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https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
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Conflicts: cura/BuildVolume.py cura/ConvexHullDecorator.py cura/ConvexHullJob.py cura/CuraApplication.py
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.MeshBuilder import MeshBuilder
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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 = MeshBuilder()
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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.build(), "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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