ProcessSlicedObjectListJob.py 6.3 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.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 LayerData
  12. from cura import LayerDataDecorator
  13. import numpy
  14. import struct
  15. catalog = i18nCatalog("cura")
  16. class ProcessSlicedObjectListJob(Job):
  17. def __init__(self, message):
  18. super().__init__()
  19. self._message = message
  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. if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
  33. self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, -1)
  34. self._progress.show()
  35. Job.yieldThread()
  36. if self._abort_requested:
  37. if self._progress:
  38. self._progress.hide()
  39. return
  40. Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)
  41. object_id_map = {}
  42. new_node = SceneNode()
  43. ## Put all nodes in a dict identified by ID
  44. for node in DepthFirstIterator(self._scene.getRoot()):
  45. if type(node) is SceneNode and node.getMeshData():
  46. if node.callDecoration("getLayerData"):
  47. self._scene.getRoot().removeChild(node)
  48. else:
  49. object_id_map[id(node)] = node
  50. Job.yieldThread()
  51. if self._abort_requested:
  52. if self._progress:
  53. self._progress.hide()
  54. return
  55. settings = Application.getInstance().getMachineManager().getWorkingProfile()
  56. mesh = MeshData()
  57. layer_data = LayerData.LayerData()
  58. layer_count = 0
  59. for i in range(self._message.repeatedMessageCount("objects")):
  60. layer_count += self._message.getRepeatedMessage("objects", i).repeatedMessageCount("layers")
  61. current_layer = 0
  62. for i in range(self._message.repeatedMessageCount("objects")):
  63. object = self._message.getRepeatedMessage("objects", i)
  64. try:
  65. node = object_id_map[object.id]
  66. except KeyError:
  67. continue
  68. for l in range(object.repeatedMessageCount("layers")):
  69. layer = object.getRepeatedMessage("layers", l)
  70. layer_data.addLayer(layer.id)
  71. layer_data.setLayerHeight(layer.id, layer.height)
  72. layer_data.setLayerThickness(layer.id, layer.thickness)
  73. for p in range(layer.repeatedMessageCount("polygons")):
  74. polygon = layer.getRepeatedMessage("polygons", p)
  75. points = numpy.fromstring(polygon.points, dtype="i8") # Convert bytearray to numpy array
  76. points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
  77. # Create a new 3D-array, copy the 2D points over and insert the right height.
  78. new_points = numpy.empty((len(points), 3), numpy.float32)
  79. new_points[:,0] = points[:,0]
  80. new_points[:,1] = layer.height
  81. new_points[:,2] = -points[:,1]
  82. new_points /= 1000
  83. layer_data.addPolygon(layer.id, polygon.type, new_points, polygon.line_width)
  84. Job.yieldThread()
  85. Job.yieldThread()
  86. current_layer += 1
  87. progress = (current_layer / layer_count) * 100
  88. # TODO: Rebuild the layer data mesh once the layer has been processed.
  89. # This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh.
  90. if self._abort_requested:
  91. if self._progress:
  92. self._progress.hide()
  93. return
  94. if self._progress:
  95. self._progress.setProgress(progress)
  96. # We are done processing all the layers we got from the engine, now create a mesh out of the data
  97. layer_data.build()
  98. if self._abort_requested:
  99. if self._progress:
  100. self._progress.hide()
  101. return
  102. #Add layerdata decorator to scene node to indicate that the node has layerdata
  103. decorator = LayerDataDecorator.LayerDataDecorator()
  104. decorator.setLayerData(layer_data)
  105. new_node.addDecorator(decorator)
  106. new_node.setMeshData(mesh)
  107. new_node.setParent(self._scene.getRoot()) #Note: After this we can no longer abort!
  108. if not settings.getSettingValue("machine_center_is_zero"):
  109. new_node.setPosition(Vector(-settings.getSettingValue("machine_width") / 2, 0.0, settings.getSettingValue("machine_depth") / 2))
  110. if self._progress:
  111. self._progress.setProgress(100)
  112. view = Application.getInstance().getController().getActiveView()
  113. if view.getPluginId() == "LayerView":
  114. view.resetLayerData()
  115. if self._progress:
  116. self._progress.hide()
  117. def _onActiveViewChanged(self):
  118. if self.isRunning():
  119. if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
  120. if not self._progress:
  121. self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, 0)
  122. if self._progress.getProgress() != 100:
  123. self._progress.show()
  124. else:
  125. if self._progress:
  126. self._progress.hide()