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https://github.com/Ultimaker/Cura.git
synced 2025-07-07 06:57:28 -06:00
Move layer data into LayerPass for cleaner access
CURA-1601
This commit is contained in:
parent
2c35f0196d
commit
17b12b9048
4 changed files with 204 additions and 196 deletions
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@ -9,17 +9,12 @@ from UM.Event import Event, KeyEvent
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from UM.Signal import Signal
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from UM.Scene.Selection import Selection
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from UM.Math.Color import Color
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from UM.Mesh.MeshBuilder import MeshBuilder
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from UM.Job import Job
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from UM.Preferences import Preferences
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from UM.Logger import Logger
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from UM.Scene.SceneNode import SceneNode
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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from cura.ConvexHullNode import ConvexHullNode
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from PyQt5.QtCore import Qt, QTimer
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from PyQt5.QtCore import Qt
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from PyQt5.QtWidgets import QApplication
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from . import LayerViewProxy
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@ -29,7 +24,6 @@ catalog = i18nCatalog("cura")
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from . import LayerPass
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import numpy
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import os.path
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## View used to display g-code paths.
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@ -37,14 +31,6 @@ class LayerView(View):
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def __init__(self):
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super().__init__()
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self._proxy = LayerViewProxy.LayerViewProxy()
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self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
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self._max_layers = 0
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self._current_layer_num = 0
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self._current_layer_mesh = None
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self._current_layer_jumps = None
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self._top_layers_job = None
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self._activity = False
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self._old_max_layers = 0
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self._ghost_shader = None
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self._layer_pass = None
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@ -53,25 +39,10 @@ class LayerView(View):
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self._layerview_composite_shader = None
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self._old_composite_shader = None
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Preferences.getInstance().addPreference("view/top_layer_count", 5)
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Preferences.getInstance().addPreference("view/only_show_top_layers", False)
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Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
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self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
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self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
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self._busy = False
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def getActivity(self):
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return self._activity
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def getCurrentLayer(self):
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return self._current_layer_num
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def _onSceneChanged(self, node):
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self.calculateMaxLayers()
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def getMaxLayers(self):
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return self._max_layers
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def getLayerPass(self):
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return self._layer_pass
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busyChanged = Signal()
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@ -83,10 +54,6 @@ class LayerView(View):
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self._busy = busy
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self.busyChanged.emit()
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def resetLayerData(self):
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self._current_layer_mesh = None
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self._current_layer_jumps = None
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def beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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@ -105,50 +72,6 @@ class LayerView(View):
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if node.getMeshData() and node.isVisible():
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renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
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def setLayer(self, value):
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if self._current_layer_num != value:
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self._current_layer_num = value
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if self._current_layer_num < 0:
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self._current_layer_num = 0
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if self._current_layer_num > self._max_layers:
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self._current_layer_num = self._max_layers
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self._startUpdateTopLayers()
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self.currentLayerNumChanged.emit()
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def calculateMaxLayers(self):
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scene = self.getController().getScene()
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self._activity = True
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self._old_max_layers = self._max_layers
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## Recalculate num max layers
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new_max_layers = 0
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for node in DepthFirstIterator(scene.getRoot()):
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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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if new_max_layers < len(layer_data.getLayers()):
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new_max_layers = len(layer_data.getLayers()) - 1
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if new_max_layers > 0 and new_max_layers != self._old_max_layers:
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self._max_layers = new_max_layers
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# The qt slider has a bit of weird behavior that if the maxvalue needs to be changed first
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# if it's the largest value. If we don't do this, we can have a slider block outside of the
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# slider.
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if new_max_layers > self._current_layer_num:
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self.maxLayersChanged.emit()
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self.setLayer(int(self._max_layers))
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else:
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self.setLayer(int(self._max_layers))
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self.maxLayersChanged.emit()
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self._startUpdateTopLayers()
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maxLayersChanged = Signal()
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currentLayerNumChanged = Signal()
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## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
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# as this caused some issues.
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def getProxy(self, engine, script_engine):
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@ -162,10 +85,10 @@ class LayerView(View):
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ctrl_is_active = modifiers == Qt.ControlModifier
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if event.type == Event.KeyPressEvent and ctrl_is_active:
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if event.key == KeyEvent.UpKey:
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self.setLayer(self._current_layer_num + 1)
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self._layer_pass.setLayer(self._current_layer_num + 1)
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return True
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if event.key == KeyEvent.DownKey:
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self.setLayer(self._current_layer_num - 1)
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self._layer_pass.setLayer(self._current_layer_num - 1)
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return True
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if event.type == Event.ViewActivateEvent:
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@ -192,98 +115,3 @@ class LayerView(View):
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if event.type == Event.ViewDeactivateEvent:
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self._composite_pass.setLayerBindings(self._old_layer_bindings)
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self._composite_pass.setCompositeShader(self._old_composite_shader)
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def _startUpdateTopLayers(self):
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if self._top_layers_job:
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self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
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self._top_layers_job.cancel()
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self.setBusy(True)
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self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
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self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
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self._top_layers_job.start()
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def _updateCurrentLayerMesh(self, job):
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self.setBusy(False)
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if not job.getResult():
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return
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self.resetLayerData() # Reset the layer data only when job is done. Doing it now prevents "blinking" data.
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self._current_layer_mesh = job.getResult().get("layers")
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self._current_layer_jumps = job.getResult().get("jumps")
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self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot())
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self._top_layers_job = None
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def _onPreferencesChanged(self, preference):
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if preference != "view/top_layer_count" and preference != "view/only_show_top_layers":
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return
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self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
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self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
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self._startUpdateTopLayers()
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class _CreateTopLayersJob(Job):
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def __init__(self, scene, layer_number, solid_layers):
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super().__init__()
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self._scene = scene
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self._layer_number = layer_number
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self._solid_layers = solid_layers
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self._cancel = False
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def run(self):
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layer_data = None
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for node in DepthFirstIterator(self._scene.getRoot()):
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layer_data = node.callDecoration("getLayerData")
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if layer_data:
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break
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if self._cancel or not layer_data:
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return
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layer_mesh = MeshBuilder()
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for i in range(self._solid_layers):
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layer_number = self._layer_number - i
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if layer_number < 0:
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continue
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try:
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layer = layer_data.getLayer(layer_number).createMesh()
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except Exception:
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Logger.logException("w", "An exception occurred while creating layer mesh.")
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return
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if not layer or layer.getVertices() is None:
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continue
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layer_mesh.addIndices(layer_mesh.getVertexCount() + layer.getIndices())
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layer_mesh.addVertices(layer.getVertices())
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# Scale layer color by a brightness factor based on the current layer number
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# This will result in a range of 0.5 - 1.0 to multiply colors by.
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brightness = numpy.ones((1, 4), dtype=numpy.float32) * (2.0 - (i / self._solid_layers)) / 2.0
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brightness[0, 3] = 1.0
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layer_mesh.addColors(layer.getColors() * brightness)
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if self._cancel:
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return
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Job.yieldThread()
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if self._cancel:
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return
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Job.yieldThread()
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jump_mesh = layer_data.getLayer(self._layer_number).createJumps()
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if not jump_mesh or jump_mesh.getVertices() is None:
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jump_mesh = None
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self.setResult({"layers": layer_mesh.build(), "jumps": jump_mesh})
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def cancel(self):
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self._cancel = True
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super().cancel()
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