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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Jaime van Kessel 2020-01-02 13:26:39 +01:00
parent 9de2b39d38
commit 0d7421140f
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GPG key ID: 3710727397403C91
2 changed files with 37 additions and 25 deletions

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@ -93,7 +93,6 @@ class SimulationPass(RenderPass):
self.bind()
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
active_build_plate = Application.getInstance().getMultiBuildPlateModel().activeBuildPlate
head_position = None # Indicates the current position of the print head
nozzle_node = None
@ -113,29 +112,21 @@ class SimulationPass(RenderPass):
# Render all layers below a certain number as line mesh instead of vertices.
if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer in sorted(element_counts.keys()):
# In the current layer, we show just the indicated paths
if layer == self._layer_view._current_layer_num:
# We look for the position of the head, searching the point of the current path
index = self._layer_view._current_path_num
offset = 0
for polygon in layer_data.getLayer(layer).polygons:
# The size indicates all values in the two-dimension array, and the second dimension is
# always size 3 because we have 3D points.
if index >= polygon.data.size // 3 - offset:
index -= polygon.data.size // 3 - offset
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
continue
# The head position is calculated and translated
head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
break
break
if self._layer_view._minimum_layer_num > layer:
start += element_counts[layer]
end += element_counts[layer]
start = self._layer_view.start_elements_index
end = self._layer_view.end_elements_index
index = self._layer_view._current_path_num
offset = 0
for polygon in layer_data.getLayer(self._layer_view._current_layer_num).polygons:
# The size indicates all values in the two-dimension array, and the second dimension is
# always size 3 because we have 3D points.
if index >= polygon.data.size // 3 - offset:
index -= polygon.data.size // 3 - offset
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
continue
# The head position is calculated and translated
head_position = Vector(polygon.data[index + offset][0], polygon.data[index + offset][1],
polygon.data[index + offset][2]) + node.getWorldPosition()
break
# Calculate the range of paths in the last layer
current_layer_start = end