# Copyright (c) 2015 Ultimaker B.V. # Cura is released under the terms of the AGPLv3 or higher. from UM.PluginRegistry import PluginRegistry from UM.View.View import View from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator from UM.Resources import Resources from UM.Event import Event, KeyEvent from UM.Signal import Signal from UM.Scene.Selection import Selection from UM.Math.Color import Color from UM.Mesh.MeshBuilder import MeshBuilder from UM.Job import Job from UM.Preferences import Preferences from UM.Logger import Logger from UM.View.GL.OpenGL import OpenGL from UM.Message import Message from UM.Application import Application from cura.ConvexHullNode import ConvexHullNode from cura.Settings.ExtruderManager import ExtruderManager from PyQt5.QtCore import Qt from PyQt5.QtWidgets import QApplication from . import LayerViewProxy from UM.i18n import i18nCatalog catalog = i18nCatalog("cura") from . import LayerPass import numpy import os.path ## View used to display g-code paths. class LayerView(View): def __init__(self): super().__init__() self._max_layers = 0 self._current_layer_num = 0 self._minimum_layer_num = 0 self._current_layer_mesh = None self._current_layer_jumps = None self._top_layers_job = None self._activity = False self._old_max_layers = 0 self._busy = False self._ghost_shader = None self._layer_pass = None self._composite_pass = None self._old_layer_bindings = None self._layerview_composite_shader = None self._old_composite_shader = None self._global_container_stack = None self._proxy = LayerViewProxy.LayerViewProxy() self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged) self._resetSettings() self._legend_items = None Preferences.getInstance().addPreference("view/top_layer_count", 5) Preferences.getInstance().addPreference("view/only_show_top_layers", False) Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged) self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count")) self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers")) self._compatibility_mode = True # for safety self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled")) def _resetSettings(self): self._layer_view_type = 0 # 0 is material color, 1 is color by linetype, 2 is speed self._extruder_count = 0 self._extruder_opacity = [1.0, 1.0, 1.0, 1.0] self._show_travel_moves = 0 self._show_support = 1 self._show_adhesion = 1 self._show_skin = 1 self._show_infill = 1 def getActivity(self): return self._activity def getLayerPass(self): if not self._layer_pass: # Currently the RenderPass constructor requires a size > 0 # This should be fixed in RenderPass's constructor. self._layer_pass = LayerPass.LayerPass(1, 1) self._compatibility_mode = not self.getRenderer().getSupportsGeometryShader() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode")) self._layer_pass.setLayerView(self) self.getRenderer().addRenderPass(self._layer_pass) return self._layer_pass def getCurrentLayer(self): return self._current_layer_num def getMinimumLayer(self): return self._minimum_layer_num def _onSceneChanged(self, node): self.calculateMaxLayers() def getMaxLayers(self): return self._max_layers busyChanged = Signal() def isBusy(self): return self._busy def setBusy(self, busy): if busy != self._busy: self._busy = busy self.busyChanged.emit() def resetLayerData(self): self._current_layer_mesh = None self._current_layer_jumps = None def beginRendering(self): scene = self.getController().getScene() renderer = self.getRenderer() if not self._ghost_shader: self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader")) self._ghost_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_ghost").getRgb())) for node in DepthFirstIterator(scene.getRoot()): # We do not want to render ConvexHullNode as it conflicts with the bottom layers. # However, it is somewhat relevant when the node is selected, so do render it then. if type(node) is ConvexHullNode and not Selection.isSelected(node.getWatchedNode()): continue if not node.render(renderer): if (node.getMeshData()) and node.isVisible(): renderer.queueNode(node, transparent = True, shader = self._ghost_shader) def setLayer(self, value): if self._current_layer_num != value: self._current_layer_num = value if self._current_layer_num < 0: self._current_layer_num = 0 if self._current_layer_num > self._max_layers: self._current_layer_num = self._max_layers self._startUpdateTopLayers() self.currentLayerNumChanged.emit() def setMinimumLayer(self, value): if self._minimum_layer_num != value: self._minimum_layer_num = value if self._minimum_layer_num < 0: self._minimum_layer_num = 0 self._startUpdateTopLayers() self.currentLayerNumChanged.emit() def setLayerViewType(self, layer_view_type): self._layer_view_type = layer_view_type self.currentLayerNumChanged.emit() def getLayerViewType(self): return self._layer_view_type def setExtruderOpacity(self, extruder_nr, opacity): self._extruder_opacity[extruder_nr] = opacity self.currentLayerNumChanged.emit() def getExtruderOpacities(self): return self._extruder_opacity def setShowTravelMoves(self, show): self._show_travel_moves = show self.currentLayerNumChanged.emit() def getShowTravelMoves(self): return self._show_travel_moves def setShowSupport(self, show): self._show_support = show self.currentLayerNumChanged.emit() def getShowSupport(self): return self._show_support def setShowAdhesion(self, show): self._show_adhesion = show self.currentLayerNumChanged.emit() def getShowAdhesion(self): return self._show_adhesion def setShowSkin(self, show): self._show_skin = show self.currentLayerNumChanged.emit() def getShowSkin(self): return self._show_skin def setShowInfill(self, show): self._show_infill = show self.currentLayerNumChanged.emit() def getShowInfill(self): return self._show_infill def getCompatibilityMode(self): return self._compatibility_mode def getExtruderCount(self): return self._extruder_count def calculateMaxLayers(self): scene = self.getController().getScene() self._activity = True self._old_max_layers = self._max_layers ## Recalculate num max layers new_max_layers = 0 for node in DepthFirstIterator(scene.getRoot()): layer_data = node.callDecoration("getLayerData") if not layer_data: continue if new_max_layers < len(layer_data.getLayers()): new_max_layers = len(layer_data.getLayers()) - 1 if new_max_layers > 0 and new_max_layers != self._old_max_layers: self._max_layers = new_max_layers # The qt slider has a bit of weird behavior that if the maxvalue needs to be changed first # if it's the largest value. If we don't do this, we can have a slider block outside of the # slider. if new_max_layers > self._current_layer_num: self.maxLayersChanged.emit() self.setLayer(int(self._max_layers)) else: self.setLayer(int(self._max_layers)) self.maxLayersChanged.emit() self._startUpdateTopLayers() maxLayersChanged = Signal() currentLayerNumChanged = Signal() globalStackChanged = Signal() ## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created # as this caused some issues. def getProxy(self, engine, script_engine): return self._proxy def endRendering(self): pass def event(self, event): modifiers = QApplication.keyboardModifiers() ctrl_is_active = modifiers == Qt.ControlModifier if event.type == Event.KeyPressEvent and ctrl_is_active: if event.key == KeyEvent.UpKey: self.setLayer(self._current_layer_num + 1) return True if event.key == KeyEvent.DownKey: self.setLayer(self._current_layer_num - 1) return True if event.type == Event.ViewActivateEvent: # Make sure the LayerPass is created self.getLayerPass() Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged) self._onGlobalStackChanged() if not self._layerview_composite_shader: self._layerview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layerview_composite.shader")) theme = Application.getInstance().getTheme() self._layerview_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb())) self._layerview_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb())) if not self._composite_pass: self._composite_pass = self.getRenderer().getRenderPass("composite") self._old_layer_bindings = self._composite_pass.getLayerBindings()[:] # make a copy so we can restore to it later self._composite_pass.getLayerBindings().append("layerview") self._old_composite_shader = self._composite_pass.getCompositeShader() self._composite_pass.setCompositeShader(self._layerview_composite_shader) Application.getInstance().setViewLegendItems(self._getLegendItems()) elif event.type == Event.ViewDeactivateEvent: self._wireprint_warning_message.hide() Application.getInstance().globalContainerStackChanged.disconnect(self._onGlobalStackChanged) if self._global_container_stack: self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged) self._composite_pass.setLayerBindings(self._old_layer_bindings) self._composite_pass.setCompositeShader(self._old_composite_shader) Application.getInstance().setViewLegendItems([]) def _onGlobalStackChanged(self): if self._global_container_stack: self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged) self._global_container_stack = Application.getInstance().getGlobalContainerStack() if self._global_container_stack: self._global_container_stack.propertyChanged.connect(self._onPropertyChanged) self._extruder_count = self._global_container_stack.getProperty("machine_extruder_count", "value") self._onPropertyChanged("wireframe_enabled", "value") self.globalStackChanged.emit() else: self._wireprint_warning_message.hide() def _onPropertyChanged(self, key, property_name): if key == "wireframe_enabled" and property_name == "value": if self._global_container_stack.getProperty("wireframe_enabled", "value"): self._wireprint_warning_message.show() else: self._wireprint_warning_message.hide() def _startUpdateTopLayers(self): if not self._compatibility_mode: return if self._top_layers_job: self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh) self._top_layers_job.cancel() self.setBusy(True) self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers) self._top_layers_job.finished.connect(self._updateCurrentLayerMesh) self._top_layers_job.start() def _updateCurrentLayerMesh(self, job): self.setBusy(False) if not job.getResult(): return self.resetLayerData() # Reset the layer data only when job is done. Doing it now prevents "blinking" data. self._current_layer_mesh = job.getResult().get("layers") self._current_layer_jumps = job.getResult().get("jumps") self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot()) self._top_layers_job = None def _onPreferencesChanged(self, preference): if preference not in {"view/top_layer_count", "view/only_show_top_layers", "view/compatibility_mode"}: return self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count")) self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers")) self._startUpdateTopLayers() def _getLegendItems(self): if self._legend_items is None: theme = Application.getInstance().getTheme() self._legend_items = [ {"color": theme.getColor("layerview_inset_0").name(), "title": catalog.i18nc("@label:layerview polygon type", "Outer Wall")}, # Inset0Type {"color": theme.getColor("layerview_inset_x").name(), "title": catalog.i18nc("@label:layerview polygon type", "Inner Wall")}, # InsetXType {"color": theme.getColor("layerview_skin").name(), "title": catalog.i18nc("@label:layerview polygon type", "Top / Bottom")}, # SkinType {"color": theme.getColor("layerview_infill").name(), "title": catalog.i18nc("@label:layerview polygon type", "Infill")}, # InfillType {"color": theme.getColor("layerview_support").name(), "title": catalog.i18nc("@label:layerview polygon type", "Support Skin")}, # SupportType {"color": theme.getColor("layerview_support_infill").name(), "title": catalog.i18nc("@label:layerview polygon type", "Support Infill")}, # SupportInfillType {"color": theme.getColor("layerview_support_interface").name(), "title": catalog.i18nc("@label:layerview polygon type", "Support Interface")}, # SupportInterfaceType {"color": theme.getColor("layerview_skirt").name(), "title": catalog.i18nc("@label:layerview polygon type", "Build Plate Adhesion")}, # SkirtType {"color": theme.getColor("layerview_move_combing").name(), "title": catalog.i18nc("@label:layerview polygon type", "Travel Move")}, # MoveCombingType {"color": theme.getColor("layerview_move_retraction").name(), "title": catalog.i18nc("@label:layerview polygon type", "Retraction Move")}, # MoveRetractionType #{"color": theme.getColor("layerview_none").name(), "title": catalog.i18nc("@label:layerview polygon type", "Unknown")} # NoneType ] return self._legend_items class _CreateTopLayersJob(Job): def __init__(self, scene, layer_number, solid_layers): super().__init__() self._scene = scene self._layer_number = layer_number self._solid_layers = solid_layers self._cancel = False def run(self): layer_data = None for node in DepthFirstIterator(self._scene.getRoot()): layer_data = node.callDecoration("getLayerData") if layer_data: break if self._cancel or not layer_data: return layer_mesh = MeshBuilder() for i in range(self._solid_layers): layer_number = self._layer_number - i if layer_number < 0: continue try: layer = layer_data.getLayer(layer_number).createMesh() except Exception: Logger.logException("w", "An exception occurred while creating layer mesh.") return if not layer or layer.getVertices() is None: continue layer_mesh.addIndices(layer_mesh.getVertexCount() + layer.getIndices()) layer_mesh.addVertices(layer.getVertices()) # Scale layer color by a brightness factor based on the current layer number # This will result in a range of 0.5 - 1.0 to multiply colors by. brightness = numpy.ones((1, 4), dtype=numpy.float32) * (2.0 - (i / self._solid_layers)) / 2.0 brightness[0, 3] = 1.0 layer_mesh.addColors(layer.getColors() * brightness) if self._cancel: return Job.yieldThread() if self._cancel: return Job.yieldThread() jump_mesh = layer_data.getLayer(self._layer_number).createJumps() if not jump_mesh or jump_mesh.getVertices() is None: jump_mesh = None self.setResult({"layers": layer_mesh.build(), "jumps": jump_mesh}) def cancel(self): self._cancel = True super().cancel()