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* 15.10: Properly clear stored layer data Render SupportInfillType so support is rendered correctly again. Fix issues with crash handler and log file creation on Windows Bump version Make the UMO upgrade selection page work properly Update preference dialog to the changed API Disable crash handler if debug mode is not enabled Prevent crashes when centering an object Also disable output device selection when main save button is disabled Fix name of Low Quality profile Fix stdout/stderr output location so we do not output to UM but to cura
262 lines
8.2 KiB
Python
262 lines
8.2 KiB
Python
# Copyright (c) 2015 Ultimaker B.V.
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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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import copy
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class LayerData(MeshData):
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def __init__(self):
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super().__init__()
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self._layers = {}
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self._element_counts = {}
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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] = Layer(layer)
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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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if layer in self._layers:
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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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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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vertex_count = 0
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for layer, data in self._layers.items():
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vertex_count += data.vertexCount()
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vertices = numpy.empty((vertex_count, 3), numpy.float32)
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colors = numpy.empty((vertex_count, 4), numpy.float32)
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indices = numpy.empty((vertex_count, 2), numpy.int32)
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offset = 0
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for layer, data in self._layers.items():
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offset = data.build(offset, vertices, colors, indices)
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self._element_counts[layer] = data.elementCount
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self.addVertices(vertices)
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self.addColors(colors)
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self.addIndices(indices.flatten())
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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 vertexCount(self):
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result = 0
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for polygon in self._polygons:
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result += polygon.vertexCount()
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return result
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def build(self, offset, vertices, colors, indices):
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result = offset
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for polygon in self._polygons:
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if polygon._type == Polygon.InfillType or polygon.type == Polygon.MoveCombingType or polygon.type == Polygon.MoveRetractionType:
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continue
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polygon.build(result, vertices, colors, indices)
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result += polygon.vertexCount()
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self._element_count += polygon.elementCount
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return result
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def createMesh(self):
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return self.createMeshOrJumps(True)
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def createJumps(self):
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return self.createMeshOrJumps(False)
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def createMeshOrJumps(self, make_mesh):
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builder = MeshBuilder()
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for polygon in self._polygons:
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if make_mesh and (polygon.type == Polygon.MoveCombingType or polygon.type == Polygon.MoveRetractionType):
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continue
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if not make_mesh and not (polygon.type == Polygon.MoveCombingType or polygon.type == Polygon.MoveRetractionType):
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continue
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poly_color = polygon.getColor()
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points = numpy.copy(polygon.data)
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if polygon.type == Polygon.InfillType or polygon.type == Polygon.SkinType or polygon.type == Polygon.SupportInfillType:
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points[:,1] -= 0.01
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if polygon.type == Polygon.MoveCombingType or polygon.type == Polygon.MoveRetractionType:
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points[:,1] += 0.01
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# Calculate normals for the entire polygon using numpy.
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normals = numpy.copy(points)
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normals[:,1] = 0.0 # We are only interested in 2D normals
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# Calculate the edges between points.
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# The call to numpy.roll shifts the entire array by one so that
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# we end up subtracting each next point from the current, wrapping
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# around. This gives us the edges from the next point to the current
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# point.
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normals[:] = normals[:] - numpy.roll(normals, -1, axis = 0)
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# Calculate the length of each edge using standard Pythagoras
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lengths = numpy.sqrt(normals[:,0] ** 2 + normals[:,2] ** 2)
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# The normal of a 2D vector is equal to its x and y coordinates swapped
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# and then x inverted. This code does that.
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normals[:,[0, 2]] = normals[:,[2, 0]]
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normals[:,0] *= -1
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# Normalize the normals.
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normals[:,0] /= lengths
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normals[:,2] /= lengths
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# Scale all by the line width of the polygon so we can easily offset.
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normals *= (polygon.lineWidth / 2)
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#TODO: Use numpy magic to perform the vertex creation to speed up things.
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for i in range(len(points)):
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start = points[i - 1]
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end = points[i]
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normal = normals[i - 1]
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point1 = Vector(data = start - normal)
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point2 = Vector(data = start + normal)
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point3 = Vector(data = end + normal)
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point4 = Vector(data = end - normal)
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builder.addQuad(point1, point2, point3, point4, color = poly_color)
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return builder.getData()
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class Polygon():
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NoneType = 0
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Inset0Type = 1
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InsetXType = 2
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SkinType = 3
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SupportType = 4
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SkirtType = 5
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InfillType = 6
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SupportInfillType = 7
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MoveCombingType = 8
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MoveRetractionType = 9
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def __init__(self, mesh, type, data, line_width):
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super().__init__()
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self._mesh = mesh
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self._type = type
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self._data = data
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self._line_width = line_width / 1000
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def build(self, offset, vertices, colors, indices):
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self._begin = offset
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color = self.getColor()
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color.setValues(color.r * 0.5, color.g * 0.5, color.b * 0.5, color.a)
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for i in range(len(self._data)):
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vertices[offset + i, :] = self._data[i, :]
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colors[offset + i, 0] = color.r
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colors[offset + i, 1] = color.g
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colors[offset + i, 2] = color.b
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colors[offset + i, 3] = color.a
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self._end = self._begin + len(self._data) - 1
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for i in range(self._begin, self._end):
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indices[i, 0] = i
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indices[i, 1] = i + 1
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indices[self._end, 0] = self._end
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indices[self._end, 1] = self._begin
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def getColor(self):
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if self._type == self.Inset0Type:
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return Color(1.0, 0.0, 0.0, 1.0)
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elif self._type == self.InsetXType:
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return Color(0.0, 1.0, 0.0, 1.0)
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elif self._type == self.SkinType:
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return Color(1.0, 1.0, 0.0, 1.0)
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elif self._type == self.SupportType:
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return Color(0.0, 1.0, 1.0, 1.0)
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elif self._type == self.SkirtType:
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return Color(0.0, 1.0, 1.0, 1.0)
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elif self._type == self.InfillType:
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return Color(1.0, 0.74, 0.0, 1.0)
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elif self._type == self.SupportInfillType:
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return Color(0.0, 1.0, 1.0, 1.0)
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elif self._type == self.MoveCombingType:
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return Color(0.0, 0.0, 1.0, 1.0)
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elif self._type == self.MoveRetractionType:
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return Color(0.0, 1.0, 1.0, 1.0)
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else:
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return Color(1.0, 1.0, 1.0, 1.0)
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def vertexCount(self):
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return len(self._data)
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@property
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def type(self):
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return self._type
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@property
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def data(self):
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return self._data
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@property
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def elementCount(self):
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return ((self._end - self._begin) + 1) * 2 #The range of vertices multiplied by 2 since each vertex is used twice
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@property
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def lineWidth(self):
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return self._line_width
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