self._n32 = n32
points = []
-
- for n in xrange(-64, 64):
+ cnt = 64
+ for n in xrange(-cnt, cnt):
row = []
points.append(row)
- f1 = n * math.pi / 64
- r1 = math.pow((math.pow(abs(math.cos(m1*f1/4)/a1),n21) + math.pow(abs(math.sin(m1*f1/4)/b1), n31)), -(1/n11))
- for m in xrange(0, 64):
- f2 = m * math.pi / 128
- r2 = math.pow((math.pow(abs(math.cos(m2*f2/4)/a2),n22) + math.pow(abs(math.sin(m2*f2/4)/b2), n32)), -(1/n12))
+ f1 = n * math.pi / cnt
+ try:
+ r1 = math.pow((math.pow(abs(math.cos(m1*f1/4)/a1),n21) + math.pow(abs(math.sin(m1*f1/4)/b1), n31)), -(1/n11))
+ except:
+ r1 = 1.0
+ for m in xrange(0, cnt):
+ f2 = m * math.pi / ((cnt*2) - 2)
+ try:
+ r2 = math.pow((math.pow(abs(math.cos(m2*f2/4)/a2),n22) + math.pow(abs(math.sin(m2*f2/4)/b2), n32)), -(1/n12))
+ except:
+ r2 = 1.0
x = r1 * math.cos(f1) * r2 * math.cos(f2)
y = r1 * math.sin(f1) * r2 * math.cos(f2)
self._obj._postProcessAfterLoad()
+ def isValid(self):
+ size = self._obj.getSize()
+ if size[0] / size[2] > 10:
+ return False
+ return True
+
def draw(self):
for m in self._obj._meshList:
if m.vbo is None:
m.vbo = opengl.GLVBO(m.vertexes, m.normal)
m.vbo.render()
+class superformulaEvolver(wx.Frame):
+ def __init__(self, parent):
+ super(superformulaEvolver, self).__init__(parent, title='Cura - Superformula')
+ self._rotate = 0.0
+ self._t0 = time.time()
+
+ sizer = wx.BoxSizer()
+ self.SetSizer(sizer)
+
+ attribList = (glcanvas.WX_GL_RGBA, glcanvas.WX_GL_DOUBLEBUFFER, glcanvas.WX_GL_DEPTH_SIZE, 32, glcanvas.WX_GL_STENCIL_SIZE, 8)
+ self._glCanvas = glcanvas.GLCanvas(self, style=wx.WANTS_CHARS, attribList = attribList)
+ self._glCanvas.SetMinSize((800,600))
+ sizer.Add(self._glCanvas, 1, flag=wx.EXPAND)
+ self._context = glcanvas.GLContext(self._glCanvas)
+
+ wx.EVT_PAINT(self._glCanvas, self._OnPaint)
+ wx.EVT_SIZE(self._glCanvas, self._OnSize)
+ wx.EVT_ERASE_BACKGROUND(self._glCanvas, self._OnEraseBackground)
+ wx.EVT_IDLE(self, self._OnIdle)
+
+ wx.EVT_LEFT_DOWN(self._glCanvas, self._OnMouseDown)
+
+ self._shapes = [None] * 12
+ self._releaseList = []
+
+ self._randomize()
+
+ self.Maximize()
+
+ def _OnMouseDown(self, e):
+ size = self._glCanvas.GetSize()
+ sel = e.GetX() / (size.GetWidth() / 4) + (size.GetHeight() - e.GetY()) / (size.GetHeight() / 3) * 4
+ shape = self._shapes[sel]
+ for n in xrange(0, len(self._shapes)):
+ if n == sel:
+ continue
+ for m in self._shapes[n]._obj._meshList:
+ if m.vbo is not None:
+ self._releaseList.append(m.vbo)
+ f = 0.5 + n * 0.1
+ update = True
+ while update:
+ self._shapes[n] = superShape(
+ shape._a1 + random.uniform(-f, f) / 2.0,
+ shape._b1 + random.uniform(-f, f) / 2.0,
+ shape._m1 + random.uniform(-f, f) * 2.0,
+ shape._n11 + random.uniform(-f, f),
+ shape._n21 + random.uniform(-f, f),
+ shape._n31 + random.uniform(-f, f),
+ shape._a2 + random.uniform(-f, f) / 2.0,
+ shape._b2 + random.uniform(-f, f) / 2.0,
+ shape._m2 + random.uniform(-f, f),
+ shape._n12 + random.uniform(-f, f),
+ shape._n22 + random.uniform(-f, f),
+ shape._n32 + random.uniform(-f, f))
+ update = not self._shapes[n].isValid()
+
+ def _randomize(self):
+ for shape in self._shapes:
+ if shape is not None:
+ for m in shape._obj._meshList:
+ if m.vbo is not None:
+ self._releaseList.append(m.vbo)
+ for n in xrange(0, len(self._shapes)):
+ update = True
+ while update:
+ self._shapes[n] = superShape(
+ random.uniform(0.5, 5.0),
+ random.uniform(0.5, 5.0),
+ random.uniform(0.5, 20.0),
+ random.uniform(0.5, 10.0),
+ random.uniform(0.5, 10.0),
+ random.uniform(0.5, 10.0),
+ random.uniform(0.5, 5.0),
+ random.uniform(0.5, 5.0),
+ random.uniform(0.5, 10.0),
+ random.uniform(0.5, 10.0),
+ random.uniform(0.5, 10.0),
+ random.uniform(0.5, 10.0))
+ update = not self._shapes[n].isValid()
+
+ def _OnEraseBackground(self,event):
+ #Workaround for windows background redraw flicker.
+ pass
+
+ def _OnSize(self, e):
+ self.Refresh()
+
+ def _OnIdle(self, e):
+ self._glCanvas.Refresh()
+
+ def _OnPaint(self, e):
+ dc = wx.PaintDC(self._glCanvas)
+
+ self._glCanvas.SetCurrent(self._context)
+ for obj in self._releaseList:
+ obj.release()
+ self._releaseList = []
+
+ size = self._glCanvas.GetSize()
+ glViewport(0, 0, size.GetWidth(), size.GetHeight())
+ glLoadIdentity()
+
+ glLightfv(GL_LIGHT0, GL_POSITION, [0.2, 0.2, 1.0, 0.0])
+
+ glDisable(GL_RESCALE_NORMAL)
+ glDisable(GL_LIGHTING)
+ glDisable(GL_LIGHT0)
+ glEnable(GL_DEPTH_TEST)
+ glDisable(GL_CULL_FACE)
+ glDisable(GL_BLEND)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
+
+ glClearColor(0.0, 0.0, 0.0, 1.0)
+ glClearStencil(0)
+ glClearDepth(1.0)
+
+ glMatrixMode(GL_PROJECTION)
+ glLoadIdentity()
+ aspect = float(size.GetWidth()) / float(size.GetHeight())
+ gluPerspective(30.0, aspect, 1.0, 1000.0)
+
+ glMatrixMode(GL_MODELVIEW)
+ glLoadIdentity()
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
+
+ glTranslate(0,0,-2.0)
+ glRotate(-45 - math.sin(self._rotate/50.0) * 30, 1, 0, 0)
+ glRotate(self._rotate, 0, 0, 1)
+ self._rotate += (self._t0 - time.time()) * 20
+ self._t0 = time.time()
+
+ glEnable(GL_LIGHTING)
+ glEnable(GL_LIGHT0)
+ glLightfv(GL_LIGHT0, GL_POSITION, [0.2, 0.2, 1.0, 0.0])
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.8,1.0,0.8,0])
+ glLightfv(GL_LIGHT0, GL_AMBIENT, [0.3,0.3,0.3,0])
+ glEnable(GL_LIGHT1)
+ glLightfv(GL_LIGHT1, GL_POSITION, [1.2, 0.2, 0.2, 0.0])
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, [0.5,0.3,0.2,0])
+ glLightfv(GL_LIGHT1, GL_AMBIENT, [0.0,0.0,0.0,0])
+
+ for n in xrange(0, len(self._shapes)):
+ shape = self._shapes[n]
+ scale = 1.0/numpy.max(shape._obj.getSize())
+ glPushMatrix()
+ glScalef(scale, scale, scale)
+ glEnable(GL_NORMALIZE)
+ glViewport(size.GetWidth() / 4 * (n % 4), size.GetHeight() / 3 * (n / 4), size.GetWidth() / 4, size.GetHeight() / 3)
+ shape.draw()
+ glPopMatrix()
+
+ glFlush()
+ self._glCanvas.SwapBuffers()
+
class superformulaWindow(wx.Frame):
def __init__(self, parent):
super(superformulaWindow, self).__init__(parent, title='Cura - Superformula')
self._updateShape()
def onRandom(self):
- self.sliderA1.SetValue(random.randint(self.sliderA1.GetMin(), self.sliderA1.GetMax()))
- self.sliderB1.SetValue(random.randint(self.sliderB1.GetMin(), self.sliderB1.GetMax()))
- self.sliderM1.SetValue(random.randint(self.sliderM1.GetMin(), self.sliderM1.GetMax()))
- self.sliderN11.SetValue(random.randint(self.sliderN11.GetMin(), self.sliderN11.GetMax()))
- self.sliderN21.SetValue(random.randint(self.sliderN21.GetMin(), self.sliderN21.GetMax()))
- self.sliderN31.SetValue(random.randint(self.sliderN31.GetMin(), self.sliderN31.GetMax()))
- self.sliderA2.SetValue(random.randint(self.sliderA2.GetMin(), self.sliderA2.GetMax()))
- self.sliderB2.SetValue(random.randint(self.sliderB2.GetMin(), self.sliderB2.GetMax()))
- self.sliderM2.SetValue(random.randint(self.sliderM2.GetMin(), self.sliderM2.GetMax()))
- self.sliderN12.SetValue(random.randint(self.sliderN12.GetMin(), self.sliderN12.GetMax()))
- self.sliderN22.SetValue(random.randint(self.sliderN22.GetMin(), self.sliderN22.GetMax()))
- self.sliderN32.SetValue(random.randint(self.sliderN32.GetMin(), self.sliderN32.GetMax()))
- self._updateShape()
+ update = True
+ while update:
+ update = False
+ self.sliderA1.SetValue(random.randint(self.sliderA1.GetMin(), self.sliderA1.GetMax()))
+ self.sliderB1.SetValue(random.randint(self.sliderB1.GetMin(), self.sliderB1.GetMax()))
+ self.sliderM1.SetValue(random.randint(self.sliderM1.GetMin(), self.sliderM1.GetMax()))
+ self.sliderN11.SetValue(random.randint(self.sliderN11.GetMin(), self.sliderN11.GetMax()))
+ self.sliderN21.SetValue(random.randint(self.sliderN21.GetMin(), self.sliderN21.GetMax()))
+ self.sliderN31.SetValue(random.randint(self.sliderN31.GetMin(), self.sliderN31.GetMax()))
+ self.sliderA2.SetValue(random.randint(self.sliderA2.GetMin(), self.sliderA2.GetMax()))
+ self.sliderB2.SetValue(random.randint(self.sliderB2.GetMin(), self.sliderB2.GetMax()))
+ self.sliderM2.SetValue(random.randint(self.sliderM2.GetMin(), self.sliderM2.GetMax()))
+ self.sliderN12.SetValue(random.randint(self.sliderN12.GetMin(), self.sliderN12.GetMax()))
+ self.sliderN22.SetValue(random.randint(self.sliderN22.GetMin(), self.sliderN22.GetMax()))
+ self.sliderN32.SetValue(random.randint(self.sliderN32.GetMin(), self.sliderN32.GetMax()))
+ self._updateShape()
+ if not self._shape.isValid():
+ update = True
def onAdd(self):
scale = 1.0/numpy.max(self._shape._obj.getSize()) * 50
glLightfv(GL_LIGHT0, GL_POSITION, [0.2, 0.2, 1.0, 0.0])
glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.8,1.0,0.8,0])
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.3,0.3,0.3,0])
+ glEnable(GL_LIGHT1)
+ glLightfv(GL_LIGHT1, GL_POSITION, [1.2, 0.2, 0.2, 0.0])
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, [0.5,0.3,0.2,0])
+ glLightfv(GL_LIGHT1, GL_AMBIENT, [0.0,0.0,0.0,0])
scale = 1.0/numpy.max(self._shape._obj.getSize())
glScalef(scale, scale, scale)
#setting('retract_on_jumps_only', True, bool, 'expert', 'Retraction').setLabel('Retract on jumps only', 'Only retract when we are making a move that is over a hole in the model, else retract on every move. This effects print quality in different ways.')
setting('fan_layer', 1, int, 'expert', 'Cool').setRange(0).setLabel('Fan on layer number', 'The layer at which the fan is turned on. The first layer is layer 0. The first layer can stick better if you turn on the fan on, on the 2nd layer.')
#setting('fan_speed', 100, int, 'expert', 'Cool').setRange(0,100).setLabel('Fan speed min (%)', 'When the fan is turned on, it is enabled at this speed setting. If cool slows down the layer, the fan is adjusted between the min and max speed. Minimal fan speed is used if the layer is not slowed down due to cooling.')
-#setting('fan_speed_max', 100, int, 'expert', 'Cool').setRange(0,100).setLabel('Fan speed max (%)', 'When the fan is turned on, it is enabled at this speed setting. If cool slows down the layer, the fan is adjusted between the min and max speed. Maximal fan speed is used if the layer is slowed down due to cooling by more then 200%.')
-setting('cool_min_feedrate', 10, float, 'expert', 'Cool').setRange(0).setLabel('Minimum feedrate (mm/s)', 'The minimal layer time can cause the print to slow down so much it starts to ooze. The minimal feedrate protects against this. Even if a print gets slown down it will never be slower then this minimal feedrate.')
-setting('cool_head_lift', True, bool, 'expert', 'Cool').setLabel('Cool head lift', 'Lift the head if the minimal feedrate is hit because of cool slowdown, and wait the extra time so the minimal layer time is always hit.')
+#setting('fan_speed_max', 100, int, 'expert', 'Cool').setRange(0,100).setLabel('Fan speed max (%)', 'When the fan is turned on, it is enabled at this speed setting. If cool slows down the layer, the fan is adjusted between the min and max speed. Maximal fan speed is used if the layer is slowed down due to cooling by more than 200%.')
+setting('cool_min_feedrate', 10, float, 'expert', 'Cool').setRange(0).setLabel('Minimum speed (mm/s)', 'The minimal layer time can cause the print to slow down so much it starts to ooze. The minimal feedrate protects against this. Even if a print gets slown down it will never be slower than this minimal speed.')
+setting('cool_head_lift', True, bool, 'expert', 'Cool').setLabel('Cool head lift', 'Lift the head if the minimal speed is hit because of cool slowdown, and wait the extra time so the minimal layer time is always hit.')
#setting('extra_base_wall_thickness', 0.0, float, 'expert', 'Accuracy').setRange(0).setLabel('Extra Wall thickness for bottom/top (mm)', 'Additional wall thickness of the bottom and top layers.')
#setting('sequence', 'Loops > Perimeter > Infill', ['Loops > Perimeter > Infill', 'Loops > Infill > Perimeter', 'Infill > Loops > Perimeter', 'Infill > Perimeter > Loops', 'Perimeter > Infill > Loops', 'Perimeter > Loops > Infill'], 'expert', 'Sequence')
#setting('force_first_layer_sequence', True, bool, 'expert', 'Sequence').setLabel('Force first layer sequence', 'This setting forces the order of the first layer to be \'Perimeter > Loops > Infill\'')