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Recalculate the start / end elements when the layer is changed instead of on render
About with larger models, about 30-40% of the time of the render was spent on this.
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2 changed files with 37 additions and 25 deletions
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@ -93,7 +93,6 @@ class SimulationPass(RenderPass):
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self.bind()
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
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active_build_plate = Application.getInstance().getMultiBuildPlateModel().activeBuildPlate
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head_position = None # Indicates the current position of the print head
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nozzle_node = None
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@ -113,29 +112,21 @@ class SimulationPass(RenderPass):
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# Render all layers below a certain number as line mesh instead of vertices.
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if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
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start = 0
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end = 0
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element_counts = layer_data.getElementCounts()
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for layer in sorted(element_counts.keys()):
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# In the current layer, we show just the indicated paths
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if layer == self._layer_view._current_layer_num:
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# We look for the position of the head, searching the point of the current path
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index = self._layer_view._current_path_num
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offset = 0
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for polygon in layer_data.getLayer(layer).polygons:
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# The size indicates all values in the two-dimension array, and the second dimension is
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# always size 3 because we have 3D points.
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if index >= polygon.data.size // 3 - offset:
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index -= polygon.data.size // 3 - offset
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offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon
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continue
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# The head position is calculated and translated
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head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
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break
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break
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if self._layer_view._minimum_layer_num > layer:
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start += element_counts[layer]
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end += element_counts[layer]
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start = self._layer_view.start_elements_index
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end = self._layer_view.end_elements_index
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index = self._layer_view._current_path_num
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offset = 0
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for polygon in layer_data.getLayer(self._layer_view._current_layer_num).polygons:
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# The size indicates all values in the two-dimension array, and the second dimension is
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# always size 3 because we have 3D points.
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if index >= polygon.data.size // 3 - offset:
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index -= polygon.data.size // 3 - offset
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offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon
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continue
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# The head position is calculated and translated
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head_position = Vector(polygon.data[index + offset][0], polygon.data[index + offset][1],
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polygon.data[index + offset][2]) + node.getWorldPosition()
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break
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# Calculate the range of paths in the last layer
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current_layer_start = end
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@ -71,6 +71,8 @@ class SimulationView(CuraView):
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self._max_paths = 0
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self._current_path_num = 0
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self._minimum_path_num = 0
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self.start_elements_index = 0
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self.end_elements_index = 0
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self.currentLayerNumChanged.connect(self._onCurrentLayerNumChanged)
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self._busy = False
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@ -243,6 +245,7 @@ class SimulationView(CuraView):
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self._minimum_layer_num = self._current_layer_num
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self._startUpdateTopLayers()
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self.recalculateStartEndElements()
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self.currentLayerNumChanged.emit()
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@ -257,7 +260,7 @@ class SimulationView(CuraView):
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self._current_layer_num = self._minimum_layer_num
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self._startUpdateTopLayers()
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self.recalculateStartEndElements()
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self.currentLayerNumChanged.emit()
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def setPath(self, value: int) -> None:
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@ -359,6 +362,24 @@ class SimulationView(CuraView):
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return 0.0 # If it's still max-float, there are no measurements. Use 0 then.
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return self._min_thickness
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def recalculateStartEndElements(self):
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self.start_elements_index = 0
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self.end_elements_index = 0
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scene = self.getController().getScene()
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for node in DepthFirstIterator(scene.getRoot()): # type: ignore
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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# Found a the layer data!
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element_counts = layer_data.getElementCounts()
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for layer in sorted(element_counts.keys()):
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if layer == self._current_layer_num:
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break
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if self._minimum_layer_num > layer:
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self.start_elements_index += element_counts[layer]
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self.end_elements_index += element_counts[layer]
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def getMaxThickness(self) -> float:
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return self._max_thickness
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