# Copyright (c) 2015 Ultimaker B.V. # Cura is released under the terms of the AGPLv3 or higher. from UM.Job import Job from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator from UM.Scene.SceneNode import SceneNode from UM.Application import Application from UM.Mesh.MeshData import MeshData from . import LayerData import numpy import struct class ProcessSlicedObjectListJob(Job): def __init__(self, message): super().__init__() self._message = message self._scene = Application.getInstance().getController().getScene() def run(self): 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 hasattr(node.getMeshData(), "layerData"): self._scene.getRoot().removeChild(node) else: objectIdMap[id(node)] = node settings = Application.getInstance().getActiveMachine() layerHeight = settings.getSettingValueByKey("layer_height") center = None if not settings.getSettingValueByKey("machine_center_is_zero"): center = numpy.array([settings.getSettingValueByKey("machine_width") / 2, 0.0, -settings.getSettingValueByKey("machine_depth") / 2]) else: center = numpy.array([0.0, 0.0, 0.0]) mesh = MeshData() for object in self._message.objects: try: node = objectIdMap[object.id] except KeyError: continue layerData = LayerData.LayerData() for layer in object.layers: layerData.addLayer(layer.id) layerData.setLayerHeight(layer.id, layer.height) layerData.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 -= numpy.array(center) layerData.addPolygon(layer.id, polygon.type, points, polygon.line_width) # We are done processing all the layers we got from the engine, now create a mesh out of the data layerData.build() mesh.layerData = layerData new_node.setMeshData(mesh) new_node.setParent(self._scene.getRoot())