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.
This commit is contained in:
Jaime van Kessel 2020-01-02 13:26:39 +01:00
parent 9de2b39d38
commit 0d7421140f
No known key found for this signature in database
GPG key ID: 3710727397403C91
2 changed files with 37 additions and 25 deletions

View file

@ -93,7 +93,6 @@ class SimulationPass(RenderPass):
self.bind() self.bind()
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True) 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 head_position = None # Indicates the current position of the print head
nozzle_node = None nozzle_node = None
@ -113,16 +112,11 @@ class SimulationPass(RenderPass):
# 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._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())): 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 start = self._layer_view.start_elements_index
end = 0 end = self._layer_view.end_elements_index
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 index = self._layer_view._current_path_num
offset = 0 offset = 0
for polygon in layer_data.getLayer(layer).polygons: 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 # The size indicates all values in the two-dimension array, and the second dimension is
# always size 3 because we have 3D points. # always size 3 because we have 3D points.
if index >= polygon.data.size // 3 - offset: if index >= polygon.data.size // 3 - offset:
@ -130,12 +124,9 @@ class SimulationPass(RenderPass):
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 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 continue
# The head position is calculated and translated # 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() head_position = Vector(polygon.data[index + offset][0], polygon.data[index + offset][1],
polygon.data[index + offset][2]) + node.getWorldPosition()
break break
break
if self._layer_view._minimum_layer_num > layer:
start += element_counts[layer]
end += element_counts[layer]
# Calculate the range of paths in the last layer # Calculate the range of paths in the last layer
current_layer_start = end current_layer_start = end

View file

@ -71,6 +71,8 @@ class SimulationView(CuraView):
self._max_paths = 0 self._max_paths = 0
self._current_path_num = 0 self._current_path_num = 0
self._minimum_path_num = 0 self._minimum_path_num = 0
self.start_elements_index = 0
self.end_elements_index = 0
self.currentLayerNumChanged.connect(self._onCurrentLayerNumChanged) self.currentLayerNumChanged.connect(self._onCurrentLayerNumChanged)
self._busy = False self._busy = False
@ -243,6 +245,7 @@ class SimulationView(CuraView):
self._minimum_layer_num = self._current_layer_num self._minimum_layer_num = self._current_layer_num
self._startUpdateTopLayers() self._startUpdateTopLayers()
self.recalculateStartEndElements()
self.currentLayerNumChanged.emit() self.currentLayerNumChanged.emit()
@ -257,7 +260,7 @@ class SimulationView(CuraView):
self._current_layer_num = self._minimum_layer_num self._current_layer_num = self._minimum_layer_num
self._startUpdateTopLayers() self._startUpdateTopLayers()
self.recalculateStartEndElements()
self.currentLayerNumChanged.emit() self.currentLayerNumChanged.emit()
def setPath(self, value: int) -> None: def setPath(self, value: int) -> None:
@ -359,6 +362,24 @@ class SimulationView(CuraView):
return 0.0 # If it's still max-float, there are no measurements. Use 0 then. return 0.0 # If it's still max-float, there are no measurements. Use 0 then.
return self._min_thickness return self._min_thickness
def recalculateStartEndElements(self):
self.start_elements_index = 0
self.end_elements_index = 0
scene = self.getController().getScene()
for node in DepthFirstIterator(scene.getRoot()): # type: ignore
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
# Found a the layer data!
element_counts = layer_data.getElementCounts()
for layer in sorted(element_counts.keys()):
if layer == self._current_layer_num:
break
if self._minimum_layer_num > layer:
self.start_elements_index += element_counts[layer]
self.end_elements_index += element_counts[layer]
def getMaxThickness(self) -> float: def getMaxThickness(self) -> float:
return self._max_thickness return self._max_thickness