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- from UM.Job import Job
- from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
- from UM.Scene.SceneNode import SceneNode
- from UM.Application import Application
- from UM.Mesh.MeshData import MeshData
- from . import LayerData
- import numpy
- import struct
- class ProcessSlicedObjectListJob(Job):
- def __init__(self, message):
- super().__init__()
- self._message = message
- self._scene = Application.getInstance().getController().getScene()
- def run(self):
- objectIdMap = {}
- new_node = SceneNode()
- ## Put all nodes in a dict identified by ID
- for node in DepthFirstIterator(self._scene.getRoot()):
- if type(node) is SceneNode and node.getMeshData():
- if hasattr(node.getMeshData(), "layerData"):
- self._scene.getRoot().removeChild(node)
- else:
- objectIdMap[id(node)] = node
- settings = Application.getInstance().getActiveMachine()
- layerHeight = settings.getSettingValueByKey("layer_height")
- for object in self._message.objects:
- try:
- node = objectIdMap[object.id]
- except KeyError:
- continue
-
- mesh = MeshData()
- layerData = LayerData.LayerData()
- for layer in object.layers:
- for polygon in layer.polygons:
- points = numpy.fromstring(polygon.points, dtype="i8") # Convert bytearray to numpy array
- points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
- points = numpy.asarray(points, dtype=numpy.float32)
- points /= 1000
- points = numpy.insert(points, 1, layer.id * layerHeight, axis = 1)
- points[:,2] *= -1
- if not settings.getSettingValueByKey("machine_center_is_zero"):
- center = [settings.getSettingValueByKey("machine_width") / 2, 0.0, -settings.getSettingValueByKey("machine_depth") / 2]
- points -= numpy.array(center)
- #points = numpy.pad(points, ((0,0), (0,1)), "constant", constant_values=(0.0, 1.0))
- #inverse = node.getWorldTransformation().getInverse().getData()
- #points = points.dot(inverse)
- #points = points[:,0:3]
- layerData.addPolygon(layer.id, polygon.type, points)
- # We are done processing all the layers we got from the engine, now create a mesh out of the data
- layerData.build()
- mesh.layerData = layerData
-
- new_node.setMeshData(mesh)
- new_node.setParent(self._scene.getRoot())
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