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Increase simulation speed. Hide Layer Thickness option in color scheme. Hide nozzle when switching layers. Set the handles in front of the view. Name changed back to "Layer View"
191 lines
11 KiB
Python
191 lines
11 KiB
Python
# Copyright (c) 2017 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from UM.Math.Color import Color
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from UM.Math.Vector import Vector
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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.Scene.SceneNode import SceneNode
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from UM.Scene.ToolHandle import ToolHandle
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from UM.Application import Application
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from UM.PluginRegistry import PluginRegistry
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from UM.View.RenderPass import RenderPass
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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.Settings.ExtruderManager import ExtruderManager
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import os.path
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## RenderPass used to display g-code paths.
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from .NozzleNode import NozzleNode
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class SimulationPass(RenderPass):
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def __init__(self, width, height):
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super().__init__("simulationview", width, height)
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self._layer_shader = None
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self._layer_shadow_shader = None
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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
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self._tool_handle_shader = None
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self._nozzle_shader = None
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self._old_current_layer = 0
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self._old_current_path = 0
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self._switching_layers = True # It tracks when the user is moving the layers' slider
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._scene = Application.getInstance().getController().getScene()
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self._extruder_manager = ExtruderManager.getInstance()
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self._layer_view = None
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self._compatibility_mode = None
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def setSimulationView(self, layerview):
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self._layer_view = layerview
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self._compatibility_mode = layerview.getCompatibilityMode()
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def render(self):
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if not self._layer_shader:
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if self._compatibility_mode:
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shader_filename = "layers.shader"
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shadow_shader_filename = "layers_shadow.shader"
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else:
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shader_filename = "layers3d.shader"
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shadow_shader_filename = "layers3d_shadow.shader"
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self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
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self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
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self._current_shader = self._layer_shader
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# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
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self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
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if self._layer_view:
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self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
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self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
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self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness())
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self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness())
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self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType())
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self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
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self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
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self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers())
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self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
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self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
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else:
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#defaults
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self._layer_shader.setUniformValue("u_max_feedrate", 1)
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self._layer_shader.setUniformValue("u_min_feedrate", 0)
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self._layer_shader.setUniformValue("u_max_thickness", 1)
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self._layer_shader.setUniformValue("u_min_thickness", 0)
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self._layer_shader.setUniformValue("u_layer_view_type", 1)
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self._layer_shader.setUniformValue("u_extruder_opacity", [1, 1, 1, 1])
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self._layer_shader.setUniformValue("u_show_travel_moves", 0)
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self._layer_shader.setUniformValue("u_show_helpers", 1)
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self._layer_shader.setUniformValue("u_show_skin", 1)
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self._layer_shader.setUniformValue("u_show_infill", 1)
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if not self._tool_handle_shader:
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self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
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if not self._nozzle_shader:
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self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
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self.bind()
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
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head_position = None # Indicates the current position of the print head
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nozzle_node = None
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for node in DepthFirstIterator(self._scene.getRoot()):
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if isinstance(node, ToolHandle):
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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elif isinstance(node, NozzleNode):
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nozzle_node = node
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nozzle_node.setVisible(False)
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elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) 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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# Render all layers below a certain number as line mesh instead of vertices.
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if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
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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 in sorted(element_counts.keys()):
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# In the current layer, we show just the indicated paths
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if layer == self._layer_view._current_layer_num:
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# We look for the position of the head, searching the point of the current path
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index = self._layer_view._current_path_num
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offset = 0
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for polygon in layer_data.getLayer(layer).polygons:
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# The size indicates all values in the two-dimension array, and the second dimension is
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# always size 3 because we have 3D points.
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if index >= polygon.data.size // 3 - offset:
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index -= polygon.data.size // 3 - offset
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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
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continue
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# The head position is calculated and translated
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head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
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break
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break
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if self._layer_view._minimum_layer_num > layer:
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start += element_counts[layer]
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end += element_counts[layer]
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# Calculate the range of paths in the last layer
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current_layer_start = end
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current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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# All the layers but the current selected layer are rendered first
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if self._old_current_path != self._layer_view._current_path_num:
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self._current_shader = self._layer_shadow_shader
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self._switching_layers = False
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if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num:
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self._current_shader = self._layer_shader
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self._switching_layers = True
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layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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layers_batch.addItem(node.getWorldTransformation(), layer_data)
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layers_batch.render(self._scene.getActiveCamera())
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# Current selected layer is rendered
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current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end))
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current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
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current_layer_batch.render(self._scene.getActiveCamera())
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self._old_current_layer = self._layer_view._current_layer_num
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self._old_current_path = self._layer_view._current_path_num
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# Create a new batch that is not range-limited
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batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
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if self._layer_view.getCurrentLayerMesh():
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batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh())
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if self._layer_view.getCurrentLayerJumps():
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batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps())
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if len(batch.items) > 0:
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batch.render(self._scene.getActiveCamera())
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# The nozzle is drawn when once we know the correct position of the head,
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# but the user is not using the layer slider, and the compatibility mode is not enabled
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if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None:
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if head_position is not None:
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nozzle_node.setVisible(True)
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nozzle_node.setPosition(head_position)
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nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent)
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nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
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nozzle_batch.render(self._scene.getActiveCamera())
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# Render toolhandles on top of the layerview
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if len(tool_handle_batch.items) > 0:
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tool_handle_batch.render(self._scene.getActiveCamera())
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self.release()
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