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- # Copyright (c) 2015 Ultimaker B.V.
- # Cura is released under the terms of the AGPLv3 or higher.
- 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.View.RenderBatch import RenderBatch
- from UM.View.GL.OpenGL import OpenGL
- from cura.ConvexHullNode import ConvexHullNode
- from PyQt5.QtCore import Qt, QTimer
- from PyQt5.QtWidgets import QApplication
- from . import LayerViewProxy
- from UM.i18n import i18nCatalog
- catalog = i18nCatalog("cura")
- import numpy
- ## View used to display g-code paths.
- class LayerView(View):
- def __init__(self):
- super().__init__()
- self._shader = None
- self._selection_shader = None
- self._num_layers = 0
- self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
- self._proxy = LayerViewProxy.LayerViewProxy()
- self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
- self._max_layers = 0
- self._current_layer_num = 0
- self._current_layer_mesh = None
- self._current_layer_jumps = None
- self._top_layers_job = None
- self._activity = False
- Preferences.getInstance().addPreference("view/top_layer_count", 5)
- Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
- self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
- self._top_layer_timer = QTimer()
- self._top_layer_timer.setInterval(50)
- self._top_layer_timer.setSingleShot(True)
- self._top_layer_timer.timeout.connect(self._startUpdateTopLayers)
- self._busy = False
- def getActivity(self):
- return self._activity
- def getCurrentLayer(self):
- return self._current_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._selection_shader:
- self._selection_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
- self._selection_shader.setUniformValue("u_color", Color(32, 32, 32, 128))
- 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():
- if Selection.isSelected(node):
- renderer.queueNode(node, transparent = True, shader = self._selection_shader)
- 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._current_layer_num - self._solid_layers > -1:
- start = 0
- end = 0
- element_counts = layer_data.getElementCounts()
- for layer, counts in element_counts.items():
- if layer + self._solid_layers > self._current_layer_num:
- break
- end += counts
- # This uses glDrawRangeElements internally to only draw a certain range of lines.
- renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
- if self._current_layer_mesh:
- renderer.queueNode(node, mesh = self._current_layer_mesh)
- if self._current_layer_jumps:
- renderer.queueNode(node, mesh = self._current_layer_jumps)
- 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.resetLayerData()
- self._top_layer_timer.start()
- self.currentLayerNumChanged.emit()
- def calculateMaxLayers(self):
- scene = self.getController().getScene()
- renderer = self.getRenderer() # TODO: @UnusedVariable
- 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._top_layer_timer.start()
- maxLayersChanged = Signal()
- currentLayerNumChanged = 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
- def _startUpdateTopLayers(self):
- 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._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 != "view/top_layer_count":
- return
- self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
- self.resetLayerData()
- self._top_layer_timer.start()
- 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 as e:
- print(e)
- return
- if not layer or layer.getVertices() is None:
- continue
- layer_mesh.addIndices(layer_mesh._vertex_count+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()
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