mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-07 06:57:28 -06:00
Perform creation of top solid layers in a background thread
This way we have a much more responsive layer view
This commit is contained in:
parent
b9bc14ea09
commit
a60bfa3d32
1 changed files with 93 additions and 50 deletions
|
@ -10,13 +10,15 @@ from UM.Signal import Signal
|
|||
from UM.Scene.Selection import Selection
|
||||
from UM.Math.Color import Color
|
||||
from UM.Mesh.MeshData import MeshData
|
||||
from UM.Job import Job
|
||||
|
||||
from UM.View.RenderBatch import RenderBatch
|
||||
from UM.View.GL.OpenGL import OpenGL
|
||||
|
||||
from cura.ConvexHullNode import ConvexHullNode
|
||||
|
||||
from PyQt5 import QtCore, QtWidgets
|
||||
from PyQt5.QtCore import Qt, QTimer
|
||||
from PyQt5.QtWidgets import QApplication
|
||||
|
||||
from . import LayerViewProxy
|
||||
|
||||
|
@ -34,19 +36,25 @@ class LayerView(View):
|
|||
self._current_layer_num = 10
|
||||
self._current_layer_mesh = None
|
||||
self._current_layer_jumps = None
|
||||
self._top_layers_job = None
|
||||
self._activity = False
|
||||
|
||||
self._solid_layers = 5
|
||||
|
||||
self._top_layer_timer = QTimer()
|
||||
self._top_layer_timer.setInterval(50)
|
||||
self._top_layer_timer.setSingleShot(True)
|
||||
self._top_layer_timer.timeout.connect(self._startUpdateTopLayers)
|
||||
|
||||
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
|
||||
|
||||
|
@ -89,51 +97,11 @@ class LayerView(View):
|
|||
# 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))
|
||||
|
||||
# We currently recreate the current "solid" layers every time a
|
||||
if not self._current_layer_mesh:
|
||||
self._current_layer_mesh = MeshData()
|
||||
for i in range(self._solid_layers):
|
||||
layer = self._current_layer_num - i
|
||||
if layer < 0:
|
||||
continue
|
||||
try:
|
||||
layer_mesh = layer_data.getLayer(layer).createMesh()
|
||||
if not layer_mesh or layer_mesh.getVertices() is None:
|
||||
continue
|
||||
except:
|
||||
continue
|
||||
if self._current_layer_mesh: #Threading thing; Switching between views can cause the current layer mesh to be deleted.
|
||||
self._current_layer_mesh.addVertices(layer_mesh.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 = (2.0 - (i / self._solid_layers)) / 2.0
|
||||
if self._current_layer_mesh:
|
||||
self._current_layer_mesh.addColors(layer_mesh.getColors() * brightness)
|
||||
if self._current_layer_mesh:
|
||||
renderer.queueNode(node, mesh = self._current_layer_mesh)
|
||||
|
||||
if not self._current_layer_jumps:
|
||||
self._current_layer_jumps = MeshData()
|
||||
for i in range(1):
|
||||
layer = self._current_layer_num - i
|
||||
if layer < 0:
|
||||
continue
|
||||
try:
|
||||
layer_mesh = layer_data.getLayer(layer).createJumps()
|
||||
if not layer_mesh or layer_mesh.getVertices() is None:
|
||||
continue
|
||||
except:
|
||||
continue
|
||||
|
||||
self._current_layer_jumps.addVertices(layer_mesh.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 = (2.0 - (i / self._solid_layers)) / 2.0
|
||||
self._current_layer_jumps.addColors(layer_mesh.getColors() * brightness)
|
||||
|
||||
renderer.queueNode(node, mesh = self._current_layer_jumps)
|
||||
if self._current_layer_jumps:
|
||||
renderer.queueNode(node, mesh = self._current_layer_jumps)
|
||||
|
||||
def setLayer(self, value):
|
||||
if self._current_layer_num != value:
|
||||
|
@ -145,6 +113,14 @@ class LayerView(View):
|
|||
|
||||
self._current_layer_mesh = None
|
||||
self._current_layer_jumps = None
|
||||
|
||||
self._top_layer_timer.start()
|
||||
|
||||
if self._top_layers_job:
|
||||
self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
|
||||
self._top_layers_job.cancel()
|
||||
self._top_layers_job = None
|
||||
|
||||
self.currentLayerNumChanged.emit()
|
||||
|
||||
currentLayerNumChanged = Signal()
|
||||
|
@ -180,18 +156,18 @@ class LayerView(View):
|
|||
|
||||
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
|
||||
|
||||
|
||||
def endRendering(self):
|
||||
pass
|
||||
|
||||
|
||||
def event(self, event):
|
||||
modifiers = QtWidgets.QApplication.keyboardModifiers()
|
||||
ctrl_is_active = modifiers == QtCore.Qt.ControlModifier
|
||||
modifiers = QApplication.keyboardModifiers()
|
||||
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)
|
||||
|
@ -199,3 +175,70 @@ class LayerView(View):
|
|||
if event.key == KeyEvent.DownKey:
|
||||
self.setLayer(self._current_layer_num - 1)
|
||||
return True
|
||||
|
||||
def _startUpdateTopLayers(self):
|
||||
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):
|
||||
if not job.getResult():
|
||||
return
|
||||
|
||||
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
|
||||
|
||||
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 not layer_data:
|
||||
continue
|
||||
|
||||
if self._cancel or not layer_data:
|
||||
return
|
||||
|
||||
layer_mesh = MeshData()
|
||||
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()
|
||||
if not layer or layer.getVertices() is None:
|
||||
continue
|
||||
|
||||
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 = (2.0 - (i / self._solid_layers)) / 2.0
|
||||
layer_mesh.addColors(layer.getColors() * brightness)
|
||||
|
||||
if self._cancel:
|
||||
return
|
||||
|
||||
if self._cancel:
|
||||
return
|
||||
|
||||
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, "jumps": jump_mesh })
|
||||
|
||||
def cancel(self):
|
||||
self._cancel = True
|
||||
super().cancel()
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue