ProcessSlicedObjectListJob.py 4.2 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 cura import LayerData
  11. from cura import LayerDataDecorator
  12. import numpy
  13. import struct
  14. catalog = i18nCatalog("cura")
  15. class ProcessSlicedObjectListJob(Job):
  16. def __init__(self, message):
  17. super().__init__()
  18. self._message = message
  19. self._scene = Application.getInstance().getController().getScene()
  20. self._progress = None
  21. def run(self):
  22. if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
  23. self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, -1)
  24. self._progress.show()
  25. Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)
  26. objectIdMap = {}
  27. new_node = SceneNode()
  28. ## Put all nodes in a dict identified by ID
  29. for node in DepthFirstIterator(self._scene.getRoot()):
  30. if type(node) is SceneNode and node.getMeshData():
  31. if node.callDecoration("getLayerData"):
  32. #if hasattr(node.getMeshData(), "layerData"):
  33. self._scene.getRoot().removeChild(node)
  34. else:
  35. objectIdMap[id(node)] = node
  36. settings = Application.getInstance().getMachineManager().getActiveProfile()
  37. layerHeight = settings.getSettingValue("layer_height")
  38. center = None
  39. if not settings.getSettingValue("machine_center_is_zero"):
  40. center = numpy.array([settings.getSettingValue("machine_width") / 2, 0.0, -settings.getSettingValue("machine_depth") / 2])
  41. else:
  42. center = numpy.array([0.0, 0.0, 0.0])
  43. mesh = MeshData()
  44. layer_data = LayerData.LayerData()
  45. for object in self._message.objects:
  46. try:
  47. node = objectIdMap[object.id]
  48. except KeyError:
  49. continue
  50. for layer in object.layers:
  51. layer_data.addLayer(layer.id)
  52. layer_data.setLayerHeight(layer.id, layer.height)
  53. layer_data.setLayerThickness(layer.id, layer.thickness)
  54. for polygon in layer.polygons:
  55. points = numpy.fromstring(polygon.points, dtype="i8") # Convert bytearray to numpy array
  56. points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
  57. points = numpy.asarray(points, dtype=numpy.float32)
  58. points /= 1000
  59. points = numpy.insert(points, 1, (layer.height / 1000), axis = 1)
  60. points[:,2] *= -1
  61. points -= numpy.array(center)
  62. layer_data.addPolygon(layer.id, polygon.type, points, polygon.line_width)
  63. # We are done processing all the layers we got from the engine, now create a mesh out of the data
  64. layer_data.build()
  65. #Add layerdata decorator to scene node to indicate that the node has layerdata
  66. decorator = LayerDataDecorator.LayerDataDecorator()
  67. decorator.setLayerData(layer_data)
  68. new_node.addDecorator(decorator)
  69. new_node.setMeshData(mesh)
  70. new_node.setParent(self._scene.getRoot())
  71. view = Application.getInstance().getController().getActiveView()
  72. if view.getPluginId() == "LayerView":
  73. view.resetLayerData()
  74. if self._progress:
  75. self._progress.hide()
  76. def _onActiveViewChanged(self):
  77. if self.isRunning():
  78. if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
  79. if not self._progress:
  80. self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, 0)
  81. self._progress.show()
  82. else:
  83. if self._progress:
  84. self._progress.hide()