile.getProfileSettingFloat('support_angle'))))
else:
self._objectShader.bind()
for obj in self._scene.objects():
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 n % 2 == 0:
- glColor4ub(5, 171, 231, 96)
+ if not circular:
+ if n % 2 == 0:
+ glColor4ub(5, 171, 231, 96)
+ else:
+ glColor4ub(5, 171, 231, 64)
else:
- glColor4ub(5, 171, 231, 64)
+ glColor4ub(5, 171, 231, 96)
+
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)