SimulationPass.py 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243
  1. # Copyright (c) 2021 Ultimaker B.V.
  2. # Cura is released under the terms of the LGPLv3 or higher.
  3. import math
  4. from UM.Math.Color import Color
  5. from UM.Math.Vector import Vector
  6. from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
  7. from UM.Resources import Resources
  8. from UM.Scene.SceneNode import SceneNode
  9. from UM.Scene.ToolHandle import ToolHandle
  10. from UM.Application import Application
  11. from UM.PluginRegistry import PluginRegistry
  12. from UM.View.RenderPass import RenderPass
  13. from UM.View.RenderBatch import RenderBatch
  14. from UM.View.GL.OpenGL import OpenGL
  15. from cura.Settings.ExtruderManager import ExtruderManager
  16. from cura.LayerPolygon import LayerPolygon
  17. import os.path
  18. import numpy
  19. ## RenderPass used to display g-code paths.
  20. from .NozzleNode import NozzleNode
  21. class SimulationPass(RenderPass):
  22. def __init__(self, width, height):
  23. super().__init__("simulationview", width, height)
  24. self._layer_shader = None
  25. self._layer_shadow_shader = None
  26. self._current_shader = None # This shader will be the shadow or the normal depending if the user wants to see the paths or the layers
  27. self._tool_handle_shader = None
  28. self._nozzle_shader = None
  29. self._disabled_shader = None
  30. self._old_current_layer = 0
  31. self._old_current_path: float = 0.0
  32. self._switching_layers = True # Tracking whether the user is moving across layers (True) or across paths (False). If false, lower layers render as shadowy.
  33. self._gl = OpenGL.getInstance().getBindingsObject()
  34. self._scene = Application.getInstance().getController().getScene()
  35. self._extruder_manager = ExtruderManager.getInstance()
  36. self._layer_view = None
  37. self._compatibility_mode = None
  38. self._scene.sceneChanged.connect(self._onSceneChanged)
  39. def setSimulationView(self, layerview):
  40. self._layer_view = layerview
  41. self._compatibility_mode = layerview.getCompatibilityMode()
  42. def render(self):
  43. if not self._layer_shader:
  44. if self._compatibility_mode:
  45. shader_filename = "layers.shader"
  46. shadow_shader_filename = "layers_shadow.shader"
  47. else:
  48. shader_filename = "layers3d.shader"
  49. shadow_shader_filename = "layers3d_shadow.shader"
  50. self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
  51. self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
  52. self._current_shader = self._layer_shader
  53. # Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
  54. self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
  55. if not self._compatibility_mode:
  56. self._layer_shader.setUniformValue("u_starts_color", Color(*Application.getInstance().getTheme().getColor("layerview_starts").getRgb()))
  57. if self._layer_view:
  58. self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
  59. self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
  60. self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness())
  61. self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness())
  62. self._layer_shader.setUniformValue("u_max_line_width", self._layer_view.getMaxLineWidth())
  63. self._layer_shader.setUniformValue("u_min_line_width", self._layer_view.getMinLineWidth())
  64. self._layer_shader.setUniformValue("u_max_flow_rate", self._layer_view.getMaxFlowRate())
  65. self._layer_shader.setUniformValue("u_min_flow_rate", self._layer_view.getMinFlowRate())
  66. self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType())
  67. self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
  68. self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
  69. self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers())
  70. self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
  71. self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
  72. self._layer_shader.setUniformValue("u_show_starts", self._layer_view.getShowStarts())
  73. else:
  74. #defaults
  75. self._layer_shader.setUniformValue("u_max_feedrate", 1)
  76. self._layer_shader.setUniformValue("u_min_feedrate", 0)
  77. self._layer_shader.setUniformValue("u_max_thickness", 1)
  78. self._layer_shader.setUniformValue("u_min_thickness", 0)
  79. self._layer_shader.setUniformValue("u_max_flow_rate", 1)
  80. self._layer_shader.setUniformValue("u_min_flow_rate", 0)
  81. self._layer_shader.setUniformValue("u_max_line_width", 1)
  82. self._layer_shader.setUniformValue("u_min_line_width", 0)
  83. self._layer_shader.setUniformValue("u_layer_view_type", 1)
  84. self._layer_shader.setUniformValue("u_extruder_opacity", [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]])
  85. self._layer_shader.setUniformValue("u_show_travel_moves", 0)
  86. self._layer_shader.setUniformValue("u_show_helpers", 1)
  87. self._layer_shader.setUniformValue("u_show_skin", 1)
  88. self._layer_shader.setUniformValue("u_show_infill", 1)
  89. self._layer_shader.setUniformValue("u_show_starts", 1)
  90. if not self._tool_handle_shader:
  91. self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
  92. if not self._nozzle_shader:
  93. self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
  94. self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
  95. if not self._disabled_shader:
  96. self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
  97. self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*Application.getInstance().getTheme().getColor("model_unslicable").getRgb()))
  98. self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*Application.getInstance().getTheme().getColor("model_unslicable_alt").getRgb()))
  99. self._disabled_shader.setUniformValue("u_width", 50.0)
  100. self._disabled_shader.setUniformValue("u_opacity", 0.6)
  101. self.bind()
  102. tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
  103. disabled_batch = RenderBatch(self._disabled_shader)
  104. head_position = None # Indicates the current position of the print head
  105. nozzle_node = None
  106. for node in DepthFirstIterator(self._scene.getRoot()):
  107. if isinstance(node, ToolHandle):
  108. tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
  109. elif isinstance(node, NozzleNode):
  110. nozzle_node = node
  111. nozzle_node.setVisible(False) # Don't set to true, we render it separately!
  112. elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible() and not node.callDecoration("isNonPrintingMesh"):
  113. disabled_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData())
  114. elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
  115. layer_data = node.callDecoration("getLayerData")
  116. if not layer_data:
  117. continue
  118. # Render all layers below a certain number as line mesh instead of vertices.
  119. if self._layer_view.getCurrentLayer() > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
  120. start = 0
  121. end = 0
  122. element_counts = layer_data.getElementCounts()
  123. for layer in sorted(element_counts.keys()):
  124. # In the current layer, we show just the indicated paths
  125. if layer == self._layer_view._current_layer_num:
  126. # We look for the position of the head, searching the point of the current path
  127. index = int(self._layer_view.getCurrentPath())
  128. for polygon in layer_data.getLayer(layer).polygons:
  129. # The size indicates all values in the two-dimension array, and the second dimension is
  130. # always size 3 because we have 3D points.
  131. if index >= polygon.data.size // 3 :
  132. index -= polygon.data.size // 3
  133. continue
  134. # The head position is calculated and translated
  135. ratio = self._layer_view.getCurrentPath() - math.floor(self._layer_view.getCurrentPath())
  136. pos_a = Vector(polygon.data[index][0], polygon.data[index][1],
  137. polygon.data[index][2])
  138. if ratio <= 0.0001 or index + 1 == len(polygon.data):
  139. # in case there multiple polygons and polygon changes, the first point has the same value as the last point in the previous polygon
  140. head_position = pos_a + node.getWorldPosition()
  141. else:
  142. pos_b = Vector(polygon.data[index + 1][0],
  143. polygon.data[index + 1][1],
  144. polygon.data[index + 1][2])
  145. vec = pos_a * (1.0 - ratio) + pos_b * ratio
  146. head_position = vec + node.getWorldPosition()
  147. break
  148. break
  149. if self._layer_view.getMinimumLayer() > layer:
  150. start += element_counts[layer]
  151. end += element_counts[layer]
  152. # Calculate the range of paths in the last layer
  153. current_layer_start = end
  154. current_layer_end = end + int( self._layer_view.getCurrentPath()) * 2 # Because each point is used twice
  155. # This uses glDrawRangeElements internally to only draw a certain range of lines.
  156. # All the layers but the current selected layer are rendered first
  157. if self._old_current_path != self._layer_view.getCurrentPath():
  158. self._current_shader = self._layer_shadow_shader
  159. self._switching_layers = False
  160. if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view.getCurrentLayer():
  161. self._current_shader = self._layer_shader
  162. self._switching_layers = True
  163. # The first line does not have a previous line: add a MoveCombingType in front for start detection
  164. # this way the first start of the layer can also be drawn
  165. prev_line_types = numpy.concatenate([numpy.asarray([LayerPolygon.MoveCombingType], dtype = numpy.float32), layer_data._attributes["line_types"]["value"]])
  166. # Remove the last element
  167. prev_line_types = prev_line_types[0:layer_data._attributes["line_types"]["value"].size]
  168. layer_data._attributes["prev_line_types"] = {'opengl_type': 'float', 'value': prev_line_types, 'opengl_name': 'a_prev_line_type'}
  169. layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True)
  170. layers_batch.addItem(node.getWorldTransformation(), layer_data)
  171. layers_batch.render(self._scene.getActiveCamera())
  172. # Current selected layer is rendered
  173. current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end))
  174. current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
  175. current_layer_batch.render(self._scene.getActiveCamera())
  176. self._old_current_layer = self._layer_view.getCurrentLayer()
  177. self._old_current_path = self._layer_view.getCurrentPath()
  178. # Create a new batch that is not range-limited
  179. batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
  180. if self._layer_view.getCurrentLayerMesh():
  181. batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh())
  182. if self._layer_view.getCurrentLayerJumps():
  183. batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps())
  184. if len(batch.items) > 0:
  185. batch.render(self._scene.getActiveCamera())
  186. # The nozzle is drawn when once we know the correct position of the head,
  187. # but the user is not using the layer slider, and the compatibility mode is not enabled
  188. if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None:
  189. if head_position is not None:
  190. nozzle_node.setPosition(head_position)
  191. nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent)
  192. nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
  193. nozzle_batch.render(self._scene.getActiveCamera())
  194. if len(disabled_batch.items) > 0:
  195. disabled_batch.render(self._scene.getActiveCamera())
  196. # Render toolhandles on top of the layerview
  197. if len(tool_handle_batch.items) > 0:
  198. tool_handle_batch.render(self._scene.getActiveCamera())
  199. self.release()
  200. def _onSceneChanged(self, changed_object: SceneNode):
  201. if changed_object.callDecoration("getLayerData"): # Any layer data has changed.
  202. self._switching_layers = True
  203. self._old_current_layer = 0
  204. self._old_current_path = 0.0