<commit_before># Copyright (c) 2015 <NAME>.
# Cura is released under the terms of the AGPLv3 or higher.

from UM.Job import Job
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Scene.SceneNode import SceneNode
from UM.Application import Application
from UM.Mesh.MeshData import MeshData

from UM.Message import Message
from UM.i18n import i18nCatalog

from . import LayerData
from . import LayerDataDecorator

import numpy
import struct

catalog = i18nCatalog("cura")

class ProcessSlicedObjectListJob(Job):
    def __init__(self, message):
        super().__init__()
        self._message = message
        self._scene = Application.getInstance().getController().getScene()
        self._progress = None

    def run(self):
        if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
            self._progress = Message(catalog.i18nc("@info", "Layers"), 0, False, 0)
            self._progress.show()

        Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)

        objectIdMap = {}
        new_node = SceneNode()
        ## Put all nodes in a dict identified by ID
        for node in DepthFirstIterator(self._scene.getRoot()):
            if type(node) is SceneNode and node.getMeshData():
                if node.callDecoration("getLayerData"):
                #if hasattr(node.getMeshData(), "layerData"):
                    self._scene.getRoot().removeChild(node)
                else:
                    objectIdMap[id(node)] = node

        settings = Application.getInstance().getMachineManager().getActiveProfile()
        layerHeight = settings.getSettingValue("layer_height")

        center = None
        if not settings.getSettingValue("machine_center_is_zero"):
            center = numpy.array([settings.getSettingValue("machine_width") / 2, 0.0, -settings.getSettingValue("machine_depth") / 2])
        else:
            center = numpy.array([0.0, 0.0, 0.0])

        if self._progress:
            self._progress.setProgress(2)

        mesh = MeshData()
        layer_data = LayerData.LayerData()
        for object in self._message.objects:
            try:
                node = objectIdMap[object.id]
            except KeyError:
                continue

            for layer in object.layers:
                layer_data.addLayer(layer.id)
                layer_data.setLayerHeight(layer.id, layer.height)
                layer_data.setLayerThickness(layer.id, layer.thickness)
                for polygon in layer.polygons:
                    points = numpy.fromstring(polygon.points, dtype="i8") # Convert bytearray to numpy array
                    points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
                    points = numpy.asarray(points, dtype=numpy.float32)
                    points /= 1000
                    points = numpy.insert(points, 1, (layer.height / 1000), axis = 1)

                    points[:,2] *= -1

                    points -= numpy.array(center)

                    layer_data.addPolygon(layer.id, polygon.type, points, polygon.line_width)

        if self._progress:
            self._progress.setProgress(50)

        # We are done processing all the layers we got from the engine, now create a mesh out of the data
        layer_data.build()

        if self._progress:
            self._progress.setProgress(100)
        
        #Add layerdata decorator to scene node to indicate that the node has layerdata
        decorator = LayerDataDecorator.LayerDataDecorator()
        decorator.setLayerData(layer_data)
        new_node.addDecorator(decorator)
        
        new_node.setMeshData(mesh)
        new_node.setParent(self._scene.getRoot())
        
        view = Application.getInstance().getController().getActiveView()
        if view.getPluginId() == "LayerView":
            view.resetLayerData()

        if self._progress:
            self._progress.hide()

    def _onActiveViewChanged(self):
        if self.isRunning():
            if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
                if not self._progress:
                    self._progress = Message(catalog.i18nc("Layers View mode", "Layers"), 0, False, 0)
                    self._progress.show()
            else:
                if self._progress:
                    self._progress.hide()
<commit_msg>Display a more appropriate message when processing layers<commit_after># Copyright (c) 2015 <NAME>.
# Cura is released under the terms of the AGPLv3 or higher.

from UM.Job import Job
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Scene.SceneNode import SceneNode
from UM.Application import Application
from UM.Mesh.MeshData import MeshData

from UM.Message import Message
from UM.i18n import i18nCatalog

from . import LayerData
from . import LayerDataDecorator

import numpy
import struct

catalog = i18nCatalog("cura")

class ProcessSlicedObjectListJob(Job):
    def __init__(self, message):
        super().__init__()
        self._message = message
        self._scene = Application.getInstance().getController().getScene()
        self._progress = None

    def run(self):
        if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
            self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, 0)
            self._progress.show()

        Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)

        objectIdMap = {}
        new_node = SceneNode()
        ## Put all nodes in a dict identified by ID
        for node in DepthFirstIterator(self._scene.getRoot()):
            if type(node) is SceneNode and node.getMeshData():
                if node.callDecoration("getLayerData"):
                #if hasattr(node.getMeshData(), "layerData"):
                    self._scene.getRoot().removeChild(node)
                else:
                    objectIdMap[id(node)] = node

        settings = Application.getInstance().getMachineManager().getActiveProfile()
        layerHeight = settings.getSettingValue("layer_height")

        center = None
        if not settings.getSettingValue("machine_center_is_zero"):
            center = numpy.array([settings.getSettingValue("machine_width") / 2, 0.0, -settings.getSettingValue("machine_depth") / 2])
        else:
            center = numpy.array([0.0, 0.0, 0.0])

        if self._progress:
            self._progress.setProgress(2)

        mesh = MeshData()
        layer_data = LayerData.LayerData()
        for object in self._message.objects:
            try:
                node = objectIdMap[object.id]
            except KeyError:
                continue

            for layer in object.layers:
                layer_data.addLayer(layer.id)
                layer_data.setLayerHeight(layer.id, layer.height)
                layer_data.setLayerThickness(layer.id, layer.thickness)
                for polygon in layer.polygons:
                    points = numpy.fromstring(polygon.points, dtype="i8") # Convert bytearray to numpy array
                    points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
                    points = numpy.asarray(points, dtype=numpy.float32)
                    points /= 1000
                    points = numpy.insert(points, 1, (layer.height / 1000), axis = 1)

                    points[:,2] *= -1

                    points -= numpy.array(center)

                    layer_data.addPolygon(layer.id, polygon.type, points, polygon.line_width)

        if self._progress:
            self._progress.setProgress(50)

        # We are done processing all the layers we got from the engine, now create a mesh out of the data
        layer_data.build()

        if self._progress:
            self._progress.setProgress(100)
        
        #Add layerdata decorator to scene node to indicate that the node has layerdata
        decorator = LayerDataDecorator.LayerDataDecorator()
        decorator.setLayerData(layer_data)
        new_node.addDecorator(decorator)
        
        new_node.setMeshData(mesh)
        new_node.setParent(self._scene.getRoot())
        
        view = Application.getInstance().getController().getActiveView()
        if view.getPluginId() == "LayerView":
            view.resetLayerData()

        if self._progress:
            self._progress.hide()

    def _onActiveViewChanged(self):
        if self.isRunning():
            if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
                if not self._progress:
                    self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, 0)
                    self._progress.show()
            else:
                if self._progress:
                    self._progress.hide()

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{'dir': 'git-commits-cleaned', 'id': '6739849', 'n_tokens_mistral': 2507, 'n_tokens_neox': 2333, 'n_words': 583}