glVertex3f(-size[0] / 2, -size[1] / 2+10, 0)
glEnd()
- #Cornerpoints for big blue square
- # 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)
-
glDepthMask(False)
- # 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)
- # glDisableClientState(GL_VERTEX_ARRAY)
polys = profile.getMachineSizePolygons()
height = profile.getMachineSettingFloat('machine_height')
glVertex3f(p[0], p[1], 0)
glEnd()
- if machine == 'ultimaker2x':
-
- glColor4ub(127, 127, 127, 200)
- #if UM2, draw bat-area zone for head. THe head can't stop there, because its bat-area.
- #UpperRight
- clipWidth = 25
- clipHeight = 10
- posX = size[0] / 2 - clipWidth
- posY = size[1] / 2 - clipHeight
- glBegin(GL_QUADS)
- glVertex3f(posX, posY, 0)
- glVertex3f(posX+clipWidth, posY, 0)
- glVertex3f(posX+clipWidth, posY+clipHeight, 0)
- glVertex3f(posX, posY+clipHeight, 0)
- glEnd()
- #UpperLeft
- clipWidth = 25
- clipHeight = 10
- posX = -size[0] / 2
- posY = size[1] / 2 - clipHeight
- glBegin(GL_QUADS)
- glVertex3f(posX, posY, 0)
- glVertex3f(posX+clipWidth, posY, 0)
- glVertex3f(posX+clipWidth, posY+clipHeight, 0)
- glVertex3f(posX, posY+clipHeight, 0)
- glEnd()
- #LowerRight
- clipWidth = 25
- clipHeight = 10
- posX = size[0] / 2 - clipWidth
- posY = -size[1] / 2
- glBegin(GL_QUADS)
- glVertex3f(posX, posY, 0)
- glVertex3f(posX+clipWidth, posY, 0)
- glVertex3f(posX+clipWidth, posY+clipHeight, 0)
- glVertex3f(posX, posY+clipHeight, 0)
- glEnd()
- #LowerLeft
- clipWidth = 25
- clipHeight = 10
- posX = -size[0] / 2
- posY = -size[1] / 2
- glBegin(GL_QUADS)
- glVertex3f(posX, posY, 0)
- glVertex3f(posX+clipWidth, posY, 0)
- glVertex3f(posX+clipWidth, posY+clipHeight, 0)
- glVertex3f(posX, posY+clipHeight, 0)
- glEnd()
-
glDepthMask(True)
glDisable(GL_BLEND)
glDisable(GL_CULL_FACE)