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CURA-4526 Add Simulation View plugin
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186
plugins/SimulationView/SimulationPass.py
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186
plugins/SimulationView/SimulationPass.py
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# Copyright (c) 2017 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from UM.Math.Color import Color
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from UM.Math.Vector import Vector
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Scene.SceneNode import SceneNode
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from UM.Scene.ToolHandle import ToolHandle
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from UM.Application import Application
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from UM.PluginRegistry import PluginRegistry
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from UM.View.RenderPass import RenderPass
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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.Settings.ExtruderManager import ExtruderManager
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import os.path
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## RenderPass used to display g-code paths.
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from .NozzleNode import NozzleNode
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class SimulationPass(RenderPass):
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def __init__(self, width, height):
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super().__init__("simulationview", width, height)
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self._layer_shader = None
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self._layer_shadow_shader = None
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self._current_shader = None # This shader will be the shadow or the normal depending if the user wants to see the paths or the layers
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self._tool_handle_shader = None
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self._nozzle_shader = None
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self._old_current_layer = 0
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self._old_current_path = 0
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._scene = Application.getInstance().getController().getScene()
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self._extruder_manager = ExtruderManager.getInstance()
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self._layer_view = None
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self._compatibility_mode = None
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def setSimulationView(self, layerview):
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self._layer_view = layerview
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self._compatibility_mode = layerview.getCompatibilityMode()
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def render(self):
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if not self._layer_shader:
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if self._compatibility_mode:
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shader_filename = "layers.shader"
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shadow_shader_filename = "layers_shadow.shader"
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else:
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shader_filename = "layers3d.shader"
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shadow_shader_filename = "layers3d_shadow.shader"
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self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
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self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
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self._current_shader = self._layer_shader
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# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
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self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
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if self._layer_view:
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self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
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self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
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self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness())
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self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness())
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self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType())
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self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
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self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
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self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers())
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self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
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self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
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else:
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#defaults
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self._layer_shader.setUniformValue("u_max_feedrate", 1)
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self._layer_shader.setUniformValue("u_min_feedrate", 0)
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self._layer_shader.setUniformValue("u_max_thickness", 1)
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self._layer_shader.setUniformValue("u_min_thickness", 0)
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self._layer_shader.setUniformValue("u_layer_view_type", 1)
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self._layer_shader.setUniformValue("u_extruder_opacity", [1, 1, 1, 1])
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self._layer_shader.setUniformValue("u_show_travel_moves", 0)
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self._layer_shader.setUniformValue("u_show_helpers", 1)
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self._layer_shader.setUniformValue("u_show_skin", 1)
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self._layer_shader.setUniformValue("u_show_infill", 1)
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if not self._tool_handle_shader:
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self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
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if not self._nozzle_shader:
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self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
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self.bind()
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Solid)
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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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for node in DepthFirstIterator(self._scene.getRoot()):
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if isinstance(node, ToolHandle):
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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elif isinstance(node, NozzleNode):
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nozzle_node = node
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nozzle_node.setVisible(False)
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elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
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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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# 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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# Calculate the range of paths in the last layer
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current_layer_start = end
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current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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# All the layers but the current selected layer are rendered first
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if self._old_current_path != self._layer_view._current_path_num:
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self._current_shader = self._layer_shadow_shader
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if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num:
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self._current_shader = self._layer_shader
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layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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layers_batch.addItem(node.getWorldTransformation(), layer_data)
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layers_batch.render(self._scene.getActiveCamera())
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# Current selected layer is rendered
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current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end))
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current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
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current_layer_batch.render(self._scene.getActiveCamera())
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self._old_current_layer = self._layer_view._current_layer_num
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self._old_current_path = self._layer_view._current_path_num
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# Create a new batch that is not range-limited
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batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
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if self._layer_view.getCurrentLayerMesh():
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batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh())
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if self._layer_view.getCurrentLayerJumps():
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batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps())
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if len(batch.items) > 0:
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batch.render(self._scene.getActiveCamera())
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# The nozzle is drawn once we know the correct position
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if self._layer_view.getActivity() and nozzle_node is not None:
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if head_position is not None:
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nozzle_node.setVisible(True)
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nozzle_node.setPosition(head_position)
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nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Solid)
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nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
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nozzle_batch.render(self._scene.getActiveCamera())
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# Render toolhandles on top of the layerview
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if len(tool_handle_batch.items) > 0:
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tool_handle_batch.render(self._scene.getActiveCamera())
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self.release()
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