mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-07 06:57:28 -06:00
CURA-4526 Add the SimulationView plugin to Cura and deleting LayerView
plugin
This commit is contained in:
parent
0f6d65950a
commit
98d48978a8
24 changed files with 2162 additions and 821 deletions
609
plugins/SimulationView/SimulationView.py
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609
plugins/SimulationView/SimulationView.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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import sys
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from PyQt5.QtCore import Qt
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from PyQt5.QtWidgets import QApplication
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from UM.Application import Application
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from UM.Event import Event, KeyEvent
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from UM.Job import Job
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from UM.Logger import Logger
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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.Mesh.MeshBuilder import MeshBuilder
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from UM.Message import Message
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from UM.PluginRegistry import PluginRegistry
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from UM.Preferences import Preferences
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from UM.Resources import Resources
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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.Scene.Selection import Selection
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from UM.Signal import Signal
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from UM.View.GL.OpenGL import OpenGL
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from UM.View.GL.OpenGLContext import OpenGLContext
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from UM.View.View import View
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from UM.i18n import i18nCatalog
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from cura.ConvexHullNode import ConvexHullNode
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from plugins.SimulationView.NozzleNode import NozzleNode
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from . import SimulationPass, SimulationViewProxy
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catalog = i18nCatalog("cura")
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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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class SimulationView(View):
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# Must match SimulationView.qml
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LAYER_VIEW_TYPE_MATERIAL_TYPE = 0
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LAYER_VIEW_TYPE_LINE_TYPE = 1
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LAYER_VIEW_TYPE_FEEDRATE = 2
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LAYER_VIEW_TYPE_THICKNESS = 3
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def __init__(self):
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super().__init__()
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self._max_layers = 0
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self._current_layer_num = 0
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self._minimum_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._max_paths = 0
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self._current_path_num = 0
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self._minimum_path_num = 0
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self.currentLayerNumChanged.connect(self._onCurrentLayerNumChanged)
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self._busy = False
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self._simulation_running = False
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self._ghost_shader = None
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self._layer_pass = None
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self._composite_pass = None
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self._old_layer_bindings = None
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self._simulationview_composite_shader = None
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self._old_composite_shader = None
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self._global_container_stack = None
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self._proxy = SimulationViewProxy.SimulationViewProxy()
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self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
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self._resetSettings()
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self._legend_items = None
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self._show_travel_moves = False
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self._nozzle_node = 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().addPreference("view/force_layer_view_compatibility_mode", False)
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Preferences.getInstance().addPreference("layerview/layer_view_type", 0)
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Preferences.getInstance().addPreference("layerview/extruder_opacities", "")
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Preferences.getInstance().addPreference("layerview/show_travel_moves", False)
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Preferences.getInstance().addPreference("layerview/show_helpers", True)
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Preferences.getInstance().addPreference("layerview/show_skin", True)
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Preferences.getInstance().addPreference("layerview/show_infill", True)
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Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
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self._updateWithPreferences()
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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._compatibility_mode = True # for safety
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self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"),
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title = catalog.i18nc("@info:title", "Simulation View"))
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def _resetSettings(self):
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self._layer_view_type = 0 # 0 is material color, 1 is color by linetype, 2 is speed
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self._extruder_count = 0
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self._extruder_opacity = [1.0, 1.0, 1.0, 1.0]
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self._show_travel_moves = 0
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self._show_helpers = 1
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self._show_skin = 1
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self._show_infill = 1
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self.resetLayerData()
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def getActivity(self):
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return self._activity
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def setActivity(self, activity):
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if self._activity == activity:
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return
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self._activity = activity
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self.activityChanged.emit()
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def getSimulationPass(self):
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if not self._layer_pass:
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# Currently the RenderPass constructor requires a size > 0
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# This should be fixed in RenderPass's constructor.
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self._layer_pass = SimulationPass.SimulationPass(1, 1)
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self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode"))
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self._layer_pass.setSimulationView(self)
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return self._layer_pass
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def getCurrentLayer(self):
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return self._current_layer_num
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def getMinimumLayer(self):
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return self._minimum_layer_num
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def getMaxLayers(self):
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return self._max_layers
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def getCurrentPath(self):
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return self._current_path_num
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def getMinimumPath(self):
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return self._minimum_path_num
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def getMaxPaths(self):
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return self._max_paths
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def getNozzleNode(self):
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if not self._nozzle_node:
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self._nozzle_node = NozzleNode()
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return self._nozzle_node
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def _onSceneChanged(self, node):
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self.setActivity(False)
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self.calculateMaxLayers()
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def isBusy(self):
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return self._busy
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def setBusy(self, busy):
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if busy != self._busy:
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self._busy = busy
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self.busyChanged.emit()
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def isSimulationRunning(self):
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return self._simulation_running
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def setSimulationRunning(self, running):
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self._simulation_running = running
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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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self._max_feedrate = sys.float_info.min
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self._min_feedrate = sys.float_info.max
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self._max_thickness = sys.float_info.min
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self._min_thickness = sys.float_info.max
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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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if not self._ghost_shader:
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self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._ghost_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_ghost").getRgb()))
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for node in DepthFirstIterator(scene.getRoot()):
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# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
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# However, it is somewhat relevant when the node is selected, so do render it then.
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if type(node) is ConvexHullNode and not Selection.isSelected(node.getWatchedNode()):
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continue
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if not node.render(renderer):
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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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if self._current_layer_num < self._minimum_layer_num:
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self._minimum_layer_num = self._current_layer_num
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self._startUpdateTopLayers()
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self.currentLayerNumChanged.emit()
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def setMinimumLayer(self, value):
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if self._minimum_layer_num != value:
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self._minimum_layer_num = value
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if self._minimum_layer_num < 0:
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self._minimum_layer_num = 0
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if self._minimum_layer_num > self._max_layers:
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self._minimum_layer_num = self._max_layers
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if self._minimum_layer_num > self._current_layer_num:
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self._current_layer_num = self._minimum_layer_num
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self._startUpdateTopLayers()
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self.currentLayerNumChanged.emit()
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def setPath(self, value):
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if self._current_path_num != value:
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self._current_path_num = value
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if self._current_path_num < 0:
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self._current_path_num = 0
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if self._current_path_num > self._max_paths:
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self._current_path_num = self._max_paths
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if self._current_path_num < self._minimum_path_num:
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self._minimum_path_num = self._current_path_num
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self._startUpdateTopLayers()
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self.currentPathNumChanged.emit()
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def setMinimumPath(self, value):
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if self._minimum_path_num != value:
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self._minimum_path_num = value
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if self._minimum_path_num < 0:
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self._minimum_path_num = 0
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if self._minimum_path_num > self._max_layers:
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self._minimum_path_num = self._max_layers
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if self._minimum_path_num > self._current_path_num:
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self._current_path_num = self._minimum_path_num
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self._startUpdateTopLayers()
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self.currentPathNumChanged.emit()
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## Set the layer view type
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#
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# \param layer_view_type integer as in SimulationView.qml and this class
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def setSimulationViewType(self, layer_view_type):
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self._layer_view_type = layer_view_type
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self.currentLayerNumChanged.emit()
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## Return the layer view type, integer as in SimulationView.qml and this class
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def getSimulationViewType(self):
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return self._layer_view_type
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## Set the extruder opacity
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#
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# \param extruder_nr 0..3
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# \param opacity 0.0 .. 1.0
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def setExtruderOpacity(self, extruder_nr, opacity):
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if 0 <= extruder_nr <= 3:
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self._extruder_opacity[extruder_nr] = opacity
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self.currentLayerNumChanged.emit()
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def getExtruderOpacities(self):
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return self._extruder_opacity
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def setShowTravelMoves(self, show):
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self._show_travel_moves = show
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self.currentLayerNumChanged.emit()
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def getShowTravelMoves(self):
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return self._show_travel_moves
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def setShowHelpers(self, show):
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self._show_helpers = show
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self.currentLayerNumChanged.emit()
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def getShowHelpers(self):
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return self._show_helpers
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def setShowSkin(self, show):
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self._show_skin = show
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self.currentLayerNumChanged.emit()
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def getShowSkin(self):
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return self._show_skin
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def setShowInfill(self, show):
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self._show_infill = show
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self.currentLayerNumChanged.emit()
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def getShowInfill(self):
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return self._show_infill
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def getCompatibilityMode(self):
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return self._compatibility_mode
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def getExtruderCount(self):
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return self._extruder_count
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def getMinFeedrate(self):
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return self._min_feedrate
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def getMaxFeedrate(self):
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return self._max_feedrate
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def getMinThickness(self):
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return self._min_thickness
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def getMaxThickness(self):
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return self._max_thickness
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def calculateMaxLayers(self):
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scene = self.getController().getScene()
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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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self.setActivity(True)
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min_layer_number = sys.maxsize
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max_layer_number = -sys.maxsize
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for layer_id in layer_data.getLayers():
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# Store the max and min feedrates and thicknesses for display purposes
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for p in layer_data.getLayer(layer_id).polygons:
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self._max_feedrate = max(float(p.lineFeedrates.max()), self._max_feedrate)
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self._min_feedrate = min(float(p.lineFeedrates.min()), self._min_feedrate)
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self._max_thickness = max(float(p.lineThicknesses.max()), self._max_thickness)
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self._min_thickness = min(float(p.lineThicknesses.min()), self._min_thickness)
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if max_layer_number < layer_id:
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max_layer_number = layer_id
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if min_layer_number > layer_id:
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min_layer_number = layer_id
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layer_count = max_layer_number - min_layer_number
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if new_max_layers < layer_count:
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new_max_layers = layer_count
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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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def calculateMaxPathsOnLayer(self, layer_num):
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# Update the currentPath
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scene = self.getController().getScene()
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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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layer = layer_data.getLayer(layer_num)
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if layer is None:
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return
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new_max_paths = layer.lineMeshElementCount()
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if new_max_paths > 0 and new_max_paths != self._max_paths:
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self._max_paths = new_max_paths
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self.maxPathsChanged.emit()
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self.setPath(int(new_max_paths))
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maxLayersChanged = Signal()
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maxPathsChanged = Signal()
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currentLayerNumChanged = Signal()
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currentPathNumChanged = Signal()
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globalStackChanged = Signal()
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preferencesChanged = Signal()
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busyChanged = Signal()
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activityChanged = 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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return self._proxy
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def endRendering(self):
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pass
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def event(self, event):
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modifiers = QApplication.keyboardModifiers()
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ctrl_is_active = modifiers & Qt.ControlModifier
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shift_is_active = modifiers & Qt.ShiftModifier
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if event.type == Event.KeyPressEvent and ctrl_is_active:
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amount = 10 if shift_is_active else 1
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if event.key == KeyEvent.UpKey:
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self.setLayer(self._current_layer_num + amount)
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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 - amount)
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return True
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if event.type == Event.ViewActivateEvent:
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# Make sure the SimulationPass is created
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layer_pass = self.getSimulationPass()
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self.getRenderer().addRenderPass(layer_pass)
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# Make sure the NozzleNode is add to the root
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nozzle = self.getNozzleNode()
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nozzle.setParent(self.getController().getScene().getRoot())
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nozzle.setVisible(False)
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Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged)
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self._onGlobalStackChanged()
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if not self._simulationview_composite_shader:
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self._simulationview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), "simulationview_composite.shader"))
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theme = Application.getInstance().getTheme()
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self._simulationview_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
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self._simulationview_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
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if not self._composite_pass:
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self._composite_pass = self.getRenderer().getRenderPass("composite")
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self._old_layer_bindings = self._composite_pass.getLayerBindings()[:] # make a copy so we can restore to it later
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self._composite_pass.getLayerBindings().append("simulationview")
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self._old_composite_shader = self._composite_pass.getCompositeShader()
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self._composite_pass.setCompositeShader(self._simulationview_composite_shader)
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elif event.type == Event.ViewDeactivateEvent:
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self._wireprint_warning_message.hide()
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Application.getInstance().globalContainerStackChanged.disconnect(self._onGlobalStackChanged)
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if self._global_container_stack:
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self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
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self._nozzle_node.setParent(None)
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self.getRenderer().removeRenderPass(self._layer_pass)
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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 getCurrentLayerMesh(self):
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return self._current_layer_mesh
|
||||
|
||||
def getCurrentLayerJumps(self):
|
||||
return self._current_layer_jumps
|
||||
|
||||
def _onGlobalStackChanged(self):
|
||||
if self._global_container_stack:
|
||||
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
|
||||
self._global_container_stack = Application.getInstance().getGlobalContainerStack()
|
||||
if self._global_container_stack:
|
||||
self._global_container_stack.propertyChanged.connect(self._onPropertyChanged)
|
||||
self._extruder_count = self._global_container_stack.getProperty("machine_extruder_count", "value")
|
||||
self._onPropertyChanged("wireframe_enabled", "value")
|
||||
self.globalStackChanged.emit()
|
||||
else:
|
||||
self._wireprint_warning_message.hide()
|
||||
|
||||
def _onPropertyChanged(self, key, property_name):
|
||||
if key == "wireframe_enabled" and property_name == "value":
|
||||
if self._global_container_stack.getProperty("wireframe_enabled", "value"):
|
||||
self._wireprint_warning_message.show()
|
||||
else:
|
||||
self._wireprint_warning_message.hide()
|
||||
|
||||
def _onCurrentLayerNumChanged(self):
|
||||
self.calculateMaxPathsOnLayer(self._current_layer_num)
|
||||
|
||||
def _startUpdateTopLayers(self):
|
||||
if not self._compatibility_mode:
|
||||
return
|
||||
|
||||
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")
|
||||
if self._show_travel_moves:
|
||||
self._current_layer_jumps = job.getResult().get("jumps")
|
||||
self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot())
|
||||
|
||||
self._top_layers_job = None
|
||||
|
||||
def _updateWithPreferences(self):
|
||||
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._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool(
|
||||
Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode"))
|
||||
|
||||
self.setSimulationViewType(int(float(Preferences.getInstance().getValue("layerview/layer_view_type"))));
|
||||
|
||||
for extruder_nr, extruder_opacity in enumerate(Preferences.getInstance().getValue("layerview/extruder_opacities").split("|")):
|
||||
try:
|
||||
opacity = float(extruder_opacity)
|
||||
except ValueError:
|
||||
opacity = 1.0
|
||||
self.setExtruderOpacity(extruder_nr, opacity)
|
||||
|
||||
self.setShowTravelMoves(bool(Preferences.getInstance().getValue("layerview/show_travel_moves")))
|
||||
self.setShowHelpers(bool(Preferences.getInstance().getValue("layerview/show_helpers")))
|
||||
self.setShowSkin(bool(Preferences.getInstance().getValue("layerview/show_skin")))
|
||||
self.setShowInfill(bool(Preferences.getInstance().getValue("layerview/show_infill")))
|
||||
|
||||
self._startUpdateTopLayers()
|
||||
self.preferencesChanged.emit()
|
||||
|
||||
def _onPreferencesChanged(self, preference):
|
||||
if preference not in {
|
||||
"view/top_layer_count",
|
||||
"view/only_show_top_layers",
|
||||
"view/force_layer_view_compatibility_mode",
|
||||
"layerview/layer_view_type",
|
||||
"layerview/extruder_opacities",
|
||||
"layerview/show_travel_moves",
|
||||
"layerview/show_helpers",
|
||||
"layerview/show_skin",
|
||||
"layerview/show_infill",
|
||||
}:
|
||||
return
|
||||
|
||||
self._updateWithPreferences()
|
||||
|
||||
|
||||
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