ProcessSlicedLayersJob.py 6.4 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.Logger import Logger
  11. from UM.Math.Vector import Vector
  12. from cura import LayerDataBuilder
  13. from cura import LayerDataDecorator
  14. import numpy
  15. from time import time
  16. catalog = i18nCatalog("cura")
  17. class ProcessSlicedLayersJob(Job):
  18. def __init__(self, layers):
  19. super().__init__()
  20. self._layers = layers
  21. self._scene = Application.getInstance().getController().getScene()
  22. self._progress = None
  23. self._abort_requested = False
  24. ## Aborts the processing of layers.
  25. #
  26. # This abort is made on a best-effort basis, meaning that the actual
  27. # job thread will check once in a while to see whether an abort is
  28. # requested and then stop processing by itself. There is no guarantee
  29. # that the abort will stop the job any time soon or even at all.
  30. def abort(self):
  31. self._abort_requested = True
  32. def run(self):
  33. start_time = time()
  34. if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
  35. self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, -1)
  36. self._progress.show()
  37. Job.yieldThread()
  38. if self._abort_requested:
  39. if self._progress:
  40. self._progress.hide()
  41. return
  42. Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)
  43. new_node = SceneNode()
  44. ## Remove old layer data (if any)
  45. for node in DepthFirstIterator(self._scene.getRoot()):
  46. if type(node) is SceneNode and node.getMeshData():
  47. if node.callDecoration("getLayerData"):
  48. self._scene.getRoot().removeChild(node)
  49. Job.yieldThread()
  50. if self._abort_requested:
  51. if self._progress:
  52. self._progress.hide()
  53. return
  54. mesh = MeshData()
  55. layer_data = LayerDataBuilder.LayerDataBuilder()
  56. layer_count = len(self._layers)
  57. # Find the minimum layer number
  58. # When using a raft, the raft layers are sent as layers < 0. Instead of allowing layers < 0, we
  59. # instead simply offset all other layers so the lowest layer is always 0.
  60. min_layer_number = 0
  61. for layer in self._layers:
  62. if(layer.id < min_layer_number):
  63. min_layer_number = layer.id
  64. current_layer = 0
  65. for layer in self._layers:
  66. abs_layer_number = layer.id + abs(min_layer_number)
  67. layer_data.addLayer(abs_layer_number)
  68. layer_data.setLayerHeight(abs_layer_number, layer.height)
  69. layer_data.setLayerThickness(abs_layer_number, layer.thickness)
  70. for p in range(layer.repeatedMessageCount("polygons")):
  71. polygon = layer.getRepeatedMessage("polygons", p)
  72. points = numpy.fromstring(polygon.points, dtype="i8") # Convert bytearray to numpy array
  73. points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
  74. # Create a new 3D-array, copy the 2D points over and insert the right height.
  75. # This uses manual array creation + copy rather than numpy.insert since this is
  76. # faster.
  77. new_points = numpy.empty((len(points), 3), numpy.float32)
  78. new_points[:,0] = points[:,0]
  79. new_points[:,1] = layer.height
  80. new_points[:,2] = -points[:,1]
  81. new_points /= 1000
  82. layer_data.addPolygon(abs_layer_number, polygon.type, new_points, polygon.line_width)
  83. Job.yieldThread()
  84. Job.yieldThread()
  85. current_layer += 1
  86. progress = (current_layer / layer_count) * 99
  87. # TODO: Rebuild the layer data mesh once the layer has been processed.
  88. # This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh.
  89. if self._abort_requested:
  90. if self._progress:
  91. self._progress.hide()
  92. return
  93. if self._progress:
  94. self._progress.setProgress(progress)
  95. # We are done processing all the layers we got from the engine, now create a mesh out of the data
  96. layer_mesh = layer_data.build()
  97. if self._abort_requested:
  98. if self._progress:
  99. self._progress.hide()
  100. return
  101. # Add LayerDataDecorator to scene node to indicate that the node has layer data
  102. decorator = LayerDataDecorator.LayerDataDecorator()
  103. decorator.setLayerData(layer_mesh)
  104. new_node.addDecorator(decorator)
  105. new_node.setMeshData(mesh)
  106. new_node.setParent(self._scene.getRoot()) # Note: After this we can no longer abort!
  107. settings = Application.getInstance().getGlobalContainerStack()
  108. if not settings.getProperty("machine_center_is_zero", "value"):
  109. new_node.setPosition(Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 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. # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed.
  118. self._layers = None
  119. Logger.log("d", "Processing layers took %s seconds", time() - start_time)
  120. def _onActiveViewChanged(self):
  121. if self.isRunning():
  122. if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
  123. if not self._progress:
  124. self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, 0)
  125. if self._progress.getProgress() != 100:
  126. self._progress.show()
  127. else:
  128. if self._progress:
  129. self._progress.hide()