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Update build volume when per-object settings change
Requires some multi-levelled trickery to get the event listeners working. This also assumes that the per-object stack decorator is not deleted at any point unless the mesh is deleted (which is currently a correct assumption). If that ever changes though, the harm is just that the update function is still listening on the deleted decorator's stack. Contributes to issue CURA-2625.
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747ade2382
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1 changed files with 26 additions and 8 deletions
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@ -75,8 +75,8 @@ class BuildVolume(SceneNode):
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self._has_errors = False
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Application.getInstance().getController().getScene().sceneChanged.connect(self._onSceneChanged)
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# Number of objects loaded at the moment.
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self._number_of_objects = 0
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#Objects loaded at the moment. We are connected to the property changed events of these objects.
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self._scene_objects = set()
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self._change_timer = QTimer()
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self._change_timer.setInterval(100)
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@ -102,11 +102,28 @@ class BuildVolume(SceneNode):
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def _onChangeTimerFinished(self):
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root = Application.getInstance().getController().getScene().getRoot()
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new_number_of_objects = len([node for node in BreadthFirstIterator(root) if node.getMeshData() and type(node) is SceneNode])
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if new_number_of_objects != self._number_of_objects:
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self._number_of_objects = new_number_of_objects
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new_scene_objects = set(node for node in BreadthFirstIterator(root) if node.getMeshData() and type(node) is SceneNode)
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if new_scene_objects != self._scene_objects:
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for node in new_scene_objects - self._scene_objects: #Nodes that were added to the scene.
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node.decoratorsChanged.connect(self._onNodeDecoratorChanged)
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for node in self._scene_objects - new_scene_objects: #Nodes that were removed from the scene.
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per_mesh_stack = node.callDecoration("getStack")
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if per_mesh_stack:
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per_mesh_stack.propertyChanged.disconnect(self._onSettingPropertyChanged)
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node.decoratorsChanged.disconnect(self._onNodeDecoratorChanged)
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self._scene_objects = new_scene_objects
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self._onSettingPropertyChanged("print_sequence", "value") # Create fake event, so right settings are triggered.
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## Updates the listeners that listen for changes in per-mesh stacks.
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#
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# \param node The node for which the decorators changed.
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def _onNodeDecoratorChanged(self, node):
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print("NODE DECORATOR CHANGED!", node)
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per_mesh_stack = node.callDecoration("getStack")
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if per_mesh_stack:
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per_mesh_stack.propertyChanged.connect(self._onSettingPropertyChanged)
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def setWidth(self, width):
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if width: self._width = width
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@ -320,7 +337,7 @@ class BuildVolume(SceneNode):
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self._width = self._global_container_stack.getProperty("machine_width", "value")
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machine_height = self._global_container_stack.getProperty("machine_height", "value")
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if self._global_container_stack.getProperty("print_sequence", "value") == "one_at_a_time" and self._number_of_objects > 1:
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if self._global_container_stack.getProperty("print_sequence", "value") == "one_at_a_time" and len(self._scene_objects) > 1:
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self._height = min(self._global_container_stack.getProperty("gantry_height", "value"), machine_height)
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if self._height < machine_height:
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self._build_volume_message.show()
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@ -343,7 +360,7 @@ class BuildVolume(SceneNode):
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rebuild_me = False
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if setting_key == "print_sequence":
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machine_height = self._global_container_stack.getProperty("machine_height", "value")
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if Application.getInstance().getGlobalContainerStack().getProperty("print_sequence", "value") == "one_at_a_time" and self._number_of_objects > 1:
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if Application.getInstance().getGlobalContainerStack().getProperty("print_sequence", "value") == "one_at_a_time" and len(self._scene_objects) > 1:
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self._height = min(self._global_container_stack.getProperty("gantry_height", "value"), machine_height)
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if self._height < machine_height:
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self._build_volume_message.show()
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@ -354,7 +371,7 @@ class BuildVolume(SceneNode):
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self._build_volume_message.hide()
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rebuild_me = True
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if setting_key in self._skirt_settings or setting_key in self._prime_settings or setting_key in self._tower_settings or setting_key == "print_sequence" or setting_key in self._ooze_shield_settings or setting_key in self._distance_settings:
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if setting_key in self._skirt_settings or setting_key in self._prime_settings or setting_key in self._tower_settings or setting_key == "print_sequence" or setting_key in self._ooze_shield_settings or setting_key in self._distance_settings or setting_key in self._extruder_settings:
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self._updateDisallowedAreas()
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rebuild_me = True
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@ -703,3 +720,4 @@ class BuildVolume(SceneNode):
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_tower_settings = ["prime_tower_enable", "prime_tower_size", "prime_tower_position_x", "prime_tower_position_y"]
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_ooze_shield_settings = ["ooze_shield_enabled", "ooze_shield_dist"]
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_distance_settings = ["infill_wipe_dist", "travel_avoid_distance", "support_offset", "support_enable", "travel_avoid_other_parts"]
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_extruder_settings = ["support_enable", "support_interface_enable", "support_infill_extruder_nr", "support_extruder_nr_layer_0", "support_interface_extruder_nr", "brim_line_count", "adhesion_extruder_nr", "adhesion_type"] #Settings that can affect which extruders are used.
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