mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-06 22:47:29 -06:00
Merge branch 'feature_layerview_ghosts' into ghosts
# Conflicts: # plugins/LayerView/LayerView.py
This commit is contained in:
commit
7bca6a648a
5 changed files with 406 additions and 233 deletions
|
@ -1,26 +1,21 @@
|
|||
# Copyright (c) 2015 Ultimaker B.V.
|
||||
# Cura is released under the terms of the AGPLv3 or higher.
|
||||
|
||||
from UM.PluginRegistry import PluginRegistry
|
||||
from UM.View.View import View
|
||||
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
|
||||
from UM.Resources import Resources
|
||||
from UM.Event import Event, KeyEvent
|
||||
from UM.Signal import Signal
|
||||
from UM.Scene.Selection import Selection
|
||||
from UM.Math.Color import Color
|
||||
from UM.Mesh.MeshBuilder import MeshBuilder
|
||||
from UM.Job import Job
|
||||
from UM.Preferences import Preferences
|
||||
from UM.Logger import Logger
|
||||
from UM.Scene.SceneNode import SceneNode
|
||||
from UM.View.RenderBatch import RenderBatch
|
||||
from UM.View.GL.OpenGL import OpenGL
|
||||
from UM.Message import Message
|
||||
from UM.Application import Application
|
||||
|
||||
from cura.ConvexHullNode import ConvexHullNode
|
||||
|
||||
from PyQt5.QtCore import Qt, QTimer
|
||||
from PyQt5.QtCore import Qt
|
||||
from PyQt5.QtWidgets import QApplication
|
||||
|
||||
from . import LayerViewProxy
|
||||
|
@ -28,62 +23,42 @@ from . import LayerViewProxy
|
|||
from UM.i18n import i18nCatalog
|
||||
catalog = i18nCatalog("cura")
|
||||
|
||||
import numpy
|
||||
from . import LayerPass
|
||||
|
||||
import os.path
|
||||
|
||||
## View used to display g-code paths.
|
||||
class LayerView(View):
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
self._shader = None
|
||||
self._ghost_shader = None
|
||||
self._num_layers = 0
|
||||
self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100)
|
||||
self._proxy = LayerViewProxy.LayerViewProxy()
|
||||
self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
|
||||
self._max_layers = 0
|
||||
self._current_layer_num = 0
|
||||
self._current_layer_mesh = None
|
||||
self._current_layer_jumps = None
|
||||
self._top_layers_job = None
|
||||
self._activity = False
|
||||
self._old_max_layers = 0
|
||||
self._global_container_stack = None
|
||||
|
||||
Preferences.getInstance().addPreference("view/top_layer_count", 5)
|
||||
Preferences.getInstance().addPreference("view/only_show_top_layers", False)
|
||||
Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
|
||||
self._ghost_shader = None
|
||||
self._layer_pass = None
|
||||
self._composite_pass = None
|
||||
self._old_layer_bindings = None
|
||||
self._layerview_composite_shader = None
|
||||
self._old_composite_shader = None
|
||||
|
||||
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
|
||||
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
|
||||
self._busy = False
|
||||
|
||||
self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"))
|
||||
|
||||
def getLayerPass(self):
|
||||
if not self._layer_pass:
|
||||
# Currently the RenderPass constructor requires a size > 0
|
||||
# This should be fixed in RenderPass's constructor.
|
||||
self._layer_pass = LayerPass.LayerPass(1, 1)
|
||||
self.getRenderer().addRenderPass(self._layer_pass)
|
||||
return self._layer_pass
|
||||
|
||||
def getActivity(self):
|
||||
return self._activity
|
||||
|
||||
def getCurrentLayer(self):
|
||||
return self._current_layer_num
|
||||
|
||||
def _onSceneChanged(self, node):
|
||||
self.calculateMaxLayers()
|
||||
|
||||
def getMaxLayers(self):
|
||||
return self._max_layers
|
||||
|
||||
busyChanged = Signal()
|
||||
|
||||
def isBusy(self):
|
||||
return self._busy
|
||||
|
||||
def setBusy(self, busy):
|
||||
if busy != self._busy:
|
||||
self._busy = busy
|
||||
self.busyChanged.emit()
|
||||
|
||||
def resetLayerData(self):
|
||||
self._current_layer_mesh = None
|
||||
self._current_layer_jumps = None
|
||||
## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
|
||||
# as this caused some issues.
|
||||
def getProxy(self, engine, script_engine):
|
||||
return self._proxy
|
||||
|
||||
def beginRendering(self):
|
||||
scene = self.getController().getScene()
|
||||
|
@ -91,7 +66,7 @@ class LayerView(View):
|
|||
|
||||
if not self._ghost_shader:
|
||||
self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
|
||||
self._ghost_shader.setUniformValue("u_color", Color(0, 0, 0, 64))
|
||||
self._ghost_shader.setUniformValue("u_color", Color(32, 32, 32, 96))
|
||||
|
||||
for node in DepthFirstIterator(scene.getRoot()):
|
||||
# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
|
||||
|
@ -101,84 +76,7 @@ class LayerView(View):
|
|||
|
||||
if not node.render(renderer):
|
||||
if node.getMeshData() and node.isVisible():
|
||||
renderer.queueNode(node,
|
||||
shader = self._ghost_shader,
|
||||
type = RenderBatch.RenderType.Transparent )
|
||||
|
||||
for node in DepthFirstIterator(scene.getRoot()):
|
||||
if type(node) is SceneNode:
|
||||
if node.getMeshData() and node.isVisible():
|
||||
layer_data = node.callDecoration("getLayerData")
|
||||
if not layer_data:
|
||||
continue
|
||||
|
||||
# Render all layers below a certain number as line mesh instead of vertices.
|
||||
if self._current_layer_num - self._solid_layers > -1 and not self._only_show_top_layers:
|
||||
start = 0
|
||||
end = 0
|
||||
element_counts = layer_data.getElementCounts()
|
||||
for layer, counts in element_counts.items():
|
||||
if layer + self._solid_layers > self._current_layer_num:
|
||||
break
|
||||
end += counts
|
||||
|
||||
# This uses glDrawRangeElements internally to only draw a certain range of lines.
|
||||
renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
|
||||
|
||||
if self._current_layer_mesh:
|
||||
renderer.queueNode(node, mesh = self._current_layer_mesh)
|
||||
|
||||
if self._current_layer_jumps:
|
||||
renderer.queueNode(node, mesh = self._current_layer_jumps)
|
||||
|
||||
def setLayer(self, value):
|
||||
if self._current_layer_num != value:
|
||||
self._current_layer_num = value
|
||||
if self._current_layer_num < 0:
|
||||
self._current_layer_num = 0
|
||||
if self._current_layer_num > self._max_layers:
|
||||
self._current_layer_num = self._max_layers
|
||||
|
||||
self._startUpdateTopLayers()
|
||||
|
||||
self.currentLayerNumChanged.emit()
|
||||
|
||||
def calculateMaxLayers(self):
|
||||
scene = self.getController().getScene()
|
||||
self._activity = True
|
||||
|
||||
self._old_max_layers = self._max_layers
|
||||
## Recalculate num max layers
|
||||
new_max_layers = 0
|
||||
for node in DepthFirstIterator(scene.getRoot()):
|
||||
layer_data = node.callDecoration("getLayerData")
|
||||
if not layer_data:
|
||||
continue
|
||||
|
||||
if new_max_layers < len(layer_data.getLayers()):
|
||||
new_max_layers = len(layer_data.getLayers()) - 1
|
||||
|
||||
if new_max_layers > 0 and new_max_layers != self._old_max_layers:
|
||||
self._max_layers = new_max_layers
|
||||
|
||||
# The qt slider has a bit of weird behavior that if the maxvalue needs to be changed first
|
||||
# if it's the largest value. If we don't do this, we can have a slider block outside of the
|
||||
# slider.
|
||||
if new_max_layers > self._current_layer_num:
|
||||
self.maxLayersChanged.emit()
|
||||
self.setLayer(int(self._max_layers))
|
||||
else:
|
||||
self.setLayer(int(self._max_layers))
|
||||
self.maxLayersChanged.emit()
|
||||
self._startUpdateTopLayers()
|
||||
|
||||
maxLayersChanged = Signal()
|
||||
currentLayerNumChanged = Signal()
|
||||
|
||||
## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
|
||||
# as this caused some issues.
|
||||
def getProxy(self, engine, script_engine):
|
||||
return self._proxy
|
||||
renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
|
||||
|
||||
def endRendering(self):
|
||||
pass
|
||||
|
@ -188,22 +86,40 @@ class LayerView(View):
|
|||
ctrl_is_active = modifiers == Qt.ControlModifier
|
||||
if event.type == Event.KeyPressEvent and ctrl_is_active:
|
||||
if event.key == KeyEvent.UpKey:
|
||||
self.setLayer(self._current_layer_num + 1)
|
||||
self.getLayerPass().setLayer(self._current_layer_num + 1)
|
||||
return True
|
||||
if event.key == KeyEvent.DownKey:
|
||||
self.setLayer(self._current_layer_num - 1)
|
||||
self.getLayerPass().setLayer(self._current_layer_num - 1)
|
||||
return True
|
||||
|
||||
if event.type == Event.ViewActivateEvent:
|
||||
Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged)
|
||||
self._onGlobalStackChanged()
|
||||
|
||||
if event.type == Event.ViewActivateEvent:
|
||||
# Make sure the LayerPass is created
|
||||
self.getLayerPass()
|
||||
|
||||
if not self._layerview_composite_shader:
|
||||
self._layerview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layerview_composite.shader"))
|
||||
|
||||
if not self._composite_pass:
|
||||
self._composite_pass = self.getRenderer().getRenderPass("composite")
|
||||
|
||||
self._old_layer_bindings = self._composite_pass.getLayerBindings()[:] # make a copy so we can restore to it later
|
||||
self._composite_pass.getLayerBindings().append("layerview")
|
||||
self._old_composite_shader = self._composite_pass.getCompositeShader()
|
||||
self._composite_pass.setCompositeShader(self._layerview_composite_shader)
|
||||
|
||||
elif event.type == Event.ViewDeactivateEvent:
|
||||
self._wireprint_warning_message.hide()
|
||||
Application.getInstance().globalContainerStackChanged.disconnect(self._onGlobalStackChanged)
|
||||
if self._global_container_stack:
|
||||
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
|
||||
|
||||
self._composite_pass.setLayerBindings(self._old_layer_bindings)
|
||||
self._composite_pass.setCompositeShader(self._old_composite_shader)
|
||||
|
||||
def _onGlobalStackChanged(self):
|
||||
if self._global_container_stack:
|
||||
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
|
||||
|
@ -220,98 +136,3 @@ class LayerView(View):
|
|||
self._wireprint_warning_message.show()
|
||||
else:
|
||||
self._wireprint_warning_message.hide()
|
||||
|
||||
def _startUpdateTopLayers(self):
|
||||
if self._top_layers_job:
|
||||
self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
|
||||
self._top_layers_job.cancel()
|
||||
|
||||
self.setBusy(True)
|
||||
|
||||
self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
|
||||
self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
|
||||
self._top_layers_job.start()
|
||||
|
||||
def _updateCurrentLayerMesh(self, job):
|
||||
self.setBusy(False)
|
||||
|
||||
if not job.getResult():
|
||||
return
|
||||
self.resetLayerData() # Reset the layer data only when job is done. Doing it now prevents "blinking" data.
|
||||
self._current_layer_mesh = job.getResult().get("layers")
|
||||
self._current_layer_jumps = job.getResult().get("jumps")
|
||||
self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot())
|
||||
|
||||
self._top_layers_job = None
|
||||
|
||||
def _onPreferencesChanged(self, preference):
|
||||
if preference != "view/top_layer_count" and preference != "view/only_show_top_layers":
|
||||
return
|
||||
|
||||
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
|
||||
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
|
||||
|
||||
self._startUpdateTopLayers()
|
||||
|
||||
|
||||
class _CreateTopLayersJob(Job):
|
||||
def __init__(self, scene, layer_number, solid_layers):
|
||||
super().__init__()
|
||||
|
||||
self._scene = scene
|
||||
self._layer_number = layer_number
|
||||
self._solid_layers = solid_layers
|
||||
self._cancel = False
|
||||
|
||||
def run(self):
|
||||
layer_data = None
|
||||
for node in DepthFirstIterator(self._scene.getRoot()):
|
||||
layer_data = node.callDecoration("getLayerData")
|
||||
if layer_data:
|
||||
break
|
||||
|
||||
if self._cancel or not layer_data:
|
||||
return
|
||||
|
||||
layer_mesh = MeshBuilder()
|
||||
for i in range(self._solid_layers):
|
||||
layer_number = self._layer_number - i
|
||||
if layer_number < 0:
|
||||
continue
|
||||
|
||||
try:
|
||||
layer = layer_data.getLayer(layer_number).createMesh()
|
||||
except Exception:
|
||||
Logger.logException("w", "An exception occurred while creating layer mesh.")
|
||||
return
|
||||
|
||||
if not layer or layer.getVertices() is None:
|
||||
continue
|
||||
|
||||
layer_mesh.addIndices(layer_mesh.getVertexCount() + layer.getIndices())
|
||||
layer_mesh.addVertices(layer.getVertices())
|
||||
|
||||
# Scale layer color by a brightness factor based on the current layer number
|
||||
# This will result in a range of 0.5 - 1.0 to multiply colors by.
|
||||
brightness = numpy.ones((1, 4), dtype=numpy.float32) * (2.0 - (i / self._solid_layers)) / 2.0
|
||||
brightness[0, 3] = 1.0
|
||||
layer_mesh.addColors(layer.getColors() * brightness)
|
||||
|
||||
if self._cancel:
|
||||
return
|
||||
|
||||
Job.yieldThread()
|
||||
|
||||
if self._cancel:
|
||||
return
|
||||
|
||||
Job.yieldThread()
|
||||
jump_mesh = layer_data.getLayer(self._layer_number).createJumps()
|
||||
if not jump_mesh or jump_mesh.getVertices() is None:
|
||||
jump_mesh = None
|
||||
|
||||
self.setResult({"layers": layer_mesh.build(), "jumps": jump_mesh})
|
||||
|
||||
def cancel(self):
|
||||
self._cancel = True
|
||||
super().cancel()
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue