mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-08 07:27:29 -06:00
Move layerdata and busy handling back into LayerView
This reverts commits17b12b9048
and66f8a62e6c
. # Conflicts: # plugins/LayerView/LayerPass.py # plugins/LayerView/LayerView.py
This commit is contained in:
parent
155fe326b7
commit
087ad6f472
4 changed files with 226 additions and 218 deletions
|
@ -163,7 +163,7 @@ class ProcessSlicedLayersJob(Job):
|
||||||
|
|
||||||
view = Application.getInstance().getController().getActiveView()
|
view = Application.getInstance().getController().getActiveView()
|
||||||
if view.getPluginId() == "LayerView":
|
if view.getPluginId() == "LayerView":
|
||||||
view.getLayerPass().resetLayerData()
|
view.resetLayerData()
|
||||||
|
|
||||||
if self._progress:
|
if self._progress:
|
||||||
self._progress.hide()
|
self._progress.hide()
|
||||||
|
|
|
@ -1,118 +1,30 @@
|
||||||
# Copyright (c) 2016 Ultimaker B.V.
|
# Copyright (c) 2016 Ultimaker B.V.
|
||||||
# Cura is released under the terms of the AGPLv3 or higher.
|
# Cura is released under the terms of the AGPLv3 or higher.
|
||||||
|
|
||||||
from UM.Logger import Logger
|
|
||||||
from UM.Application import Application
|
|
||||||
from UM.Resources import Resources
|
|
||||||
from UM.Preferences import Preferences
|
|
||||||
from UM.Signal import Signal
|
|
||||||
from UM.Job import Job
|
|
||||||
|
|
||||||
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
|
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
|
||||||
|
from UM.Resources import Resources
|
||||||
from UM.Scene.SceneNode import SceneNode
|
from UM.Scene.SceneNode import SceneNode
|
||||||
from UM.Scene.ToolHandle import ToolHandle
|
from UM.Scene.ToolHandle import ToolHandle
|
||||||
from UM.Mesh.MeshBuilder import MeshBuilder
|
from UM.Application import Application
|
||||||
|
|
||||||
from UM.View.RenderPass import RenderPass
|
from UM.View.RenderPass import RenderPass
|
||||||
from UM.View.RenderBatch import RenderBatch
|
from UM.View.RenderBatch import RenderBatch
|
||||||
from UM.View.GL.OpenGL import OpenGL
|
from UM.View.GL.OpenGL import OpenGL
|
||||||
|
|
||||||
import numpy
|
|
||||||
|
|
||||||
## RenderPass used to display g-code paths.
|
## RenderPass used to display g-code paths.
|
||||||
class LayerPass(RenderPass):
|
class LayerPass(RenderPass):
|
||||||
def __init__(self, width, height):
|
def __init__(self, width, height):
|
||||||
super().__init__("layerview", width, height)
|
super().__init__("layerview", width, height)
|
||||||
|
|
||||||
self._controller = Application.getInstance().getController()
|
|
||||||
|
|
||||||
self._shader = None
|
self._shader = None
|
||||||
self._tool_handle_shader = None
|
self._tool_handle_shader = None
|
||||||
self._gl = OpenGL.getInstance().getBindingsObject()
|
self._gl = OpenGL.getInstance().getBindingsObject()
|
||||||
self._scene = self._controller.getScene()
|
self._scene = Application.getInstance().getController().getScene()
|
||||||
|
|
||||||
self._scene.getRoot().childrenChanged.connect(self._onSceneChanged)
|
self._layer_view = None
|
||||||
self._max_layers = 0
|
|
||||||
self._current_layer_num = 0
|
|
||||||
self._current_layer_mesh = None
|
|
||||||
self._current_layer_jumps = None
|
|
||||||
self._top_layers_job = None
|
|
||||||
self._activity = False
|
|
||||||
self._old_max_layers = 0
|
|
||||||
|
|
||||||
self._busy = False
|
def setLayerView(self, layerview):
|
||||||
|
self._layerview = layerview
|
||||||
Preferences.getInstance().addPreference("view/top_layer_count", 5)
|
|
||||||
Preferences.getInstance().addPreference("view/only_show_top_layers", False)
|
|
||||||
Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
|
|
||||||
|
|
||||||
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
|
|
||||||
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
|
|
||||||
|
|
||||||
busyChanged = Signal()
|
|
||||||
|
|
||||||
def isBusy(self):
|
|
||||||
return self._busy
|
|
||||||
|
|
||||||
def setBusy(self, busy):
|
|
||||||
if busy != self._busy:
|
|
||||||
self._busy = busy
|
|
||||||
self.busyChanged.emit()
|
|
||||||
|
|
||||||
def getActivity(self):
|
|
||||||
return self._activity
|
|
||||||
|
|
||||||
def getCurrentLayer(self):
|
|
||||||
return self._current_layer_num
|
|
||||||
|
|
||||||
def getMaxLayers(self):
|
|
||||||
return self._max_layers
|
|
||||||
|
|
||||||
def resetLayerData(self):
|
|
||||||
self._current_layer_mesh = None
|
|
||||||
self._current_layer_jumps = None
|
|
||||||
|
|
||||||
def setLayer(self, value):
|
|
||||||
if self._current_layer_num != value:
|
|
||||||
self._current_layer_num = value
|
|
||||||
if self._current_layer_num < 0:
|
|
||||||
self._current_layer_num = 0
|
|
||||||
if self._current_layer_num > self._max_layers:
|
|
||||||
self._current_layer_num = self._max_layers
|
|
||||||
|
|
||||||
self._startUpdateTopLayers()
|
|
||||||
|
|
||||||
self.currentLayerNumChanged.emit()
|
|
||||||
|
|
||||||
def calculateMaxLayers(self):
|
|
||||||
self._activity = True
|
|
||||||
|
|
||||||
self._old_max_layers = self._max_layers
|
|
||||||
## Recalculate num max layers
|
|
||||||
new_max_layers = 0
|
|
||||||
for node in DepthFirstIterator(self._scene.getRoot()):
|
|
||||||
layer_data = node.callDecoration("getLayerData")
|
|
||||||
if not layer_data:
|
|
||||||
continue
|
|
||||||
|
|
||||||
if new_max_layers < len(layer_data.getLayers()):
|
|
||||||
new_max_layers = len(layer_data.getLayers()) - 1
|
|
||||||
|
|
||||||
if new_max_layers > 0 and new_max_layers != self._old_max_layers:
|
|
||||||
self._max_layers = new_max_layers
|
|
||||||
|
|
||||||
# The qt slider has a bit of weird behavior that the maxvalue needs to be changed first
|
|
||||||
# if it's the largest value. If we don't do this, we can have a slider block outside of the
|
|
||||||
# slider.
|
|
||||||
if new_max_layers > self._current_layer_num:
|
|
||||||
self.maxLayersChanged.emit()
|
|
||||||
self.setLayer(int(self._max_layers))
|
|
||||||
else:
|
|
||||||
self.setLayer(int(self._max_layers))
|
|
||||||
self.maxLayersChanged.emit()
|
|
||||||
self._startUpdateTopLayers()
|
|
||||||
|
|
||||||
maxLayersChanged = Signal()
|
|
||||||
currentLayerNumChanged = Signal()
|
|
||||||
|
|
||||||
def render(self):
|
def render(self):
|
||||||
if not self._shader:
|
if not self._shader:
|
||||||
|
@ -134,12 +46,12 @@ class LayerPass(RenderPass):
|
||||||
continue
|
continue
|
||||||
|
|
||||||
# Render all layers below a certain number as line mesh instead of vertices.
|
# Render all layers below a certain number as line mesh instead of vertices.
|
||||||
if self._current_layer_num - self._solid_layers > -1 and not self._only_show_top_layers:
|
if self._layerview._current_layer_num - self._layerview._solid_layers > -1 and not self._layerview._only_show_top_layers:
|
||||||
start = 0
|
start = 0
|
||||||
end = 0
|
end = 0
|
||||||
element_counts = layer_data.getElementCounts()
|
element_counts = layer_data.getElementCounts()
|
||||||
for layer, counts in element_counts.items():
|
for layer, counts in element_counts.items():
|
||||||
if layer + self._solid_layers > self._current_layer_num:
|
if layer + self._layerview._solid_layers > self._layerview._current_layer_num:
|
||||||
break
|
break
|
||||||
end += counts
|
end += counts
|
||||||
|
|
||||||
|
@ -151,11 +63,11 @@ class LayerPass(RenderPass):
|
||||||
# Create a new batch that is not range-limited
|
# Create a new batch that is not range-limited
|
||||||
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid)
|
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid)
|
||||||
|
|
||||||
if self._current_layer_mesh:
|
if self._layerview._current_layer_mesh:
|
||||||
batch.addItem(node.getWorldTransformation(), self._current_layer_mesh)
|
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)
|
||||||
|
|
||||||
if self._current_layer_jumps:
|
if self._layerview._current_layer_jumps:
|
||||||
batch.addItem(node.getWorldTransformation(), self._current_layer_jumps)
|
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_jumps)
|
||||||
|
|
||||||
if len(batch.items) > 0:
|
if len(batch.items) > 0:
|
||||||
batch.render(self._scene.getActiveCamera())
|
batch.render(self._scene.getActiveCamera())
|
||||||
|
@ -165,101 +77,3 @@ class LayerPass(RenderPass):
|
||||||
tool_handle_batch.render(self._scene.getActiveCamera())
|
tool_handle_batch.render(self._scene.getActiveCamera())
|
||||||
|
|
||||||
self.release()
|
self.release()
|
||||||
|
|
||||||
def _onSceneChanged(self, node):
|
|
||||||
self.calculateMaxLayers()
|
|
||||||
|
|
||||||
def _startUpdateTopLayers(self):
|
|
||||||
if self._top_layers_job:
|
|
||||||
self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
|
|
||||||
self._top_layers_job.cancel()
|
|
||||||
|
|
||||||
self.setBusy(True)
|
|
||||||
|
|
||||||
self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
|
|
||||||
self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
|
|
||||||
self._top_layers_job.start()
|
|
||||||
|
|
||||||
def _updateCurrentLayerMesh(self, job):
|
|
||||||
self.setBusy(False)
|
|
||||||
|
|
||||||
if not job.getResult():
|
|
||||||
return
|
|
||||||
self.resetLayerData() # Reset the layer data only when job is done. Doing it now prevents "blinking" data.
|
|
||||||
self._current_layer_mesh = job.getResult().get("layers")
|
|
||||||
self._current_layer_jumps = job.getResult().get("jumps")
|
|
||||||
self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot())
|
|
||||||
|
|
||||||
self._top_layers_job = None
|
|
||||||
|
|
||||||
def _onPreferencesChanged(self, preference):
|
|
||||||
if preference != "view/top_layer_count" and preference != "view/only_show_top_layers":
|
|
||||||
return
|
|
||||||
|
|
||||||
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
|
|
||||||
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
|
|
||||||
|
|
||||||
self._startUpdateTopLayers()
|
|
||||||
|
|
||||||
|
|
||||||
class _CreateTopLayersJob(Job):
|
|
||||||
def __init__(self, scene, layer_number, solid_layers):
|
|
||||||
super().__init__()
|
|
||||||
|
|
||||||
self._scene = scene
|
|
||||||
self._layer_number = layer_number
|
|
||||||
self._solid_layers = solid_layers
|
|
||||||
self._cancel = False
|
|
||||||
|
|
||||||
def run(self):
|
|
||||||
layer_data = None
|
|
||||||
for node in DepthFirstIterator(self._scene.getRoot()):
|
|
||||||
layer_data = node.callDecoration("getLayerData")
|
|
||||||
if layer_data:
|
|
||||||
break
|
|
||||||
|
|
||||||
if self._cancel or not layer_data:
|
|
||||||
return
|
|
||||||
|
|
||||||
layer_mesh = MeshBuilder()
|
|
||||||
for i in range(self._solid_layers):
|
|
||||||
layer_number = self._layer_number - i
|
|
||||||
if layer_number < 0:
|
|
||||||
continue
|
|
||||||
|
|
||||||
try:
|
|
||||||
layer = layer_data.getLayer(layer_number).createMesh()
|
|
||||||
except Exception:
|
|
||||||
Logger.logException("w", "An exception occurred while creating layer mesh.")
|
|
||||||
return
|
|
||||||
|
|
||||||
if not layer or layer.getVertices() is None:
|
|
||||||
continue
|
|
||||||
|
|
||||||
layer_mesh.addIndices(layer_mesh.getVertexCount() + layer.getIndices())
|
|
||||||
layer_mesh.addVertices(layer.getVertices())
|
|
||||||
|
|
||||||
# Scale layer color by a brightness factor based on the current layer number
|
|
||||||
# This will result in a range of 0.5 - 1.0 to multiply colors by.
|
|
||||||
brightness = numpy.ones((1, 4), dtype=numpy.float32) * (2.0 - (i / self._solid_layers)) / 2.0
|
|
||||||
brightness[0, 3] = 1.0
|
|
||||||
layer_mesh.addColors(layer.getColors() * brightness)
|
|
||||||
|
|
||||||
if self._cancel:
|
|
||||||
return
|
|
||||||
|
|
||||||
Job.yieldThread()
|
|
||||||
|
|
||||||
if self._cancel:
|
|
||||||
return
|
|
||||||
|
|
||||||
Job.yieldThread()
|
|
||||||
jump_mesh = layer_data.getLayer(self._layer_number).createJumps()
|
|
||||||
if not jump_mesh or jump_mesh.getVertices() is None:
|
|
||||||
jump_mesh = None
|
|
||||||
|
|
||||||
self.setResult({"layers": layer_mesh.build(), "jumps": jump_mesh})
|
|
||||||
|
|
||||||
def cancel(self):
|
|
||||||
self._cancel = True
|
|
||||||
super().cancel()
|
|
||||||
|
|
|
@ -6,16 +6,22 @@ from UM.View.View import View
|
||||||
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
|
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
|
||||||
from UM.Resources import Resources
|
from UM.Resources import Resources
|
||||||
from UM.Event import Event, KeyEvent
|
from UM.Event import Event, KeyEvent
|
||||||
|
from UM.Signal import Signal
|
||||||
from UM.Scene.Selection import Selection
|
from UM.Scene.Selection import Selection
|
||||||
from UM.Math.Color import Color
|
from UM.Math.Color import Color
|
||||||
|
from UM.Mesh.MeshBuilder import MeshBuilder
|
||||||
|
from UM.Job import Job
|
||||||
|
from UM.Preferences import Preferences
|
||||||
|
from UM.Logger import Logger
|
||||||
from UM.Scene.SceneNode import SceneNode
|
from UM.Scene.SceneNode import SceneNode
|
||||||
|
from UM.View.RenderBatch import RenderBatch
|
||||||
from UM.View.GL.OpenGL import OpenGL
|
from UM.View.GL.OpenGL import OpenGL
|
||||||
from UM.Message import Message
|
from UM.Message import Message
|
||||||
from UM.Application import Application
|
from UM.Application import Application
|
||||||
|
|
||||||
from cura.ConvexHullNode import ConvexHullNode
|
from cura.ConvexHullNode import ConvexHullNode
|
||||||
|
|
||||||
from PyQt5.QtCore import Qt
|
from PyQt5.QtCore import Qt, QTimer
|
||||||
from PyQt5.QtWidgets import QApplication
|
from PyQt5.QtWidgets import QApplication
|
||||||
|
|
||||||
from . import LayerViewProxy
|
from . import LayerViewProxy
|
||||||
|
@ -25,14 +31,23 @@ catalog = i18nCatalog("cura")
|
||||||
|
|
||||||
from . import LayerPass
|
from . import LayerPass
|
||||||
|
|
||||||
|
import numpy
|
||||||
import os.path
|
import os.path
|
||||||
|
|
||||||
## View used to display g-code paths.
|
## View used to display g-code paths.
|
||||||
class LayerView(View):
|
class LayerView(View):
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
super().__init__()
|
super().__init__()
|
||||||
self._proxy = LayerViewProxy.LayerViewProxy()
|
|
||||||
self._global_container_stack = None
|
self._max_layers = 0
|
||||||
|
self._current_layer_num = 0
|
||||||
|
self._current_layer_mesh = None
|
||||||
|
self._current_layer_jumps = None
|
||||||
|
self._top_layers_job = None
|
||||||
|
self._activity = False
|
||||||
|
self._old_max_layers = 0
|
||||||
|
|
||||||
|
self._busy = False
|
||||||
|
|
||||||
self._ghost_shader = None
|
self._ghost_shader = None
|
||||||
self._layer_pass = None
|
self._layer_pass = None
|
||||||
|
@ -41,24 +56,55 @@ class LayerView(View):
|
||||||
self._layerview_composite_shader = None
|
self._layerview_composite_shader = None
|
||||||
self._old_composite_shader = None
|
self._old_composite_shader = None
|
||||||
|
|
||||||
|
self._global_container_stack = None
|
||||||
|
self._proxy = LayerViewProxy.LayerViewProxy()
|
||||||
|
self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
|
||||||
|
|
||||||
|
Preferences.getInstance().addPreference("view/top_layer_count", 5)
|
||||||
|
Preferences.getInstance().addPreference("view/only_show_top_layers", False)
|
||||||
|
Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
|
||||||
|
|
||||||
|
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
|
||||||
|
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
|
||||||
|
|
||||||
self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"))
|
self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"))
|
||||||
|
|
||||||
|
def getActivity(self):
|
||||||
|
return self._activity
|
||||||
def getLayerPass(self):
|
def getLayerPass(self):
|
||||||
if not self._layer_pass:
|
if not self._layer_pass:
|
||||||
# Currently the RenderPass constructor requires a size > 0
|
# Currently the RenderPass constructor requires a size > 0
|
||||||
# This should be fixed in RenderPass's constructor.
|
# This should be fixed in RenderPass's constructor.
|
||||||
self._layer_pass = LayerPass.LayerPass(1, 1)
|
self._layer_pass = LayerPass.LayerPass(1, 1)
|
||||||
|
self._layer_pass.setLayerView(self)
|
||||||
self.getRenderer().addRenderPass(self._layer_pass)
|
self.getRenderer().addRenderPass(self._layer_pass)
|
||||||
return self._layer_pass
|
return self._layer_pass
|
||||||
|
|
||||||
|
def getCurrentLayer(self):
|
||||||
|
return self._current_layer_num
|
||||||
|
|
||||||
|
def _onSceneChanged(self, node):
|
||||||
|
self.calculateMaxLayers()
|
||||||
|
|
||||||
|
def getMaxLayers(self):
|
||||||
|
return self._max_layers
|
||||||
|
|
||||||
|
busyChanged = Signal()
|
||||||
|
|
||||||
def getActivity(self):
|
def getActivity(self):
|
||||||
return self._activity
|
return self._activity
|
||||||
|
|
||||||
## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
|
def isBusy(self):
|
||||||
# as this caused some issues.
|
return self._busy
|
||||||
def getProxy(self, engine, script_engine):
|
|
||||||
return self._proxy
|
def setBusy(self, busy):
|
||||||
|
if busy != self._busy:
|
||||||
|
self._busy = busy
|
||||||
|
self.busyChanged.emit()
|
||||||
|
|
||||||
|
def resetLayerData(self):
|
||||||
|
self._current_layer_mesh = None
|
||||||
|
self._current_layer_jumps = None
|
||||||
|
|
||||||
def beginRendering(self):
|
def beginRendering(self):
|
||||||
scene = self.getController().getScene()
|
scene = self.getController().getScene()
|
||||||
|
@ -78,6 +124,55 @@ class LayerView(View):
|
||||||
if node.getMeshData() and node.isVisible():
|
if node.getMeshData() and node.isVisible():
|
||||||
renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
|
renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
|
||||||
|
|
||||||
|
def setLayer(self, value):
|
||||||
|
if self._current_layer_num != value:
|
||||||
|
self._current_layer_num = value
|
||||||
|
if self._current_layer_num < 0:
|
||||||
|
self._current_layer_num = 0
|
||||||
|
if self._current_layer_num > self._max_layers:
|
||||||
|
self._current_layer_num = self._max_layers
|
||||||
|
|
||||||
|
self._startUpdateTopLayers()
|
||||||
|
|
||||||
|
self.currentLayerNumChanged.emit()
|
||||||
|
|
||||||
|
def calculateMaxLayers(self):
|
||||||
|
scene = self.getController().getScene()
|
||||||
|
self._activity = True
|
||||||
|
|
||||||
|
self._old_max_layers = self._max_layers
|
||||||
|
## Recalculate num max layers
|
||||||
|
new_max_layers = 0
|
||||||
|
for node in DepthFirstIterator(scene.getRoot()):
|
||||||
|
layer_data = node.callDecoration("getLayerData")
|
||||||
|
if not layer_data:
|
||||||
|
continue
|
||||||
|
|
||||||
|
if new_max_layers < len(layer_data.getLayers()):
|
||||||
|
new_max_layers = len(layer_data.getLayers()) - 1
|
||||||
|
|
||||||
|
if new_max_layers > 0 and new_max_layers != self._old_max_layers:
|
||||||
|
self._max_layers = new_max_layers
|
||||||
|
|
||||||
|
# The qt slider has a bit of weird behavior that if the maxvalue needs to be changed first
|
||||||
|
# if it's the largest value. If we don't do this, we can have a slider block outside of the
|
||||||
|
# slider.
|
||||||
|
if new_max_layers > self._current_layer_num:
|
||||||
|
self.maxLayersChanged.emit()
|
||||||
|
self.setLayer(int(self._max_layers))
|
||||||
|
else:
|
||||||
|
self.setLayer(int(self._max_layers))
|
||||||
|
self.maxLayersChanged.emit()
|
||||||
|
self._startUpdateTopLayers()
|
||||||
|
|
||||||
|
maxLayersChanged = Signal()
|
||||||
|
currentLayerNumChanged = Signal()
|
||||||
|
|
||||||
|
## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
|
||||||
|
# as this caused some issues.
|
||||||
|
def getProxy(self, engine, script_engine):
|
||||||
|
return self._proxy
|
||||||
|
|
||||||
def endRendering(self):
|
def endRendering(self):
|
||||||
pass
|
pass
|
||||||
|
|
||||||
|
@ -86,13 +181,16 @@ class LayerView(View):
|
||||||
ctrl_is_active = modifiers == Qt.ControlModifier
|
ctrl_is_active = modifiers == Qt.ControlModifier
|
||||||
if event.type == Event.KeyPressEvent and ctrl_is_active:
|
if event.type == Event.KeyPressEvent and ctrl_is_active:
|
||||||
if event.key == KeyEvent.UpKey:
|
if event.key == KeyEvent.UpKey:
|
||||||
self.getLayerPass().setLayer(self._current_layer_num + 1)
|
self.setLayer(self._current_layer_num + 1)
|
||||||
return True
|
return True
|
||||||
if event.key == KeyEvent.DownKey:
|
if event.key == KeyEvent.DownKey:
|
||||||
self.getLayerPass().setLayer(self._current_layer_num - 1)
|
self.setLayer(self._current_layer_num - 1)
|
||||||
return True
|
return True
|
||||||
|
|
||||||
if event.type == Event.ViewActivateEvent:
|
if event.type == Event.ViewActivateEvent:
|
||||||
|
# Make sure the LayerPass is created
|
||||||
|
self.getLayerPass()
|
||||||
|
|
||||||
Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged)
|
Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged)
|
||||||
self._onGlobalStackChanged()
|
self._onGlobalStackChanged()
|
||||||
|
|
||||||
|
@ -119,7 +217,6 @@ class LayerView(View):
|
||||||
|
|
||||||
self._composite_pass.setLayerBindings(self._old_layer_bindings)
|
self._composite_pass.setLayerBindings(self._old_layer_bindings)
|
||||||
self._composite_pass.setCompositeShader(self._old_composite_shader)
|
self._composite_pass.setCompositeShader(self._old_composite_shader)
|
||||||
|
|
||||||
def _onGlobalStackChanged(self):
|
def _onGlobalStackChanged(self):
|
||||||
if self._global_container_stack:
|
if self._global_container_stack:
|
||||||
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
|
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
|
||||||
|
@ -136,3 +233,100 @@ class LayerView(View):
|
||||||
self._wireprint_warning_message.show()
|
self._wireprint_warning_message.show()
|
||||||
else:
|
else:
|
||||||
self._wireprint_warning_message.hide()
|
self._wireprint_warning_message.hide()
|
||||||
|
|
||||||
|
|
||||||
|
def _startUpdateTopLayers(self):
|
||||||
|
if self._top_layers_job:
|
||||||
|
self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
|
||||||
|
self._top_layers_job.cancel()
|
||||||
|
|
||||||
|
self.setBusy(True)
|
||||||
|
|
||||||
|
self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
|
||||||
|
self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
|
||||||
|
self._top_layers_job.start()
|
||||||
|
|
||||||
|
def _updateCurrentLayerMesh(self, job):
|
||||||
|
self.setBusy(False)
|
||||||
|
|
||||||
|
if not job.getResult():
|
||||||
|
return
|
||||||
|
self.resetLayerData() # Reset the layer data only when job is done. Doing it now prevents "blinking" data.
|
||||||
|
self._current_layer_mesh = job.getResult().get("layers")
|
||||||
|
self._current_layer_jumps = job.getResult().get("jumps")
|
||||||
|
self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot())
|
||||||
|
|
||||||
|
self._top_layers_job = None
|
||||||
|
|
||||||
|
def _onPreferencesChanged(self, preference):
|
||||||
|
if preference != "view/top_layer_count" and preference != "view/only_show_top_layers":
|
||||||
|
return
|
||||||
|
|
||||||
|
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
|
||||||
|
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
|
||||||
|
|
||||||
|
self._startUpdateTopLayers()
|
||||||
|
|
||||||
|
|
||||||
|
class _CreateTopLayersJob(Job):
|
||||||
|
def __init__(self, scene, layer_number, solid_layers):
|
||||||
|
super().__init__()
|
||||||
|
|
||||||
|
self._scene = scene
|
||||||
|
self._layer_number = layer_number
|
||||||
|
self._solid_layers = solid_layers
|
||||||
|
self._cancel = False
|
||||||
|
|
||||||
|
def run(self):
|
||||||
|
layer_data = None
|
||||||
|
for node in DepthFirstIterator(self._scene.getRoot()):
|
||||||
|
layer_data = node.callDecoration("getLayerData")
|
||||||
|
if layer_data:
|
||||||
|
break
|
||||||
|
|
||||||
|
if self._cancel or not layer_data:
|
||||||
|
return
|
||||||
|
|
||||||
|
layer_mesh = MeshBuilder()
|
||||||
|
for i in range(self._solid_layers):
|
||||||
|
layer_number = self._layer_number - i
|
||||||
|
if layer_number < 0:
|
||||||
|
continue
|
||||||
|
|
||||||
|
try:
|
||||||
|
layer = layer_data.getLayer(layer_number).createMesh()
|
||||||
|
except Exception:
|
||||||
|
Logger.logException("w", "An exception occurred while creating layer mesh.")
|
||||||
|
return
|
||||||
|
|
||||||
|
if not layer or layer.getVertices() is None:
|
||||||
|
continue
|
||||||
|
|
||||||
|
layer_mesh.addIndices(layer_mesh.getVertexCount() + layer.getIndices())
|
||||||
|
layer_mesh.addVertices(layer.getVertices())
|
||||||
|
|
||||||
|
# Scale layer color by a brightness factor based on the current layer number
|
||||||
|
# This will result in a range of 0.5 - 1.0 to multiply colors by.
|
||||||
|
brightness = numpy.ones((1, 4), dtype=numpy.float32) * (2.0 - (i / self._solid_layers)) / 2.0
|
||||||
|
brightness[0, 3] = 1.0
|
||||||
|
layer_mesh.addColors(layer.getColors() * brightness)
|
||||||
|
|
||||||
|
if self._cancel:
|
||||||
|
return
|
||||||
|
|
||||||
|
Job.yieldThread()
|
||||||
|
|
||||||
|
if self._cancel:
|
||||||
|
return
|
||||||
|
|
||||||
|
Job.yieldThread()
|
||||||
|
jump_mesh = layer_data.getLayer(self._layer_number).createJumps()
|
||||||
|
if not jump_mesh or jump_mesh.getVertices() is None:
|
||||||
|
jump_mesh = None
|
||||||
|
|
||||||
|
self.setResult({"layers": layer_mesh.build(), "jumps": jump_mesh})
|
||||||
|
|
||||||
|
def cancel(self):
|
||||||
|
self._cancel = True
|
||||||
|
super().cancel()
|
||||||
|
|
||||||
|
|
|
@ -19,27 +19,27 @@ class LayerViewProxy(QObject):
|
||||||
def getLayerActivity(self):
|
def getLayerActivity(self):
|
||||||
active_view = self._controller.getActiveView()
|
active_view = self._controller.getActiveView()
|
||||||
if type(active_view) == LayerView.LayerView.LayerView:
|
if type(active_view) == LayerView.LayerView.LayerView:
|
||||||
return active_view.getLayerPass().getActivity()
|
return active_view.getActivity()
|
||||||
|
|
||||||
@pyqtProperty(int, notify = maxLayersChanged)
|
@pyqtProperty(int, notify = maxLayersChanged)
|
||||||
def numLayers(self):
|
def numLayers(self):
|
||||||
active_view = self._controller.getActiveView()
|
active_view = self._controller.getActiveView()
|
||||||
if type(active_view) == LayerView.LayerView.LayerView:
|
if type(active_view) == LayerView.LayerView.LayerView:
|
||||||
return active_view.getLayerPass().getMaxLayers()
|
return active_view.getMaxLayers()
|
||||||
#return 100
|
#return 100
|
||||||
|
|
||||||
@pyqtProperty(int, notify = currentLayerChanged)
|
@pyqtProperty(int, notify = currentLayerChanged)
|
||||||
def currentLayer(self):
|
def currentLayer(self):
|
||||||
active_view = self._controller.getActiveView()
|
active_view = self._controller.getActiveView()
|
||||||
if type(active_view) == LayerView.LayerView.LayerView:
|
if type(active_view) == LayerView.LayerView.LayerView:
|
||||||
return active_view.getLayerPass().getCurrentLayer()
|
return active_view.getCurrentLayer()
|
||||||
|
|
||||||
busyChanged = pyqtSignal()
|
busyChanged = pyqtSignal()
|
||||||
@pyqtProperty(bool, notify = busyChanged)
|
@pyqtProperty(bool, notify = busyChanged)
|
||||||
def busy(self):
|
def busy(self):
|
||||||
active_view = self._controller.getActiveView()
|
active_view = self._controller.getActiveView()
|
||||||
if type(active_view) == LayerView.LayerView.LayerView:
|
if type(active_view) == LayerView.LayerView.LayerView:
|
||||||
return active_view.getLayerPass().isBusy()
|
return active_view.isBusy()
|
||||||
|
|
||||||
return False
|
return False
|
||||||
|
|
||||||
|
@ -47,7 +47,7 @@ class LayerViewProxy(QObject):
|
||||||
def setCurrentLayer(self, layer_num):
|
def setCurrentLayer(self, layer_num):
|
||||||
active_view = self._controller.getActiveView()
|
active_view = self._controller.getActiveView()
|
||||||
if type(active_view) == LayerView.LayerView.LayerView:
|
if type(active_view) == LayerView.LayerView.LayerView:
|
||||||
active_view.getLayerPass().setLayer(layer_num)
|
active_view.setLayer(layer_num)
|
||||||
|
|
||||||
def _layerActivityChanged(self):
|
def _layerActivityChanged(self):
|
||||||
self.activityChanged.emit()
|
self.activityChanged.emit()
|
||||||
|
@ -65,6 +65,6 @@ class LayerViewProxy(QObject):
|
||||||
def _onActiveViewChanged(self):
|
def _onActiveViewChanged(self):
|
||||||
active_view = self._controller.getActiveView()
|
active_view = self._controller.getActiveView()
|
||||||
if type(active_view) == LayerView.LayerView.LayerView:
|
if type(active_view) == LayerView.LayerView.LayerView:
|
||||||
active_view.getLayerPass().currentLayerNumChanged.connect(self._onLayerChanged)
|
active_view.currentLayerNumChanged.connect(self._onLayerChanged)
|
||||||
active_view.getLayerPass().maxLayersChanged.connect(self._onMaxLayersChanged)
|
active_view.maxLayersChanged.connect(self._onMaxLayersChanged)
|
||||||
active_view.getLayerPass().busyChanged.connect(self._onBusyChanged)
|
active_view.busyChanged.connect(self._onBusyChanged)
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue