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()
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()
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