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* 15.10: (37 commits) Tweak the initial camera position Never disable the view button Use selection status to disable/enable tools rather than platform activity JSON: bugfix: skirt_speed was the only child of speed_layer_0, which meant you couldnt tweak them separately Fix Windows build Move all contributed profiles to an "Other" manufacturer Bump version Make the Infill buttons and support checkboxes in Simple mode functional Fix the variants menu so the variants actually get added Try to add a page when the name of a wizard page is unknown Catch any exception that happens while trying to eject Set High Quality to 0.08 layer height Capture stdout and stderr on Windows to prevent py2exe messages Add missing Ulti and Low quality profiles JSON: bugfix/feat: wall_line_width defaults to nozzle size and wall_line_count computed properly When you click [Manage Printers..] it brings you to the right page Delay showing the Add Machine dialog until after the main window is properly shown Adds a smaller cross icon Use the job name for saving files Update RemovableDrive and USB output devices to use the new file_name parameter ...
202 lines
9.0 KiB
Python
202 lines
9.0 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.View.Renderer import Renderer
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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 cura.ConvexHullNode import ConvexHullNode
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from PyQt5 import QtCore, QtWidgets
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from . import LayerViewProxy
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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._material = 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().sceneChanged.connect(self._onSceneChanged)
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self._max_layers = 10
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self._current_layer_num = 10
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self._current_layer_mesh = None
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self._current_layer_jumps = None
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self._activity = False
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self._solid_layers = 5
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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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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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renderer.setRenderSelection(False)
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if not self._material:
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self._material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "basic.vert"), Resources.getPath(Resources.Shaders, "vertexcolor.frag"))
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self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
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self._selection_material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "basic.vert"), Resources.getPath(Resources.Shaders, "color.frag"))
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self._selection_material.setUniformValue("u_color", Color(35, 35, 35, 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, material = self._selection_material, transparent = True)
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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, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
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# We currently recreate the current "solid" layers every time a
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if not self._current_layer_mesh:
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self._current_layer_mesh = MeshData()
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for i in range(self._solid_layers):
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layer = self._current_layer_num - i
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if layer < 0:
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continue
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try:
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layer_mesh = layer_data.getLayer(layer).createMesh()
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if not layer_mesh or layer_mesh.getVertices() is None:
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continue
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except:
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continue
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if self._current_layer_mesh: #Threading thing; Switching between views can cause the current layer mesh to be deleted.
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self._current_layer_mesh.addVertices(layer_mesh.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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if self._current_layer_mesh:
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self._current_layer_mesh.addColors(layer_mesh.getColors() * brightness)
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if self._current_layer_mesh:
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renderer.queueNode(node, mesh = self._current_layer_mesh, material = self._material)
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if not self._current_layer_jumps:
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self._current_layer_jumps = MeshData()
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for i in range(1):
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layer = self._current_layer_num - i
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if layer < 0:
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continue
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try:
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layer_mesh = layer_data.getLayer(layer).createJumps()
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if not layer_mesh or layer_mesh.getVertices() is None:
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continue
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except:
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continue
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self._current_layer_jumps.addVertices(layer_mesh.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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self._current_layer_jumps.addColors(layer_mesh.getColors() * brightness)
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renderer.queueNode(node, mesh = self._current_layer_jumps, material = self._material)
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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._current_layer_mesh = None
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self._current_layer_jumps = None
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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()
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if renderer and self._material:
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self._activity = True
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renderer.setRenderSelection(False)
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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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if not node.render(renderer):
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if 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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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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self.maxLayersChanged.emit()
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self._current_layer_num = self._max_layers
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# This makes sure we update the current layer
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self.setLayer(int(self._max_layers))
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self.currentLayerNumChanged.emit()
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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 = QtWidgets.QApplication.keyboardModifiers()
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ctrl_is_active = modifiers == QtCore.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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