490 lines
13 KiB
Python
490 lines
13 KiB
Python
# coding=utf-8
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from __future__ import absolute_import
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import math
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from Cura.util import meshLoader
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from Cura.util import util3d
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from Cura.util import profile
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from Cura.util.resources import getPathForMesh
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try:
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import OpenGL
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OpenGL.ERROR_CHECKING = False
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from OpenGL.GLU import *
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from OpenGL.GL import *
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hasOpenGLlibs = True
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except:
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print "Failed to find PyOpenGL: http://pyopengl.sourceforge.net/"
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hasOpenGLlibs = False
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def InitGL(window, view3D, zoom):
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# set viewing projection
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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size = window.GetSize()
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glViewport(0, 0, size.GetWidth(), size.GetHeight())
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glLightfv(GL_LIGHT0, GL_POSITION, [0.2, 0.2, 1.0, 0.0])
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glLightfv(GL_LIGHT1, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
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glEnable(GL_RESCALE_NORMAL)
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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glEnable(GL_DEPTH_TEST)
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glEnable(GL_CULL_FACE)
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glDisable(GL_BLEND)
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glClearColor(1.0, 1.0, 1.0, 1.0)
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glClearStencil(0)
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glClearDepth(1.0)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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aspect = float(size.GetWidth()) / float(size.GetHeight())
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if view3D:
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gluPerspective(45.0, aspect, 1.0, 1000.0)
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else:
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glOrtho(-aspect * (zoom), aspect * (zoom), -1.0 * (zoom), 1.0 * (zoom), -1000.0, 1000.0)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
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platformMesh = None
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def DrawMachine(machineSize):
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if profile.getPreference('machine_type') == 'ultimaker':
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glPushMatrix()
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glEnable(GL_LIGHTING)
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glTranslate(100, 200, -5)
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glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.8, 0.8, 0.8])
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glLightfv(GL_LIGHT0, GL_AMBIENT, [0.5, 0.5, 0.5])
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glEnable(GL_BLEND)
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glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR)
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global platformMesh
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if platformMesh == None:
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platformMesh = meshLoader.loadMesh(getPathForMesh('ultimaker_platform.stl'))
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platformMesh.setRotateMirror(0, False, False, False, False, False)
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DrawMesh(platformMesh)
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glPopMatrix()
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glDisable(GL_LIGHTING)
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if False:
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glColor3f(0.7, 0.7, 0.7)
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glLineWidth(2)
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glBegin(GL_LINES)
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for i in xrange(0, int(machineSize.x), 10):
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glVertex3f(i, 0, 0)
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glVertex3f(i, machineSize.y, 0)
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for i in xrange(0, int(machineSize.y), 10):
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glVertex3f(0, i, 0)
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glVertex3f(machineSize.x, i, 0)
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glEnd()
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glEnable(GL_LINE_SMOOTH)
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glEnable(GL_BLEND)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
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glColor3f(0.0, 0.0, 0.0)
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glLineWidth(4)
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glBegin(GL_LINE_LOOP)
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glVertex3f(0, 0, 0)
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glVertex3f(machineSize.x, 0, 0)
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glVertex3f(machineSize.x, machineSize.y, 0)
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glVertex3f(0, machineSize.y, 0)
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glEnd()
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glLineWidth(2)
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glBegin(GL_LINE_LOOP)
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glVertex3f(0, 0, machineSize.z)
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glVertex3f(machineSize.x, 0, machineSize.z)
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glVertex3f(machineSize.x, machineSize.y, machineSize.z)
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glVertex3f(0, machineSize.y, machineSize.z)
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glEnd()
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glBegin(GL_LINES)
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glVertex3f(0, 0, 0)
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glVertex3f(0, 0, machineSize.z)
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glVertex3f(machineSize.x, 0, 0)
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glVertex3f(machineSize.x, 0, machineSize.z)
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glVertex3f(machineSize.x, machineSize.y, 0)
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glVertex3f(machineSize.x, machineSize.y, machineSize.z)
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glVertex3f(0, machineSize.y, 0)
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glVertex3f(0, machineSize.y, machineSize.z)
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glEnd()
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else:
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glDisable(GL_CULL_FACE)
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glEnable(GL_BLEND)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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sx = machineSize.x
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sy = machineSize.y
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for x in xrange(-int(sx/20)-1, int(sx / 20) + 1):
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for y in xrange(-int(sx/20)-1, int(sy / 20) + 1):
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x1 = sx/2+x * 10
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x2 = x1 + 10
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y1 = sx/2+y * 10
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y2 = y1 + 10
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x1 = max(min(x1, sx), 0)
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y1 = max(min(y1, sy), 0)
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x2 = max(min(x2, sx), 0)
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y2 = max(min(y2, sy), 0)
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if (x & 1) == (y & 1):
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glColor4ub(5, 171, 231, 127)
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else:
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glColor4ub(5 * 8 / 10, 171 * 8 / 10, 231 * 8 / 10, 128)
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glBegin(GL_QUADS)
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glVertex3f(x1, y1, -0.01)
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glVertex3f(x2, y1, -0.01)
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glVertex3f(x2, y2, -0.01)
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glVertex3f(x1, y2, -0.01)
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glEnd()
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glEnable(GL_CULL_FACE)
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glColor4ub(5, 171, 231, 64)
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glBegin(GL_QUADS)
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glVertex3f(0, 0, machineSize.z)
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glVertex3f(0, machineSize.y, machineSize.z)
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glVertex3f(machineSize.x, machineSize.y, machineSize.z)
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glVertex3f(machineSize.x, 0, machineSize.z)
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glEnd()
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glColor4ub(5, 171, 231, 96)
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glBegin(GL_QUADS)
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glVertex3f(0, 0, 0)
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glVertex3f(0, 0, machineSize.z)
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glVertex3f(machineSize.x, 0, machineSize.z)
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glVertex3f(machineSize.x, 0, 0)
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glVertex3f(0, machineSize.y, machineSize.z)
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glVertex3f(0, machineSize.y, 0)
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glVertex3f(machineSize.x, machineSize.y, 0)
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glVertex3f(machineSize.x, machineSize.y, machineSize.z)
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glEnd()
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glColor4ub(5, 171, 231, 128)
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glBegin(GL_QUADS)
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glVertex3f(0, 0, machineSize.z)
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glVertex3f(0, 0, 0)
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glVertex3f(0, machineSize.y, 0)
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glVertex3f(0, machineSize.y, machineSize.z)
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glVertex3f(machineSize.x, 0, 0)
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glVertex3f(machineSize.x, 0, machineSize.z)
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glVertex3f(machineSize.x, machineSize.y, machineSize.z)
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glVertex3f(machineSize.x, machineSize.y, 0)
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glEnd()
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glDisable(GL_BLEND)
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glPushMatrix()
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glTranslate(5, 5, 2)
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glLineWidth(2)
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glColor3f(0.5, 0, 0)
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glBegin(GL_LINES)
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glVertex3f(0, 0, 0)
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glVertex3f(20, 0, 0)
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glEnd()
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glColor3f(0, 0.5, 0)
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glBegin(GL_LINES)
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glVertex3f(0, 0, 0)
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glVertex3f(0, 20, 0)
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glEnd()
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glColor3f(0, 0, 0.5)
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glBegin(GL_LINES)
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glVertex3f(0, 0, 0)
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glVertex3f(0, 0, 20)
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glEnd()
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glDisable(GL_DEPTH_TEST)
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#X
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glColor3f(1, 0, 0)
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glPushMatrix()
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glTranslate(23, 0, 0)
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noZ = ResetMatrixRotationAndScale()
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glBegin(GL_LINES)
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glVertex3f(-0.8, 1, 0)
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glVertex3f(0.8, -1, 0)
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glVertex3f(0.8, 1, 0)
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glVertex3f(-0.8, -1, 0)
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glEnd()
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glPopMatrix()
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#Y
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glColor3f(0, 1, 0)
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glPushMatrix()
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glTranslate(0, 23, 0)
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ResetMatrixRotationAndScale()
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glBegin(GL_LINES)
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glVertex3f(-0.8, 1, 0)
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glVertex3f(0.0, 0, 0)
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glVertex3f(0.8, 1, 0)
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glVertex3f(-0.8, -1, 0)
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glEnd()
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glPopMatrix()
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#Z
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if not noZ:
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glColor3f(0, 0, 1)
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glPushMatrix()
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glTranslate(0, 0, 23)
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ResetMatrixRotationAndScale()
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glBegin(GL_LINES)
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glVertex3f(-0.8, 1, 0)
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glVertex3f(0.8, 1, 0)
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glVertex3f(0.8, 1, 0)
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glVertex3f(-0.8, -1, 0)
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glVertex3f(-0.8, -1, 0)
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glVertex3f(0.8, -1, 0)
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glEnd()
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glPopMatrix()
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glPopMatrix()
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glEnable(GL_DEPTH_TEST)
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def ResetMatrixRotationAndScale():
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matrix = glGetFloatv(GL_MODELVIEW_MATRIX)
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noZ = False
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if matrix[3][2] > 0:
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return False
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scale2D = matrix[0][0]
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matrix[0][0] = 1.0
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matrix[1][0] = 0.0
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matrix[2][0] = 0.0
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matrix[0][1] = 0.0
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matrix[1][1] = 1.0
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matrix[2][1] = 0.0
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matrix[0][2] = 0.0
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matrix[1][2] = 0.0
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matrix[2][2] = 1.0
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if matrix[3][2] != 0.0:
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matrix[3][0] = matrix[3][0] / (-matrix[3][2] / 100)
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matrix[3][1] = matrix[3][1] / (-matrix[3][2] / 100)
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matrix[3][2] = -100
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else:
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matrix[0][0] = scale2D
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matrix[1][1] = scale2D
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matrix[2][2] = scale2D
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matrix[3][2] = -100
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noZ = True
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glLoadMatrixf(matrix)
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return noZ
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def DrawBox(vMin, vMax):
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glBegin(GL_LINE_LOOP)
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glVertex3f(vMin[0], vMin[1], vMin[2])
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glVertex3f(vMax[0], vMin[1], vMin[2])
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glVertex3f(vMax[0], vMax[1], vMin[2])
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glVertex3f(vMin[0], vMax[1], vMin[2])
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glEnd()
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glBegin(GL_LINE_LOOP)
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glVertex3f(vMin[0], vMin[1], vMax[2])
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glVertex3f(vMax[0], vMin[1], vMax[2])
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glVertex3f(vMax[0], vMax[1], vMax[2])
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glVertex3f(vMin[0], vMax[1], vMax[2])
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glEnd()
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glBegin(GL_LINES)
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glVertex3f(vMin[0], vMin[1], vMin[2])
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glVertex3f(vMin[0], vMin[1], vMax[2])
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glVertex3f(vMax[0], vMin[1], vMin[2])
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glVertex3f(vMax[0], vMin[1], vMax[2])
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glVertex3f(vMax[0], vMax[1], vMin[2])
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glVertex3f(vMax[0], vMax[1], vMax[2])
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glVertex3f(vMin[0], vMax[1], vMin[2])
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glVertex3f(vMin[0], vMax[1], vMax[2])
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glEnd()
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def DrawMeshOutline(mesh):
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glEnable(GL_CULL_FACE)
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, mesh.vertexes)
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glCullFace(GL_FRONT)
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glLineWidth(3)
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glPolygonMode(GL_BACK, GL_LINE)
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glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount)
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glPolygonMode(GL_BACK, GL_FILL)
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glCullFace(GL_BACK)
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glDisableClientState(GL_VERTEX_ARRAY)
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def DrawMesh(mesh):
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glEnable(GL_CULL_FACE)
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, mesh.vertexes)
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glNormalPointer(GL_FLOAT, 0, mesh.normal)
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#Odd, drawing in batchs is a LOT faster then drawing it all at once.
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batchSize = 999 #Warning, batchSize needs to be dividable by 3
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extraStartPos = int(mesh.vertexCount / batchSize) * batchSize
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extraCount = mesh.vertexCount - extraStartPos
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glCullFace(GL_BACK)
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for i in xrange(0, int(mesh.vertexCount / batchSize)):
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glDrawArrays(GL_TRIANGLES, i * batchSize, batchSize)
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glDrawArrays(GL_TRIANGLES, extraStartPos, extraCount)
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glCullFace(GL_FRONT)
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glNormalPointer(GL_FLOAT, 0, mesh.invNormal)
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for i in xrange(0, int(mesh.vertexCount / batchSize)):
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glDrawArrays(GL_TRIANGLES, i * batchSize, batchSize)
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extraStartPos = int(mesh.vertexCount / batchSize) * batchSize
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extraCount = mesh.vertexCount - extraStartPos
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glDrawArrays(GL_TRIANGLES, extraStartPos, extraCount)
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glCullFace(GL_BACK)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY);
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def DrawMeshSteep(mesh, angle):
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cosAngle = math.sin(angle / 180.0 * math.pi)
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glDisable(GL_LIGHTING)
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glDepthFunc(GL_EQUAL)
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for i in xrange(0, int(mesh.vertexCount), 3):
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if mesh.normal[i][2] < -0.999999:
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if mesh.vertexes[i + 0][2] > 0.01:
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glColor3f(0.5, 0, 0)
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glBegin(GL_TRIANGLES)
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glVertex3f(mesh.vertexes[i + 0][0], mesh.vertexes[i + 0][1], mesh.vertexes[i + 0][2])
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glVertex3f(mesh.vertexes[i + 1][0], mesh.vertexes[i + 1][1], mesh.vertexes[i + 1][2])
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glVertex3f(mesh.vertexes[i + 2][0], mesh.vertexes[i + 2][1], mesh.vertexes[i + 2][2])
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glEnd()
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elif mesh.normal[i][2] < -cosAngle:
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glColor3f(-mesh.normal[i][2], 0, 0)
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glBegin(GL_TRIANGLES)
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glVertex3f(mesh.vertexes[i + 0][0], mesh.vertexes[i + 0][1], mesh.vertexes[i + 0][2])
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glVertex3f(mesh.vertexes[i + 1][0], mesh.vertexes[i + 1][1], mesh.vertexes[i + 1][2])
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glVertex3f(mesh.vertexes[i + 2][0], mesh.vertexes[i + 2][1], mesh.vertexes[i + 2][2])
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glEnd()
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elif mesh.normal[i][2] > 0.999999:
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if mesh.vertexes[i + 0][2] > 0.01:
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glColor3f(0.5, 0, 0)
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glBegin(GL_TRIANGLES)
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glVertex3f(mesh.vertexes[i + 0][0], mesh.vertexes[i + 0][1], mesh.vertexes[i + 0][2])
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glVertex3f(mesh.vertexes[i + 2][0], mesh.vertexes[i + 2][1], mesh.vertexes[i + 2][2])
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glVertex3f(mesh.vertexes[i + 1][0], mesh.vertexes[i + 1][1], mesh.vertexes[i + 1][2])
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glEnd()
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elif mesh.normal[i][2] > cosAngle:
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glColor3f(mesh.normal[i][2], 0, 0)
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glBegin(GL_TRIANGLES)
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glVertex3f(mesh.vertexes[i + 0][0], mesh.vertexes[i + 0][1], mesh.vertexes[i + 0][2])
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glVertex3f(mesh.vertexes[i + 2][0], mesh.vertexes[i + 2][1], mesh.vertexes[i + 2][2])
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glVertex3f(mesh.vertexes[i + 1][0], mesh.vertexes[i + 1][1], mesh.vertexes[i + 1][2])
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glEnd()
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glDepthFunc(GL_LESS)
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def DrawGCodeLayer(layer):
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filamentRadius = profile.getProfileSettingFloat('filament_diameter') / 2
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filamentArea = math.pi * filamentRadius * filamentRadius
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lineWidth = profile.getProfileSettingFloat('nozzle_size') / 2 / 10
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fillCycle = 0
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fillColorCycle = [[0.5, 0.5, 0.0], [0.0, 0.5, 0.5], [0.5, 0.0, 0.5]]
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moveColor = [0, 0, 1]
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retractColor = [1, 0, 0.5]
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supportColor = [0, 1, 1]
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extrudeColor = [1, 0, 0]
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innerWallColor = [0, 1, 0]
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skirtColor = [0, 0.5, 0.5]
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prevPathWasRetract = False
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glDisable(GL_CULL_FACE)
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for path in layer:
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if path.type == 'move':
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if prevPathWasRetract:
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c = retractColor
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else:
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c = moveColor
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zOffset = 0.01
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if path.type == 'extrude':
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if path.pathType == 'FILL':
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c = fillColorCycle[fillCycle]
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fillCycle = (fillCycle + 1) % len(fillColorCycle)
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elif path.pathType == 'WALL-INNER':
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c = innerWallColor
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zOffset = 0.02
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elif path.pathType == 'SUPPORT':
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c = supportColor
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elif path.pathType == 'SKIRT':
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c = skirtColor
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else:
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c = extrudeColor
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if path.type == 'retract':
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c = [0, 1, 1]
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if path.type == 'extrude':
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drawLength = 0.0
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prevNormal = None
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for i in xrange(0, len(path.list) - 1):
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v0 = path.list[i]
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v1 = path.list[i + 1]
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# Calculate line width from ePerDistance (needs layer thickness and filament diameter)
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dist = (v0 - v1).vsize()
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if dist > 0 and path.layerThickness > 0:
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extrusionMMperDist = (v1.e - v0.e) / dist
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lineWidth = extrusionMMperDist * filamentArea / path.layerThickness / 2 * v1.extrudeAmountMultiply
|
|
|
|
drawLength += (v0 - v1).vsize()
|
|
normal = (v0 - v1).cross(util3d.Vector3(0, 0, 1))
|
|
normal.normalize()
|
|
|
|
vv2 = v0 + normal * lineWidth
|
|
vv3 = v1 + normal * lineWidth
|
|
vv0 = v0 - normal * lineWidth
|
|
vv1 = v1 - normal * lineWidth
|
|
|
|
glBegin(GL_QUADS)
|
|
glColor3fv(c)
|
|
glVertex3f(vv0.x, vv0.y, vv0.z - zOffset)
|
|
glVertex3f(vv1.x, vv1.y, vv1.z - zOffset)
|
|
glVertex3f(vv3.x, vv3.y, vv3.z - zOffset)
|
|
glVertex3f(vv2.x, vv2.y, vv2.z - zOffset)
|
|
glEnd()
|
|
if prevNormal != None:
|
|
n = (normal + prevNormal)
|
|
n.normalize()
|
|
vv4 = v0 + n * lineWidth
|
|
vv5 = v0 - n * lineWidth
|
|
glBegin(GL_QUADS)
|
|
glColor3fv(c)
|
|
glVertex3f(vv2.x, vv2.y, vv2.z - zOffset)
|
|
glVertex3f(vv4.x, vv4.y, vv4.z - zOffset)
|
|
glVertex3f(prevVv3.x, prevVv3.y, prevVv3.z - zOffset)
|
|
glVertex3f(v0.x, v0.y, v0.z - zOffset)
|
|
|
|
glVertex3f(vv0.x, vv0.y, vv0.z - zOffset)
|
|
glVertex3f(vv5.x, vv5.y, vv5.z - zOffset)
|
|
glVertex3f(prevVv1.x, prevVv1.y, prevVv1.z - zOffset)
|
|
glVertex3f(v0.x, v0.y, v0.z - zOffset)
|
|
glEnd()
|
|
|
|
prevNormal = normal
|
|
prevVv1 = vv1
|
|
prevVv3 = vv3
|
|
else:
|
|
glBegin(GL_LINE_STRIP)
|
|
glColor3fv(c)
|
|
for v in path.list:
|
|
glVertex3f(v.x, v.y, v.z)
|
|
glEnd()
|
|
if not path.type == 'move':
|
|
prevPathWasRetract = False
|
|
if path.type == 'retract' and path.list[0].almostEqual(path.list[-1]):
|
|
prevPathWasRetract = True
|
|
glEnable(GL_CULL_FACE)
|