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Add 'plugins/CuraEngineBackend/' from commit '918d4b41c8
'
git-subtree-dir: plugins/CuraEngineBackend git-subtree-mainline:49210587ff
git-subtree-split:918d4b41c8
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67
plugins/CuraEngineBackend/ProcessSlicedObjectListJob.py
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67
plugins/CuraEngineBackend/ProcessSlicedObjectListJob.py
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from UM.Job import Job
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.SceneNode import SceneNode
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from UM.Application import Application
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from UM.Mesh.MeshData import MeshData
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from . import LayerData
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import numpy
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import struct
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class ProcessSlicedObjectListJob(Job):
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def __init__(self, message):
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super().__init__(description = 'Processing sliced object')
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self._message = message
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self._scene = Application.getInstance().getController().getScene()
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def run(self):
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objectIdMap = {}
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new_node = SceneNode()
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## Put all nodes in a dict identified by ID
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for node in DepthFirstIterator(self._scene.getRoot()):
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if type(node) is SceneNode and node.getMeshData():
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if hasattr(node.getMeshData(), "layerData"):
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self._scene.getRoot().removeChild(node)
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else:
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objectIdMap[id(node)] = node
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settings = Application.getInstance().getActiveMachine()
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layerHeight = settings.getSettingValueByKey('layer_height')
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for object in self._message.objects:
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try:
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node = objectIdMap[object.id]
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except KeyError:
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continue
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mesh = MeshData()
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layerData = LayerData.LayerData()
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for layer in object.layers:
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for polygon in layer.polygons:
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points = numpy.fromstring(polygon.points, dtype='i8') # Convert bytearray to numpy array
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points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
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points = numpy.asarray(points, dtype=numpy.float32)
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points /= 1000
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points = numpy.insert(points, 1, layer.id * layerHeight, axis = 1)
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points[:,2] *= -1
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if not settings.getSettingValueByKey('machine_center_is_zero'):
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center = [settings.getSettingValueByKey('machine_width') / 2, 0.0, -settings.getSettingValueByKey('machine_depth') / 2]
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points -= numpy.array(center)
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#points = numpy.pad(points, ((0,0), (0,1)), 'constant', constant_values=(0.0, 1.0))
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#inverse = node.getWorldTransformation().getInverse().getData()
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#points = points.dot(inverse)
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#points = points[:,0:3]
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layerData.addPolygon(layer.id, polygon.type, points)
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# We are done processing all the layers we got from the engine, now create a mesh out of the data
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layerData.build()
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mesh.layerData = layerData
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new_node.setMeshData(mesh)
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new_node.setParent(self._scene.getRoot())
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