+\r
+def DrawGCodeLayer(layer):\r
+ filamentRadius = profile.getProfileSettingFloat('filament_diameter') / 2\r
+ filamentArea = math.pi * filamentRadius * filamentRadius\r
+ lineWidth = profile.getProfileSettingFloat('nozzle_size') / 2 / 10\r
+ \r
+ fillCycle = 0\r
+ fillColorCycle = [[0.5,0.5,0.0],[0.0,0.5,0.5],[0.5,0.0,0.5]]\r
+ \r
+ glDisable(GL_CULL_FACE)\r
+ for path in layer:\r
+ if path.type == 'move':\r
+ glColor3f(0,0,1)\r
+ if path.type == 'extrude':\r
+ if path.pathType == 'FILL':\r
+ glColor3fv(fillColorCycle[fillCycle])\r
+ fillCycle = (fillCycle + 1) % len(fillColorCycle)\r
+ elif path.pathType == 'WALL-INNER':\r
+ glColor3fv([0,1,0])\r
+ elif path.pathType == 'SUPPORT':\r
+ glColor3fv([0,1,1])\r
+ elif path.pathType == 'SKIRT':\r
+ glColor3fv([0,0.5,0.5])\r
+ else:\r
+ glColor3fv([1,0,0])\r
+ if path.type == 'retract':\r
+ glColor3fv([0,1,1])\r
+ if path.type == 'extrude':\r
+ drawLength = 0.0\r
+ prevNormal = None\r
+ for i in xrange(0, len(path.list)-1):\r
+ v0 = path.list[i]\r
+ v1 = path.list[i+1]\r
+\r
+ # Calculate line width from ePerDistance (needs layer thickness and filament diameter)\r
+ dist = (v0 - v1).vsize()\r
+ if dist > 0 and path.layerThickness > 0:\r
+ extrusionMMperDist = (v1.e - v0.e) / dist\r
+ lineWidth = extrusionMMperDist * filamentArea / path.layerThickness / 2\r
+\r
+ drawLength += (v0 - v1).vsize()\r
+ normal = (v0 - v1).cross(util3d.Vector3(0,0,1))\r
+ normal.normalize()\r
+\r
+ vv2 = v0 + normal * lineWidth\r
+ vv3 = v1 + normal * lineWidth\r
+ vv0 = v0 - normal * lineWidth\r
+ vv1 = v1 - normal * lineWidth\r
+\r
+ glBegin(GL_QUADS)\r
+ glVertex3f(vv0.x, vv0.y, vv0.z - 0.01)\r
+ glVertex3f(vv1.x, vv1.y, vv1.z - 0.01)\r
+ glVertex3f(vv3.x, vv3.y, vv3.z - 0.01)\r
+ glVertex3f(vv2.x, vv2.y, vv2.z - 0.01)\r
+ glEnd()\r
+ if prevNormal != None:\r
+ n = (normal + prevNormal)\r
+ n.normalize()\r
+ vv4 = v0 + n * lineWidth\r
+ vv5 = v0 - n * lineWidth\r
+ glBegin(GL_QUADS)\r
+ glVertex3f(vv2.x, vv2.y, vv2.z)\r
+ glVertex3f(vv4.x, vv4.y, vv4.z)\r
+ glVertex3f(prevVv3.x, prevVv3.y, prevVv3.z)\r
+ glVertex3f(v0.x, v0.y, v0.z)\r
+ \r
+ glVertex3f(vv0.x, vv0.y, vv0.z)\r
+ glVertex3f(vv5.x, vv5.y, vv5.z)\r
+ glVertex3f(prevVv1.x, prevVv1.y, prevVv1.z)\r
+ glVertex3f(v0.x, v0.y, v0.z)\r
+ glEnd()\r
+ \r
+ prevNormal = normal\r
+ prevVv1 = vv1\r
+ prevVv3 = vv3\r
+ \r
+ #for v in path.list:\r
+ # glBegin(GL_TRIANGLE_FAN)\r
+ # glVertex3f(v.x, v.y, v.z - 0.001)\r
+ # for i in xrange(0, 16+1):\r
+ # glVertex3f(v.x + math.cos(math.pi*2/16*i) * lineWidth, v.y + math.sin(math.pi*2/16*i) * lineWidth, v.z - 0.01)\r
+ # glEnd()\r
+ else:\r
+ glBegin(GL_LINE_STRIP)\r
+ for v in path.list:\r
+ glVertex3f(v.x, v.y, v.z)\r
+ glEnd()\r
+ glEnable(GL_CULL_FACE)\r