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Layer data is now processed layer by layer.
This is done to prevent the very large messages that would be sent otherwise. Protobuf can't do anything with messages above 512MB. As we no longer send a "collection" message, this should no longer occur. CURA-1210
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834e2148d2
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7045d67bde
3 changed files with 51 additions and 82 deletions
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# Copyright (c) 2015 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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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 UM.Message import Message
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from UM.i18n import i18nCatalog
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from UM.Math.Vector import Vector
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from cura import LayerData
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from cura import LayerDataDecorator
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import numpy
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import struct
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catalog = i18nCatalog("cura")
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class ProcessSlicedObjectListJob(Job):
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def __init__(self, message):
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super().__init__()
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self._message = message
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self._scene = Application.getInstance().getController().getScene()
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self._progress = None
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self._abort_requested = False
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## Aborts the processing of layers.
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#
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# This abort is made on a best-effort basis, meaning that the actual
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# job thread will check once in a while to see whether an abort is
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# requested and then stop processing by itself. There is no guarantee
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# that the abort will stop the job any time soon or even at all.
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def abort(self):
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self._abort_requested = True
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def run(self):
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if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
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self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, -1)
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self._progress.show()
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Job.yieldThread()
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if self._abort_requested:
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if self._progress:
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self._progress.hide()
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return
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Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)
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object_id_map = {}
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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 node.callDecoration("getLayerData"):
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self._scene.getRoot().removeChild(node)
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else:
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object_id_map[id(node)] = node
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Job.yieldThread()
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if self._abort_requested:
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if self._progress:
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self._progress.hide()
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return
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settings = Application.getInstance().getMachineManager().getWorkingProfile()
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mesh = MeshData()
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layer_data = LayerData.LayerData()
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layer_count = 0
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for i in range(self._message.repeatedMessageCount("objects")):
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layer_count += self._message.getRepeatedMessage("objects", i).repeatedMessageCount("layers")
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current_layer = 0
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for i in range(self._message.repeatedMessageCount("objects")):
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object = self._message.getRepeatedMessage("objects", i)
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try:
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node = object_id_map[object.id]
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except KeyError:
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continue
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for l in range(object.repeatedMessageCount("layers")):
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layer = object.getRepeatedMessage("layers", l)
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layer_data.addLayer(layer.id)
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layer_data.setLayerHeight(layer.id, layer.height)
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layer_data.setLayerThickness(layer.id, layer.thickness)
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for p in range(layer.repeatedMessageCount("polygons")):
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polygon = layer.getRepeatedMessage("polygons", p)
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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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# Create a new 3D-array, copy the 2D points over and insert the right height.
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# This uses manual array creation + copy rather than numpy.insert since this is
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# faster.
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new_points = numpy.empty((len(points), 3), numpy.float32)
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new_points[:,0] = points[:,0]
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new_points[:,1] = layer.height
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new_points[:,2] = -points[:,1]
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new_points /= 1000
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layer_data.addPolygon(layer.id, polygon.type, new_points, polygon.line_width)
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Job.yieldThread()
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Job.yieldThread()
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current_layer += 1
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progress = (current_layer / layer_count) * 100
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# TODO: Rebuild the layer data mesh once the layer has been processed.
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# This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh.
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if self._abort_requested:
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if self._progress:
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self._progress.hide()
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return
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if self._progress:
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self._progress.setProgress(progress)
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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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layer_data.build()
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if self._abort_requested:
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if self._progress:
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self._progress.hide()
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return
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#Add layerdata decorator to scene node to indicate that the node has layerdata
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decorator = LayerDataDecorator.LayerDataDecorator()
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decorator.setLayerData(layer_data)
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new_node.addDecorator(decorator)
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new_node.setMeshData(mesh)
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new_node.setParent(self._scene.getRoot()) #Note: After this we can no longer abort!
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if not settings.getSettingValue("machine_center_is_zero"):
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new_node.setPosition(Vector(-settings.getSettingValue("machine_width") / 2, 0.0, settings.getSettingValue("machine_depth") / 2))
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if self._progress:
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self._progress.setProgress(100)
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view = Application.getInstance().getController().getActiveView()
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if view.getPluginId() == "LayerView":
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view.resetLayerData()
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if self._progress:
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self._progress.hide()
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def _onActiveViewChanged(self):
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if self.isRunning():
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if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
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if not self._progress:
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self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, 0)
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if self._progress.getProgress() != 100:
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self._progress.show()
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else:
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if self._progress:
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self._progress.hide()
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