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https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
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Currently resetLayerData() is not used at all, but found in two places the same code like found in resetLayerData(). So replaced them with resetLayerData().
283 lines
10 KiB
Python
283 lines
10 KiB
Python
# Copyright (c) 2015 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.View.View import View
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Event import Event, KeyEvent
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from UM.Signal import Signal
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from UM.Scene.Selection import Selection
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from UM.Math.Color import Color
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from UM.Mesh.MeshData import MeshData
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from UM.Job import Job
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from UM.Preferences import Preferences
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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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from cura.ConvexHullNode import ConvexHullNode
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from PyQt5.QtCore import Qt, QTimer
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from PyQt5.QtWidgets import QApplication
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from . import LayerViewProxy
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from UM.i18n import i18nCatalog
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catalog = i18nCatalog("cura")
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## View used to display g-code paths.
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class LayerView(View):
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def __init__(self):
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super().__init__()
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self._shader = None
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self._selection_shader = None
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self._num_layers = 0
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self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
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self._proxy = LayerViewProxy.LayerViewProxy()
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self._controller.getScene().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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Preferences.getInstance().addPreference("view/top_layer_count", 1)
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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._top_layer_timer = QTimer()
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self._top_layer_timer.setInterval(50)
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self._top_layer_timer.setSingleShot(True)
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self._top_layer_timer.timeout.connect(self._startUpdateTopLayers)
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self._busy = False
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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 _onSceneChanged(self, node):
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self.calculateMaxLayers()
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def getMaxLayers(self):
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return self._max_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 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 beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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if not self._selection_shader:
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self._selection_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._selection_shader.setUniformValue("u_color", Color(32, 32, 32, 128))
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for node in DepthFirstIterator(scene.getRoot()):
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# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
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# However, it is somewhat relevant when the node is selected, so do render it then.
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if type(node) is ConvexHullNode and not Selection.isSelected(node.getWatchedNode()):
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continue
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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if Selection.isSelected(node):
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renderer.queueNode(node, transparent = True, shader = self._selection_shader)
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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:
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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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renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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if self._current_layer_mesh:
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renderer.queueNode(node, mesh = self._current_layer_mesh)
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if self._current_layer_jumps:
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renderer.queueNode(node, mesh = self._current_layer_jumps)
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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.resetLayerData()
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self._top_layer_timer.start()
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self.currentLayerNumChanged.emit()
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currentLayerNumChanged = Signal()
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def calculateMaxLayers(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer() # TODO: @UnusedVariable
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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(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 if 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._top_layer_timer.start()
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maxLayersChanged = Signal()
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currentLayerNumChanged = Signal()
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## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
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# as this caused some issues.
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def getProxy(self, engine, script_engine):
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return self._proxy
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def endRendering(self):
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pass
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def event(self, event):
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modifiers = QApplication.keyboardModifiers()
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ctrl_is_active = modifiers == Qt.ControlModifier
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if event.type == Event.KeyPressEvent and ctrl_is_active:
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if event.key == KeyEvent.UpKey:
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self.setLayer(self._current_layer_num + 1)
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return True
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if event.key == KeyEvent.DownKey:
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self.setLayer(self._current_layer_num - 1)
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return True
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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._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":
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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.resetLayerData()
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self._top_layer_timer.start()
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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 = MeshData()
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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 as e:
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print(e)
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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.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 = (2.0 - (i / self._solid_layers)) / 2.0
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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, "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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