Esempio n. 1
0
    def run(self):
        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)

        object_id_map = {}
        new_node = SceneNode()

        ## Remove old layer data (if any)
        for node in DepthFirstIterator(self._scene.getRoot()):
            if type(node) is SceneNode and node.getMeshData():
                if node.callDecoration("getLayerData"):
                    self._scene.getRoot().removeChild(node)
            Job.yieldThread()
            if self._abort_requested:
                if self._progress:
                    self._progress.hide()
                return

        settings = Application.getInstance().getMachineManager(
        ).getWorkingProfile()

        mesh = MeshData()
        layer_data = LayerData.LayerData()
        layer_count = len(self._layers)

        current_layer = 0

        for layer in self._layers:
            layer_data.addLayer(layer.id)
            layer_data.setLayerHeight(layer.id, layer.height)
            layer_data.setLayerThickness(layer.id, layer.thickness)

            for p in range(layer.repeatedMessageCount("polygons")):
                polygon = layer.getRepeatedMessage("polygons", p)

                points = numpy.fromstring(
                    polygon.points,
                    dtype="i8")  # Convert bytearray to numpy array
                points = points.reshape(
                    (-1, 2)
                )  # 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)
                new_points[:, 0] = points[:, 0]
                new_points[:, 1] = layer.height
                new_points[:, 2] = -points[:, 1]

                new_points /= 1000

                layer_data.addPolygon(layer.id, polygon.type, new_points,
                                      polygon.line_width)
                Job.yieldThread()
            Job.yieldThread()
            current_layer += 1
            progress = (current_layer / layer_count) * 100
            # 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
        layer_data.build()

        if self._abort_requested:
            if self._progress:
                self._progress.hide()
            return

        #Add layerdata decorator to scene node to indicate that the node has layerdata
        decorator = LayerDataDecorator.LayerDataDecorator()
        decorator.setLayerData(layer_data)
        new_node.addDecorator(decorator)

        new_node.setMeshData(mesh)
        new_node.setParent(
            self._scene.getRoot())  #Note: After this we can no longer abort!

        if not settings.getSettingValue("machine_center_is_zero"):
            new_node.setPosition(
                Vector(-settings.getSettingValue("machine_width") / 2, 0.0,
                       settings.getSettingValue("machine_depth") / 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()
Esempio n. 2
0
    def run(self):
        if Application.getInstance().getController().getActiveView(
        ).getPluginId() == "LayerView":
            self._progress = Message(
                catalog.i18nc("@info:status", "Processing Layers"), 0, False,
                -1)
            self._progress.show()

        Application.getInstance().getController().activeViewChanged.connect(
            self._onActiveViewChanged)

        objectIdMap = {}
        new_node = SceneNode()
        ## Put all nodes in a dict identified by ID
        for node in DepthFirstIterator(self._scene.getRoot()):
            if type(node) is SceneNode and node.getMeshData():
                if node.callDecoration("getLayerData"):
                    self._scene.getRoot().removeChild(node)
                else:
                    objectIdMap[id(node)] = node
            Job.yieldThread()

        settings = Application.getInstance().getMachineManager(
        ).getActiveProfile()
        layerHeight = settings.getSettingValue("layer_height")

        center = None
        if not settings.getSettingValue("machine_center_is_zero"):
            center = numpy.array([
                settings.getSettingValue("machine_width") / 2, 0.0,
                -settings.getSettingValue("machine_depth") / 2
            ])
        else:
            center = numpy.array([0.0, 0.0, 0.0])

        mesh = MeshData()
        layer_data = LayerData.LayerData()

        layer_count = 0
        for object in self._message.objects:
            layer_count += len(object.layers)

        current_layer = 0
        for object in self._message.objects:
            try:
                node = objectIdMap[object.id]
            except KeyError:
                continue

            for layer in object.layers:
                layer_data.addLayer(layer.id)
                layer_data.setLayerHeight(layer.id, layer.height)
                layer_data.setLayerThickness(layer.id, layer.thickness)
                for polygon in layer.polygons:
                    points = numpy.fromstring(
                        polygon.points,
                        dtype="i8")  # Convert bytearray to numpy array
                    points = points.reshape(
                        (-1, 2)
                    )  # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
                    points = numpy.asarray(points, dtype=numpy.float32)
                    points /= 1000
                    points = numpy.insert(points,
                                          1, (layer.height / 1000),
                                          axis=1)

                    points[:, 2] *= -1

                    points -= center

                    layer_data.addPolygon(layer.id, polygon.type, points,
                                          polygon.line_width)

                Job.yieldThread()

                current_layer += 1
                progress = (current_layer / layer_count) * 100
                # 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._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
        layer_data.build()

        #Add layerdata decorator to scene node to indicate that the node has layerdata
        decorator = LayerDataDecorator.LayerDataDecorator()
        decorator.setLayerData(layer_data)
        new_node.addDecorator(decorator)

        new_node.setMeshData(mesh)
        new_node.setParent(self._scene.getRoot())

        if self._progress:
            self._progress.setProgress(100)

        view = Application.getInstance().getController().getActiveView()
        if view.getPluginId() == "LayerView":
            view.resetLayerData()

        if self._progress:
            self._progress.hide()
Esempio n. 3
0
    def run(self):
        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 type(node) is SceneNode and node.getMeshData():
                if node.callDecoration("getLayerData"):
                    self._scene.getRoot().removeChild(node)
            Job.yieldThread()
            if self._abort_requested:
                if self._progress:
                    self._progress.hide()
                return

        mesh = MeshData()
        layer_data = LayerData.LayerData()
        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)
            layer_data.setLayerHeight(abs_layer_number, layer.height)
            layer_data.setLayerThickness(abs_layer_number, layer.thickness)

            for p in range(layer.repeatedMessageCount("polygons")):
                polygon = layer.getRepeatedMessage("polygons", p)

                points = numpy.fromstring(
                    polygon.points,
                    dtype="i8")  # Convert bytearray to numpy array
                points = points.reshape(
                    (-1, 2)
                )  # 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)
                new_points[:, 0] = points[:, 0]
                new_points[:, 1] = layer.height
                new_points[:, 2] = -points[:, 1]

                new_points /= 1000

                layer_data.addPolygon(abs_layer_number, polygon.type,
                                      new_points, polygon.line_width)
                Job.yieldThread()
            Job.yieldThread()
            current_layer += 1
            progress = (current_layer / layer_count) * 100
            # 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
        layer_data.build()

        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_data)
        new_node.addDecorator(decorator)

        new_node.setMeshData(mesh)
        new_node.setParent(
            self._scene.getRoot())  # 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