LayerView.py 9.0 KB

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  1. # Copyright (c) 2015 Ultimaker B.V.
  2. # Cura is released under the terms of the AGPLv3 or higher.
  3. from UM.View.View import View
  4. from UM.View.Renderer import Renderer
  5. from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
  6. from UM.Resources import Resources
  7. from UM.Event import Event, KeyEvent
  8. from UM.Signal import Signal
  9. from UM.Scene.Selection import Selection
  10. from UM.Math.Color import Color
  11. from UM.Mesh.MeshData import MeshData
  12. from cura.ConvexHullNode import ConvexHullNode
  13. from PyQt5 import QtCore, QtWidgets
  14. from . import LayerViewProxy
  15. ## View used to display g-code paths.
  16. class LayerView(View):
  17. def __init__(self):
  18. super().__init__()
  19. self._material = None
  20. self._num_layers = 0
  21. self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
  22. self._proxy = LayerViewProxy.LayerViewProxy()
  23. self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
  24. self._max_layers = 10
  25. self._current_layer_num = 10
  26. self._current_layer_mesh = None
  27. self._current_layer_jumps = None
  28. self._activity = False
  29. self._solid_layers = 5
  30. def getActivity(self):
  31. return self._activity
  32. def getCurrentLayer(self):
  33. return self._current_layer_num
  34. def _onSceneChanged(self, node):
  35. self.calculateMaxLayers()
  36. def getMaxLayers(self):
  37. return self._max_layers
  38. def resetLayerData(self):
  39. self._current_layer_mesh = None
  40. self._current_layer_jumps = None
  41. def beginRendering(self):
  42. scene = self.getController().getScene()
  43. renderer = self.getRenderer()
  44. renderer.setRenderSelection(False)
  45. if not self._material:
  46. self._material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "basic.vert"), Resources.getPath(Resources.Shaders, "vertexcolor.frag"))
  47. self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
  48. self._selection_material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "basic.vert"), Resources.getPath(Resources.Shaders, "color.frag"))
  49. self._selection_material.setUniformValue("u_color", Color(35, 35, 35, 128))
  50. for node in DepthFirstIterator(scene.getRoot()):
  51. # We do not want to render ConvexHullNode as it conflicts with the bottom layers.
  52. # However, it is somewhat relevant when the node is selected, so do render it then.
  53. if type(node) is ConvexHullNode and not Selection.isSelected(node.getWatchedNode()):
  54. continue
  55. if not node.render(renderer):
  56. if node.getMeshData() and node.isVisible():
  57. if Selection.isSelected(node):
  58. renderer.queueNode(node, material = self._selection_material, transparent = True)
  59. layer_data = node.callDecoration("getLayerData")
  60. if not layer_data:
  61. continue
  62. # Render all layers below a certain number as line mesh instead of vertices.
  63. if self._current_layer_num - self._solid_layers > -1:
  64. start = 0
  65. end = 0
  66. element_counts = layer_data.getElementCounts()
  67. for layer, counts in element_counts.items():
  68. if layer + self._solid_layers > self._current_layer_num:
  69. break
  70. end += counts
  71. # This uses glDrawRangeElements internally to only draw a certain range of lines.
  72. renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
  73. # We currently recreate the current "solid" layers every time a
  74. if not self._current_layer_mesh:
  75. self._current_layer_mesh = MeshData()
  76. for i in range(self._solid_layers):
  77. layer = self._current_layer_num - i
  78. if layer < 0:
  79. continue
  80. try:
  81. layer_mesh = layer_data.getLayer(layer).createMesh()
  82. if not layer_mesh or layer_mesh.getVertices() is None:
  83. continue
  84. except:
  85. continue
  86. if self._current_layer_mesh: #Threading thing; Switching between views can cause the current layer mesh to be deleted.
  87. self._current_layer_mesh.addVertices(layer_mesh.getVertices())
  88. # Scale layer color by a brightness factor based on the current layer number
  89. # This will result in a range of 0.5 - 1.0 to multiply colors by.
  90. brightness = (2.0 - (i / self._solid_layers)) / 2.0
  91. if self._current_layer_mesh:
  92. self._current_layer_mesh.addColors(layer_mesh.getColors() * brightness)
  93. if self._current_layer_mesh:
  94. renderer.queueNode(node, mesh = self._current_layer_mesh, material = self._material)
  95. if not self._current_layer_jumps:
  96. self._current_layer_jumps = MeshData()
  97. for i in range(1):
  98. layer = self._current_layer_num - i
  99. if layer < 0:
  100. continue
  101. try:
  102. layer_mesh = layer_data.getLayer(layer).createJumps()
  103. if not layer_mesh or layer_mesh.getVertices() is None:
  104. continue
  105. except:
  106. continue
  107. self._current_layer_jumps.addVertices(layer_mesh.getVertices())
  108. # Scale layer color by a brightness factor based on the current layer number
  109. # This will result in a range of 0.5 - 1.0 to multiply colors by.
  110. brightness = (2.0 - (i / self._solid_layers)) / 2.0
  111. self._current_layer_jumps.addColors(layer_mesh.getColors() * brightness)
  112. renderer.queueNode(node, mesh = self._current_layer_jumps, material = self._material)
  113. def setLayer(self, value):
  114. if self._current_layer_num != value:
  115. self._current_layer_num = value
  116. if self._current_layer_num < 0:
  117. self._current_layer_num = 0
  118. if self._current_layer_num > self._max_layers:
  119. self._current_layer_num = self._max_layers
  120. self._current_layer_mesh = None
  121. self._current_layer_jumps = None
  122. self.currentLayerNumChanged.emit()
  123. currentLayerNumChanged = Signal()
  124. def calculateMaxLayers(self):
  125. scene = self.getController().getScene()
  126. renderer = self.getRenderer()
  127. if renderer and self._material:
  128. self._activity = True
  129. renderer.setRenderSelection(False)
  130. self._old_max_layers = self._max_layers
  131. ## Recalculate num max layers
  132. new_max_layers = 0
  133. for node in DepthFirstIterator(scene.getRoot()):
  134. if not node.render(renderer):
  135. if node.getMeshData() and node.isVisible():
  136. layer_data = node.callDecoration("getLayerData")
  137. if not layer_data:
  138. continue
  139. if new_max_layers < len(layer_data.getLayers()):
  140. new_max_layers = len(layer_data.getLayers()) - 1
  141. if new_max_layers > 0 and new_max_layers != self._old_max_layers:
  142. self._max_layers = new_max_layers
  143. self.maxLayersChanged.emit()
  144. self._current_layer_num = self._max_layers
  145. # This makes sure we update the current layer
  146. self.setLayer(int(self._max_layers))
  147. self.currentLayerNumChanged.emit()
  148. maxLayersChanged = Signal()
  149. currentLayerNumChanged = Signal()
  150. ## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
  151. # as this caused some issues.
  152. def getProxy(self, engine, script_engine):
  153. return self._proxy
  154. def endRendering(self):
  155. pass
  156. def event(self, event):
  157. modifiers = QtWidgets.QApplication.keyboardModifiers()
  158. ctrl_is_active = modifiers == QtCore.Qt.ControlModifier
  159. if event.type == Event.KeyPressEvent and ctrl_is_active:
  160. if event.key == KeyEvent.UpKey:
  161. self.setLayer(self._current_layer_num + 1)
  162. return True
  163. if event.key == KeyEvent.DownKey:
  164. self.setLayer(self._current_layer_num - 1)
  165. return True