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- #Copyright (c) 2017 Ultimaker B.V.
- #Cura is released under the terms of the LGPLv3 or higher.
- import gc
- from UM.Job import Job
- from UM.Application import Application
- from UM.Mesh.MeshData import MeshData
- from UM.View.GL.OpenGLContext import OpenGLContext
- from UM.Message import Message
- from UM.i18n import i18nCatalog
- from UM.Logger import Logger
- from UM.Math.Vector import Vector
- from cura.Scene.BuildPlateDecorator import BuildPlateDecorator
- from cura.Scene.CuraSceneNode import CuraSceneNode
- from cura.Settings.ExtruderManager import ExtruderManager
- from cura import LayerDataBuilder
- from cura import LayerDataDecorator
- from cura import LayerPolygon
- import numpy
- from time import time
- from cura.Settings.ExtrudersModel import ExtrudersModel
- catalog = i18nCatalog("cura")
- ## Return a 4-tuple with floats 0-1 representing the html color code
- #
- # \param color_code html color code, i.e. "#FF0000" -> red
- def colorCodeToRGBA(color_code):
- if color_code is None:
- Logger.log("w", "Unable to convert color code, returning default")
- return [0, 0, 0, 1]
- return [
- int(color_code[1:3], 16) / 255,
- int(color_code[3:5], 16) / 255,
- int(color_code[5:7], 16) / 255,
- 1.0]
- class ProcessSlicedLayersJob(Job):
- def __init__(self, layers):
- super().__init__()
- self._layers = layers
- self._scene = Application.getInstance().getController().getScene()
- self._progress_message = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, -1)
- self._abort_requested = False
- self._build_plate_number = None
- ## Aborts the processing of layers.
- #
- # This abort is made on a best-effort basis, meaning that the actual
- # job thread will check once in a while to see whether an abort is
- # requested and then stop processing by itself. There is no guarantee
- # that the abort will stop the job any time soon or even at all.
- def abort(self):
- self._abort_requested = True
- def setBuildPlate(self, new_value):
- self._build_plate_number = new_value
- def getBuildPlate(self):
- return self._build_plate_number
- def run(self):
- Logger.log("d", "Processing new layer for build plate %s..." % self._build_plate_number)
- start_time = time()
- view = Application.getInstance().getController().getActiveView()
- if view.getPluginId() == "SimulationView":
- view.resetLayerData()
- self._progress_message.show()
- Job.yieldThread()
- if self._abort_requested:
- if self._progress_message:
- self._progress_message.hide()
- return
- Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)
- # The no_setting_override is here because adding the SettingOverrideDecorator will trigger a reslice
- new_node = CuraSceneNode(no_setting_override = True)
- new_node.addDecorator(BuildPlateDecorator(self._build_plate_number))
- # Force garbage collection.
- # For some reason, Python has a tendency to keep the layer data
- # in memory longer than needed. Forcing the GC to run here makes
- # sure any old layer data is really cleaned up before adding new.
- gc.collect()
- mesh = MeshData()
- layer_data = LayerDataBuilder.LayerDataBuilder()
- layer_count = len(self._layers)
- # Find the minimum layer number
- # When using a raft, the raft layers are sent as layers < 0. Instead of allowing layers < 0, we
- # instead simply offset all other layers so the lowest layer is always 0. It could happens that
- # the first raft layer has value -8 but there are just 4 raft (negative) layers.
- min_layer_number = 0
- negative_layers = 0
- for layer in self._layers:
- if layer.id < min_layer_number:
- min_layer_number = layer.id
- if layer.id < 0:
- negative_layers += 1
- current_layer = 0
- for layer in self._layers:
- # Negative layers are offset by the minimum layer number, but the positive layers are just
- # offset by the number of negative layers so there is no layer gap between raft and model
- abs_layer_number = layer.id + abs(min_layer_number) if layer.id < 0 else layer.id + negative_layers
- layer_data.addLayer(abs_layer_number)
- this_layer = layer_data.getLayer(abs_layer_number)
- layer_data.setLayerHeight(abs_layer_number, layer.height)
- layer_data.setLayerThickness(abs_layer_number, layer.thickness)
- for p in range(layer.repeatedMessageCount("path_segment")):
- polygon = layer.getRepeatedMessage("path_segment", p)
- extruder = polygon.extruder
- line_types = numpy.fromstring(polygon.line_type, dtype="u1") # Convert bytearray to numpy array
- line_types = line_types.reshape((-1,1))
- points = numpy.fromstring(polygon.points, dtype="f4") # Convert bytearray to numpy array
- if polygon.point_type == 0: # Point2D
- points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
- else: # Point3D
- points = points.reshape((-1,3))
- line_widths = numpy.fromstring(polygon.line_width, dtype="f4") # Convert bytearray to numpy array
- line_widths = line_widths.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
- line_thicknesses = numpy.fromstring(polygon.line_thickness, dtype="f4") # Convert bytearray to numpy array
- line_thicknesses = line_thicknesses.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
- line_feedrates = numpy.fromstring(polygon.line_feedrate, dtype="f4") # Convert bytearray to numpy array
- line_feedrates = line_feedrates.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
- # Create a new 3D-array, copy the 2D points over and insert the right height.
- # This uses manual array creation + copy rather than numpy.insert since this is
- # faster.
- new_points = numpy.empty((len(points), 3), numpy.float32)
- if polygon.point_type == 0: # Point2D
- new_points[:, 0] = points[:, 0]
- new_points[:, 1] = layer.height / 1000 # layer height value is in backend representation
- new_points[:, 2] = -points[:, 1]
- else: # Point3D
- new_points[:, 0] = points[:, 0]
- new_points[:, 1] = points[:, 2]
- new_points[:, 2] = -points[:, 1]
- this_poly = LayerPolygon.LayerPolygon(extruder, line_types, new_points, line_widths, line_thicknesses, line_feedrates)
- this_poly.buildCache()
- this_layer.polygons.append(this_poly)
- Job.yieldThread()
- Job.yieldThread()
- current_layer += 1
- progress = (current_layer / layer_count) * 99
- # TODO: Rebuild the layer data mesh once the layer has been processed.
- # This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh.
- if self._abort_requested:
- if self._progress_message:
- self._progress_message.hide()
- return
- if self._progress_message:
- self._progress_message.setProgress(progress)
- # We are done processing all the layers we got from the engine, now create a mesh out of the data
- # Find out colors per extruder
- global_container_stack = Application.getInstance().getGlobalContainerStack()
- manager = ExtruderManager.getInstance()
- extruders = list(manager.getMachineExtruders(global_container_stack.getId()))
- if extruders:
- material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32)
- for extruder in extruders:
- position = int(extruder.getMetaDataEntry("position", default="0")) # Get the position
- try:
- default_color = ExtrudersModel.defaultColors[position]
- except IndexError:
- default_color = "#e0e000"
- color_code = extruder.material.getMetaDataEntry("color_code", default=default_color)
- color = colorCodeToRGBA(color_code)
- material_color_map[position, :] = color
- else:
- # Single extruder via global stack.
- material_color_map = numpy.zeros((1, 4), dtype=numpy.float32)
- color_code = global_container_stack.material.getMetaDataEntry("color_code", default="#e0e000")
- color = colorCodeToRGBA(color_code)
- material_color_map[0, :] = color
- # We have to scale the colors for compatibility mode
- if OpenGLContext.isLegacyOpenGL() or bool(Application.getInstance().getPreferences().getValue("view/force_layer_view_compatibility_mode")):
- line_type_brightness = 0.5 # for compatibility mode
- else:
- line_type_brightness = 1.0
- layer_mesh = layer_data.build(material_color_map, line_type_brightness)
- if self._abort_requested:
- if self._progress_message:
- self._progress_message.hide()
- return
- # Add LayerDataDecorator to scene node to indicate that the node has layer data
- decorator = LayerDataDecorator.LayerDataDecorator()
- decorator.setLayerData(layer_mesh)
- new_node.addDecorator(decorator)
- new_node.setMeshData(mesh)
- # Set build volume as parent, the build volume can move as a result of raft settings.
- # It makes sense to set the build volume as parent: the print is actually printed on it.
- new_node_parent = Application.getInstance().getBuildVolume()
- new_node.setParent(new_node_parent) # Note: After this we can no longer abort!
- settings = Application.getInstance().getGlobalContainerStack()
- if not settings.getProperty("machine_center_is_zero", "value"):
- new_node.setPosition(Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 2))
- if self._progress_message:
- self._progress_message.setProgress(100)
- if self._progress_message:
- self._progress_message.hide()
- # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed.
- self._layers = None
- Logger.log("d", "Processing layers took %s seconds", time() - start_time)
- def _onActiveViewChanged(self):
- if self.isRunning():
- if Application.getInstance().getController().getActiveView().getPluginId() == "SimulationView":
- if not self._progress_message:
- self._progress_message = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, 0, catalog.i18nc("@info:title", "Information"))
- if self._progress_message.getProgress() != 100:
- self._progress_message.show()
- else:
- if self._progress_message:
- self._progress_message.hide()
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