def initialize(self, check_if_trusted: bool = False) -> None: super().initialize() preferences = Application.getInstance().getPreferences() if check_if_trusted: # Need to do this before the preferences are read for the first time, but after obj-creation, which is here. preferences.indicateUntrustedPreference("general", "theme", lambda value: self._isPathSecure(Resources.getPath(Resources.Themes, value))) preferences.indicateUntrustedPreference("backend", "location", lambda value: self._isPathSecure(os.path.abspath(value))) preferences.addPreference("view/force_empty_shader_cache", False) preferences.addPreference("view/opengl_version_detect", OpenGLContext.OpenGlVersionDetect.Autodetect) # Read preferences here (upgrade won't work) to get: # - The language in use, so the splash window can be shown in the correct language. # - The OpenGL 'force' parameters. try: self.readPreferencesFromConfiguration() except FileNotFoundError: Logger.log("i", "Preferences file not found, ignore and use default language '%s'", self._default_language) # Initialize the package manager to remove and install scheduled packages. self._package_manager = self._package_manager_class(self, parent = self) # If a plugin is removed, check if the matching package is also removed. self._plugin_registry.pluginRemoved.connect(lambda plugin_id: self._package_manager.removePackage(plugin_id)) self._mesh_file_handler = MeshFileHandler(self) #type: MeshFileHandler self._workspace_file_handler = WorkspaceFileHandler(self) #type: WorkspaceFileHandler if preferences.getValue("view/force_empty_shader_cache"): self.setAttribute(Qt.ApplicationAttribute.AA_DisableShaderDiskCache) if preferences.getValue("view/opengl_version_detect") != OpenGLContext.OpenGlVersionDetect.ForceModern: major_version, minor_version, profile = OpenGLContext.detectBestOpenGLVersion( preferences.getValue("view/opengl_version_detect") == OpenGLContext.OpenGlVersionDetect.ForceLegacy) else: Logger.info("Force 'modern' OpenGL (4.1 core) -- overrides 'force legacy opengl' preference.") major_version, minor_version, profile = (4, 1, QSurfaceFormat.OpenGLContextProfile.CoreProfile) if major_version is None or minor_version is None or profile is None: Logger.log("e", "Startup failed because OpenGL version probing has failed: tried to create a 2.0 and 4.1 context. Exiting") if not self.getIsHeadLess(): QMessageBox.critical(None, "Failed to probe OpenGL", "Could not probe OpenGL. This program requires OpenGL 2.0 or higher. Please check your video card drivers.") sys.exit(1) else: opengl_version_str = OpenGLContext.versionAsText(major_version, minor_version, profile) Logger.log("d", "Detected most suitable OpenGL context version: %s", opengl_version_str) if not self.getIsHeadLess(): OpenGLContext.setDefaultFormat(major_version, minor_version, profile = profile) self._qml_import_paths.append(os.path.join(os.path.dirname(sys.executable), "qml")) self._qml_import_paths.append(os.path.join(self.getInstallPrefix(), "Resources", "qml")) Logger.log("i", "Initializing job queue ...") self._job_queue = JobQueue() self._job_queue.jobFinished.connect(self._onJobFinished) Logger.log("i", "Initializing version upgrade manager ...") self._version_upgrade_manager = VersionUpgradeManager(self)
def initialize(self) -> None: super().initialize() # Initialize the package manager to remove and install scheduled packages. self._package_manager = self._package_manager_class(self, parent = self) self._mesh_file_handler = MeshFileHandler(self) #type: MeshFileHandler self._workspace_file_handler = WorkspaceFileHandler(self) #type: WorkspaceFileHandler # Remove this and you will get Windows 95 style for all widgets if you are using Qt 5.10+ self.setStyle("fusion") self.setAttribute(Qt.AA_UseDesktopOpenGL) major_version, minor_version, profile = OpenGLContext.detectBestOpenGLVersion() if major_version is None and minor_version is None and profile is None and not self.getIsHeadLess(): Logger.log("e", "Startup failed because OpenGL version probing has failed: tried to create a 2.0 and 4.1 context. Exiting") QMessageBox.critical(None, "Failed to probe OpenGL", "Could not probe OpenGL. This program requires OpenGL 2.0 or higher. Please check your video card drivers.") sys.exit(1) else: opengl_version_str = OpenGLContext.versionAsText(major_version, minor_version, profile) Logger.log("d", "Detected most suitable OpenGL context version: %s", opengl_version_str) if not self.getIsHeadLess(): OpenGLContext.setDefaultFormat(major_version, minor_version, profile = profile) self._qml_import_paths.append(os.path.join(os.path.dirname(sys.executable), "qml")) self._qml_import_paths.append(os.path.join(self.getInstallPrefix(), "Resources", "qml")) Logger.log("i", "Initializing job queue ...") self._job_queue = JobQueue() self._job_queue.jobFinished.connect(self._onJobFinished) Logger.log("i", "Initializing version upgrade manager ...") self._version_upgrade_manager = VersionUpgradeManager(self)
def initialize(self) -> None: super().initialize() # Initialize the package manager to remove and install scheduled packages. self._package_manager = self._package_manager_class(self, parent = self) self._mesh_file_handler = MeshFileHandler(self) #type: MeshFileHandler self._workspace_file_handler = WorkspaceFileHandler(self) #type: WorkspaceFileHandler # Remove this and you will get Windows 95 style for all widgets if you are using Qt 5.10+ self.setStyle("fusion") self.setAttribute(Qt.AA_UseDesktopOpenGL) major_version, minor_version, profile = OpenGLContext.detectBestOpenGLVersion() if major_version is None or minor_version is None or profile is None: Logger.log("e", "Startup failed because OpenGL version probing has failed: tried to create a 2.0 and 4.1 context. Exiting") if not self.getIsHeadLess(): QMessageBox.critical(None, "Failed to probe OpenGL", "Could not probe OpenGL. This program requires OpenGL 2.0 or higher. Please check your video card drivers.") sys.exit(1) else: opengl_version_str = OpenGLContext.versionAsText(major_version, minor_version, profile) Logger.log("d", "Detected most suitable OpenGL context version: %s", opengl_version_str) if not self.getIsHeadLess(): OpenGLContext.setDefaultFormat(major_version, minor_version, profile = profile) self._qml_import_paths.append(os.path.join(os.path.dirname(sys.executable), "qml")) self._qml_import_paths.append(os.path.join(self.getInstallPrefix(), "Resources", "qml")) Logger.log("i", "Initializing job queue ...") self._job_queue = JobQueue() self._job_queue.jobFinished.connect(self._onJobFinished) Logger.log("i", "Initializing version upgrade manager ...") self._version_upgrade_manager = VersionUpgradeManager(self)
def initialize(self) -> None: super().initialize() preferences = Application.getInstance().getPreferences() preferences.addPreference("view/force_empty_shader_cache", False) preferences.addPreference("view/opengl_version_detect", OpenGLContext.OpenGlVersionDetect.Autodetect) # Read preferences here (upgrade won't work) to get: # - The language in use, so the splash window can be shown in the correct language. # - The OpenGL 'force' parameters. try: preferences_filename = Resources.getPath(Resources.Preferences, self._app_name + ".cfg") self._preferences.readFromFile(preferences_filename) except FileNotFoundError: Logger.log("i", "Preferences file not found, ignore and use default language '%s'", self._default_language) # Initialize the package manager to remove and install scheduled packages. self._package_manager = self._package_manager_class(self, parent = self) self._mesh_file_handler = MeshFileHandler(self) #type: MeshFileHandler self._workspace_file_handler = WorkspaceFileHandler(self) #type: WorkspaceFileHandler # Remove this and you will get Windows 95 style for all widgets if you are using Qt 5.10+ self.setStyle("fusion") if preferences.getValue("view/force_empty_shader_cache"): self.setAttribute(Qt.AA_DisableShaderDiskCache) self.setAttribute(Qt.AA_UseDesktopOpenGL) if preferences.getValue("view/opengl_version_detect") != OpenGLContext.OpenGlVersionDetect.ForceModern: major_version, minor_version, profile = OpenGLContext.detectBestOpenGLVersion( preferences.getValue("view/opengl_version_detect") == OpenGLContext.OpenGlVersionDetect.ForceLegacy) else: Logger.info("Force 'modern' OpenGL (4.1 core) -- overrides 'force legacy opengl' preference.") major_version, minor_version, profile = (4, 1, QSurfaceFormat.CoreProfile) if major_version is None or minor_version is None or profile is None: Logger.log("e", "Startup failed because OpenGL version probing has failed: tried to create a 2.0 and 4.1 context. Exiting") if not self.getIsHeadLess(): QMessageBox.critical(None, "Failed to probe OpenGL", "Could not probe OpenGL. This program requires OpenGL 2.0 or higher. Please check your video card drivers.") sys.exit(1) else: opengl_version_str = OpenGLContext.versionAsText(major_version, minor_version, profile) Logger.log("d", "Detected most suitable OpenGL context version: %s", opengl_version_str) if not self.getIsHeadLess(): OpenGLContext.setDefaultFormat(major_version, minor_version, profile = profile) self._qml_import_paths.append(os.path.join(os.path.dirname(sys.executable), "qml")) self._qml_import_paths.append(os.path.join(self.getInstallPrefix(), "Resources", "qml")) Logger.log("i", "Initializing job queue ...") self._job_queue = JobQueue() self._job_queue.jobFinished.connect(self._onJobFinished) Logger.log("i", "Initializing version upgrade manager ...") self._version_upgrade_manager = VersionUpgradeManager(self)
def test_setContext_failed(): surface_format = MagicMock() opengl_context = MagicMock() opengl_context.create = MagicMock(return_value=False) with patch("UM.View.GL.OpenGLContext.QSurfaceFormat", MagicMock(return_value=surface_format)): with patch("UM.View.GL.OpenGLContext.QOpenGLContext", MagicMock(return_value=opengl_context)): assert OpenGLContext.setContext(1, 2) is None
def _updateWithPreferences(self): self._solid_layers = int( Preferences.getInstance().getValue("view/top_layer_count")) self._only_show_top_layers = bool( Preferences.getInstance().getValue("view/only_show_top_layers")) self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool( Preferences.getInstance().getValue( "view/force_layer_view_compatibility_mode")) self.setSimulationViewType( int( float(Preferences.getInstance().getValue( "layerview/layer_view_type")))) for extruder_nr, extruder_opacity in enumerate( Preferences.getInstance().getValue( "layerview/extruder_opacities").split("|")): try: opacity = float(extruder_opacity) except ValueError: opacity = 1.0 self.setExtruderOpacity(extruder_nr, opacity) self.setShowTravelMoves( bool(Preferences.getInstance().getValue( "layerview/show_travel_moves"))) self.setShowHelpers( bool(Preferences.getInstance().getValue("layerview/show_helpers"))) self.setShowSkin( bool(Preferences.getInstance().getValue("layerview/show_skin"))) self.setShowInfill( bool(Preferences.getInstance().getValue("layerview/show_infill"))) self._startUpdateTopLayers() self.preferencesChanged.emit()
def _initialize(self) -> None: supports_vao = OpenGLContext.supportsVertexArrayObjects( ) # fill the OpenGLContext.properties Logger.log("d", "Support for Vertex Array Objects: %s", supports_vao) OpenGL() self._gl = OpenGL.getInstance().getBindingsObject() self._default_material = OpenGL.getInstance().createShaderProgram( Resources.getPath(Resources.Shaders, "default.shader")) #type: ShaderProgram self._render_passes.add( DefaultPass(self._viewport_width, self._viewport_height)) self._render_passes.add( SelectionPass(self._viewport_width, self._viewport_height)) self._render_passes.add( CompositePass(self._viewport_width, self._viewport_height)) buffer = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer) buffer.create() buffer.bind() buffer.allocate(120) data = numpy.array([ -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 ], dtype=numpy.float32).tostring() buffer.write(0, data, len(data)) buffer.release() self._quad_buffer = buffer self._initialized = True self.initialized.emit()
def test_setContext(): surface_format = MagicMock() opengl_context = MagicMock() opengl_context.create = MagicMock(return_value = True) with patch("UM.View.GL.OpenGLContext.QSurfaceFormat", MagicMock(return_value = surface_format)): with patch("UM.View.GL.OpenGLContext.QOpenGLContext", MagicMock(return_value=opengl_context)): assert OpenGLContext.setContext(1,2) == opengl_context opengl_context.setFormat.assert_called_once_with(surface_format)
def getSimulationPass(self): if not self._layer_pass: # Currently the RenderPass constructor requires a size > 0 # This should be fixed in RenderPass's constructor. self._layer_pass = SimulationPass(1, 1) self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode")) self._layer_pass.setSimulationView(self) return self._layer_pass
def createShaderProgram(self, file_name): shader = ShaderProgram.ShaderProgram() # The version_string must match the keys in shader files. if OpenGLContext.isLegacyOpenGL(): version_string = "" # Nothing is added to "fragment" and "vertex" else: version_string = "41core" shader.load(file_name, version=version_string) return shader
def initialize(self) -> None: super().initialize() self._mesh_file_handler = MeshFileHandler(self) #type: MeshFileHandler self._workspace_file_handler = WorkspaceFileHandler(self) #type: WorkspaceFileHandler # For some reason, with Qt 5.9 and up, the default "windows" style seems like Windows 95. We have to set the # style to "fusion" so it looks less ugly. pyqt_version_parts = [int(n) for n in PYQT_VERSION_STR.split(".")] if len(pyqt_version_parts) < 2: # Make sure there are at less 2 parts in the version pyqt_version_parts += [0 for _ in range(2 - len(pyqt_version_parts))] if pyqt_version_parts[0] == 5 and pyqt_version_parts[1] > 8: self.setStyle("fusion") # For some reason, with Qt 5.9 and up, the default "windows" style seems like Windows 95. We have to set the # style to "fusion" so it looks less ugly. pyqt_version_parts = [int(n) for n in PYQT_VERSION_STR.split(".")] if len(pyqt_version_parts) < 2: # Make sure there are at less 2 parts in the version pyqt_version_parts += [0 for _ in range(2 - len(pyqt_version_parts))] if pyqt_version_parts[0] == 5 and pyqt_version_parts[1] > 8: self.setStyle("fusion") self.setAttribute(Qt.AA_UseDesktopOpenGL) major_version, minor_version, profile = OpenGLContext.detectBestOpenGLVersion() if major_version is None and minor_version is None and profile is None: Logger.log("e", "Startup failed because OpenGL version probing has failed: tried to create a 2.0 and 4.1 context. Exiting") QMessageBox.critical(None, "Failed to probe OpenGL", "Could not probe OpenGL. This program requires OpenGL 2.0 or higher. Please check your video card drivers.") sys.exit(1) else: opengl_version_str = OpenGLContext.versionAsText(major_version, minor_version, profile) Logger.log("d", "Detected most suitable OpenGL context version: %s", opengl_version_str) OpenGLContext.setDefaultFormat(major_version, minor_version, profile = profile) self._qml_import_paths.append(os.path.join(os.path.dirname(sys.executable), "qml")) self._qml_import_paths.append(os.path.join(self.getInstallPrefix(), "Resources", "qml")) Logger.log("i", "Initializing job queue ...") self._job_queue = JobQueue() self._job_queue.jobFinished.connect(self._onJobFinished) Logger.log("i", "Initializing version upgrade manager ...") self._version_upgrade_manager = VersionUpgradeManager(self)
def initialize(self) -> None: super().initialize() self._mesh_file_handler = MeshFileHandler(self) #type: MeshFileHandler self._workspace_file_handler = WorkspaceFileHandler( self) #type: WorkspaceFileHandler self.setAttribute(Qt.AA_UseDesktopOpenGL) major_version, minor_version, profile = OpenGLContext.detectBestOpenGLVersion( ) if major_version is None and minor_version is None and profile is None: Logger.log( "e", "Startup failed because OpenGL version probing has failed: tried to create a 2.0 and 4.1 context. Exiting" ) QMessageBox.critical( None, "Failed to probe OpenGL", "Could not probe OpenGL. This program requires OpenGL 2.0 or higher. Please check your video card drivers." ) sys.exit(1) else: opengl_version_str = OpenGLContext.versionAsText( major_version, minor_version, profile) Logger.log("d", "Detected most suitable OpenGL context version: %s", opengl_version_str) OpenGLContext.setDefaultFormat(major_version, minor_version, profile=profile) self._qml_import_paths.append( os.path.join(os.path.dirname(sys.executable), "qml")) self._qml_import_paths.append( os.path.join(self.getInstallPrefix(), "Resources", "qml")) Logger.log("i", "Initializing job queue ...") self._job_queue = JobQueue() self._job_queue.jobFinished.connect(self._onJobFinished) Logger.log("i", "Initializing version upgrade manager ...") self._version_upgrade_manager = VersionUpgradeManager(self)
def createShaderProgram(self, file_name: str) -> ShaderProgram: shader = ShaderProgram() # The version_string must match the keys in shader files. if OpenGLContext.isLegacyOpenGL(): version_string = "" # Nothing is added to "fragment" and "vertex" else: version_string = "41core" try: shader.load(file_name, version=version_string) except InvalidShaderProgramError: # If the loading failed, it could be that there is no specific shader for this version. # Try again without a version nr to get the generic one. if version_string != "": shader.load(file_name, version="") return shader
def createShaderProgram(self, file_name: str) -> ShaderProgram: shader = ShaderProgram() # The version_string must match the keys in shader files. if OpenGLContext.isLegacyOpenGL(): version_string = "" # Nothing is added to "fragment" and "vertex" else: version_string = "41core" try: shader.load(file_name, version = version_string) except InvalidShaderProgramError: # If the loading failed, it could be that there is no specific shader for this version. # Try again without a version nr to get the generic one. if version_string != "": shader.load(file_name, version = "") return shader
def _onPreferencesChanged(self, preference): if preference not in { "view/top_layer_count", "view/only_show_top_layers", "view/force_layer_view_compatibility_mode" }: return self._solid_layers = int( Preferences.getInstance().getValue("view/top_layer_count")) self._only_show_top_layers = bool( Preferences.getInstance().getValue("view/only_show_top_layers")) self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool( Preferences.getInstance().getValue( "view/force_layer_view_compatibility_mode")) self._startUpdateTopLayers() self.preferencesChanged.emit()
def _updateWithPreferences(self): self._solid_layers = int( Preferences.getInstance().getValue("view/top_layer_count")) self._only_show_top_layers = bool( Preferences.getInstance().getValue("view/only_show_top_layers")) self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool( Preferences.getInstance().getValue( "view/force_layer_view_compatibility_mode")) self.setLayerViewType( int( float(Preferences.getInstance().getValue( "layerview/layer_view_type")))) self.setExtruderOpacity( 0, float(Preferences.getInstance().getValue( "layerview/extruder0_opacity"))) self.setExtruderOpacity( 1, float(Preferences.getInstance().getValue( "layerview/extruder1_opacity"))) self.setExtruderOpacity( 2, float(Preferences.getInstance().getValue( "layerview/extruder2_opacity"))) self.setExtruderOpacity( 3, float(Preferences.getInstance().getValue( "layerview/extruder3_opacity"))) self.setShowTravelMoves( bool(Preferences.getInstance().getValue( "layerview/show_travel_moves"))) self.setShowHelpers( bool(Preferences.getInstance().getValue("layerview/show_helpers"))) self.setShowSkin( bool(Preferences.getInstance().getValue("layerview/show_skin"))) self.setShowInfill( bool(Preferences.getInstance().getValue("layerview/show_infill"))) self._startUpdateTopLayers() self.preferencesChanged.emit()
def _updateWithPreferences(self): self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count")) self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers")) self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool( Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode")) self.setLayerViewType(int(float(Preferences.getInstance().getValue("layerview/layer_view_type")))); for extruder_nr, extruder_opacity in enumerate(Preferences.getInstance().getValue("layerview/extruder_opacities").split("|")): try: opacity = float(extruder_opacity) except ValueError: opacity = 1.0 self.setExtruderOpacity(extruder_nr, opacity) self.setShowTravelMoves(bool(Preferences.getInstance().getValue("layerview/show_travel_moves"))) self.setShowHelpers(bool(Preferences.getInstance().getValue("layerview/show_helpers"))) self.setShowSkin(bool(Preferences.getInstance().getValue("layerview/show_skin"))) self.setShowInfill(bool(Preferences.getInstance().getValue("layerview/show_infill"))) self._startUpdateTopLayers() self.preferencesChanged.emit()
def _initialize(self): supports_vao = OpenGLContext.supportsVertexArrayObjects() # fill the OpenGLContext.properties Logger.log("d", "Support for Vertex Array Objects: %s", supports_vao) OpenGL.setInstance(OpenGL()) self._gl = OpenGL.getInstance().getBindingsObject() self._default_material = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader")) self._render_passes.add(DefaultPass(self._viewport_width, self._viewport_height)) self._render_passes.add(SelectionPass(self._viewport_width, self._viewport_height)) self._render_passes.add(CompositePass(self._viewport_width, self._viewport_height)) buffer = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer) buffer.create() buffer.bind() buffer.allocate(120) data = numpy.array([ -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 ], dtype = numpy.float32).tostring() buffer.write(0, data, len(data)) buffer.release() self._quad_buffer = buffer self._initialized = True self.initialized.emit()
def createShaderProgram(self, file_name: str) -> Optional[ShaderProgram]: """Create a ShaderProgram Object. This should return an implementation-specifc ShaderProgram subclass. """ shader = ShaderProgram() # The version_string must match the keys in shader files. if OpenGLContext.isLegacyOpenGL(): version_string = "" # Nothing is added to "fragment" and "vertex" else: version_string = "41core" try: shader.load(file_name, version=version_string) except InvalidShaderProgramError: # If the loading failed, it could be that there is no specific shader for this version. # Try again without a version nr to get the generic one. if version_string != "": try: shader.load(file_name, version="") except InvalidShaderProgramError as e: Logger.logException("e", str(e)) return None return shader
def run(self): Logger.log( "d", "Processing new layer for build plate %s..." % self._build_plate_number) start_time = time() view = Application.getInstance().getController().getActiveView() if view.getPluginId() == "SimulationView": view.resetLayerData() self._progress_message.show() Job.yieldThread() if self._abort_requested: if self._progress_message: self._progress_message.hide() return Application.getInstance().getController().activeViewChanged.connect( self._onActiveViewChanged) # The no_setting_override is here because adding the SettingOverrideDecorator will trigger a reslice new_node = CuraSceneNode(no_setting_override=True) new_node.addDecorator(BuildPlateDecorator(self._build_plate_number)) # Force garbage collection. # For some reason, Python has a tendency to keep the layer data # in memory longer than needed. Forcing the GC to run here makes # sure any old layer data is really cleaned up before adding new. gc.collect() mesh = MeshData() layer_data = LayerDataBuilder.LayerDataBuilder() layer_count = len(self._layers) # Find the minimum layer number # When using a raft, the raft layers are sent as layers < 0. Instead of allowing layers < 0, we # instead simply offset all other layers so the lowest layer is always 0. It could happens that # the first raft layer has value -8 but there are just 4 raft (negative) layers. min_layer_number = 0 negative_layers = 0 for layer in self._layers: if layer.id < min_layer_number: min_layer_number = layer.id if layer.id < 0: negative_layers += 1 current_layer = 0 for layer in self._layers: # Negative layers are offset by the minimum layer number, but the positive layers are just # offset by the number of negative layers so there is no layer gap between raft and model abs_layer_number = layer.id + abs( min_layer_number ) if layer.id < 0 else layer.id + negative_layers layer_data.addLayer(abs_layer_number) this_layer = layer_data.getLayer(abs_layer_number) layer_data.setLayerHeight(abs_layer_number, layer.height) layer_data.setLayerThickness(abs_layer_number, layer.thickness) for p in range(layer.repeatedMessageCount("path_segment")): polygon = layer.getRepeatedMessage("path_segment", p) extruder = polygon.extruder line_types = numpy.fromstring( polygon.line_type, dtype="u1") # Convert bytearray to numpy array line_types = line_types.reshape((-1, 1)) points = numpy.fromstring( polygon.points, dtype="f4") # Convert bytearray to numpy array if polygon.point_type == 0: # Point2D points = points.reshape( (-1, 2) ) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. else: # Point3D points = points.reshape((-1, 3)) line_widths = numpy.fromstring( polygon.line_width, dtype="f4") # Convert bytearray to numpy array line_widths = line_widths.reshape( (-1, 1) ) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. line_thicknesses = numpy.fromstring( polygon.line_thickness, dtype="f4") # Convert bytearray to numpy array line_thicknesses = line_thicknesses.reshape( (-1, 1) ) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. line_feedrates = numpy.fromstring( polygon.line_feedrate, dtype="f4") # Convert bytearray to numpy array line_feedrates = line_feedrates.reshape( (-1, 1) ) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. global_container_stack = Application.getInstance( ).getGlobalContainerStack() half_outer_wall_thickness = global_container_stack.getProperty( "wall_line_width_0", "value") / 2 # Adjust layer data to show Raft line type, if it is enabled if global_container_stack.getProperty("blackbelt_raft", "value"): raft_thickness = global_container_stack.getProperty( "blackbelt_raft_thickness", "value") extrusion_started = False for index, segment_type in enumerate(line_types): if points[index + 1][ 1] <= half_outer_wall_thickness + raft_thickness: if segment_type in [ LayerPolygon.LayerPolygon.Inset0Type, LayerPolygon.LayerPolygon.InsetXType ]: line_types[ index] = LayerPolygon.LayerPolygon.SkirtType extrusion_started = True elif extrusion_started: break # Adjust layer data to show Belt Wall feed rate, if it is enabled if global_container_stack.getProperty( "blackbelt_belt_wall_enabled", "value"): belt_wall_feedrate = global_container_stack.getProperty( "blackbelt_belt_wall_speed", "value") belt_wall_indices = [] for index, point in enumerate(points): if point[1] <= half_outer_wall_thickness: if last_point_hit_wall and line_feedrates[ index - 1] > belt_wall_feedrate: belt_wall_indices.append(index) last_point_hit_wall = True else: last_point_hit_wall = False dimensionality = points.shape[1] edited_points = points.flatten() line_types = line_types.flatten() line_widths = line_widths.flatten() line_thicknesses = line_thicknesses.flatten() line_feedrates = line_feedrates.flatten() for index in reversed(belt_wall_indices): edited_points = numpy.insert( edited_points, dimensionality * (index), numpy.append(points[index - 1], points[index])) line_types = numpy.insert(line_types, index, [line_types[index - 1]] * 2) line_widths = numpy.insert( line_widths, index, [line_widths[index - 1]] * 2) line_thicknesses = numpy.insert( line_thicknesses, index, [line_thicknesses[index - 1]] * 2) line_feedrates = numpy.insert(line_feedrates, index - 1, [belt_wall_feedrate] * 2) # Fix shape of adjusted data if polygon.point_type == 0: points = edited_points.reshape( (-1, 2) ) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. else: points = edited_points.reshape((-1, 3)) line_types = line_types.reshape((-1, 1)) line_widths = line_widths.reshape((-1, 1)) line_thicknesses = line_thicknesses.reshape((-1, 1)) line_feedrates = line_feedrates.reshape((-1, 1)) # Create a new 3D-array, copy the 2D points over and insert the right height. # This uses manual array creation + copy rather than numpy.insert since this is # faster. new_points = numpy.empty((len(points), 3), numpy.float32) if polygon.point_type == 0: # Point2D new_points[:, 0] = points[:, 0] new_points[:, 1] = layer.height / 1000 # layer height value is in backend representation new_points[:, 2] = -points[:, 1] else: # Point3D new_points[:, 0] = points[:, 0] new_points[:, 1] = points[:, 2] new_points[:, 2] = -points[:, 1] this_poly = LayerPolygon.LayerPolygon(extruder, line_types, new_points, line_widths, line_thicknesses, line_feedrates) this_poly.buildCache() this_layer.polygons.append(this_poly) Job.yieldThread() Job.yieldThread() current_layer += 1 progress = (current_layer / layer_count) * 99 # TODO: Rebuild the layer data mesh once the layer has been processed. # This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh. if self._abort_requested: if self._progress_message: self._progress_message.hide() return if self._progress_message: self._progress_message.setProgress(progress) # We are done processing all the layers we got from the engine, now create a mesh out of the data # Find out colors per extruder global_container_stack = Application.getInstance( ).getGlobalContainerStack() manager = ExtruderManager.getInstance() extruders = list( manager.getMachineExtruders(global_container_stack.getId())) if extruders: material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32) for extruder in extruders: position = int( extruder.getMetaDataEntry("position", default="0")) # Get the position try: default_color = ExtrudersModel.defaultColors[position] except IndexError: default_color = "#e0e000" color_code = extruder.material.getMetaDataEntry( "color_code", default=default_color) color = colorCodeToRGBA(color_code) material_color_map[position, :] = color else: # Single extruder via global stack. material_color_map = numpy.zeros((1, 4), dtype=numpy.float32) color_code = global_container_stack.material.getMetaDataEntry( "color_code", default="#e0e000") color = colorCodeToRGBA(color_code) material_color_map[0, :] = color # We have to scale the colors for compatibility mode if OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance( ).getValue("view/force_layer_view_compatibility_mode")): line_type_brightness = 0.5 # for compatibility mode else: line_type_brightness = 1.0 layer_mesh = layer_data.build(material_color_map, line_type_brightness) if self._abort_requested: if self._progress_message: self._progress_message.hide() return # Add LayerDataDecorator to scene node to indicate that the node has layer data decorator = LayerDataDecorator.LayerDataDecorator() decorator.setLayerData(layer_mesh) new_node.addDecorator(decorator) new_node.setMeshData(mesh) # Set build volume as parent, the build volume can move as a result of raft settings. # It makes sense to set the build volume as parent: the print is actually printed on it. new_node_parent = Application.getInstance().getBuildVolume() new_node.setParent( new_node_parent) # Note: After this we can no longer abort! settings = Application.getInstance().getGlobalContainerStack() if not settings.getProperty("machine_center_is_zero", "value"): new_node.setPosition( Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 2)) transform = self._scene.getRoot().callDecoration("getTransformMatrix") if transform and transform != Matrix(): transform_matrix = new_node.getLocalTransformation().preMultiply( transform.getInverse()) new_node.setTransformation(transform_matrix) front_offset = self._scene.getRoot().callDecoration( "getSceneFrontOffset") if global_container_stack.getProperty("blackbelt_raft", "value"): front_offset = front_offset - global_container_stack.getProperty("blackbelt_raft_margin", "value") \ - global_container_stack.getProperty("blackbelt_raft_thickness", "value") new_node.translate(Vector(0, 0, front_offset), SceneNode.TransformSpace.World) if self._progress_message: self._progress_message.setProgress(100) if self._progress_message: self._progress_message.hide() # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed. self._layers = None Logger.log("d", "Processing layers took %s seconds", time() - start_time)
def __init__(self, **kwargs): plugin_path = "" if sys.platform == "win32": if hasattr(sys, "frozen"): plugin_path = os.path.join(os.path.dirname(os.path.abspath(sys.executable)), "PyQt5", "plugins") Logger.log("i", "Adding QT5 plugin path: %s" % (plugin_path)) QCoreApplication.addLibraryPath(plugin_path) else: import site for dir in site.getsitepackages(): QCoreApplication.addLibraryPath(os.path.join(dir, "PyQt5", "plugins")) elif sys.platform == "darwin": plugin_path = os.path.join(Application.getInstallPrefix(), "Resources", "plugins") if plugin_path: Logger.log("i", "Adding QT5 plugin path: %s" % (plugin_path)) QCoreApplication.addLibraryPath(plugin_path) os.environ["QSG_RENDER_LOOP"] = "basic" super().__init__(sys.argv, **kwargs) major_version, minor_version, profile = OpenGLContext.detectBestOpenGLVersion() if major_version is None and minor_version is None and profile is None: Logger.log("e", "OpenGL version probing has failed: tried to create a 2.0 and 4.1 context. Something unexpected could happen.") major_version, minor_version, profile = 2, 0, QSurfaceFormat.NoProfile Logger.log("d", "Detected most suitable OpenGL context version: %s" % ( OpenGLContext.versionAsText(major_version, minor_version, profile))) OpenGLContext.setDefaultFormat(major_version, minor_version, profile = profile) self._plugins_loaded = False # Used to determine when it's safe to use the plug-ins. self._main_qml = "main.qml" self._engine = None self._renderer = None self._main_window = None self._theme = None self._shutting_down = False self._qml_import_paths = [] self._qml_import_paths.append(os.path.join(os.path.dirname(sys.executable), "qml")) self._qml_import_paths.append(os.path.join(Application.getInstallPrefix(), "Resources", "qml")) self.setAttribute(Qt.AA_UseDesktopOpenGL) try: self._splash = self._createSplashScreen() except FileNotFoundError: self._splash = None else: self._splash.show() self.processEvents() signal.signal(signal.SIGINT, signal.SIG_DFL) # This is done here as a lot of plugins require a correct gl context. If you want to change the framework, # these checks need to be done in your <framework>Application.py class __init__(). i18n_catalog = i18nCatalog("uranium") self.showSplashMessage(i18n_catalog.i18nc("@info:progress", "Loading plugins...")) self._loadPlugins() self.parseCommandLine() Logger.log("i", "Command line arguments: %s", self._parsed_command_line) self._plugin_registry.checkRequiredPlugins(self.getRequiredPlugins()) self.showSplashMessage(i18n_catalog.i18nc("@info:progress", "Updating configuration...")) upgraded = UM.VersionUpgradeManager.VersionUpgradeManager.getInstance().upgrade() if upgraded: preferences = Preferences.getInstance() #Preferences might have changed. Load them again. #Note that the language can't be updated, so that will always revert to English. try: preferences.readFromFile(Resources.getPath(Resources.Preferences, self._application_name + ".cfg")) except FileNotFoundError: pass self.showSplashMessage(i18n_catalog.i18nc("@info:progress", "Loading preferences...")) try: file = Resources.getPath(Resources.Preferences, self.getApplicationName() + ".cfg") Preferences.getInstance().readFromFile(file) except FileNotFoundError: pass
def _evaluateCompatibilityMode(self): return OpenGLContext.isLegacyOpenGL() or bool(Application.getInstance().getPreferences().getValue("view/force_layer_view_compatibility_mode"))
def test_supportsVertexArrayObjects(context, major_version, minor_version, result): OpenGLContext.major_version = major_version OpenGLContext.minor_version = major_version assert OpenGLContext.supportsVertexArrayObjects(context) == result
def test_isLegacyOpenGl(major_version, minor_version, result): OpenGLContext.major_version = major_version OpenGLContext.minor_version = minor_version assert OpenGLContext.isLegacyOpenGL() == result
def __init__(self, tray_icon_name=None, **kwargs): plugin_path = "" if sys.platform == "win32": if hasattr(sys, "frozen"): plugin_path = os.path.join( os.path.dirname(os.path.abspath(sys.executable)), "PyQt5", "plugins") Logger.log("i", "Adding QT5 plugin path: %s" % (plugin_path)) QCoreApplication.addLibraryPath(plugin_path) else: import site for sitepackage_dir in site.getsitepackages(): QCoreApplication.addLibraryPath( os.path.join(sitepackage_dir, "PyQt5", "plugins")) elif sys.platform == "darwin": plugin_path = os.path.join(Application.getInstallPrefix(), "Resources", "plugins") if plugin_path: Logger.log("i", "Adding QT5 plugin path: %s" % (plugin_path)) QCoreApplication.addLibraryPath(plugin_path) os.environ["QSG_RENDER_LOOP"] = "basic" self._tray_icon_name = tray_icon_name super().__init__(sys.argv, **kwargs) self.setAttribute(Qt.AA_UseDesktopOpenGL) major_version, minor_version, profile = OpenGLContext.detectBestOpenGLVersion( ) if major_version is None and minor_version is None and profile is None: Logger.log( "e", "Startup failed because OpenGL version probing has failed: tried to create a 2.0 and 4.1 context. Exiting" ) QMessageBox.critical( None, "Failed to probe OpenGL", "Could not probe OpenGL. This program requires OpenGL 2.0 or higher. Please check your video card drivers." ) sys.exit(1) else: Logger.log( "d", "Detected most suitable OpenGL context version: %s" % (OpenGLContext.versionAsText(major_version, minor_version, profile))) OpenGLContext.setDefaultFormat(major_version, minor_version, profile=profile) self._plugins_loaded = False # Used to determine when it's safe to use the plug-ins. self._main_qml = "main.qml" self._engine = None self._renderer = None self._main_window = None self._theme = None self._shutting_down = False self._qml_import_paths = [] self._qml_import_paths.append( os.path.join(os.path.dirname(sys.executable), "qml")) self._qml_import_paths.append( os.path.join(Application.getInstallPrefix(), "Resources", "qml")) self.parseCommandLine() Logger.log("i", "Command line arguments: %s", self._parsed_command_line) signal.signal(signal.SIGINT, signal.SIG_DFL) # This is done here as a lot of plugins require a correct gl context. If you want to change the framework, # these checks need to be done in your <framework>Application.py class __init__(). self._mesh_file_handler = MeshFileHandler.getInstance( ) #type: MeshFileHandler self._mesh_file_handler.setApplication(self) self._workspace_file_handler = WorkspaceFileHandler.getInstance( ) #type: WorkspaceFileHandler self._workspace_file_handler.setApplication(self)
def run(self): start_time = time() if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView": self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, -1) self._progress.show() Job.yieldThread() if self._abort_requested: if self._progress: self._progress.hide() return Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged) new_node = SceneNode() ## Remove old layer data (if any) for node in DepthFirstIterator(self._scene.getRoot()): if node.callDecoration("getLayerData"): node.getParent().removeChild(node) break if self._abort_requested: if self._progress: self._progress.hide() return # Force garbage collection. # For some reason, Python has a tendency to keep the layer data # in memory longer than needed. Forcing the GC to run here makes # sure any old layer data is really cleaned up before adding new. gc.collect() mesh = MeshData() layer_data = LayerDataBuilder.LayerDataBuilder() layer_count = len(self._layers) # Find the minimum layer number # When using a raft, the raft layers are sent as layers < 0. Instead of allowing layers < 0, we # instead simply offset all other layers so the lowest layer is always 0. min_layer_number = 0 for layer in self._layers: if layer.id < min_layer_number: min_layer_number = layer.id current_layer = 0 for layer in self._layers: abs_layer_number = layer.id + abs(min_layer_number) layer_data.addLayer(abs_layer_number) this_layer = layer_data.getLayer(abs_layer_number) layer_data.setLayerHeight(abs_layer_number, layer.height) for p in range(layer.repeatedMessageCount("path_segment")): polygon = layer.getRepeatedMessage("path_segment", p) extruder = polygon.extruder line_types = numpy.fromstring(polygon.line_type, dtype="u1") # Convert bytearray to numpy array line_types = line_types.reshape((-1,1)) points = numpy.fromstring(polygon.points, dtype="f4") # Convert bytearray to numpy array if polygon.point_type == 0: # Point2D points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. else: # Point3D points = points.reshape((-1,3)) line_widths = numpy.fromstring(polygon.line_width, dtype="f4") # Convert bytearray to numpy array line_widths = line_widths.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. # In the future, line_thicknesses should be given by CuraEngine as well. # Currently the infill layer thickness also translates to line width line_thicknesses = numpy.zeros(line_widths.shape, dtype="f4") line_thicknesses[:] = layer.thickness / 1000 # from micrometer to millimeter # Create a new 3D-array, copy the 2D points over and insert the right height. # This uses manual array creation + copy rather than numpy.insert since this is # faster. new_points = numpy.empty((len(points), 3), numpy.float32) if polygon.point_type == 0: # Point2D new_points[:, 0] = points[:, 0] new_points[:, 1] = layer.height / 1000 # layer height value is in backend representation new_points[:, 2] = -points[:, 1] else: # Point3D new_points[:, 0] = points[:, 0] new_points[:, 1] = points[:, 2] new_points[:, 2] = -points[:, 1] this_poly = LayerPolygon.LayerPolygon(extruder, line_types, new_points, line_widths, line_thicknesses) this_poly.buildCache() this_layer.polygons.append(this_poly) Job.yieldThread() Job.yieldThread() current_layer += 1 progress = (current_layer / layer_count) * 99 # TODO: Rebuild the layer data mesh once the layer has been processed. # This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh. if self._abort_requested: if self._progress: self._progress.hide() return if self._progress: self._progress.setProgress(progress) # We are done processing all the layers we got from the engine, now create a mesh out of the data # Find out colors per extruder global_container_stack = Application.getInstance().getGlobalContainerStack() manager = ExtruderManager.getInstance() extruders = list(manager.getMachineExtruders(global_container_stack.getId())) if extruders: material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32) for extruder in extruders: material = extruder.findContainer({"type": "material"}) position = int(extruder.getMetaDataEntry("position", default="0")) # Get the position color_code = material.getMetaDataEntry("color_code", default="#e0e000") color = colorCodeToRGBA(color_code) material_color_map[position, :] = color else: # Single extruder via global stack. material_color_map = numpy.zeros((1, 4), dtype=numpy.float32) material = global_container_stack.findContainer({"type": "material"}) color_code = "#e0e000" if material: if material.getMetaDataEntry("color_code") is not None: color_code = material.getMetaDataEntry("color_code") color = colorCodeToRGBA(color_code) material_color_map[0, :] = color # We have to scale the colors for compatibility mode if OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode")): line_type_brightness = 0.5 # for compatibility mode else: line_type_brightness = 1.0 layer_mesh = layer_data.build(material_color_map, line_type_brightness) if self._abort_requested: if self._progress: self._progress.hide() return # Add LayerDataDecorator to scene node to indicate that the node has layer data decorator = LayerDataDecorator.LayerDataDecorator() decorator.setLayerData(layer_mesh) new_node.addDecorator(decorator) new_node.setMeshData(mesh) # Set build volume as parent, the build volume can move as a result of raft settings. # It makes sense to set the build volume as parent: the print is actually printed on it. new_node_parent = Application.getInstance().getBuildVolume() new_node.setParent(new_node_parent) # Note: After this we can no longer abort! settings = Application.getInstance().getGlobalContainerStack() if not settings.getProperty("machine_center_is_zero", "value"): new_node.setPosition(Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 2)) if self._progress: self._progress.setProgress(100) view = Application.getInstance().getController().getActiveView() if view.getPluginId() == "LayerView": view.resetLayerData() if self._progress: self._progress.hide() # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed. self._layers = None Logger.log("d", "Processing layers took %s seconds", time() - start_time)
def __init__(self, tray_icon_name=None, **kwargs): plugin_path = "" if sys.platform == "win32": if hasattr(sys, "frozen"): plugin_path = os.path.join( os.path.dirname(os.path.abspath(sys.executable)), "PyQt5", "plugins") Logger.log("i", "Adding QT5 plugin path: %s" % (plugin_path)) QCoreApplication.addLibraryPath(plugin_path) else: import site for sitepackage_dir in site.getsitepackages(): QCoreApplication.addLibraryPath( os.path.join(sitepackage_dir, "PyQt5", "plugins")) elif sys.platform == "darwin": plugin_path = os.path.join(Application.getInstallPrefix(), "Resources", "plugins") if plugin_path: Logger.log("i", "Adding QT5 plugin path: %s" % (plugin_path)) QCoreApplication.addLibraryPath(plugin_path) os.environ["QSG_RENDER_LOOP"] = "basic" super().__init__(sys.argv, **kwargs) self.setAttribute(Qt.AA_UseDesktopOpenGL) major_version, minor_version, profile = OpenGLContext.detectBestOpenGLVersion( ) if major_version is None and minor_version is None and profile is None: Logger.log( "e", "Startup failed because OpenGL version probing has failed: tried to create a 2.0 and 4.1 context. Exiting" ) QMessageBox.critical( None, "Failed to probe OpenGL", "Could not probe OpenGL. This program requires OpenGL 2.0 or higher. Please check your video card drivers." ) sys.exit(1) else: Logger.log( "d", "Detected most suitable OpenGL context version: %s" % (OpenGLContext.versionAsText(major_version, minor_version, profile))) OpenGLContext.setDefaultFormat(major_version, minor_version, profile=profile) self._plugins_loaded = False # Used to determine when it's safe to use the plug-ins. self._main_qml = "main.qml" self._engine = None self._renderer = None self._main_window = None self._theme = None self._shutting_down = False self._qml_import_paths = [] self._qml_import_paths.append( os.path.join(os.path.dirname(sys.executable), "qml")) self._qml_import_paths.append( os.path.join(Application.getInstallPrefix(), "Resources", "qml")) self.parseCommandLine() Logger.log("i", "Command line arguments: %s", self._parsed_command_line) signal.signal(signal.SIGINT, signal.SIG_DFL) # This is done here as a lot of plugins require a correct gl context. If you want to change the framework, # these checks need to be done in your <framework>Application.py class __init__(). i18n_catalog = i18nCatalog("uranium") self.showSplashMessage( i18n_catalog.i18nc("@info:progress", "Loading plugins...")) self._loadPlugins() self._plugin_registry.checkRequiredPlugins(self.getRequiredPlugins()) self.pluginsLoaded.emit() self.showSplashMessage( i18n_catalog.i18nc("@info:progress", "Updating configuration...")) upgraded = UM.VersionUpgradeManager.VersionUpgradeManager.getInstance( ).upgrade() if upgraded: # Preferences might have changed. Load them again. # Note that the language can't be updated, so that will always revert to English. preferences = Preferences.getInstance() try: preferences.readFromFile( Resources.getPath(Resources.Preferences, self._application_name + ".cfg")) except FileNotFoundError: pass self.showSplashMessage( i18n_catalog.i18nc("@info:progress", "Loading preferences...")) try: file_name = Resources.getPath(Resources.Preferences, self.getApplicationName() + ".cfg") Preferences.getInstance().readFromFile(file_name) except FileNotFoundError: pass self.getApplicationName() Preferences.getInstance().addPreference( "%s/recent_files" % self.getApplicationName(), "") self._recent_files = [] file_names = Preferences.getInstance().getValue( "%s/recent_files" % self.getApplicationName()).split(";") for file_name in file_names: if not os.path.isfile(file_name): continue self._recent_files.append(QUrl.fromLocalFile(file_name)) JobQueue.getInstance().jobFinished.connect(self._onJobFinished) # Initialize System tray icon and make it invisible because it is used only to show pop up messages self._tray_icon = None self._tray_icon_widget = None if tray_icon_name: self._tray_icon = QIcon( Resources.getPath(Resources.Images, tray_icon_name)) self._tray_icon_widget = QSystemTrayIcon(self._tray_icon) self._tray_icon_widget.setVisible(False)
def _evaluateCompatibilityMode(self) -> bool: return OpenGLContext.isLegacyOpenGL() or bool( Application.getInstance().getPreferences().getValue( "view/force_layer_view_compatibility_mode"))
def run(self): Logger.log( "d", "Processing new layer for build plate %s..." % self._build_plate_number) start_time = time() view = Application.getInstance().getController().getActiveView() if view.getPluginId() == "SimulationView": view.resetLayerData() self._progress_message.show() Job.yieldThread() if self._abort_requested: if self._progress_message: self._progress_message.hide() return Application.getInstance().getController().activeViewChanged.connect( self._onActiveViewChanged) # The no_setting_override is here because adding the SettingOverrideDecorator will trigger a reslice new_node = CuraSceneNode(no_setting_override=True) new_node.addDecorator(BuildPlateDecorator(self._build_plate_number)) # Force garbage collection. # For some reason, Python has a tendency to keep the layer data # in memory longer than needed. Forcing the GC to run here makes # sure any old layer data is really cleaned up before adding new. gc.collect() mesh = MeshData() layer_data = LayerDataBuilder.LayerDataBuilder() layer_count = len(self._layers) # Find the minimum layer number # When disabling the remove empty first layers setting, the minimum layer number will be a positive # value. In that case the first empty layers will be discarded and start processing layers from the # first layer with data. # When using a raft, the raft layers are sent as layers < 0. Instead of allowing layers < 0, we # simply offset all other layers so the lowest layer is always 0. It could happens that the first # raft layer has value -8 but there are just 4 raft (negative) layers. min_layer_number = sys.maxsize negative_layers = 0 for layer in self._layers: if layer.repeatedMessageCount("path_segment") > 0: if layer.id < min_layer_number: min_layer_number = layer.id if layer.id < 0: negative_layers += 1 current_layer = 0 for layer in self._layers: # If the layer is below the minimum, it means that there is no data, so that we don't create a layer # data. However, if there are empty layers in between, we compute them. if layer.id < min_layer_number: continue # Layers are offset by the minimum layer number. In case the raft (negative layers) is being used, # then the absolute layer number is adjusted by removing the empty layers that can be in between raft # and the model abs_layer_number = layer.id - min_layer_number if layer.id >= 0 and negative_layers != 0: abs_layer_number += (min_layer_number + negative_layers) layer_data.addLayer(abs_layer_number) this_layer = layer_data.getLayer(abs_layer_number) layer_data.setLayerHeight(abs_layer_number, layer.height) layer_data.setLayerThickness(abs_layer_number, layer.thickness) for p in range(layer.repeatedMessageCount("path_segment")): polygon = layer.getRepeatedMessage("path_segment", p) extruder = polygon.extruder line_types = numpy.fromstring( polygon.line_type, dtype="u1") # Convert bytearray to numpy array line_types = line_types.reshape((-1, 1)) points = numpy.fromstring( polygon.points, dtype="f4") # Convert bytearray to numpy array if polygon.point_type == 0: # Point2D points = points.reshape( (-1, 2) ) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. else: # Point3D points = points.reshape((-1, 3)) line_widths = numpy.fromstring( polygon.line_width, dtype="f4") # Convert bytearray to numpy array line_widths = line_widths.reshape( (-1, 1) ) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. line_thicknesses = numpy.fromstring( polygon.line_thickness, dtype="f4") # Convert bytearray to numpy array line_thicknesses = line_thicknesses.reshape( (-1, 1) ) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. line_feedrates = numpy.fromstring( polygon.line_feedrate, dtype="f4") # Convert bytearray to numpy array line_feedrates = line_feedrates.reshape( (-1, 1) ) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. # Create a new 3D-array, copy the 2D points over and insert the right height. # This uses manual array creation + copy rather than numpy.insert since this is # faster. new_points = numpy.empty((len(points), 3), numpy.float32) if polygon.point_type == 0: # Point2D new_points[:, 0] = points[:, 0] new_points[:, 1] = layer.height / 1000 # layer height value is in backend representation new_points[:, 2] = -points[:, 1] else: # Point3D new_points[:, 0] = points[:, 0] new_points[:, 1] = points[:, 2] new_points[:, 2] = -points[:, 1] this_poly = LayerPolygon.LayerPolygon(extruder, line_types, new_points, line_widths, line_thicknesses, line_feedrates) this_poly.buildCache() this_layer.polygons.append(this_poly) Job.yieldThread() Job.yieldThread() current_layer += 1 progress = (current_layer / layer_count) * 99 # TODO: Rebuild the layer data mesh once the layer has been processed. # This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh. if self._abort_requested: if self._progress_message: self._progress_message.hide() return if self._progress_message: self._progress_message.setProgress(progress) # We are done processing all the layers we got from the engine, now create a mesh out of the data # Find out colors per extruder global_container_stack = Application.getInstance( ).getGlobalContainerStack() manager = ExtruderManager.getInstance() extruders = manager.getActiveExtruderStacks() if extruders: material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32) for extruder in extruders: position = int( extruder.getMetaDataEntry("position", default="0")) try: default_color = ExtrudersModel.defaultColors[position] except IndexError: default_color = "#e0e000" color_code = extruder.material.getMetaDataEntry( "color_code", default=default_color) color = colorCodeToRGBA(color_code) material_color_map[position, :] = color else: # Single extruder via global stack. material_color_map = numpy.zeros((1, 4), dtype=numpy.float32) color_code = global_container_stack.material.getMetaDataEntry( "color_code", default="#e0e000") color = colorCodeToRGBA(color_code) material_color_map[0, :] = color # We have to scale the colors for compatibility mode if OpenGLContext.isLegacyOpenGL() or bool( Application.getInstance().getPreferences().getValue( "view/force_layer_view_compatibility_mode")): line_type_brightness = 0.5 # for compatibility mode else: line_type_brightness = 1.0 layer_mesh = layer_data.build(material_color_map, line_type_brightness) if self._abort_requested: if self._progress_message: self._progress_message.hide() return # Add LayerDataDecorator to scene node to indicate that the node has layer data decorator = LayerDataDecorator.LayerDataDecorator() decorator.setLayerData(layer_mesh) new_node.addDecorator(decorator) new_node.setMeshData(mesh) # Set build volume as parent, the build volume can move as a result of raft settings. # It makes sense to set the build volume as parent: the print is actually printed on it. new_node_parent = Application.getInstance().getBuildVolume() new_node.setParent( new_node_parent) # Note: After this we can no longer abort! settings = Application.getInstance().getGlobalContainerStack() if not settings.getProperty("machine_center_is_zero", "value"): new_node.setPosition( Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 2)) if self._progress_message: self._progress_message.setProgress(100) if self._progress_message: self._progress_message.hide() # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed. self._layers = None Logger.log("d", "Processing layers took %s seconds", time() - start_time)
def run(self): start_time = time() if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView": self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, -1) self._progress.show() Job.yieldThread() if self._abort_requested: if self._progress: self._progress.hide() return Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged) new_node = SceneNode() ## Remove old layer data (if any) for node in DepthFirstIterator(self._scene.getRoot()): if node.callDecoration("getLayerData"): node.getParent().removeChild(node) break if self._abort_requested: if self._progress: self._progress.hide() return # Force garbage collection. # For some reason, Python has a tendency to keep the layer data # in memory longer than needed. Forcing the GC to run here makes # sure any old layer data is really cleaned up before adding new. gc.collect() mesh = MeshData() layer_data = LayerDataBuilder.LayerDataBuilder() layer_count = len(self._layers) # Find the minimum layer number # When using a raft, the raft layers are sent as layers < 0. Instead of allowing layers < 0, we # instead simply offset all other layers so the lowest layer is always 0. min_layer_number = 0 for layer in self._layers: if layer.id < min_layer_number: min_layer_number = layer.id current_layer = 0 for layer in self._layers: abs_layer_number = layer.id + abs(min_layer_number) layer_data.addLayer(abs_layer_number) this_layer = layer_data.getLayer(abs_layer_number) layer_data.setLayerHeight(abs_layer_number, layer.height) for p in range(layer.repeatedMessageCount("path_segment")): polygon = layer.getRepeatedMessage("path_segment", p) extruder = polygon.extruder line_types = numpy.fromstring(polygon.line_type, dtype="u1") # Convert bytearray to numpy array line_types = line_types.reshape((-1,1)) points = numpy.fromstring(polygon.points, dtype="f4") # Convert bytearray to numpy array if polygon.point_type == 0: # Point2D points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. else: # Point3D points = points.reshape((-1,3)) line_widths = numpy.fromstring(polygon.line_width, dtype="f4") # Convert bytearray to numpy array line_widths = line_widths.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. # In the future, line_thicknesses should be given by CuraEngine as well. # Currently the infill layer thickness also translates to line width line_thicknesses = numpy.zeros(line_widths.shape, dtype="f4") line_thicknesses[:] = layer.thickness / 1000 # from micrometer to millimeter # Create a new 3D-array, copy the 2D points over and insert the right height. # This uses manual array creation + copy rather than numpy.insert since this is # faster. new_points = numpy.empty((len(points), 3), numpy.float32) if polygon.point_type == 0: # Point2D new_points[:, 0] = points[:, 0] new_points[:, 1] = layer.height / 1000 # layer height value is in backend representation new_points[:, 2] = -points[:, 1] else: # Point3D new_points[:, 0] = points[:, 0] new_points[:, 1] = points[:, 2] new_points[:, 2] = -points[:, 1] this_poly = LayerPolygon.LayerPolygon(extruder, line_types, new_points, line_widths, line_thicknesses) this_poly.buildCache() this_layer.polygons.append(this_poly) Job.yieldThread() Job.yieldThread() current_layer += 1 progress = (current_layer / layer_count) * 99 # TODO: Rebuild the layer data mesh once the layer has been processed. # This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh. if self._abort_requested: if self._progress: self._progress.hide() return if self._progress: self._progress.setProgress(progress) # We are done processing all the layers we got from the engine, now create a mesh out of the data # Find out colors per extruder global_container_stack = Application.getInstance().getGlobalContainerStack() manager = ExtruderManager.getInstance() extruders = list(manager.getMachineExtruders(global_container_stack.getId())) if extruders: material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32) for extruder in extruders: position = int(extruder.getMetaDataEntry("position", default="0")) # Get the position try: default_color = ExtrudersModel.defaultColors[position] except KeyError: default_color = "#e0e000" color_code = extruder.material.getMetaDataEntry("color_code", default=default_color) color = colorCodeToRGBA(color_code) material_color_map[position, :] = color else: # Single extruder via global stack. material_color_map = numpy.zeros((1, 4), dtype=numpy.float32) color_code = global_container_stack.material.getMetaDataEntry("color_code", default="#e0e000") color = colorCodeToRGBA(color_code) material_color_map[0, :] = color # We have to scale the colors for compatibility mode if OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode")): line_type_brightness = 0.5 # for compatibility mode else: line_type_brightness = 1.0 layer_mesh = layer_data.build(material_color_map, line_type_brightness) if self._abort_requested: if self._progress: self._progress.hide() return # Add LayerDataDecorator to scene node to indicate that the node has layer data decorator = LayerDataDecorator.LayerDataDecorator() decorator.setLayerData(layer_mesh) new_node.addDecorator(decorator) new_node.setMeshData(mesh) # Set build volume as parent, the build volume can move as a result of raft settings. # It makes sense to set the build volume as parent: the print is actually printed on it. new_node_parent = Application.getInstance().getBuildVolume() new_node.setParent(new_node_parent) # Note: After this we can no longer abort! settings = Application.getInstance().getGlobalContainerStack() if not settings.getProperty("machine_center_is_zero", "value"): new_node.setPosition(Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 2)) if self._progress: self._progress.setProgress(100) view = Application.getInstance().getController().getActiveView() if view.getPluginId() == "LayerView": view.resetLayerData() if self._progress: self._progress.hide() # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed. self._layers = None Logger.log("d", "Processing layers took %s seconds", time() - start_time)
def run(self): Logger.log("d", "Processing new layer for build plate %s..." % self._build_plate_number) start_time = time() view = Application.getInstance().getController().getActiveView() if view.getPluginId() == "SimulationView": view.resetLayerData() self._progress_message.show() Job.yieldThread() if self._abort_requested: if self._progress_message: self._progress_message.hide() return Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged) # The no_setting_override is here because adding the SettingOverrideDecorator will trigger a reslice new_node = CuraSceneNode(no_setting_override = True) new_node.addDecorator(BuildPlateDecorator(self._build_plate_number)) # Force garbage collection. # For some reason, Python has a tendency to keep the layer data # in memory longer than needed. Forcing the GC to run here makes # sure any old layer data is really cleaned up before adding new. gc.collect() mesh = MeshData() layer_data = LayerDataBuilder.LayerDataBuilder() layer_count = len(self._layers) # Find the minimum layer number # When disabling the remove empty first layers setting, the minimum layer number will be a positive # value. In that case the first empty layers will be discarded and start processing layers from the # first layer with data. # When using a raft, the raft layers are sent as layers < 0. Instead of allowing layers < 0, we # simply offset all other layers so the lowest layer is always 0. It could happens that the first # raft layer has value -8 but there are just 4 raft (negative) layers. min_layer_number = sys.maxsize negative_layers = 0 for layer in self._layers: if layer.repeatedMessageCount("path_segment") > 0: if layer.id < min_layer_number: min_layer_number = layer.id if layer.id < 0: negative_layers += 1 current_layer = 0 for layer in self._layers: # If the layer is below the minimum, it means that there is no data, so that we don't create a layer # data. However, if there are empty layers in between, we compute them. if layer.id < min_layer_number: continue # Layers are offset by the minimum layer number. In case the raft (negative layers) is being used, # then the absolute layer number is adjusted by removing the empty layers that can be in between raft # and the model abs_layer_number = layer.id - min_layer_number if layer.id >= 0 and negative_layers != 0: abs_layer_number += (min_layer_number + negative_layers) layer_data.addLayer(abs_layer_number) this_layer = layer_data.getLayer(abs_layer_number) layer_data.setLayerHeight(abs_layer_number, layer.height) layer_data.setLayerThickness(abs_layer_number, layer.thickness) for p in range(layer.repeatedMessageCount("path_segment")): polygon = layer.getRepeatedMessage("path_segment", p) extruder = polygon.extruder line_types = numpy.fromstring(polygon.line_type, dtype="u1") # Convert bytearray to numpy array line_types = line_types.reshape((-1,1)) points = numpy.fromstring(polygon.points, dtype="f4") # Convert bytearray to numpy array if polygon.point_type == 0: # Point2D points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. else: # Point3D points = points.reshape((-1,3)) line_widths = numpy.fromstring(polygon.line_width, dtype="f4") # Convert bytearray to numpy array line_widths = line_widths.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. line_thicknesses = numpy.fromstring(polygon.line_thickness, dtype="f4") # Convert bytearray to numpy array line_thicknesses = line_thicknesses.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. line_feedrates = numpy.fromstring(polygon.line_feedrate, dtype="f4") # Convert bytearray to numpy array line_feedrates = line_feedrates.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly. # Create a new 3D-array, copy the 2D points over and insert the right height. # This uses manual array creation + copy rather than numpy.insert since this is # faster. new_points = numpy.empty((len(points), 3), numpy.float32) if polygon.point_type == 0: # Point2D new_points[:, 0] = points[:, 0] new_points[:, 1] = layer.height / 1000 # layer height value is in backend representation new_points[:, 2] = -points[:, 1] else: # Point3D new_points[:, 0] = points[:, 0] new_points[:, 1] = points[:, 2] new_points[:, 2] = -points[:, 1] this_poly = LayerPolygon.LayerPolygon(extruder, line_types, new_points, line_widths, line_thicknesses, line_feedrates) this_poly.buildCache() this_layer.polygons.append(this_poly) Job.yieldThread() Job.yieldThread() current_layer += 1 progress = (current_layer / layer_count) * 99 # TODO: Rebuild the layer data mesh once the layer has been processed. # This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh. if self._abort_requested: if self._progress_message: self._progress_message.hide() return if self._progress_message: self._progress_message.setProgress(progress) # We are done processing all the layers we got from the engine, now create a mesh out of the data # Find out colors per extruder global_container_stack = Application.getInstance().getGlobalContainerStack() manager = ExtruderManager.getInstance() extruders = manager.getActiveExtruderStacks() if extruders: material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32) for extruder in extruders: position = int(extruder.getMetaDataEntry("position", default = "0")) try: default_color = ExtrudersModel.defaultColors[position] except IndexError: default_color = "#e0e000" color_code = extruder.material.getMetaDataEntry("color_code", default=default_color) color = colorCodeToRGBA(color_code) material_color_map[position, :] = color else: # Single extruder via global stack. material_color_map = numpy.zeros((1, 4), dtype=numpy.float32) color_code = global_container_stack.material.getMetaDataEntry("color_code", default="#e0e000") color = colorCodeToRGBA(color_code) material_color_map[0, :] = color # We have to scale the colors for compatibility mode if OpenGLContext.isLegacyOpenGL() or bool(Application.getInstance().getPreferences().getValue("view/force_layer_view_compatibility_mode")): line_type_brightness = 0.5 # for compatibility mode else: line_type_brightness = 1.0 layer_mesh = layer_data.build(material_color_map, line_type_brightness) if self._abort_requested: if self._progress_message: self._progress_message.hide() return # Add LayerDataDecorator to scene node to indicate that the node has layer data decorator = LayerDataDecorator.LayerDataDecorator() decorator.setLayerData(layer_mesh) new_node.addDecorator(decorator) new_node.setMeshData(mesh) # Set build volume as parent, the build volume can move as a result of raft settings. # It makes sense to set the build volume as parent: the print is actually printed on it. new_node_parent = Application.getInstance().getBuildVolume() new_node.setParent(new_node_parent) # Note: After this we can no longer abort! settings = Application.getInstance().getGlobalContainerStack() if not settings.getProperty("machine_center_is_zero", "value"): new_node.setPosition(Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 2)) if self._progress_message: self._progress_message.setProgress(100) if self._progress_message: self._progress_message.hide() # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed. self._layers = None Logger.log("d", "Processing layers took %s seconds", time() - start_time)
def isLegacyOpenGL(self): return OpenGLContext.isLegacyOpenGL()
def __init__(self, **kwargs): plugin_path = "" if sys.platform == "win32": if hasattr(sys, "frozen"): plugin_path = os.path.join(os.path.dirname(os.path.abspath(sys.executable)), "PyQt5", "plugins") Logger.log("i", "Adding QT5 plugin path: %s" % (plugin_path)) QCoreApplication.addLibraryPath(plugin_path) else: import site for dir in site.getsitepackages(): QCoreApplication.addLibraryPath(os.path.join(dir, "PyQt5", "plugins")) elif sys.platform == "darwin": plugin_path = os.path.join(Application.getInstallPrefix(), "Resources", "plugins") if plugin_path: Logger.log("i", "Adding QT5 plugin path: %s" % (plugin_path)) QCoreApplication.addLibraryPath(plugin_path) os.environ["QSG_RENDER_LOOP"] = "basic" super().__init__(sys.argv, **kwargs) self.setAttribute(Qt.AA_UseDesktopOpenGL) major_version, minor_version, profile = OpenGLContext.detectBestOpenGLVersion() if major_version is None and minor_version is None and profile is None: Logger.log("e", "Startup failed because OpenGL version probing has failed: tried to create a 2.0 and 4.1 context. Exiting") QMessageBox.critical(None, "Failed to probe OpenGL", "Could not probe OpenGL. This program requires OpenGL 2.0 or higher. Please check your video card drivers.") sys.exit(1) else: Logger.log("d", "Detected most suitable OpenGL context version: %s" % ( OpenGLContext.versionAsText(major_version, minor_version, profile))) OpenGLContext.setDefaultFormat(major_version, minor_version, profile = profile) self._plugins_loaded = False # Used to determine when it's safe to use the plug-ins. self._main_qml = "main.qml" self._engine = None self._renderer = None self._main_window = None self._theme = None self._shutting_down = False self._qml_import_paths = [] self._qml_import_paths.append(os.path.join(os.path.dirname(sys.executable), "qml")) self._qml_import_paths.append(os.path.join(Application.getInstallPrefix(), "Resources", "qml")) try: self._splash = self._createSplashScreen() except FileNotFoundError: self._splash = None else: self._splash.show() self.processEvents() signal.signal(signal.SIGINT, signal.SIG_DFL) # This is done here as a lot of plugins require a correct gl context. If you want to change the framework, # these checks need to be done in your <framework>Application.py class __init__(). i18n_catalog = i18nCatalog("uranium") self.showSplashMessage(i18n_catalog.i18nc("@info:progress", "Loading plugins...")) self._loadPlugins() self.parseCommandLine() Logger.log("i", "Command line arguments: %s", self._parsed_command_line) self._plugin_registry.checkRequiredPlugins(self.getRequiredPlugins()) self.showSplashMessage(i18n_catalog.i18nc("@info:progress", "Updating configuration...")) upgraded = UM.VersionUpgradeManager.VersionUpgradeManager.getInstance().upgrade() if upgraded: # Preferences might have changed. Load them again. # Note that the language can't be updated, so that will always revert to English. preferences = Preferences.getInstance() try: preferences.readFromFile(Resources.getPath(Resources.Preferences, self._application_name + ".cfg")) except FileNotFoundError: pass self.showSplashMessage(i18n_catalog.i18nc("@info:progress", "Loading preferences...")) try: file = Resources.getPath(Resources.Preferences, self.getApplicationName() + ".cfg") Preferences.getInstance().readFromFile(file) except FileNotFoundError: pass self.getApplicationName() Preferences.getInstance().addPreference("%s/recent_files" % self.getApplicationName(), "") self._recent_files = [] files = Preferences.getInstance().getValue("%s/recent_files" % self.getApplicationName()).split(";") for f in files: if not os.path.isfile(f): continue self._recent_files.append(QUrl.fromLocalFile(f)) JobQueue.getInstance().jobFinished.connect(self._onJobFinished)