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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16 changed files with 229 additions and 158 deletions

View file

@ -8,12 +8,14 @@ import time
from typing import Any, cast, Dict, List, Optional, Set
import re
import Arcus #For typing.
from PyQt5.QtCore import QCoreApplication
from UM.Job import Job
from UM.Logger import Logger
from UM.Scene.SceneNode import SceneNode
from UM.Settings.ContainerStack import ContainerStack #For typing.
from UM.Settings.InstanceContainer import InstanceContainer
from UM.Settings.Interfaces import ContainerInterface
from UM.Settings.SettingDefinition import SettingDefinition
from UM.Settings.SettingRelation import SettingRelation #For typing.
@ -352,8 +354,7 @@ class StartSliceJob(Job):
result = {}
for key in stack.getAllKeys():
value = stack.getProperty(key, "value")
result[key] = value
result[key] = stack.getProperty(key, "value")
Job.yieldThread()
result["print_bed_temperature"] = result["material_bed_temperature"] # Renamed settings.
@ -373,9 +374,11 @@ class StartSliceJob(Job):
self._all_extruders_settings = {
"-1": self._buildReplacementTokens(global_stack)
}
QCoreApplication.processEvents() # Ensure that the GUI does not freeze.
for extruder_stack in ExtruderManager.getInstance().getActiveExtruderStacks():
extruder_nr = extruder_stack.getProperty("extruder_nr", "value")
self._all_extruders_settings[str(extruder_nr)] = self._buildReplacementTokens(extruder_stack)
QCoreApplication.processEvents() # Ensure that the GUI does not freeze.
def _expandGcodeTokens(self, value: str, default_extruder_nr: int = -1) -> str:
"""Replace setting tokens in a piece of g-code.
@ -420,10 +423,15 @@ class StartSliceJob(Job):
settings["machine_extruder_start_code"] = self._expandGcodeTokens(settings["machine_extruder_start_code"], extruder_nr)
settings["machine_extruder_end_code"] = self._expandGcodeTokens(settings["machine_extruder_end_code"], extruder_nr)
global_definition = cast(ContainerInterface, cast(ContainerStack, stack.getNextStack()).getBottom())
own_definition = cast(ContainerInterface, stack.getBottom())
for key, value in settings.items():
# Do not send settings that are not settable_per_extruder.
if not stack.getProperty(key, "settable_per_extruder"):
continue
# Since these can only be set in definition files, we only have to ask there.
if not global_definition.getProperty(key, "settable_per_extruder") and \
not own_definition.getProperty(key, "settable_per_extruder"):
continue
setting = message.getMessage("settings").addRepeatedMessage("settings")
setting.name = key
setting.value = str(value).encode("utf-8")
@ -454,11 +462,10 @@ class StartSliceJob(Job):
print_temperature_settings = ["material_print_temperature", "material_print_temperature_layer_0", "default_material_print_temperature", "material_initial_print_temperature", "material_final_print_temperature", "material_standby_temperature"]
pattern = r"\{(%s)(,\s?\w+)?\}" % "|".join(print_temperature_settings) # match {setting} as well as {setting, extruder_nr}
settings["material_print_temp_prepend"] = re.search(pattern, start_gcode) == None
# Replace the setting tokens in start and end g-code.
# Use values from the first used extruder by default so we get the expected temperatures
initial_extruder_stack = CuraApplication.getInstance().getExtruderManager().getUsedExtruderStacks()[0]
initial_extruder_nr = initial_extruder_stack.getProperty("extruder_nr", "value")
initial_extruder_nr = CuraApplication.getInstance().getExtruderManager().getInitialExtruderNr()
settings["machine_start_gcode"] = self._expandGcodeTokens(settings["machine_start_gcode"], initial_extruder_nr)
settings["machine_end_gcode"] = self._expandGcodeTokens(settings["machine_end_gcode"], initial_extruder_nr)

View file

@ -199,7 +199,7 @@ class SliceInfo(QObject, Extension):
"maximum": {"x": bounding_box.maximum.x,
"y": bounding_box.maximum.y,
"z": bounding_box.maximum.z}}
model["transformation"] = {"data": str(node.getWorldTransformation().getData()).replace("\n", "")}
model["transformation"] = {"data": str(node.getWorldTransformation(copy = False).getData()).replace("\n", "")}
extruder_position = node.callDecoration("getActiveExtruderPosition")
model["extruder"] = 0 if extruder_position is None else int(extruder_position)

View file

@ -64,7 +64,7 @@ class SolidView(View):
self._old_layer_bindings = None
self._next_xray_checking_time = time.time()
self._xray_checking_update_time = 1.0 # seconds
self._xray_checking_update_time = 30.0 # seconds
self._xray_warning_cooldown = 60 * 10 # reshow Model error message every 10 minutes
self._xray_warning_message = Message(
catalog.i18nc("@info:status", "Your model is not manifold. The highlighted areas indicate either missing or extraneous surfaces."),
@ -103,7 +103,9 @@ class SolidView(View):
except IndexError:
pass
else:
self._support_angle = support_angle_stack.getProperty("support_angle", "value")
angle = support_angle_stack.getProperty("support_angle", "value")
if angle is not None:
self._support_angle = angle
def _checkSetup(self):
if not self._extruders_model:
@ -178,77 +180,77 @@ class SolidView(View):
if global_container_stack:
if Application.getInstance().getPreferences().getValue("view/show_overhang"):
# Make sure the overhang angle is valid before passing it to the shader
if self._support_angle is not None and self._support_angle >= 0 and self._support_angle <= 90:
if self._support_angle >= 0 and self._support_angle <= 90:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - self._support_angle)))
else:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) #Overhang angle of 0 causes no area at all to be marked as overhang.
else:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
disabled_batch = renderer.createRenderBatch(shader = self._disabled_shader)
normal_object_batch = renderer.createRenderBatch(shader = self._enabled_shader)
renderer.addRenderBatch(disabled_batch)
renderer.addRenderBatch(normal_object_batch)
for node in DepthFirstIterator(scene.getRoot()):
if not node.render(renderer):
if node.getMeshData() and node.isVisible() and not node.callDecoration("getLayerData"):
uniforms = {}
shade_factor = 1.0
if node.render(renderer):
continue
per_mesh_stack = node.callDecoration("getStack")
if node.getMeshData() and node.isVisible():
uniforms = {}
shade_factor = 1.0
extruder_index = node.callDecoration("getActiveExtruderPosition")
if extruder_index is None:
extruder_index = "0"
extruder_index = int(extruder_index)
per_mesh_stack = node.callDecoration("getStack")
# Use the support extruder instead of the active extruder if this is a support_mesh
if per_mesh_stack:
if per_mesh_stack.getProperty("support_mesh", "value"):
extruder_index = int(global_container_stack.getExtruderPositionValueWithDefault("support_extruder_nr"))
extruder_index = node.callDecoration("getActiveExtruderPosition")
if extruder_index is None:
extruder_index = "0"
extruder_index = int(extruder_index)
try:
material_color = self._extruders_model.getItem(extruder_index)["color"]
except KeyError:
material_color = self._extruders_model.defaultColors[0]
try:
material_color = self._extruders_model.getItem(extruder_index)["color"]
except KeyError:
material_color = self._extruders_model.defaultColors[0]
if extruder_index != ExtruderManager.getInstance().activeExtruderIndex:
# Shade objects that are printed with the non-active extruder 25% darker
shade_factor = 0.6
if extruder_index != ExtruderManager.getInstance().activeExtruderIndex:
# Shade objects that are printed with the non-active extruder 25% darker
shade_factor = 0.6
try:
# Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs
# an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0])
uniforms["diffuse_color"] = [
shade_factor * int(material_color[1:3], 16) / 255,
shade_factor * int(material_color[3:5], 16) / 255,
shade_factor * int(material_color[5:7], 16) / 255,
1.0
]
try:
# Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs
# an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0])
uniforms["diffuse_color"] = [
shade_factor * int(material_color[1:3], 16) / 255,
shade_factor * int(material_color[3:5], 16) / 255,
shade_factor * int(material_color[5:7], 16) / 255,
1.0
]
# Color the currently selected face-id. (Disable for now.)
#face = Selection.getHoverFace()
uniforms["hover_face"] = -1 #if not face or node != face[0] else face[1]
except ValueError:
pass
# Color the currently selected face-id. (Disable for now.)
#face = Selection.getHoverFace()
uniforms["hover_face"] = -1 #if not face or node != face[0] else face[1]
except ValueError:
pass
if node.callDecoration("isNonPrintingMesh"):
if per_mesh_stack and (per_mesh_stack.getProperty("infill_mesh", "value") or per_mesh_stack.getProperty("cutting_mesh", "value")):
renderer.queueNode(node, shader = self._non_printing_shader, uniforms = uniforms, transparent = True)
else:
renderer.queueNode(node, shader = self._non_printing_shader, transparent = True)
elif getattr(node, "_outside_buildarea", False):
renderer.queueNode(node, shader = self._disabled_shader)
elif per_mesh_stack and per_mesh_stack.getProperty("support_mesh", "value"):
# Render support meshes with a vertical stripe that is darker
shade_factor = 0.6
uniforms["diffuse_color_2"] = [
uniforms["diffuse_color"][0] * shade_factor,
uniforms["diffuse_color"][1] * shade_factor,
uniforms["diffuse_color"][2] * shade_factor,
1.0
]
renderer.queueNode(node, shader = self._support_mesh_shader, uniforms = uniforms)
if node.callDecoration("isNonPrintingMesh"):
if per_mesh_stack and (node.callDecoration("isInfillMesh") or node.callDecoration("isCuttingMesh")):
renderer.queueNode(node, shader = self._non_printing_shader, uniforms = uniforms, transparent = True)
else:
renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
if node.callDecoration("isGroup") and Selection.isSelected(node):
renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = RenderBatch.RenderMode.LineLoop)
renderer.queueNode(node, shader = self._non_printing_shader, transparent = True)
elif getattr(node, "_outside_buildarea", False):
disabled_batch.addItem(node.getWorldTransformation(copy = False), node.getMeshData())
elif per_mesh_stack and node.callDecoration("isSupportMesh"):
# Render support meshes with a vertical stripe that is darker
shade_factor = 0.6
uniforms["diffuse_color_2"] = [
uniforms["diffuse_color"][0] * shade_factor,
uniforms["diffuse_color"][1] * shade_factor,
uniforms["diffuse_color"][2] * shade_factor,
1.0
]
renderer.queueNode(node, shader = self._support_mesh_shader, uniforms = uniforms)
else:
normal_object_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData(), uniforms=uniforms)
if node.callDecoration("isGroup") and Selection.isSelected(node):
renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = RenderBatch.RenderMode.LineLoop)
def endRendering(self):
# check whether the xray overlay is showing badness