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Use the new layer message properties to properly create layers
Now we use the height as provided by the engine to render the layer at. Contributes to #52
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2 changed files with 74 additions and 21 deletions
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@ -2,7 +2,9 @@
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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.Mesh.MeshData import MeshData
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from UM.Mesh.MeshBuilder import MeshBuilder
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from UM.Math.Color import Color
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from UM.Math.Vector import Vector
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import numpy
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import math
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@ -13,12 +15,19 @@ class LayerData(MeshData):
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self._layers = {}
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self._element_counts = {}
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def addPolygon(self, layer, type, data):
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def addLayer(self, layer):
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if layer not in self._layers:
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self._layers[layer] = []
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self._layers[layer] = Layer(layer)
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p = Polygon(self, type, data)
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self._layers[layer].append(p)
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def addPolygon(self, layer, type, data, line_width):
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if layer not in self._layers:
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self.addLayer(layer)
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p = Polygon(self, type, data, line_width)
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self._layers[layer].polygons.append(p)
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def getLayer(self, layer):
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return self._layers[layer]
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def getLayers(self):
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return self._layers
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@ -26,14 +35,61 @@ class LayerData(MeshData):
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def getElementCounts(self):
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return self._element_counts
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def setLayerHeight(self, layer, height):
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if layer not in self._layers:
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self.addLayer(layer)
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self._layers[layer].setHeight(height)
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def setLayerThickness(self, layer, thickness):
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if layer not in self._layers:
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self.addLayer(layer)
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self._layers[layer].setThickness(thickness)
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def build(self):
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for layer, data in self._layers.items():
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if layer not in self._element_counts:
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self._element_counts[layer] = []
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data.build()
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for polygon in data:
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polygon.build()
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self._element_counts[layer].append(polygon.elementCount)
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self._element_counts[layer] = data.elementCount
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class Layer():
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def __init__(self, id):
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self._id = id
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self._height = 0.0
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self._thickness = 0.0
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self._polygons = []
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self._element_count = 0
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@property
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def height(self):
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return self._height
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@property
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def thickness(self):
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return self._thickness
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@property
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def polygons(self):
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return self._polygons
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@property
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def elementCount(self):
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return self._element_count
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def setHeight(self, height):
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self._height = height
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def setThickness(self, thickness):
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self._thickness = thickness
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def build(self):
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for polygon in self._polygons:
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if polygon._type == Polygon.InfillType or polygon._type == Polygon.SupportInfillType:
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continue
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polygon.build()
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self._element_count += polygon.elementCount
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class Polygon():
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NoneType = 0
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@ -32,22 +32,24 @@ class ProcessSlicedObjectListJob(Job):
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settings = Application.getInstance().getActiveMachine()
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layerHeight = settings.getSettingValueByKey("layer_height")
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mesh = MeshData()
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for object in self._message.objects:
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try:
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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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layerData.addLayer(layer.id)
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layerData.setLayerHeight(layer.id, layer.height)
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layerData.setLayerThickness(layer.id, layer.thickness)
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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 = numpy.insert(points, 1, (layer.height / 1000), axis = 1)
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points[:,2] *= -1
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@ -55,16 +57,11 @@ class ProcessSlicedObjectListJob(Job):
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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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# 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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