mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-04-22 13:49:39 +08:00
266 lines
9.8 KiB
Python
266 lines
9.8 KiB
Python
# Copyright (c) 2016 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.Logger import Logger
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from UM.Application import Application
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from UM.Resources import Resources
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from UM.Preferences import Preferences
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from UM.Signal import Signal
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from UM.Job import Job
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.SceneNode import SceneNode
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from UM.Scene.ToolHandle import ToolHandle
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from UM.Mesh.MeshBuilder import MeshBuilder
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from UM.View.RenderPass import RenderPass
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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import numpy
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## RenderPass used to display g-code paths.
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class LayerPass(RenderPass):
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def __init__(self, width, height):
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super().__init__("layerview", width, height)
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self._controller = Application.getInstance().getController()
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self._shader = None
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self._tool_handle_shader = None
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._scene = self._controller.getScene()
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self._scene.getRoot().childrenChanged.connect(self._onSceneChanged)
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self._max_layers = 0
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self._current_layer_num = 0
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self._current_layer_mesh = None
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self._current_layer_jumps = None
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self._top_layers_job = None
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self._activity = False
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self._old_max_layers = 0
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self._busy = False
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Preferences.getInstance().addPreference("view/top_layer_count", 5)
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Preferences.getInstance().addPreference("view/only_show_top_layers", False)
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Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
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self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
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self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
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busyChanged = Signal()
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def isBusy(self):
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return self._busy
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def setBusy(self, busy):
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if busy != self._busy:
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self._busy = busy
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self.busyChanged.emit()
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def getActivity(self):
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return self._activity
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def getCurrentLayer(self):
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return self._current_layer_num
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def getMaxLayers(self):
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return self._max_layers
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def resetLayerData(self):
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self._current_layer_mesh = None
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self._current_layer_jumps = None
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def setLayer(self, value):
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if self._current_layer_num != value:
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self._current_layer_num = value
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if self._current_layer_num < 0:
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self._current_layer_num = 0
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if self._current_layer_num > self._max_layers:
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self._current_layer_num = self._max_layers
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self._startUpdateTopLayers()
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self.currentLayerNumChanged.emit()
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def calculateMaxLayers(self):
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self._activity = True
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self._old_max_layers = self._max_layers
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## Recalculate num max layers
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new_max_layers = 0
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for node in DepthFirstIterator(self._scene.getRoot()):
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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if new_max_layers < len(layer_data.getLayers()):
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new_max_layers = len(layer_data.getLayers()) - 1
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if new_max_layers > 0 and new_max_layers != self._old_max_layers:
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self._max_layers = new_max_layers
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# The qt slider has a bit of weird behavior that the maxvalue needs to be changed first
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# if it's the largest value. If we don't do this, we can have a slider block outside of the
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# slider.
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if new_max_layers > self._current_layer_num:
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self.maxLayersChanged.emit()
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self.setLayer(int(self._max_layers))
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else:
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self.setLayer(int(self._max_layers))
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self.maxLayersChanged.emit()
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self._startUpdateTopLayers()
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maxLayersChanged = Signal()
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currentLayerNumChanged = Signal()
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def render(self):
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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if not self._tool_handle_shader:
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self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
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self.bind()
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
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for node in DepthFirstIterator(self._scene.getRoot()):
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if isinstance(node, ToolHandle):
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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elif isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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# Render all layers below a certain number as line mesh instead of vertices.
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if self._current_layer_num - self._solid_layers > -1 and not self._only_show_top_layers:
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start = 0
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end = 0
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element_counts = layer_data.getElementCounts()
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for layer, counts in element_counts.items():
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if layer + self._solid_layers > self._current_layer_num:
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break
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end += counts
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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batch.addItem(node.getWorldTransformation(), layer_data)
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batch.render(self._scene.getActiveCamera())
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# Create a new batch that is not range-limited
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid)
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if self._current_layer_mesh:
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batch.addItem(node.getWorldTransformation(), self._current_layer_mesh)
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if self._current_layer_jumps:
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batch.addItem(node.getWorldTransformation(), self._current_layer_jumps)
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if len(batch.items) > 0:
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batch.render(self._scene.getActiveCamera())
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# Render toolhandles on top of the layerview
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if len(tool_handle_batch.items) > 0:
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tool_handle_batch.render(self._scene.getActiveCamera())
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self.release()
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def _onSceneChanged(self, node):
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self.calculateMaxLayers()
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def _startUpdateTopLayers(self):
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if self._top_layers_job:
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self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
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self._top_layers_job.cancel()
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self.setBusy(True)
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self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
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self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
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self._top_layers_job.start()
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def _updateCurrentLayerMesh(self, job):
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self.setBusy(False)
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if not job.getResult():
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return
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self.resetLayerData() # Reset the layer data only when job is done. Doing it now prevents "blinking" data.
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self._current_layer_mesh = job.getResult().get("layers")
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self._current_layer_jumps = job.getResult().get("jumps")
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self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot())
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self._top_layers_job = None
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def _onPreferencesChanged(self, preference):
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if preference != "view/top_layer_count" and preference != "view/only_show_top_layers":
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return
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self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
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self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
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self._startUpdateTopLayers()
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class _CreateTopLayersJob(Job):
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def __init__(self, scene, layer_number, solid_layers):
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super().__init__()
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self._scene = scene
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self._layer_number = layer_number
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self._solid_layers = solid_layers
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self._cancel = False
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def run(self):
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layer_data = None
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for node in DepthFirstIterator(self._scene.getRoot()):
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layer_data = node.callDecoration("getLayerData")
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if layer_data:
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break
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if self._cancel or not layer_data:
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return
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layer_mesh = MeshBuilder()
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for i in range(self._solid_layers):
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layer_number = self._layer_number - i
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if layer_number < 0:
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continue
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try:
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layer = layer_data.getLayer(layer_number).createMesh()
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except Exception:
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Logger.logException("w", "An exception occurred while creating layer mesh.")
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return
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if not layer or layer.getVertices() is None:
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continue
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layer_mesh.addIndices(layer_mesh.getVertexCount() + layer.getIndices())
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layer_mesh.addVertices(layer.getVertices())
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# Scale layer color by a brightness factor based on the current layer number
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# This will result in a range of 0.5 - 1.0 to multiply colors by.
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brightness = numpy.ones((1, 4), dtype=numpy.float32) * (2.0 - (i / self._solid_layers)) / 2.0
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brightness[0, 3] = 1.0
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layer_mesh.addColors(layer.getColors() * brightness)
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if self._cancel:
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return
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Job.yieldThread()
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if self._cancel:
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return
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Job.yieldThread()
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jump_mesh = layer_data.getLayer(self._layer_number).createJumps()
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if not jump_mesh or jump_mesh.getVertices() is None:
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jump_mesh = None
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self.setResult({"layers": layer_mesh.build(), "jumps": jump_mesh})
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def cancel(self):
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self._cancel = True
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super().cancel()
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