ProcessSlicedLayersJob.py 7.7 KB

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  1. # Copyright (c) 2016 Ultimaker B.V.
  2. # Cura is released under the terms of the AGPLv3 or higher.
  3. from UM.Job import Job
  4. from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
  5. from UM.Scene.SceneNode import SceneNode
  6. from UM.Application import Application
  7. from UM.Mesh.MeshData import MeshData
  8. from UM.Message import Message
  9. from UM.i18n import i18nCatalog
  10. from UM.Math.Vector import Vector
  11. from cura import LayerDataBuilder
  12. from cura import LayerDataDecorator
  13. from cura import LayerPolygon
  14. import numpy
  15. catalog = i18nCatalog("cura")
  16. class ProcessSlicedLayersJob(Job):
  17. def __init__(self, layers):
  18. super().__init__()
  19. self._layers = layers
  20. self._scene = Application.getInstance().getController().getScene()
  21. self._progress = None
  22. self._abort_requested = False
  23. ## Aborts the processing of layers.
  24. #
  25. # This abort is made on a best-effort basis, meaning that the actual
  26. # job thread will check once in a while to see whether an abort is
  27. # requested and then stop processing by itself. There is no guarantee
  28. # that the abort will stop the job any time soon or even at all.
  29. def abort(self):
  30. self._abort_requested = True
  31. def run(self):
  32. # This is to prevent small models layer data to be cleared by extra invocation of engine
  33. # Possibly adds an extra bug of layerdata not being removed if platform is cleared.
  34. #TODO: remove need for this check
  35. if len(self._layers) == 0:
  36. return
  37. if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
  38. self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, -1)
  39. self._progress.show()
  40. Job.yieldThread()
  41. if self._abort_requested:
  42. if self._progress:
  43. self._progress.hide()
  44. return
  45. Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)
  46. new_node = SceneNode()
  47. ## Remove old layer data (if any)
  48. for node in DepthFirstIterator(self._scene.getRoot()):
  49. if type(node) is SceneNode and node.getMeshData():
  50. if node.callDecoration("getLayerData"):
  51. self._scene.getRoot().removeChild(node)
  52. Job.yieldThread()
  53. if self._abort_requested:
  54. if self._progress:
  55. self._progress.hide()
  56. return
  57. mesh = MeshData()
  58. layer_data = LayerDataBuilder.LayerDataBuilder()
  59. layer_count = len(self._layers)
  60. # Find the minimum layer number
  61. # When using a raft, the raft layers are sent as layers < 0. Instead of allowing layers < 0, we
  62. # instead simply offset all other layers so the lowest layer is always 0.
  63. min_layer_number = 0
  64. for layer in self._layers:
  65. if(layer.id < min_layer_number):
  66. min_layer_number = layer.id
  67. current_layer = 0
  68. for layer in self._layers:
  69. abs_layer_number = layer.id + abs(min_layer_number)
  70. layer_data.addLayer(abs_layer_number)
  71. this_layer = layer_data.getLayer(abs_layer_number)
  72. layer_data.setLayerHeight(abs_layer_number, layer.height)
  73. layer_data.setLayerThickness(abs_layer_number, layer.thickness)
  74. for p in range(layer.repeatedMessageCount("path_segment")):
  75. polygon = layer.getRepeatedMessage("path_segment", p)
  76. extruder = polygon.extruder
  77. line_types = numpy.fromstring(polygon.line_type, dtype="u1") # Convert bytearray to numpy array
  78. line_types = line_types.reshape((-1,1))
  79. points = numpy.fromstring(polygon.points, dtype="f4") # Convert bytearray to numpy array
  80. if polygon.point_type == 0: # Point2D
  81. points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
  82. else: # Point3D
  83. points = points.reshape((-1,3))
  84. line_widths = numpy.fromstring(polygon.line_width, dtype="f4") # Convert bytearray to numpy array
  85. 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.
  86. # Create a new 3D-array, copy the 2D points over and insert the right height.
  87. # This uses manual array creation + copy rather than numpy.insert since this is
  88. # faster.
  89. new_points = numpy.empty((len(points), 3), numpy.float32)
  90. if polygon.point_type == 0: # Point2D
  91. new_points[:,0] = points[:,0]
  92. new_points[:,1] = layer.height/1000 # layer height value is in backend representation
  93. new_points[:,2] = -points[:,1]
  94. else: # Point3D
  95. new_points[:,0] = points[:,0]
  96. new_points[:,1] = points[:,2]
  97. new_points[:,2] = -points[:,1]
  98. this_poly = LayerPolygon.LayerPolygon(layer_data, extruder, line_types, new_points, line_widths)
  99. this_poly.buildCache()
  100. this_layer.polygons.append(this_poly)
  101. Job.yieldThread()
  102. Job.yieldThread()
  103. current_layer += 1
  104. progress = (current_layer / layer_count) * 99
  105. # TODO: Rebuild the layer data mesh once the layer has been processed.
  106. # This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh.
  107. if self._abort_requested:
  108. if self._progress:
  109. self._progress.hide()
  110. return
  111. if self._progress:
  112. self._progress.setProgress(progress)
  113. # We are done processing all the layers we got from the engine, now create a mesh out of the data
  114. layer_mesh = layer_data.build()
  115. if self._abort_requested:
  116. if self._progress:
  117. self._progress.hide()
  118. return
  119. # Add LayerDataDecorator to scene node to indicate that the node has layer data
  120. decorator = LayerDataDecorator.LayerDataDecorator()
  121. decorator.setLayerData(layer_mesh)
  122. new_node.addDecorator(decorator)
  123. new_node.setMeshData(mesh)
  124. new_node.setParent(self._scene.getRoot()) # Note: After this we can no longer abort!
  125. settings = Application.getInstance().getGlobalContainerStack()
  126. if not settings.getProperty("machine_center_is_zero", "value"):
  127. new_node.setPosition(Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 2))
  128. if self._progress:
  129. self._progress.setProgress(100)
  130. view = Application.getInstance().getController().getActiveView()
  131. if view.getPluginId() == "LayerView":
  132. view.resetLayerData()
  133. if self._progress:
  134. self._progress.hide()
  135. # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed.
  136. self._layers = None
  137. def _onActiveViewChanged(self):
  138. if self.isRunning():
  139. if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
  140. if not self._progress:
  141. self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, 0)
  142. if self._progress.getProgress() != 100:
  143. self._progress.show()
  144. else:
  145. if self._progress:
  146. self._progress.hide()