Merge pull request #4495 from larsbrubaker/master
fix problem with checking printer when null
This commit is contained in:
commit
3e10d89540
1 changed files with 9 additions and 11 deletions
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@ -53,20 +53,20 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
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private Color darkWireframe = new Color("#3334");
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private Color gCodeMeshColor;
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private InteractiveScene scene;
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private readonly InteractiveScene scene;
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private ISceneContext sceneContext;
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private readonly ISceneContext sceneContext;
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private ThemeConfig theme;
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private FloorDrawable floorDrawable;
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private readonly ThemeConfig theme;
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private readonly FloorDrawable floorDrawable;
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private ModelRenderStyle modelRenderStyle = ModelRenderStyle.Wireframe;
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private List<IDrawable> drawables = new List<IDrawable>();
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private List<IDrawableItem> itemDrawables = new List<IDrawableItem>();
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private Vector3 lastEmulatorPosition;
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private readonly List<IDrawable> drawables = new List<IDrawable>();
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private readonly List<IDrawableItem> itemDrawables = new List<IDrawableItem>();
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private bool emulatorHooked;
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private long lastEmulatorDrawMs;
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private readonly Mesh emulatorNozzleMesh = PlatonicSolids.CreateCube(1, 1, 10);
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public bool AllowBedRenderingWhenEmpty { get; set; }
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@ -467,7 +467,7 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
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}
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}
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if (sceneContext.Printer.Connection.serialPort is PrinterEmulator.Emulator emulator)
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if (sceneContext.Printer?.Connection?.serialPort is PrinterEmulator.Emulator emulator)
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{
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void NozzlePositionChanged(object s, EventArgs e2)
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{
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@ -481,7 +481,7 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
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}
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var matrix = Matrix4X4.CreateTranslation(emulator.CurrentPosition + new Vector3(.5, .5, 5));
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GLHelper.Render(PlatonicSolids.CreateCube(1, 1, 10),
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GLHelper.Render(emulatorNozzleMesh,
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MaterialRendering.Color(emulator.ExtruderIndex),
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matrix,
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RenderTypes.Shaded,
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@ -494,8 +494,6 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
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}
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Closed += (s, e3) => emulator.DestinationChanged -= NozzlePositionChanged;
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lastEmulatorPosition = emulator.CurrentPosition;
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}
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transparentMeshes.Sort(BackToFrontXY);
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