# Copyright (c) 2015 Ultimaker B.V. # Cura is released under the terms of the AGPLv3 or higher. from UM.Job import Job from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator from UM.Scene.SceneNode import SceneNode from UM.Application import Application from UM.Mesh.MeshData import MeshData from UM.Message import Message from UM.i18n import i18nCatalog from . import LayerData from . import LayerDataDecorator import numpy import struct catalog = i18nCatalog("cura") class ProcessSlicedObjectListJob(Job): def __init__(self, message): super().__init__() self._message = message self._scene = Application.getInstance().getController().getScene() self._progress = None def run(self): if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView": self._progress = Message(catalog.i18nc("Layers View mode", "Layers"), 0, False, 0) self._progress.show() Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged) objectIdMap = {} new_node = SceneNode() ## Put all nodes in a dict identified by ID for node in DepthFirstIterator(self._scene.getRoot()): if type(node) is SceneNode and node.getMeshData(): if node.callDecoration("getLayerData"): #if hasattr(node.getMeshData(), "layerData"): self._scene.getRoot().removeChild(node) else: objectIdMap[id(node)] = node settings = Application.getInstance().getActiveMachine() layerHeight = settings.getSettingValueByKey("layer_height") center = None if not settings.getSettingValueByKey("machine_center_is_zero"): center = numpy.array([settings.getSettingValueByKey("machine_width") / 2, 0.0, -settings.getSettingValueByKey("machine_depth") / 2]) else: center = numpy.array([0.0, 0.0, 0.0]) if self._progress: self._progress.setProgress(2) mesh = MeshData() layer_data = LayerData.LayerData() for object in self._message.objects: try: node = objectIdMap[object.id] except KeyError: continue for layer in object.layers: layer_data.addLayer(layer.id) layer_data.setLayerHeight(layer.id, layer.height) layer_data.setLayerThickness(layer.id, layer.thickness) for polygon in layer.polygons: points = numpy.fromstring(polygon.points, dtype="i8") # Convert bytearray to numpy array points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. points = numpy.asarray(points, dtype=numpy.float32) points /= 1000 points = numpy.insert(points, 1, (layer.height / 1000), axis = 1) points[:,2] *= -1 points -= numpy.array(center) layer_data.addPolygon(layer.id, polygon.type, points, polygon.line_width) if self._progress: self._progress.setProgress(50) # We are done processing all the layers we got from the engine, now create a mesh out of the data layer_data.build() if self._progress: self._progress.setProgress(100) #Add layerdata decorator to scene node to indicate that the node has layerdata decorator = LayerDataDecorator.LayerDataDecorator() decorator.setLayerData(layer_data) new_node.addDecorator(decorator) new_node.setMeshData(mesh) new_node.setParent(self._scene.getRoot()) view = Application.getInstance().getController().getActiveView() if view.getPluginId() == "LayerView": view.resetLayerData() if self._progress: self._progress.hide() def _onActiveViewChanged(self): if self.isRunning(): if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView": if not self._progress: self._progress = Message(catalog.i18nc("Layers View mode", "Layers"), 0, False, 0) self._progress.show() else: if self._progress: self._progress.hide()