1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210
|
# Copyright (c) 2020 Ultimaker B.V.
# Uranium is released under the terms of the LGPLv3 or higher.
import enum
import random
from typing import TYPE_CHECKING
from UM.Resources import Resources
from UM.Application import Application
from UM.Math.Color import Color
from UM.Scene.Selection import Selection
from UM.Scene.ToolHandle import ToolHandle
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.View.RenderPass import RenderPass
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
if TYPE_CHECKING:
from UM.Scene.SceneNode import SceneNode
class SelectionPass(RenderPass):
"""A RenderPass subclass responsible for rendering selectable objects to a texture.
This pass performs the rendering of selectable objects to a texture that can be
sampled to retrieve the actual object that was underneath the mouse cursor. Additionally,
information about what objects are actually selected is rendered into the alpha channel
of this render pass so it can be used later on in the composite pass.
"""
class SelectionMode(enum.Enum):
OBJECTS = "objects"
FACES = "faces"
def __init__(self, width, height):
super().__init__("selection", width, height, -999)
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "selection.shader"))
self._face_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "select_face.shader"))
self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
self._gl = OpenGL.getInstance().getBindingsObject()
self._scene = Application.getInstance().getController().getScene()
self._renderer = Application.getInstance().getRenderer()
self._selection_map = {}
self._default_toolhandle_selection_map = {
self._dropAlpha(ToolHandle.DisabledSelectionColor): ToolHandle.NoAxis,
self._dropAlpha(ToolHandle.XAxisSelectionColor): ToolHandle.XAxis,
self._dropAlpha(ToolHandle.YAxisSelectionColor): ToolHandle.YAxis,
self._dropAlpha(ToolHandle.ZAxisSelectionColor): ToolHandle.ZAxis,
self._dropAlpha(ToolHandle.AllAxisSelectionColor): ToolHandle.AllAxis,
ToolHandle.DisabledSelectionColor: ToolHandle.NoAxis,
ToolHandle.XAxisSelectionColor: ToolHandle.XAxis,
ToolHandle.YAxisSelectionColor: ToolHandle.YAxis,
ToolHandle.ZAxisSelectionColor: ToolHandle.ZAxis,
ToolHandle.AllAxisSelectionColor: ToolHandle.AllAxis
}
self._toolhandle_selection_map = {}
Application.getInstance().getController().activeToolChanged.connect(self._onActiveToolChanged)
self._onActiveToolChanged()
self._mode = SelectionPass.SelectionMode.OBJECTS
Selection.selectedFaceChanged.connect(self._onSelectedFaceChanged)
self._output = None
def _onActiveToolChanged(self):
self._toolhandle_selection_map = self._default_toolhandle_selection_map.copy()
active_tool = Application.getInstance().getController().getActiveTool()
if not active_tool:
return
tool_handle = active_tool.getHandle()
if not tool_handle:
return
for name, color in tool_handle.getExtraWidgetsColorMap().items():
self._toolhandle_selection_map[color] = name
self._toolhandle_selection_map[self._dropAlpha(color)] = name
def _onSelectedFaceChanged(self):
self._mode = SelectionPass.SelectionMode.FACES if Selection.getFaceSelectMode() else SelectionPass.SelectionMode.OBJECTS
def render(self):
"""Perform the actual rendering."""
if self._mode == SelectionPass.SelectionMode.OBJECTS:
self._renderObjectsMode()
elif self._mode == SelectionPass.SelectionMode.FACES:
self._renderFacesMode()
def _renderObjectsMode(self):
self._selection_map = self._toolhandle_selection_map.copy()
batch = RenderBatch(self._shader)
tool_handle = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
selectable_objects = False
for node in DepthFirstIterator(self._scene.getRoot()):
if isinstance(node, ToolHandle):
tool_handle.addItem(node.getWorldTransformation(copy = False), mesh = node.getSelectionMesh())
continue
if node.isSelectable() and node.getMeshData():
selectable_objects = True
batch.addItem(transformation = node.getWorldTransformation(copy = False), mesh = node.getMeshData(), uniforms = { "selection_color": self._getNodeColor(node)}, normal_transformation=node.getCachedNormalMatrix())
self.bind()
if selectable_objects:
batch.render(self._scene.getActiveCamera())
self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_FALSE)
self._gl.glDisable(self._gl.GL_DEPTH_TEST)
tool_handle.render(self._scene.getActiveCamera())
self._gl.glEnable(self._gl.GL_DEPTH_TEST)
self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE)
self.release()
def _renderFacesMode(self):
batch = RenderBatch(self._face_shader)
selectable_objects = False
for node in Selection.getAllSelectedObjects():
if isinstance(node, ToolHandle):
continue # Ignore tool-handles in this mode.
if node.isSelectable() and node.getMeshData():
selectable_objects = True
batch.addItem(transformation = node.getWorldTransformation(copy = False), mesh = node.getMeshData(), normal_transformation=node.getCachedNormalMatrix())
self.bind()
if selectable_objects:
batch.render(self._scene.getActiveCamera())
self.release()
def getIdAtPosition(self, x, y):
"""Get the object id at a certain pixel coordinate."""
output = self.getOutput()
window_size = self._renderer.getWindowSize()
px = round((0.5 + x / 2.0) * window_size[0])
py = round((0.5 + y / 2.0) * window_size[1])
if px < 0 or px > (output.width() - 1) or py < 0 or py > (output.height() - 1):
return None
pixel = output.pixel(px, py)
return self._selection_map.get(Color.fromARGB(pixel), None)
def getFaceIdAtPosition(self, x, y):
"""Get an unique identifier to the face of the polygon at a certain pixel-coordinate."""
output = self.getOutput()
window_size = self._renderer.getWindowSize()
px = round((0.5 + x / 2.0) * window_size[0])
py = round((0.5 + y / 2.0) * window_size[1])
if px < 0 or px > (output.width() - 1) or py < 0 or py > (output.height() - 1):
return -1
face_color = Color.fromARGB(output.pixel(px, py))
if int(face_color.b * 255) % 2 == 0:
return -1
return (
((int(face_color.b * 255.) - 1) << 15) |
(int(face_color.g * 255.) << 8) |
int(face_color.r * 255.)
)
def _getNodeColor(self, node):
while True:
r = random.randint(0, 255)
g = random.randint(0, 255)
b = random.randint(0, 255)
a = 255 if Selection.isSelected(node) or self._isInSelectedGroup(node) else 0
color = Color(r, g, b, a)
if color not in self._selection_map:
break
self._selection_map[color] = id(node)
return color
def _dropAlpha(self, color):
return Color(color.r, color.g, color.b, 0.0)
def _isInSelectedGroup(self, node: "SceneNode") -> bool:
"""
Get whether the given node is in a group that is selected.
:param node: The node to check.
:return: ``True`` if the node is in a selected group, or ``False`` if
it's not.
"""
group_node = node.getParent()
if group_node is None: # Separate node that's not in the scene.
return False # Can never get selected.
while group_node.callDecoration("isGroup"):
if Selection.isSelected(group_node):
return True
group_node = group_node.getParent()
if group_node is None:
return False
return False
|