Cura/plugins/CuraEngineBackend/ProcessSlicedObjectListJob.py
2016-03-03 11:52:56 +01:00

162 lines
6.4 KiB
Python

# 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 UM.Message import Message
from UM.i18n import i18nCatalog
from UM.Math.Vector import Vector
from cura import LayerData
from cura import LayerDataDecorator
import numpy
import struct
catalog = i18nCatalog("cura")
class ProcessSlicedObjectListJob(Job):
def __init__(self, message):
super().__init__()
self._message = message
self._scene = Application.getInstance().getController().getScene()
self._progress = None
self._abort_requested = False
## Aborts the processing of layers.
#
# This abort is made on a best-effort basis, meaning that the actual
# job thread will check once in a while to see whether an abort is
# requested and then stop processing by itself. There is no guarantee
# that the abort will stop the job any time soon or even at all.
def abort(self):
self._abort_requested = True
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()
## 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:
object_id_map[id(node)] = 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 = 0
for i in range(self._message.repeatedMessageCount("objects")):
layer_count += self._message.getRepeatedMessage("objects", i).repeatedMessageCount("layers")
current_layer = 0
for i in range(self._message.repeatedMessageCount("objects")):
object = self._message.getRepeatedMessage("objects", i)
try:
node = object_id_map[object.id]
except KeyError:
continue
for l in range(object.repeatedMessageCount("layers")):
layer = object.getRepeatedMessage("layers", l)
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 _onActiveViewChanged(self):
if self.isRunning():
if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
if not self._progress:
self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, 0)
if self._progress.getProgress() != 100:
self._progress.show()
else:
if self._progress:
self._progress.hide()