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- # Copyright (c) 2018 Ultimaker B.V.
- # Cura is released under the terms of the LGPLv3 or higher.
- import sys
- from PyQt5.QtCore import Qt
- from PyQt5.QtGui import QOpenGLContext
- from PyQt5.QtWidgets import QApplication
- from UM.Application import Application
- from UM.Event import Event, KeyEvent
- from UM.Job import Job
- from UM.Logger import Logger
- from UM.Math.Color import Color
- from UM.Mesh.MeshBuilder import MeshBuilder
- from UM.Message import Message
- from UM.Platform import Platform
- from UM.PluginRegistry import PluginRegistry
- from UM.Qt.QtApplication import QtApplication
- from UM.Resources import Resources
- from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
- from UM.Scene.Selection import Selection
- from UM.Signal import Signal
- from UM.View.CompositePass import CompositePass
- from UM.View.GL.OpenGL import OpenGL
- from UM.View.GL.OpenGLContext import OpenGLContext
- from UM.View.GL.ShaderProgram import ShaderProgram
- from UM.i18n import i18nCatalog
- from cura.CuraView import CuraView
- from cura.Scene.ConvexHullNode import ConvexHullNode
- from cura.CuraApplication import CuraApplication
- from .NozzleNode import NozzleNode
- from .SimulationPass import SimulationPass
- from .SimulationViewProxy import SimulationViewProxy
- import numpy
- import os.path
- from typing import Optional, TYPE_CHECKING, List, cast
- if TYPE_CHECKING:
- from UM.Scene.SceneNode import SceneNode
- from UM.Scene.Scene import Scene
- from UM.Settings.ContainerStack import ContainerStack
- catalog = i18nCatalog("cura")
- ## The preview layer view. It is used to display g-code paths.
- class SimulationView(CuraView):
- # Must match SimulationViewMenuComponent.qml
- LAYER_VIEW_TYPE_MATERIAL_TYPE = 0
- LAYER_VIEW_TYPE_LINE_TYPE = 1
- LAYER_VIEW_TYPE_FEEDRATE = 2
- LAYER_VIEW_TYPE_THICKNESS = 3
- def __init__(self, parent = None) -> None:
- super().__init__(parent)
- self._max_layers = 0
- self._current_layer_num = 0
- self._minimum_layer_num = 0
- self._current_layer_mesh = None
- self._current_layer_jumps = None
- self._top_layers_job = None # type: Optional["_CreateTopLayersJob"]
- self._activity = False
- self._old_max_layers = 0
- self._max_paths = 0
- self._current_path_num = 0
- self._minimum_path_num = 0
- self.start_elements_index = 0
- self.end_elements_index = 0
- self.currentLayerNumChanged.connect(self._onCurrentLayerNumChanged)
- self._busy = False
- self._simulation_running = False
- self._ghost_shader = None # type: Optional["ShaderProgram"]
- self._layer_pass = None # type: Optional[SimulationPass]
- self._composite_pass = None # type: Optional[CompositePass]
- self._old_layer_bindings = None # type: Optional[List[str]]
- self._simulationview_composite_shader = None # type: Optional["ShaderProgram"]
- self._old_composite_shader = None # type: Optional["ShaderProgram"]
- self._max_feedrate = sys.float_info.min
- self._min_feedrate = sys.float_info.max
- self._max_thickness = sys.float_info.min
- self._min_thickness = sys.float_info.max
- self._global_container_stack = None # type: Optional[ContainerStack]
- self._proxy = None
- self._resetSettings()
- self._legend_items = None
- self._show_travel_moves = False
- self._nozzle_node = None # type: Optional[NozzleNode]
- Application.getInstance().getPreferences().addPreference("view/top_layer_count", 5)
- Application.getInstance().getPreferences().addPreference("view/only_show_top_layers", False)
- Application.getInstance().getPreferences().addPreference("view/force_layer_view_compatibility_mode", False)
- Application.getInstance().getPreferences().addPreference("layerview/layer_view_type", 0)
- Application.getInstance().getPreferences().addPreference("layerview/extruder_opacities", "")
- Application.getInstance().getPreferences().addPreference("layerview/show_travel_moves", False)
- Application.getInstance().getPreferences().addPreference("layerview/show_helpers", True)
- Application.getInstance().getPreferences().addPreference("layerview/show_skin", True)
- Application.getInstance().getPreferences().addPreference("layerview/show_infill", True)
- self._updateWithPreferences()
- self._solid_layers = int(Application.getInstance().getPreferences().getValue("view/top_layer_count"))
- self._only_show_top_layers = bool(Application.getInstance().getPreferences().getValue("view/only_show_top_layers"))
- self._compatibility_mode = self._evaluateCompatibilityMode()
- self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"),
- title = catalog.i18nc("@info:title", "Simulation View"))
- QtApplication.getInstance().engineCreatedSignal.connect(self._onEngineCreated)
- def _onEngineCreated(self) -> None:
- plugin_path = PluginRegistry.getInstance().getPluginPath(self.getPluginId())
- if plugin_path:
- self.addDisplayComponent("main", os.path.join(plugin_path, "SimulationViewMainComponent.qml"))
- self.addDisplayComponent("menu", os.path.join(plugin_path, "SimulationViewMenuComponent.qml"))
- else:
- Logger.log("e", "Unable to find the path for %s", self.getPluginId())
- def _evaluateCompatibilityMode(self) -> bool:
- return OpenGLContext.isLegacyOpenGL() or bool(Application.getInstance().getPreferences().getValue("view/force_layer_view_compatibility_mode"))
- def _resetSettings(self) -> None:
- self._layer_view_type = 0 # type: int # 0 is material color, 1 is color by linetype, 2 is speed, 3 is layer thickness
- self._extruder_count = 0
- self._extruder_opacity = [1.0, 1.0, 1.0, 1.0]
- self._show_travel_moves = False
- self._show_helpers = True
- self._show_skin = True
- self._show_infill = True
- self.resetLayerData()
- def getActivity(self) -> bool:
- return self._activity
- def setActivity(self, activity: bool) -> None:
- if self._activity == activity:
- return
- self._activity = activity
- self.activityChanged.emit()
- def getSimulationPass(self) -> SimulationPass:
- if not self._layer_pass:
- # Currently the RenderPass constructor requires a size > 0
- # This should be fixed in RenderPass's constructor.
- self._layer_pass = SimulationPass(1, 1)
- self._compatibility_mode = self._evaluateCompatibilityMode()
- self._layer_pass.setSimulationView(self)
- return self._layer_pass
- def getCurrentLayer(self) -> int:
- return self._current_layer_num
- def getMinimumLayer(self) -> int:
- return self._minimum_layer_num
- def getMaxLayers(self) -> int:
- return self._max_layers
- def getCurrentPath(self) -> int:
- return self._current_path_num
- def getMinimumPath(self) -> int:
- return self._minimum_path_num
- def getMaxPaths(self) -> int:
- return self._max_paths
- def getNozzleNode(self) -> NozzleNode:
- if not self._nozzle_node:
- self._nozzle_node = NozzleNode()
- return self._nozzle_node
- def _onSceneChanged(self, node: "SceneNode") -> None:
- if node.getMeshData() is None:
- return
- self.setActivity(False)
- self.calculateMaxLayers()
- self.calculateMaxPathsOnLayer(self._current_layer_num)
- def isBusy(self) -> bool:
- return self._busy
- def setBusy(self, busy: bool) -> None:
- if busy != self._busy:
- self._busy = busy
- self.busyChanged.emit()
- def isSimulationRunning(self) -> bool:
- return self._simulation_running
- def setSimulationRunning(self, running: bool) -> None:
- self._simulation_running = running
- def resetLayerData(self) -> None:
- self._current_layer_mesh = None
- self._current_layer_jumps = None
- self._max_feedrate = sys.float_info.min
- self._min_feedrate = sys.float_info.max
- self._max_thickness = sys.float_info.min
- self._min_thickness = sys.float_info.max
- def beginRendering(self) -> None:
- scene = self.getController().getScene()
- renderer = self.getRenderer()
- if renderer is None:
- return
- if not self._ghost_shader:
- self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
- theme = CuraApplication.getInstance().getTheme()
- if theme is not None:
- self._ghost_shader.setUniformValue("u_color", Color(*theme.getColor("layerview_ghost").getRgb()))
- 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(cast(ConvexHullNode, node).getWatchedNode()):
- continue
- if not node.render(renderer):
- if (node.getMeshData()) and node.isVisible():
- renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
- def setLayer(self, value: int) -> None:
- 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
- if self._current_layer_num < self._minimum_layer_num:
- self._minimum_layer_num = self._current_layer_num
- self._startUpdateTopLayers()
- self.recalculateStartEndElements()
- self.currentLayerNumChanged.emit()
- def setMinimumLayer(self, value: int) -> None:
- if self._minimum_layer_num != value:
- self._minimum_layer_num = value
- if self._minimum_layer_num < 0:
- self._minimum_layer_num = 0
- if self._minimum_layer_num > self._max_layers:
- self._minimum_layer_num = self._max_layers
- if self._minimum_layer_num > self._current_layer_num:
- self._current_layer_num = self._minimum_layer_num
- self._startUpdateTopLayers()
- self.recalculateStartEndElements()
- self.currentLayerNumChanged.emit()
- def setPath(self, value: int) -> None:
- if self._current_path_num != value:
- self._current_path_num = value
- if self._current_path_num < 0:
- self._current_path_num = 0
- if self._current_path_num > self._max_paths:
- self._current_path_num = self._max_paths
- if self._current_path_num < self._minimum_path_num:
- self._minimum_path_num = self._current_path_num
- self._startUpdateTopLayers()
- self.recalculateStartEndElements()
- self.currentPathNumChanged.emit()
- def setMinimumPath(self, value: int) -> None:
- if self._minimum_path_num != value:
- self._minimum_path_num = value
- if self._minimum_path_num < 0:
- self._minimum_path_num = 0
- if self._minimum_path_num > self._max_layers:
- self._minimum_path_num = self._max_layers
- if self._minimum_path_num > self._current_path_num:
- self._current_path_num = self._minimum_path_num
- self._startUpdateTopLayers()
- self.currentPathNumChanged.emit()
- ## Set the layer view type
- #
- # \param layer_view_type integer as in SimulationView.qml and this class
- def setSimulationViewType(self, layer_view_type: int) -> None:
- if layer_view_type != self._layer_view_type:
- self._layer_view_type = layer_view_type
- self.currentLayerNumChanged.emit()
- ## Return the layer view type, integer as in SimulationView.qml and this class
- def getSimulationViewType(self) -> int:
- return self._layer_view_type
- ## Set the extruder opacity
- #
- # \param extruder_nr 0..3
- # \param opacity 0.0 .. 1.0
- def setExtruderOpacity(self, extruder_nr: int, opacity: float) -> None:
- if 0 <= extruder_nr <= 3:
- self._extruder_opacity[extruder_nr] = opacity
- self.currentLayerNumChanged.emit()
- def getExtruderOpacities(self)-> List[float]:
- return self._extruder_opacity
- def setShowTravelMoves(self, show):
- self._show_travel_moves = show
- self.currentLayerNumChanged.emit()
- def getShowTravelMoves(self):
- return self._show_travel_moves
- def setShowHelpers(self, show: bool) -> None:
- self._show_helpers = show
- self.currentLayerNumChanged.emit()
- def getShowHelpers(self) -> bool:
- return self._show_helpers
- def setShowSkin(self, show: bool) -> None:
- self._show_skin = show
- self.currentLayerNumChanged.emit()
- def getShowSkin(self) -> bool:
- return self._show_skin
- def setShowInfill(self, show: bool) -> None:
- self._show_infill = show
- self.currentLayerNumChanged.emit()
- def getShowInfill(self) -> bool:
- return self._show_infill
- def getCompatibilityMode(self) -> bool:
- return self._compatibility_mode
- def getExtruderCount(self) -> int:
- return self._extruder_count
- def getMinFeedrate(self) -> float:
- if abs(self._min_feedrate - sys.float_info.max) < 10: # Some lenience due to floating point rounding.
- return 0.0 # If it's still max-float, there are no measurements. Use 0 then.
- return self._min_feedrate
- def getMaxFeedrate(self) -> float:
- return self._max_feedrate
- def getMinThickness(self) -> float:
- if abs(self._min_thickness - sys.float_info.max) < 10: # Some lenience due to floating point rounding.
- return 0.0 # If it's still max-float, there are no measurements. Use 0 then.
- return self._min_thickness
- def recalculateStartEndElements(self):
- self.start_elements_index = 0
- self.end_elements_index = 0
- scene = self.getController().getScene()
- for node in DepthFirstIterator(scene.getRoot()): # type: ignore
- layer_data = node.callDecoration("getLayerData")
- if not layer_data:
- continue
- # Found a the layer data!
- element_counts = layer_data.getElementCounts()
- for layer in sorted(element_counts.keys()):
- if layer == self._current_layer_num:
- break
- if self._minimum_layer_num > layer:
- self.start_elements_index += element_counts[layer]
- self.end_elements_index += element_counts[layer]
- def getMaxThickness(self) -> float:
- return self._max_thickness
- def calculateMaxLayers(self) -> None:
- scene = self.getController().getScene()
- self._old_max_layers = self._max_layers
- ## Recalculate num max layers
- new_max_layers = -1
- for node in DepthFirstIterator(scene.getRoot()): # type: ignore
- layer_data = node.callDecoration("getLayerData")
- if not layer_data:
- continue
- self.setActivity(True)
- min_layer_number = sys.maxsize
- max_layer_number = -sys.maxsize
- for layer_id in layer_data.getLayers():
- # If a layer doesn't contain any polygons, skip it (for infill meshes taller than print objects
- if len(layer_data.getLayer(layer_id).polygons) < 1:
- continue
- # Store the max and min feedrates and thicknesses for display purposes
- for p in layer_data.getLayer(layer_id).polygons:
- self._max_feedrate = max(float(p.lineFeedrates.max()), self._max_feedrate)
- self._min_feedrate = min(float(p.lineFeedrates.min()), self._min_feedrate)
- self._max_thickness = max(float(p.lineThicknesses.max()), self._max_thickness)
- try:
- self._min_thickness = min(float(p.lineThicknesses[numpy.nonzero(p.lineThicknesses)].min()), self._min_thickness)
- except ValueError:
- # Sometimes, when importing a GCode the line thicknesses are zero and so the minimum (avoiding
- # the zero) can't be calculated
- Logger.log("i", "Min thickness can't be calculated because all the values are zero")
- if max_layer_number < layer_id:
- max_layer_number = layer_id
- if min_layer_number > layer_id:
- min_layer_number = layer_id
- layer_count = max_layer_number - min_layer_number
- if new_max_layers < layer_count:
- new_max_layers = layer_count
- 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._startUpdateTopLayers()
- def calculateMaxPathsOnLayer(self, layer_num: int) -> None:
- # Update the currentPath
- scene = self.getController().getScene()
- for node in DepthFirstIterator(scene.getRoot()): # type: ignore
- layer_data = node.callDecoration("getLayerData")
- if not layer_data:
- continue
- layer = layer_data.getLayer(layer_num)
- if layer is None:
- return
- new_max_paths = layer.lineMeshElementCount()
- if new_max_paths >= 0 and new_max_paths != self._max_paths:
- self._max_paths = new_max_paths
- self.maxPathsChanged.emit()
- self.setPath(int(new_max_paths))
- maxLayersChanged = Signal()
- maxPathsChanged = Signal()
- currentLayerNumChanged = Signal()
- currentPathNumChanged = Signal()
- globalStackChanged = Signal()
- preferencesChanged = Signal()
- busyChanged = Signal()
- activityChanged = 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):
- if self._proxy is None:
- self._proxy = SimulationViewProxy(self)
- return self._proxy
- def endRendering(self) -> None:
- pass
- def event(self, event) -> bool:
- modifiers = QApplication.keyboardModifiers()
- ctrl_is_active = modifiers & Qt.ControlModifier
- shift_is_active = modifiers & Qt.ShiftModifier
- if event.type == Event.KeyPressEvent and ctrl_is_active:
- amount = 10 if shift_is_active else 1
- if event.key == KeyEvent.UpKey:
- self.setLayer(self._current_layer_num + amount)
- return True
- if event.key == KeyEvent.DownKey:
- self.setLayer(self._current_layer_num - amount)
- return True
- if event.type == Event.ViewActivateEvent:
- # Start listening to changes.
- Application.getInstance().getPreferences().preferenceChanged.connect(self._onPreferencesChanged)
- self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
- self.calculateMaxLayers()
- self.calculateMaxPathsOnLayer(self._current_layer_num)
- # FIX: on Max OS X, somehow QOpenGLContext.currentContext() can become None during View switching.
- # This can happen when you do the following steps:
- # 1. Start Cura
- # 2. Load a model
- # 3. Switch to Custom mode
- # 4. Select the model and click on the per-object tool icon
- # 5. Switch view to Layer view or X-Ray
- # 6. Cura will very likely crash
- # It seems to be a timing issue that the currentContext can somehow be empty, but I have no clue why.
- # This fix tries to reschedule the view changing event call on the Qt thread again if the current OpenGL
- # context is None.
- if Platform.isOSX():
- if QOpenGLContext.currentContext() is None:
- Logger.log("d", "current context of OpenGL is empty on Mac OS X, will try to create shaders later")
- CuraApplication.getInstance().callLater(lambda e=event: self.event(e))
- return False
- # Make sure the SimulationPass is created
- layer_pass = self.getSimulationPass()
- renderer = self.getRenderer()
- if renderer is None:
- return False
- renderer.addRenderPass(layer_pass)
- # Make sure the NozzleNode is add to the root
- nozzle = self.getNozzleNode()
- nozzle.setParent(self.getController().getScene().getRoot())
- nozzle.setVisible(False)
- Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged)
- self._onGlobalStackChanged()
- if not self._simulationview_composite_shader:
- plugin_path = cast(str, PluginRegistry.getInstance().getPluginPath("SimulationView"))
- self._simulationview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(plugin_path, "simulationview_composite.shader"))
- theme = CuraApplication.getInstance().getTheme()
- if theme is not None:
- self._simulationview_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
- self._simulationview_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
- if not self._composite_pass:
- self._composite_pass = cast(CompositePass, renderer.getRenderPass("composite"))
- self._old_layer_bindings = self._composite_pass.getLayerBindings()[:] # make a copy so we can restore to it later
- self._composite_pass.getLayerBindings().append("simulationview")
- self._old_composite_shader = self._composite_pass.getCompositeShader()
- self._composite_pass.setCompositeShader(self._simulationview_composite_shader)
- elif event.type == Event.ViewDeactivateEvent:
- self._controller.getScene().getRoot().childrenChanged.disconnect(self._onSceneChanged)
- Application.getInstance().getPreferences().preferenceChanged.disconnect(self._onPreferencesChanged)
- self._wireprint_warning_message.hide()
- Application.getInstance().globalContainerStackChanged.disconnect(self._onGlobalStackChanged)
- if self._global_container_stack:
- self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
- if self._nozzle_node:
- self._nozzle_node.setParent(None)
- renderer = self.getRenderer()
- if renderer is None:
- return False
- if self._layer_pass is not None:
- renderer.removeRenderPass(self._layer_pass)
- if self._composite_pass:
- self._composite_pass.setLayerBindings(cast(List[str], self._old_layer_bindings))
- self._composite_pass.setCompositeShader(cast(ShaderProgram, self._old_composite_shader))
- return False
- def getCurrentLayerMesh(self):
- return self._current_layer_mesh
- def getCurrentLayerJumps(self):
- return self._current_layer_jumps
- def _onGlobalStackChanged(self) -> None:
- if self._global_container_stack:
- self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
- self._global_container_stack = Application.getInstance().getGlobalContainerStack()
- if self._global_container_stack:
- self._global_container_stack.propertyChanged.connect(self._onPropertyChanged)
- self._extruder_count = self._global_container_stack.getProperty("machine_extruder_count", "value")
- self._onPropertyChanged("wireframe_enabled", "value")
- self.globalStackChanged.emit()
- else:
- self._wireprint_warning_message.hide()
- def _onPropertyChanged(self, key: str, property_name: str) -> None:
- if key == "wireframe_enabled" and property_name == "value":
- if self._global_container_stack and self._global_container_stack.getProperty("wireframe_enabled", "value"):
- self._wireprint_warning_message.show()
- else:
- self._wireprint_warning_message.hide()
- def _onCurrentLayerNumChanged(self) -> None:
- self.calculateMaxPathsOnLayer(self._current_layer_num)
- scene = Application.getInstance().getController().getScene()
- scene.sceneChanged.emit(scene.getRoot())
- def _startUpdateTopLayers(self) -> None:
- if not self._compatibility_mode:
- return
- self.recalculateStartEndElements()
- 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) # type: ignore # mypy doesn't understand the whole private class thing that's going on here.
- self._top_layers_job.start() # type: ignore
- def _updateCurrentLayerMesh(self, job: "_CreateTopLayersJob") -> None:
- self.setBusy(False)
- if not job.getResult():
- return
- self.resetLayerData() # Reset the layer data only when job is done. Doing it now prevents "blinking" data.
- self._current_layer_mesh = job.getResult().get("layers")
- if self._show_travel_moves:
- self._current_layer_jumps = job.getResult().get("jumps")
- self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot())
- self._top_layers_job = None
- def _updateWithPreferences(self) -> None:
- self._solid_layers = int(Application.getInstance().getPreferences().getValue("view/top_layer_count"))
- self._only_show_top_layers = bool(Application.getInstance().getPreferences().getValue("view/only_show_top_layers"))
- self._compatibility_mode = self._evaluateCompatibilityMode()
- self.setSimulationViewType(int(float(Application.getInstance().getPreferences().getValue("layerview/layer_view_type"))))
- for extruder_nr, extruder_opacity in enumerate(Application.getInstance().getPreferences().getValue("layerview/extruder_opacities").split("|")):
- try:
- opacity = float(extruder_opacity)
- except ValueError:
- opacity = 1.0
- self.setExtruderOpacity(extruder_nr, opacity)
- self.setShowTravelMoves(bool(Application.getInstance().getPreferences().getValue("layerview/show_travel_moves")))
- self.setShowHelpers(bool(Application.getInstance().getPreferences().getValue("layerview/show_helpers")))
- self.setShowSkin(bool(Application.getInstance().getPreferences().getValue("layerview/show_skin")))
- self.setShowInfill(bool(Application.getInstance().getPreferences().getValue("layerview/show_infill")))
- self._startUpdateTopLayers()
- self.preferencesChanged.emit()
- def _onPreferencesChanged(self, preference: str) -> None:
- if preference not in {
- "view/top_layer_count",
- "view/only_show_top_layers",
- "view/force_layer_view_compatibility_mode",
- "layerview/layer_view_type",
- "layerview/extruder_opacities",
- "layerview/show_travel_moves",
- "layerview/show_helpers",
- "layerview/show_skin",
- "layerview/show_infill",
- }:
- return
- self._updateWithPreferences()
- class _CreateTopLayersJob(Job):
- def __init__(self, scene: "Scene", layer_number: int, solid_layers: int) -> None:
- super().__init__()
- self._scene = scene
- self._layer_number = layer_number
- self._solid_layers = solid_layers
- self._cancel = False
- def run(self) -> None:
- layer_data = None
- for node in DepthFirstIterator(self._scene.getRoot()): # type: ignore
- 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:
- Logger.logException("w", "An exception occurred while creating layer mesh.")
- return
- if not layer or layer.getVertices() is None:
- continue
- layer_mesh.addIndices(layer_mesh.getVertexCount() + 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) -> None:
- self._cancel = True
- super().cancel()
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