Cura/plugins/LayerView/LayerView.py
2016-03-15 12:52:29 +01:00

271 lines
9.5 KiB
Python

# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
from UM.View.View import View
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Resources import Resources
from UM.Event import Event, KeyEvent
from UM.Signal import Signal
from UM.Scene.Selection import Selection
from UM.Math.Color import Color
from UM.Mesh.MeshData import MeshData
from UM.Job import Job
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
from cura.ConvexHullNode import ConvexHullNode
from PyQt5.QtCore import Qt, QTimer
from PyQt5.QtWidgets import QApplication
from . import LayerViewProxy
from UM.i18n import i18nCatalog
catalog = i18nCatalog("cura")
## View used to display g-code paths.
class LayerView(View):
def __init__(self):
super().__init__()
self._shader = None
self._selection_shader = None
self._num_layers = 0
self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
self._proxy = LayerViewProxy.LayerViewProxy()
self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
self._max_layers = 10
self._current_layer_num = 10
self._current_layer_mesh = None
self._current_layer_jumps = None
self._top_layers_job = None
self._activity = False
self._solid_layers = 5
self._top_layer_timer = QTimer()
self._top_layer_timer.setInterval(50)
self._top_layer_timer.setSingleShot(True)
self._top_layer_timer.timeout.connect(self._startUpdateTopLayers)
self._busy = False
def getActivity(self):
return self._activity
def getCurrentLayer(self):
return self._current_layer_num
def _onSceneChanged(self, node):
self.calculateMaxLayers()
def getMaxLayers(self):
return self._max_layers
busyChanged = Signal()
def isBusy(self):
return self._busy
def setBusy(self, busy):
if busy != self._busy:
self._busy = busy
self.busyChanged.emit()
def resetLayerData(self):
self._current_layer_mesh = None
self._current_layer_jumps = None
def beginRendering(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
if not self._selection_shader:
self._selection_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
self._selection_shader.setUniformValue("u_color", Color(32, 32, 32, 128))
for node in DepthFirstIterator(scene.getRoot()):
# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
# However, it is somewhat relevant when the node is selected, so do render it then.
if type(node) is ConvexHullNode and not Selection.isSelected(node.getWatchedNode()):
continue
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
if Selection.isSelected(node):
renderer.queueNode(node, transparent = True, shader = self._selection_shader)
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._current_layer_num - self._solid_layers > -1:
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer, counts in element_counts.items():
if layer + self._solid_layers > self._current_layer_num:
break
end += counts
# This uses glDrawRangeElements internally to only draw a certain range of lines.
renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
if self._current_layer_mesh:
renderer.queueNode(node, mesh = self._current_layer_mesh)
if self._current_layer_jumps:
renderer.queueNode(node, mesh = self._current_layer_jumps)
def setLayer(self, value):
if self._current_layer_num != value:
self._current_layer_num = value
if self._current_layer_num < 0:
self._current_layer_num = 0
if self._current_layer_num > self._max_layers:
self._current_layer_num = self._max_layers
self._current_layer_mesh = None
self._current_layer_jumps = None
self._top_layer_timer.start()
self.currentLayerNumChanged.emit()
currentLayerNumChanged = Signal()
def calculateMaxLayers(self):
scene = self.getController().getScene()
renderer = self.getRenderer() # TODO: @UnusedVariable
self._activity = True
self._old_max_layers = self._max_layers
## Recalculate num max layers
new_max_layers = 0
for node in DepthFirstIterator(scene.getRoot()):
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
if new_max_layers < len(layer_data.getLayers()):
new_max_layers = len(layer_data.getLayers()) - 1
if new_max_layers > 0 and new_max_layers != self._old_max_layers:
self._max_layers = new_max_layers
# The qt slider has a bit of weird behavior that if the maxvalue needs to be changed first
# if it's the largest value. If we don't do this, we can have a slider block outside of the
# slider.
if new_max_layers > self._current_layer_num:
self.maxLayersChanged.emit()
self.setLayer(int(self._max_layers))
else:
self.setLayer(int(self._max_layers))
self.maxLayersChanged.emit()
self._top_layer_timer.start()
maxLayersChanged = Signal()
currentLayerNumChanged = Signal()
## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
# as this caused some issues.
def getProxy(self, engine, script_engine):
return self._proxy
def endRendering(self):
pass
def event(self, event):
modifiers = QApplication.keyboardModifiers()
ctrl_is_active = modifiers == Qt.ControlModifier
if event.type == Event.KeyPressEvent and ctrl_is_active:
if event.key == KeyEvent.UpKey:
self.setLayer(self._current_layer_num + 1)
return True
if event.key == KeyEvent.DownKey:
self.setLayer(self._current_layer_num - 1)
return True
def _startUpdateTopLayers(self):
if self._top_layers_job:
self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
self._top_layers_job.cancel()
self.setBusy(True)
self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
self._top_layers_job.start()
def _updateCurrentLayerMesh(self, job):
self.setBusy(False)
if not job.getResult():
return
self._current_layer_mesh = job.getResult().get("layers")
self._current_layer_jumps = job.getResult().get("jumps")
self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot())
self._top_layers_job = None
class _CreateTopLayersJob(Job):
def __init__(self, scene, layer_number, solid_layers):
super().__init__()
self._scene = scene
self._layer_number = layer_number
self._solid_layers = solid_layers
self._cancel = False
def run(self):
layer_data = None
for node in DepthFirstIterator(self._scene.getRoot()):
layer_data = node.callDecoration("getLayerData")
if layer_data:
break
if self._cancel or not layer_data:
return
layer_mesh = MeshData()
for i in range(self._solid_layers):
layer_number = self._layer_number - i
if layer_number < 0:
continue
try:
layer = layer_data.getLayer(layer_number).createMesh()
except Exception as e:
print(e)
return
if not layer or layer.getVertices() is None:
continue
layer_mesh.addVertices(layer.getVertices())
# Scale layer color by a brightness factor based on the current layer number
# This will result in a range of 0.5 - 1.0 to multiply colors by.
brightness = (2.0 - (i / self._solid_layers)) / 2.0
layer_mesh.addColors(layer.getColors() * brightness)
if self._cancel:
return
Job.yieldThread()
if self._cancel:
return
Job.yieldThread()
jump_mesh = layer_data.getLayer(self._layer_number).createJumps()
if not jump_mesh or jump_mesh.getVertices() is None:
jump_mesh = None
self.setResult({ "layers": layer_mesh, "jumps": jump_mesh })
def cancel(self):
self._cancel = True
super().cancel()