#Copyright (c) 2017 Ultimaker B.V. #Cura is released under the terms of the LGPLv3 or higher. import gc from UM.Job import Job from UM.Application import Application from UM.Mesh.MeshData import MeshData from UM.Preferences import Preferences from UM.View.GL.OpenGLContext import OpenGLContext from UM.Message import Message from UM.i18n import i18nCatalog from UM.Logger import Logger from UM.Math.Vector import Vector from cura.Scene.BuildPlateDecorator import BuildPlateDecorator from cura.Scene.CuraSceneNode import CuraSceneNode from cura.Settings.ExtruderManager import ExtruderManager from cura import LayerDataBuilder from cura import LayerDataDecorator from cura import LayerPolygon import numpy from time import time from cura.Settings.ExtrudersModel import ExtrudersModel catalog = i18nCatalog("cura") ## Return a 4-tuple with floats 0-1 representing the html color code # # \param color_code html color code, i.e. "#FF0000" -> red def colorCodeToRGBA(color_code): if color_code is None: Logger.log("w", "Unable to convert color code, returning default") return [0, 0, 0, 1] return [ int(color_code[1:3], 16) / 255, int(color_code[3:5], 16) / 255, int(color_code[5:7], 16) / 255, 1.0] class ProcessSlicedLayersJob(Job): def __init__(self, layers): super().__init__() self._layers = layers self._scene = Application.getInstance().getController().getScene() self._progress_message = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, -1) self._abort_requested = False self._build_plate_number = None ## Aborts the processing of layers. # # This abort is made on a best-effort basis, meaning that the actual # job thread will check once in a while to see whether an abort is # requested and then stop processing by itself. There is no guarantee # that the abort will stop the job any time soon or even at all. def abort(self): self._abort_requested = True def setBuildPlate(self, new_value): self._build_plate_number = new_value def getBuildPlate(self): return self._build_plate_number def run(self): Logger.log("d", "Processing new layer for build plate %s..." % self._build_plate_number) start_time = time() view = Application.getInstance().getController().getActiveView() if view.getPluginId() == "SimulationView": view.resetLayerData() self._progress_message.show() Job.yieldThread() if self._abort_requested: if self._progress_message: self._progress_message.hide() return Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged) # The no_setting_override is here because adding the SettingOverrideDecorator will trigger a reslice new_node = CuraSceneNode(no_setting_override = True) new_node.addDecorator(BuildPlateDecorator(self._build_plate_number)) # Force garbage collection. # For some reason, Python has a tendency to keep the layer data # in memory longer than needed. Forcing the GC to run here makes # sure any old layer data is really cleaned up before adding new. gc.collect() mesh = MeshData() layer_data = LayerDataBuilder.LayerDataBuilder() layer_count = len(self._layers) # Find the minimum layer number # When using a raft, the raft layers are sent as layers < 0. Instead of allowing layers < 0, we # instead simply offset all other layers so the lowest layer is always 0. It could happens that # the first raft layer has value -8 but there are just 4 raft (negative) layers. min_layer_number = 0 negative_layers = 0 for layer in self._layers: if layer.id < min_layer_number: min_layer_number = layer.id if layer.id < 0: negative_layers += 1 current_layer = 0 for layer in self._layers: # Negative layers are offset by the minimum layer number, but the positive layers are just # offset by the number of negative layers so there is no layer gap between raft and model abs_layer_number = layer.id + abs(min_layer_number) if layer.id < 0 else layer.id + negative_layers layer_data.addLayer(abs_layer_number) this_layer = layer_data.getLayer(abs_layer_number) layer_data.setLayerHeight(abs_layer_number, layer.height) layer_data.setLayerThickness(abs_layer_number, layer.thickness) for p in range(layer.repeatedMessageCount("path_segment")): polygon = layer.getRepeatedMessage("path_segment", p) extruder = polygon.extruder line_types = numpy.fromstring(polygon.line_type, dtype="u1") # Convert bytearray to numpy array line_types = line_types.reshape((-1,1)) points = numpy.fromstring(polygon.points, dtype="f4") # Convert bytearray to numpy array if polygon.point_type == 0: # Point2D points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. else: # Point3D points = points.reshape((-1,3)) line_widths = numpy.fromstring(polygon.line_width, dtype="f4") # Convert bytearray to numpy array line_widths = line_widths.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. line_thicknesses = numpy.fromstring(polygon.line_thickness, dtype="f4") # Convert bytearray to numpy array line_thicknesses = line_thicknesses.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. line_feedrates = numpy.fromstring(polygon.line_feedrate, dtype="f4") # Convert bytearray to numpy array line_feedrates = line_feedrates.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. # Create a new 3D-array, copy the 2D points over and insert the right height. # This uses manual array creation + copy rather than numpy.insert since this is # faster. new_points = numpy.empty((len(points), 3), numpy.float32) if polygon.point_type == 0: # Point2D new_points[:, 0] = points[:, 0] new_points[:, 1] = layer.height / 1000 # layer height value is in backend representation new_points[:, 2] = -points[:, 1] else: # Point3D new_points[:, 0] = points[:, 0] new_points[:, 1] = points[:, 2] new_points[:, 2] = -points[:, 1] this_poly = LayerPolygon.LayerPolygon(extruder, line_types, new_points, line_widths, line_thicknesses, line_feedrates) this_poly.buildCache() this_layer.polygons.append(this_poly) Job.yieldThread() Job.yieldThread() current_layer += 1 progress = (current_layer / layer_count) * 99 # TODO: Rebuild the layer data mesh once the layer has been processed. # This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh. if self._abort_requested: if self._progress_message: self._progress_message.hide() return if self._progress_message: self._progress_message.setProgress(progress) # We are done processing all the layers we got from the engine, now create a mesh out of the data # Find out colors per extruder global_container_stack = Application.getInstance().getGlobalContainerStack() manager = ExtruderManager.getInstance() extruders = list(manager.getMachineExtruders(global_container_stack.getId())) if extruders: material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32) for extruder in extruders: position = int(extruder.getMetaDataEntry("position", default="0")) # Get the position try: default_color = ExtrudersModel.defaultColors[position] except IndexError: default_color = "#e0e000" color_code = extruder.material.getMetaDataEntry("color_code", default=default_color) color = colorCodeToRGBA(color_code) material_color_map[position, :] = color else: # Single extruder via global stack. material_color_map = numpy.zeros((1, 4), dtype=numpy.float32) color_code = global_container_stack.material.getMetaDataEntry("color_code", default="#e0e000") color = colorCodeToRGBA(color_code) material_color_map[0, :] = color # We have to scale the colors for compatibility mode if OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode")): line_type_brightness = 0.5 # for compatibility mode else: line_type_brightness = 1.0 layer_mesh = layer_data.build(material_color_map, line_type_brightness) if self._abort_requested: if self._progress_message: self._progress_message.hide() return # Add LayerDataDecorator to scene node to indicate that the node has layer data decorator = LayerDataDecorator.LayerDataDecorator() decorator.setLayerData(layer_mesh) new_node.addDecorator(decorator) new_node.setMeshData(mesh) # Set build volume as parent, the build volume can move as a result of raft settings. # It makes sense to set the build volume as parent: the print is actually printed on it. new_node_parent = Application.getInstance().getBuildVolume() new_node.setParent(new_node_parent) # Note: After this we can no longer abort! settings = Application.getInstance().getGlobalContainerStack() if not settings.getProperty("machine_center_is_zero", "value"): new_node.setPosition(Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 2)) if self._progress_message: self._progress_message.setProgress(100) if self._progress_message: self._progress_message.hide() # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed. self._layers = None Logger.log("d", "Processing layers took %s seconds", time() - start_time) def _onActiveViewChanged(self): if self.isRunning(): if Application.getInstance().getController().getActiveView().getPluginId() == "SimulationView": if not self._progress_message: self._progress_message = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, 0, catalog.i18nc("@info:title", "Information")) if self._progress_message.getProgress() != 100: self._progress_message.show() else: if self._progress_message: self._progress_message.hide()