Merge pull request #7971 from Ultimaker/CURA-7106-Speedup-multiple-objects-on-build-plate

CURA-7106 Speedup multiple objects on build plate
This commit is contained in:
Konstantinos Karmas 2020-06-29 12:36:02 +02:00 committed by GitHub
commit c6fd25e7e9
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 229 additions and 158 deletions

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@ -1,5 +1,6 @@
# Copyright (c) 2019 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from PyQt5.QtCore import QCoreApplication
from UM.Application import Application
from UM.Job import Job
@ -94,6 +95,7 @@ class ArrangeObjectsJob(Job):
status_message.setProgress((idx + 1) / len(nodes_arr) * 100)
Job.yieldThread()
QCoreApplication.processEvents()
grouped_operation.push()

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@ -92,6 +92,8 @@ class BuildVolume(SceneNode):
self._adhesion_type = None # type: Any
self._platform = Platform(self)
self._edge_disallowed_size = None
self._build_volume_message = Message(catalog.i18nc("@info:status",
"The build volume height has been reduced due to the value of the"
" \"Print Sequence\" setting to prevent the gantry from colliding"
@ -106,8 +108,6 @@ class BuildVolume(SceneNode):
self._application.globalContainerStackChanged.connect(self._onStackChanged)
self._onStackChanged()
self._engine_ready = False
self._application.engineCreatedSignal.connect(self._onEngineCreated)
@ -118,7 +118,7 @@ class BuildVolume(SceneNode):
self._scene_objects = set() # type: Set[SceneNode]
self._scene_change_timer = QTimer()
self._scene_change_timer.setInterval(100)
self._scene_change_timer.setInterval(200)
self._scene_change_timer.setSingleShot(True)
self._scene_change_timer.timeout.connect(self._onSceneChangeTimerFinished)
@ -747,6 +747,7 @@ class BuildVolume(SceneNode):
self._error_areas = []
used_extruders = ExtruderManager.getInstance().getUsedExtruderStacks()
self._edge_disallowed_size = None # Force a recalculation
disallowed_border_size = self.getEdgeDisallowedSize()
result_areas = self._computeDisallowedAreasStatic(disallowed_border_size, used_extruders) # Normal machine disallowed areas can always be added.
@ -1124,6 +1125,9 @@ class BuildVolume(SceneNode):
if not self._global_container_stack or not self._global_container_stack.extruderList:
return 0
if self._edge_disallowed_size is not None:
return self._edge_disallowed_size
container_stack = self._global_container_stack
used_extruders = ExtruderManager.getInstance().getUsedExtruderStacks()
@ -1139,8 +1143,8 @@ class BuildVolume(SceneNode):
# Now combine our different pieces of data to get the final border size.
# Support expansion is added to the bed adhesion, since the bed adhesion goes around support.
# Support expansion is added to farthest shield distance, since the shields go around support.
border_size = max(move_from_wall_radius, support_expansion + farthest_shield_distance, support_expansion + bed_adhesion_size)
return border_size
self._edge_disallowed_size = max(move_from_wall_radius, support_expansion + farthest_shield_distance, support_expansion + bed_adhesion_size)
return self._edge_disallowed_size
def _clamp(self, value, min_value, max_value):
return max(min(value, max_value), min_value)

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@ -1,4 +1,4 @@
# Copyright (c) 2018 Ultimaker B.V.
# Copyright (c) 2020 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
import time
@ -14,6 +14,7 @@ from UM.Settings.Validator import ValidatorState
import cura.CuraApplication
class MachineErrorChecker(QObject):
"""This class performs setting error checks for the currently active machine.
@ -50,6 +51,8 @@ class MachineErrorChecker(QObject):
self._error_check_timer.setInterval(100)
self._error_check_timer.setSingleShot(True)
self._keys_to_check = set() # type: Set[str]
def initialize(self) -> None:
self._error_check_timer.timeout.connect(self._rescheduleCheck)
@ -103,6 +106,7 @@ class MachineErrorChecker(QObject):
if property_name != "value":
return
self._keys_to_check.add(key)
self.startErrorCheck()
def startErrorCheck(self, *args: Any) -> None:
@ -140,7 +144,10 @@ class MachineErrorChecker(QObject):
# Populate the (stack, key) tuples to check
self._stacks_and_keys_to_check = deque()
for stack in global_stack.extruderList:
for key in stack.getAllKeys():
if not self._keys_to_check:
self._keys_to_check = stack.getAllKeys()
for key in self._keys_to_check:
self._stacks_and_keys_to_check.append((stack, key))
self._application.callLater(self._checkStack)
@ -181,18 +188,25 @@ class MachineErrorChecker(QObject):
validator = validator_type(key)
validation_state = validator(stack)
if validation_state in (ValidatorState.Exception, ValidatorState.MaximumError, ValidatorState.MinimumError, ValidatorState.Invalid):
# Finish
self._setResult(True)
# Since we don't know if any of the settings we didn't check is has an error value, store the list for the
# next check.
keys_to_recheck = {setting_key for stack, setting_key in self._stacks_and_keys_to_check}
keys_to_recheck.add(key)
self._setResult(True, keys_to_recheck = keys_to_recheck)
return
# Schedule the check for the next key
self._application.callLater(self._checkStack)
def _setResult(self, result: bool) -> None:
def _setResult(self, result: bool, keys_to_recheck = None) -> None:
if result != self._has_errors:
self._has_errors = result
self.hasErrorUpdated.emit()
self._machine_manager.stacksValidationChanged.emit()
if keys_to_recheck is None:
self._keys_to_check = set()
else:
self._keys_to_check = keys_to_recheck
self._need_to_check = False
self._check_in_progress = False
self.needToWaitForResultChanged.emit()

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@ -4,6 +4,8 @@
import copy
from typing import List
from PyQt5.QtCore import QCoreApplication
from UM.Job import Job
from UM.Operations.GroupedOperation import GroupedOperation
from UM.Message import Message
@ -93,8 +95,9 @@ class MultiplyObjectsJob(Job):
nodes.append(new_node)
current_progress += 1
status_message.setProgress((current_progress / total_progress) * 100)
QCoreApplication.processEvents()
Job.yieldThread()
QCoreApplication.processEvents()
Job.yieldThread()
if nodes:

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@ -54,7 +54,7 @@ class PickingPass(RenderPass):
# Fill up the batch with objects that can be sliced. `
for node in DepthFirstIterator(self._scene.getRoot()): #type: ignore #Ignore type error because iter() should get called automatically by Python syntax.
if node.callDecoration("isSliceable") and node.getMeshData() and node.isVisible():
batch.addItem(node.getWorldTransformation(), node.getMeshData())
batch.addItem(node.getWorldTransformation(copy = False), node.getMeshData())
self.bind()
batch.render(self._scene.getActiveCamera())

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@ -114,12 +114,12 @@ class PreviewPass(RenderPass):
1.0]
uniforms["diffuse_color"] = prettier_color(diffuse_color)
uniforms["diffuse_color_2"] = diffuse_color2
batch_support_mesh.addItem(node.getWorldTransformation(), node.getMeshData(), uniforms = uniforms)
batch_support_mesh.addItem(node.getWorldTransformation(copy = False), node.getMeshData(), uniforms = uniforms)
else:
# Normal scene node
uniforms = {}
uniforms["diffuse_color"] = prettier_color(cast(CuraSceneNode, node).getDiffuseColor())
batch.addItem(node.getWorldTransformation(), node.getMeshData(), uniforms = uniforms)
batch.addItem(node.getWorldTransformation(copy = False), node.getMeshData(), uniforms = uniforms)
self.bind()

View file

@ -53,6 +53,8 @@ class ConvexHullDecorator(SceneNodeDecorator):
CuraApplication.getInstance().getController().toolOperationStarted.connect(self._onChanged)
CuraApplication.getInstance().getController().toolOperationStopped.connect(self._onChanged)
self._root = Application.getInstance().getController().getScene().getRoot()
self._onGlobalStackChanged()
def createRecomputeConvexHullTimer(self) -> None:
@ -198,23 +200,16 @@ class ConvexHullDecorator(SceneNodeDecorator):
CuraApplication.getInstance().callLater(self.recomputeConvexHullDelayed)
def recomputeConvexHull(self) -> None:
controller = Application.getInstance().getController()
root = controller.getScene().getRoot()
if self._node is None or controller.isToolOperationActive() or not self.__isDescendant(root, self._node):
# If the tool operation is still active, we need to compute the convex hull later after the controller is
# no longer active.
if controller.isToolOperationActive():
self.recomputeConvexHullDelayed()
return
if self._node is None or not self.__isDescendant(self._root, self._node):
if self._convex_hull_node:
# Convex hull node still exists, but the node is removed or no longer in the scene.
self._convex_hull_node.setParent(None)
self._convex_hull_node = None
return
if self._convex_hull_node:
self._convex_hull_node.setParent(None)
hull_node = ConvexHullNode.ConvexHullNode(self._node, self.getPrintingArea(), self._raft_thickness, root)
hull_node = ConvexHullNode.ConvexHullNode(self._node, self.getPrintingArea(), self._raft_thickness, self._root)
self._convex_hull_node = hull_node
def _onSettingValueChanged(self, key: str, property_name: str) -> None:
@ -273,7 +268,7 @@ class ConvexHullDecorator(SceneNodeDecorator):
if mesh is None:
return Polygon([]) # Node has no mesh data, so just return an empty Polygon.
world_transform = self._node.getWorldTransformation()
world_transform = self._node.getWorldTransformation(copy= False)
# Check the cache
if mesh is self._2d_convex_hull_mesh and world_transform == self._2d_convex_hull_mesh_world_transform:

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@ -57,13 +57,20 @@ class ConvexHullNode(SceneNode):
self._hull = hull
if self._hull:
hull_mesh_builder = MeshBuilder()
if self._thickness == 0:
if hull_mesh_builder.addConvexPolygon(
self._hull.getPoints()[::], # bottom layer is reversed
self._mesh_height, color = self._color):
if hull_mesh_builder.addConvexPolygonExtrusion(
self._hull.getPoints()[::-1], # bottom layer is reversed
self._mesh_height - thickness, self._mesh_height, color = self._color):
hull_mesh = hull_mesh_builder.build()
self.setMeshData(hull_mesh)
else:
if hull_mesh_builder.addConvexPolygonExtrusion(
self._hull.getPoints()[::-1], # bottom layer is reversed
self._mesh_height - thickness, self._mesh_height, color = self._color):
hull_mesh = hull_mesh_builder.build()
self.setMeshData(hull_mesh)
hull_mesh = hull_mesh_builder.build()
self.setMeshData(hull_mesh)
def getHull(self):
return self._hull
@ -79,15 +86,15 @@ class ConvexHullNode(SceneNode):
ConvexHullNode.shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
ConvexHullNode.shader.setUniformValue("u_diffuseColor", self._color)
ConvexHullNode.shader.setUniformValue("u_opacity", 0.6)
if self.getParent():
if self.getMeshData() and isinstance(self._node, SceneNode) and self._node.callDecoration("getBuildPlateNumber") == Application.getInstance().getMultiBuildPlateModel().activeBuildPlate:
# The object itself (+ adhesion in one-at-a-time mode)
renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8)
if self._convex_hull_head_mesh:
# The full head. Rendered as a hint to the user: If this area overlaps another object A; this object
# cannot be printed after A, because the head would hit A while printing the current object
renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
batch = renderer.getNamedBatch("convex_hull_node")
if not batch:
batch = renderer.createRenderBatch(transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8)
renderer.addRenderBatch(batch, name = "convex_hull_node")
batch.addItem(self.getWorldTransformation(copy = False), self.getMeshData())
if self._convex_hull_head_mesh:
# The full head. Rendered as a hint to the user: If this area overlaps another object A; this object
# cannot be printed after A, because the head would hit A while printing the current object
renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
return True
@ -97,7 +104,3 @@ class ConvexHullNode(SceneNode):
convex_hull_head_builder = MeshBuilder()
convex_hull_head_builder.addConvexPolygon(convex_hull_head.getPoints(), self._mesh_height - self._thickness)
self._convex_hull_head_mesh = convex_hull_head_builder.build()
if not node:
return

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@ -118,7 +118,7 @@ class CuraSceneNode(SceneNode):
self._aabb = None
if self._mesh_data:
self._aabb = self._mesh_data.getExtents(self.getWorldTransformation())
self._aabb = self._mesh_data.getExtents(self.getWorldTransformation(copy = False))
else: # If there is no mesh_data, use a bounding box that encompasses the local (0,0,0)
position = self.getWorldPosition()
self._aabb = AxisAlignedBox(minimum = position, maximum = position)
@ -139,7 +139,7 @@ class CuraSceneNode(SceneNode):
"""Taken from SceneNode, but replaced SceneNode with CuraSceneNode"""
copy = CuraSceneNode(no_setting_override = True) # Setting override will be added later
copy.setTransformation(self.getLocalTransformation())
copy.setTransformation(self.getLocalTransformation(copy= False))
copy.setMeshData(self._mesh_data)
copy.setVisible(cast(bool, deepcopy(self._visible, memo)))
copy._selectable = cast(bool, deepcopy(self._selectable, memo))

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@ -204,49 +204,50 @@ class ExtruderManager(QObject):
# If no extruders are registered in the extruder manager yet, return an empty array
if len(self.extruderIds) == 0:
return []
number_active_extruders = len([extruder for extruder in self.getActiveExtruderStacks() if extruder.isEnabled])
# Get the extruders of all printable meshes in the scene
meshes = [node for node in DepthFirstIterator(scene_root) if isinstance(node, SceneNode) and node.isSelectable()] #type: ignore #Ignore type error because iter() should get called automatically by Python syntax.
nodes = [node for node in DepthFirstIterator(scene_root) if node.isSelectable() and not node.callDecoration("isAntiOverhangMesh") and not node.callDecoration("isSupportMesh")] #type: ignore #Ignore type error because iter() should get called automatically by Python syntax.
# Exclude anti-overhang meshes
mesh_list = []
for mesh in meshes:
stack = mesh.callDecoration("getStack")
if stack is not None and (stack.getProperty("anti_overhang_mesh", "value") or stack.getProperty("support_mesh", "value")):
continue
mesh_list.append(mesh)
for mesh in mesh_list:
extruder_stack_id = mesh.callDecoration("getActiveExtruder")
for node in nodes:
extruder_stack_id = node.callDecoration("getActiveExtruder")
if not extruder_stack_id:
# No per-object settings for this node
extruder_stack_id = self.extruderIds["0"]
used_extruder_stack_ids.add(extruder_stack_id)
if len(used_extruder_stack_ids) == number_active_extruders:
# We're already done. Stop looking.
# Especially with a lot of models on the buildplate, this will speed up things rather dramatically.
break
# Get whether any of them use support.
stack_to_use = mesh.callDecoration("getStack") # if there is a per-mesh stack, we use it
stack_to_use = node.callDecoration("getStack") # if there is a per-mesh stack, we use it
if not stack_to_use:
# if there is no per-mesh stack, we use the build extruder for this mesh
stack_to_use = container_registry.findContainerStacks(id = extruder_stack_id)[0]
support_enabled |= stack_to_use.getProperty("support_enable", "value")
support_bottom_enabled |= stack_to_use.getProperty("support_bottom_enable", "value")
support_roof_enabled |= stack_to_use.getProperty("support_roof_enable", "value")
if not support_enabled:
support_enabled |= stack_to_use.getProperty("support_enable", "value")
if not support_bottom_enabled:
support_bottom_enabled |= stack_to_use.getProperty("support_bottom_enable", "value")
if not support_roof_enabled:
support_roof_enabled |= stack_to_use.getProperty("support_roof_enable", "value")
# Check limit to extruders
limit_to_extruder_feature_list = ["wall_0_extruder_nr",
"wall_x_extruder_nr",
"roofing_extruder_nr",
"top_bottom_extruder_nr",
"infill_extruder_nr",
]
for extruder_nr_feature_name in limit_to_extruder_feature_list:
extruder_nr = int(global_stack.getProperty(extruder_nr_feature_name, "value"))
if extruder_nr == -1:
continue
if str(extruder_nr) not in self.extruderIds:
extruder_nr = int(self._application.getMachineManager().defaultExtruderPosition)
used_extruder_stack_ids.add(self.extruderIds[str(extruder_nr)])
# Check limit to extruders
limit_to_extruder_feature_list = ["wall_0_extruder_nr",
"wall_x_extruder_nr",
"roofing_extruder_nr",
"top_bottom_extruder_nr",
"infill_extruder_nr",
]
for extruder_nr_feature_name in limit_to_extruder_feature_list:
extruder_nr = int(global_stack.getProperty(extruder_nr_feature_name, "value"))
if extruder_nr == -1:
continue
if str(extruder_nr) not in self.extruderIds:
extruder_nr = int(self._application.getMachineManager().defaultExtruderPosition)
used_extruder_stack_ids.add(self.extruderIds[str(extruder_nr)])
# Check support extruders
if support_enabled:

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@ -35,7 +35,7 @@ class SettingOverrideDecorator(SceneNodeDecorator):
"""
_non_thumbnail_visible_settings = {"anti_overhang_mesh", "infill_mesh", "cutting_mesh", "support_mesh"}
def __init__(self):
def __init__(self, *, force_update = True):
super().__init__()
self._stack = PerObjectContainerStack(container_id = "per_object_stack_" + str(id(self)))
self._stack.setDirty(False) # This stack does not need to be saved.
@ -46,6 +46,10 @@ class SettingOverrideDecorator(SceneNodeDecorator):
self._is_non_printing_mesh = False
self._is_non_thumbnail_visible_mesh = False
self._is_support_mesh = False
self._is_cutting_mesh = False
self._is_infill_mesh = False
self._is_anti_overhang_mesh = False
self._stack.propertyChanged.connect(self._onSettingChanged)
@ -53,13 +57,14 @@ class SettingOverrideDecorator(SceneNodeDecorator):
Application.getInstance().globalContainerStackChanged.connect(self._updateNextStack)
self.activeExtruderChanged.connect(self._updateNextStack)
self._updateNextStack()
if force_update:
self._updateNextStack()
def _generateUniqueName(self):
return "SettingOverrideInstanceContainer-%s" % uuid.uuid1()
def __deepcopy__(self, memo):
deep_copy = SettingOverrideDecorator()
deep_copy = SettingOverrideDecorator(force_update = False)
"""Create a fresh decorator object"""
instance_container = copy.deepcopy(self._stack.getContainer(0), memo)
@ -74,11 +79,6 @@ class SettingOverrideDecorator(SceneNodeDecorator):
# Properly set the right extruder on the copy
deep_copy.setActiveExtruder(self._extruder_stack)
# use value from the stack because there can be a delay in signal triggering and "_is_non_printing_mesh"
# has not been updated yet.
deep_copy._is_non_printing_mesh = self._evaluateIsNonPrintingMesh()
deep_copy._is_non_thumbnail_visible_mesh = self._evaluateIsNonThumbnailVisibleMesh()
return deep_copy
def getActiveExtruder(self):
@ -104,7 +104,7 @@ class SettingOverrideDecorator(SceneNodeDecorator):
"""
# for support_meshes, always use the support_extruder
if self.getStack().getProperty("support_mesh", "value"):
if self._is_support_mesh:
global_container_stack = Application.getInstance().getGlobalContainerStack()
if global_container_stack:
return str(global_container_stack.getProperty("support_extruder_nr", "value"))
@ -114,6 +114,30 @@ class SettingOverrideDecorator(SceneNodeDecorator):
container_stack = containers[0]
return container_stack.getMetaDataEntry("position", default=None)
def isCuttingMesh(self):
return self._is_cutting_mesh
def isSupportMesh(self):
return self._is_support_mesh
def isInfillMesh(self):
return self._is_infill_mesh
def isAntiOverhangMesh(self):
return self._is_anti_overhang_mesh
def _evaluateAntiOverhangMesh(self):
return bool(self._stack.userChanges.getProperty("anti_overhang_mesh", "value"))
def _evaluateIsCuttingMesh(self):
return bool(self._stack.userChanges.getProperty("cutting_mesh", "value"))
def _evaluateIsSupportMesh(self):
return bool(self._stack.userChanges.getProperty("support_mesh", "value"))
def _evaluateInfillMesh(self):
return bool(self._stack.userChanges.getProperty("infill_mesh", "value"))
def isNonPrintingMesh(self):
return self._is_non_printing_mesh
@ -132,6 +156,16 @@ class SettingOverrideDecorator(SceneNodeDecorator):
# Trigger slice/need slicing if the value has changed.
self._is_non_printing_mesh = self._evaluateIsNonPrintingMesh()
self._is_non_thumbnail_visible_mesh = self._evaluateIsNonThumbnailVisibleMesh()
if setting_key == "anti_overhang_mesh":
self._is_anti_overhang_mesh = self._evaluateAntiOverhangMesh()
elif setting_key == "support_mesh":
self._is_support_mesh = self._evaluateIsSupportMesh()
elif setting_key == "cutting_mesh":
self._is_cutting_mesh = self._evaluateIsCuttingMesh()
elif setting_key == "infill_mesh":
self._is_infill_mesh = self._evaluateInfillMesh()
Application.getInstance().getBackend().needsSlicing()
Application.getInstance().getBackend().tickle()

View file

@ -98,7 +98,8 @@ class ObjectsModel(ListModel):
return True
def _renameNodes(self, node_info_dict: Dict[str, _NodeInfo]) -> List[SceneNode]:
@staticmethod
def _renameNodes(node_info_dict: Dict[str, _NodeInfo]) -> List[SceneNode]:
# Go through all names and find out the names for all nodes that need to be renamed.
all_nodes = [] # type: List[SceneNode]
for name, node_info in node_info_dict.items():
@ -118,9 +119,7 @@ class ObjectsModel(ListModel):
else:
new_group_name = "{0}#{1}".format(name, current_index)
old_name = node.getName()
node.setName(new_group_name)
Logger.log("d", "Node [%s] renamed to [%s]", old_name, new_group_name)
all_nodes.append(node)
return all_nodes
@ -186,11 +185,18 @@ class ObjectsModel(ListModel):
if per_object_stack:
per_object_settings_count = per_object_stack.getTop().getNumInstances()
for mesh_type in ["anti_overhang_mesh", "infill_mesh", "cutting_mesh", "support_mesh"]:
if per_object_stack.getProperty(mesh_type, "value"):
node_mesh_type = mesh_type
per_object_settings_count -= 1 # do not count this mesh type setting
break
if node.callDecoration("isAntiOverhangMesh"):
node_mesh_type = "anti_overhang_mesh"
per_object_settings_count -= 1 # do not count this mesh type setting
elif node.callDecoration("isSupportMesh"):
node_mesh_type = "support_mesh"
per_object_settings_count -= 1 # do not count this mesh type setting
elif node.callDecoration("isCuttingMesh"):
node_mesh_type = "cutting_mesh"
per_object_settings_count -= 1 # do not count this mesh type setting
elif node.callDecoration("isInfillMesh"):
node_mesh_type = "infill_mesh"
per_object_settings_count -= 1 # do not count this mesh type setting
if per_object_settings_count > 0:
if node_mesh_type == "support_mesh":

View file

@ -29,7 +29,7 @@ class XRayPass(RenderPass):
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
for node in DepthFirstIterator(self._scene.getRoot()):
if isinstance(node, CuraSceneNode) and node.getMeshData() and node.isVisible():
batch.addItem(node.getWorldTransformation(), node.getMeshData())
batch.addItem(node.getWorldTransformation(copy = False), node.getMeshData())
self.bind()