# Copyright (c) 2021 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. import math from UM.Math.Color import Color from UM.Math.Vector import Vector from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator from UM.Resources import Resources from UM.Scene.SceneNode import SceneNode from UM.Scene.ToolHandle import ToolHandle from UM.Application import Application from UM.PluginRegistry import PluginRegistry from UM.View.RenderPass import RenderPass from UM.View.RenderBatch import RenderBatch from UM.View.GL.OpenGL import OpenGL from cura.Settings.ExtruderManager import ExtruderManager from cura.LayerPolygon import LayerPolygon import os.path import numpy ## RenderPass used to display g-code paths. from .NozzleNode import NozzleNode class SimulationPass(RenderPass): def __init__(self, width, height): super().__init__("simulationview", width, height) self._layer_shader = None self._layer_shadow_shader = None self._current_shader = None # This shader will be the shadow or the normal depending if the user wants to see the paths or the layers self._tool_handle_shader = None self._nozzle_shader = None self._disabled_shader = None self._old_current_layer = 0 self._old_current_path: float = 0.0 self._switching_layers = True # Tracking whether the user is moving across layers (True) or across paths (False). If false, lower layers render as shadowy. self._gl = OpenGL.getInstance().getBindingsObject() self._scene = Application.getInstance().getController().getScene() self._extruder_manager = ExtruderManager.getInstance() self._layer_view = None self._compatibility_mode = None self._scene.sceneChanged.connect(self._onSceneChanged) def setSimulationView(self, layerview): self._layer_view = layerview self._compatibility_mode = layerview.getCompatibilityMode() def render(self): if not self._layer_shader: if self._compatibility_mode: shader_filename = "layers.shader" shadow_shader_filename = "layers_shadow.shader" else: shader_filename = "layers3d.shader" shadow_shader_filename = "layers3d_shadow.shader" self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename)) self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename)) self._current_shader = self._layer_shader # Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers) self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex))) if not self._compatibility_mode: self._layer_shader.setUniformValue("u_starts_color", Color(*Application.getInstance().getTheme().getColor("layerview_starts").getRgb())) if self._layer_view: self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate()) self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate()) self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness()) self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness()) self._layer_shader.setUniformValue("u_max_line_width", self._layer_view.getMaxLineWidth()) self._layer_shader.setUniformValue("u_min_line_width", self._layer_view.getMinLineWidth()) self._layer_shader.setUniformValue("u_max_flow_rate", self._layer_view.getMaxFlowRate()) self._layer_shader.setUniformValue("u_min_flow_rate", self._layer_view.getMinFlowRate()) self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType()) self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities()) self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves()) self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers()) self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin()) self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill()) self._layer_shader.setUniformValue("u_show_starts", self._layer_view.getShowStarts()) else: #defaults self._layer_shader.setUniformValue("u_max_feedrate", 1) self._layer_shader.setUniformValue("u_min_feedrate", 0) self._layer_shader.setUniformValue("u_max_thickness", 1) self._layer_shader.setUniformValue("u_min_thickness", 0) self._layer_shader.setUniformValue("u_max_flow_rate", 1) self._layer_shader.setUniformValue("u_min_flow_rate", 0) self._layer_shader.setUniformValue("u_max_line_width", 1) self._layer_shader.setUniformValue("u_min_line_width", 0) self._layer_shader.setUniformValue("u_layer_view_type", 1) self._layer_shader.setUniformValue("u_extruder_opacity", [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]]) self._layer_shader.setUniformValue("u_show_travel_moves", 0) self._layer_shader.setUniformValue("u_show_helpers", 1) self._layer_shader.setUniformValue("u_show_skin", 1) self._layer_shader.setUniformValue("u_show_infill", 1) self._layer_shader.setUniformValue("u_show_starts", 1) if not self._tool_handle_shader: self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader")) if not self._nozzle_shader: self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader")) self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb())) if not self._disabled_shader: self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader")) self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*Application.getInstance().getTheme().getColor("model_unslicable").getRgb())) self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*Application.getInstance().getTheme().getColor("model_unslicable_alt").getRgb())) self._disabled_shader.setUniformValue("u_width", 50.0) self._disabled_shader.setUniformValue("u_opacity", 0.6) self.bind() tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True) disabled_batch = RenderBatch(self._disabled_shader) head_position = None # Indicates the current position of the print head nozzle_node = None not_a_vector = Vector(math.nan, math.nan, math.nan) for node in DepthFirstIterator(self._scene.getRoot()): if isinstance(node, ToolHandle): tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh()) elif isinstance(node, NozzleNode): nozzle_node = node nozzle_node.setVisible(False) # Don't set to true, we render it separately! elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible() and not node.callDecoration("isNonPrintingMesh"): disabled_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData()) elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible(): layer_data = node.callDecoration("getLayerData") if not layer_data: continue # Render all layers below a certain number as line mesh instead of vertices. if self._layer_view.getCurrentLayer() > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())): start = 0 end = 0 vertex_before_head = not_a_vector vertex_after_head = not_a_vector vertex_distance_ratio = 0.0 towards_next_vertex = 0 element_counts = layer_data.getElementCounts() for layer in sorted(element_counts.keys()): # In the current layer, we show just the indicated paths if layer == self._layer_view._current_layer_num: # We look for the position of the head, searching the point of the current path index = int(self._layer_view.getCurrentPath()) for polygon in layer_data.getLayer(layer).polygons: # The size indicates all values in the two-dimension array, and the second dimension is # always size 3 because we have 3D points. if index >= polygon.data.size // 3 : index -= polygon.data.size // 3 continue # The head position is calculated and translated ratio = self._layer_view.getCurrentPath() - math.floor(self._layer_view.getCurrentPath()) pos_a = Vector(polygon.data[index][0], polygon.data[index][1], polygon.data[index][2]) vertex_before_head = pos_a vertex_distance_ratio = ratio if ratio <= 0.0001 or index + 1 == len(polygon.data): # in case there multiple polygons and polygon changes, the first point has the same value as the last point in the previous polygon head_position = pos_a + node.getWorldPosition() else: pos_b = Vector(polygon.data[index + 1][0], polygon.data[index + 1][1], polygon.data[index + 1][2]) vec = pos_a * (1.0 - ratio) + pos_b * ratio head_position = vec + node.getWorldPosition() vertex_after_head = pos_b towards_next_vertex = 2 # Add two to the index to print the current and next vertices as an 'unfinished' line (to the nozzle). break break if self._layer_view.getMinimumLayer() > layer: start += element_counts[layer] end += element_counts[layer] # Calculate the range of paths in the last layer current_layer_start = end current_layer_end = end + int( self._layer_view.getCurrentPath()) * 2 # Because each point is used twice # This uses glDrawRangeElements internally to only draw a certain range of lines. # All the layers but the current selected layer are rendered first if self._old_current_path != self._layer_view.getCurrentPath(): self._current_shader = self._layer_shadow_shader self._switching_layers = False if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view.getCurrentLayer(): self._current_shader = self._layer_shader self._switching_layers = True # reset 'last vertex' self._layer_shader.setUniformValue("u_last_vertex", not_a_vector) self._layer_shader.setUniformValue("u_next_vertex", not_a_vector) self._layer_shader.setUniformValue("u_last_line_ratio", 1.0) # The first line does not have a previous line: add a MoveCombingType in front for start detection # this way the first start of the layer can also be drawn prev_line_types = numpy.concatenate([numpy.asarray([LayerPolygon.MoveCombingType], dtype = numpy.float32), layer_data._attributes["line_types"]["value"]]) # Remove the last element prev_line_types = prev_line_types[0:layer_data._attributes["line_types"]["value"].size] layer_data._attributes["prev_line_types"] = {'opengl_type': 'float', 'value': prev_line_types, 'opengl_name': 'a_prev_line_type'} layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True) layers_batch.addItem(node.getWorldTransformation(), layer_data) layers_batch.render(self._scene.getActiveCamera()) # Current selected layer is rendered current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end)) current_layer_batch.addItem(node.getWorldTransformation(), layer_data) current_layer_batch.render(self._scene.getActiveCamera()) # Last line may be partial if vertex_after_head != not_a_vector and vertex_after_head != not_a_vector: self._layer_shader.setUniformValue("u_last_vertex", vertex_before_head) self._layer_shader.setUniformValue("u_next_vertex", vertex_after_head) self._layer_shader.setUniformValue("u_last_line_ratio", vertex_distance_ratio) last_line_start = current_layer_end last_line_end = current_layer_end + towards_next_vertex last_line_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode=RenderBatch.RenderMode.Lines, range = (last_line_start, last_line_end)) last_line_batch.addItem(node.getWorldTransformation(), layer_data) last_line_batch.render(self._scene.getActiveCamera()) self._old_current_layer = self._layer_view.getCurrentLayer() self._old_current_path = self._layer_view.getCurrentPath() # Create a new batch that is not range-limited batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid) if self._layer_view.getCurrentLayerMesh(): batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh()) if self._layer_view.getCurrentLayerJumps(): batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps()) if len(batch.items) > 0: batch.render(self._scene.getActiveCamera()) # The nozzle is drawn when once we know the correct position of the head, # but the user is not using the layer slider, and the compatibility mode is not enabled if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None: if head_position is not None: nozzle_node.setPosition(head_position) nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent) nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData()) nozzle_batch.render(self._scene.getActiveCamera()) if len(disabled_batch.items) > 0: disabled_batch.render(self._scene.getActiveCamera()) # Render toolhandles on top of the layerview if len(tool_handle_batch.items) > 0: tool_handle_batch.render(self._scene.getActiveCamera()) self.release() def _onSceneChanged(self, changed_object: SceneNode): if changed_object.callDecoration("getLayerData"): # Any layer data has changed. self._switching_layers = True self._old_current_layer = 0 self._old_current_path = 0.0