Cura/plugins/SimulationView/SimulationPass.py
Ghostkeeper a379e01f1d
Fix layer view being greyed out after reslicing gives same current layer
This fixes a very old bug in Cura where sometimes after re-slicing it would display the layer as if you've been going horizontal through the path slider, even if you never touched the horizontal path slider.
This was caused by a tracking flag in the SimulationPass, _switching_layers. This bit of state in the SimulationPass was tracking whether the user is going through the vertical layer slider (True) or the horizontal path slider (False). If False, the nozzle mesh is drawn and lower layers get drawn in a shadowy shader. The state of this flag was being updated on every render by looking at whether the previous render has the same current layer number but a different path index. If so, it changed to False, meaning that it assumes you're going through the paths on a layer and things get shadowy.
However if you slice a different object such that the number of layers stay the same (or at least the current layer) but the number of paths on a layer change (e.g. by reducing Maximum Resolution, or by loading a different model that happens to be equally tall) then it would falsely think you were going through the horizontal path slider.

This change effectively resets this state flag when any layer data is changed in the scene. So if you re-slice, it always goes back to _switching_layers = True.

The side effect is that if you were going through the paths of a layer and you re-slice, you won't end up on the same path even if the number of paths on your current layer didn't change due to the reslice. But I think that is more towards what the user would accept a re-slice to do anyway.

I decided to take a look into this bug because I'm making a script to automatically refresh the screenshots of the Settings Guide plug-in. This script frequently hits cases like this, and it's easier to fix this bug than to work around it in my script.
2021-03-06 15:48:32 +01:00

230 lines
14 KiB
Python

# Copyright (c) 2020 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from UM.Math.Color import Color
from UM.Math.Vector import Vector
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Resources import Resources
from UM.Scene.SceneNode import SceneNode
from UM.Scene.ToolHandle import ToolHandle
from UM.Application import Application
from UM.PluginRegistry import PluginRegistry
from UM.View.RenderPass import RenderPass
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
from cura.Settings.ExtruderManager import ExtruderManager
from cura.LayerPolygon import LayerPolygon
import os.path
import numpy
## RenderPass used to display g-code paths.
from .NozzleNode import NozzleNode
class SimulationPass(RenderPass):
def __init__(self, width, height):
super().__init__("simulationview", width, height)
self._layer_shader = None
self._layer_shadow_shader = None
self._current_shader = None # This shader will be the shadow or the normal depending if the user wants to see the paths or the layers
self._tool_handle_shader = None
self._nozzle_shader = None
self._disabled_shader = None
self._old_current_layer = 0
self._old_current_path = 0
self._switching_layers = True # Tracking whether the user is moving across layers (True) or across paths (False). If false, lower layers render as shadowy.
self._gl = OpenGL.getInstance().getBindingsObject()
self._scene = Application.getInstance().getController().getScene()
self._extruder_manager = ExtruderManager.getInstance()
self._layer_view = None
self._compatibility_mode = None
self._scene.sceneChanged.connect(self._onSceneChanged)
def setSimulationView(self, layerview):
self._layer_view = layerview
self._compatibility_mode = layerview.getCompatibilityMode()
def render(self):
if not self._layer_shader:
if self._compatibility_mode:
shader_filename = "layers.shader"
shadow_shader_filename = "layers_shadow.shader"
else:
shader_filename = "layers3d.shader"
shadow_shader_filename = "layers3d_shadow.shader"
self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
self._current_shader = self._layer_shader
# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
if not self._compatibility_mode:
self._layer_shader.setUniformValue("u_starts_color", Color(*Application.getInstance().getTheme().getColor("layerview_starts").getRgb()))
if self._layer_view:
self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness())
self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness())
self._layer_shader.setUniformValue("u_max_line_width", self._layer_view.getMaxLineWidth())
self._layer_shader.setUniformValue("u_min_line_width", self._layer_view.getMinLineWidth())
self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType())
self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers())
self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
self._layer_shader.setUniformValue("u_show_starts", self._layer_view.getShowStarts())
else:
#defaults
self._layer_shader.setUniformValue("u_max_feedrate", 1)
self._layer_shader.setUniformValue("u_min_feedrate", 0)
self._layer_shader.setUniformValue("u_max_thickness", 1)
self._layer_shader.setUniformValue("u_min_thickness", 0)
self._layer_shader.setUniformValue("u_max_line_width", 1)
self._layer_shader.setUniformValue("u_min_line_width", 0)
self._layer_shader.setUniformValue("u_layer_view_type", 1)
self._layer_shader.setUniformValue("u_extruder_opacity", [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]])
self._layer_shader.setUniformValue("u_show_travel_moves", 0)
self._layer_shader.setUniformValue("u_show_helpers", 1)
self._layer_shader.setUniformValue("u_show_skin", 1)
self._layer_shader.setUniformValue("u_show_infill", 1)
self._layer_shader.setUniformValue("u_show_starts", 1)
if not self._tool_handle_shader:
self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
if not self._nozzle_shader:
self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
if not self._disabled_shader:
self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*Application.getInstance().getTheme().getColor("model_unslicable").getRgb()))
self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*Application.getInstance().getTheme().getColor("model_unslicable_alt").getRgb()))
self._disabled_shader.setUniformValue("u_width", 50.0)
self._disabled_shader.setUniformValue("u_opacity", 0.6)
self.bind()
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
disabled_batch = RenderBatch(self._disabled_shader)
head_position = None # Indicates the current position of the print head
nozzle_node = None
for node in DepthFirstIterator(self._scene.getRoot()):
if isinstance(node, ToolHandle):
tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
elif isinstance(node, NozzleNode):
nozzle_node = node
nozzle_node.setVisible(False) # Don't set to true, we render it separately!
elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible() and not node.callDecoration("isNonPrintingMesh"):
disabled_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData())
elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
# Render all layers below a certain number as line mesh instead of vertices.
if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer in sorted(element_counts.keys()):
# In the current layer, we show just the indicated paths
if layer == self._layer_view._current_layer_num:
# We look for the position of the head, searching the point of the current path
index = self._layer_view._current_path_num
offset = 0
for polygon in layer_data.getLayer(layer).polygons:
# The size indicates all values in the two-dimension array, and the second dimension is
# always size 3 because we have 3D points.
if index >= polygon.data.size // 3 - offset:
index -= polygon.data.size // 3 - offset
offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon
continue
# The head position is calculated and translated
head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
break
break
if self._layer_view._minimum_layer_num > layer:
start += element_counts[layer]
end += element_counts[layer]
# Calculate the range of paths in the last layer
current_layer_start = end
current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
# This uses glDrawRangeElements internally to only draw a certain range of lines.
# All the layers but the current selected layer are rendered first
if self._old_current_path != self._layer_view._current_path_num:
self._current_shader = self._layer_shadow_shader
self._switching_layers = False
if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num:
self._current_shader = self._layer_shader
self._switching_layers = True
# The first line does not have a previous line: add a MoveCombingType in front for start detection
# this way the first start of the layer can also be drawn
prev_line_types = numpy.concatenate([numpy.asarray([LayerPolygon.MoveCombingType], dtype = numpy.float32), layer_data._attributes["line_types"]["value"]])
# Remove the last element
prev_line_types = prev_line_types[0:layer_data._attributes["line_types"]["value"].size]
layer_data._attributes["prev_line_types"] = {'opengl_type': 'float', 'value': prev_line_types, 'opengl_name': 'a_prev_line_type'}
layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True)
layers_batch.addItem(node.getWorldTransformation(), layer_data)
layers_batch.render(self._scene.getActiveCamera())
# Current selected layer is rendered
current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end))
current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
current_layer_batch.render(self._scene.getActiveCamera())
self._old_current_layer = self._layer_view._current_layer_num
self._old_current_path = self._layer_view._current_path_num
# Create a new batch that is not range-limited
batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
if self._layer_view.getCurrentLayerMesh():
batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh())
if self._layer_view.getCurrentLayerJumps():
batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps())
if len(batch.items) > 0:
batch.render(self._scene.getActiveCamera())
# The nozzle is drawn when once we know the correct position of the head,
# but the user is not using the layer slider, and the compatibility mode is not enabled
if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None:
if head_position is not None:
nozzle_node.setPosition(head_position)
nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent)
nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
nozzle_batch.render(self._scene.getActiveCamera())
if len(disabled_batch.items) > 0:
disabled_batch.render(self._scene.getActiveCamera())
# Render toolhandles on top of the layerview
if len(tool_handle_batch.items) > 0:
tool_handle_batch.render(self._scene.getActiveCamera())
self.release()
def _onSceneChanged(self, changed_object: SceneNode):
if changed_object.callDecoration("getLayerData"): # Any layer data has changed.
self._switching_layers = True
self._old_current_layer = 0
self._old_current_path = 0