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https://github.com/Ultimaker/Cura.git
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Made changed from code review and updated MeshReader plugins to support changes made to Uranium branch MeshReaderDialog. This branch now must be paired with that Uranium branch.
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parent
f5939df085
commit
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5 changed files with 161 additions and 147 deletions
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@ -24,7 +24,7 @@ import xml.etree.ElementTree as ET
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class ThreeMFReader(MeshReader):
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def __init__(self):
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super(ThreeMFReader, self).__init__()
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self._supported_extension = ".3mf"
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self._supported_extensions = [".3mf"]
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self._namespaces = {
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"3mf": "http://schemas.microsoft.com/3dmanufacturing/core/2015/02",
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@ -33,102 +33,102 @@ class ThreeMFReader(MeshReader):
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def read(self, file_name):
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result = None
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extension = os.path.splitext(file_name)[1]
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if extension.lower() == self._supported_extension:
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result = SceneNode()
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# The base object of 3mf is a zipped archive.
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archive = zipfile.ZipFile(file_name, "r")
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try:
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root = ET.parse(archive.open("3D/3dmodel.model"))
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# There can be multiple objects, try to load all of them.
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objects = root.findall("./3mf:resources/3mf:object", self._namespaces)
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if len(objects) == 0:
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Logger.log("w", "No objects found in 3MF file %s, either the file is corrupt or you are using an outdated format", file_name)
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return None
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result = SceneNode()
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# The base object of 3mf is a zipped archive.
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archive = zipfile.ZipFile(file_name, "r")
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try:
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root = ET.parse(archive.open("3D/3dmodel.model"))
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for object in objects:
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mesh = MeshData()
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node = SceneNode()
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vertex_list = []
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#for vertex in object.mesh.vertices.vertex:
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for vertex in object.findall(".//3mf:vertex", self._namespaces):
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vertex_list.append([vertex.get("x"), vertex.get("y"), vertex.get("z")])
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Job.yieldThread()
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triangles = object.findall(".//3mf:triangle", self._namespaces)
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mesh.reserveFaceCount(len(triangles))
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#for triangle in object.mesh.triangles.triangle:
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for triangle in triangles:
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v1 = int(triangle.get("v1"))
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v2 = int(triangle.get("v2"))
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v3 = int(triangle.get("v3"))
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mesh.addFace(vertex_list[v1][0],vertex_list[v1][1],vertex_list[v1][2],vertex_list[v2][0],vertex_list[v2][1],vertex_list[v2][2],vertex_list[v3][0],vertex_list[v3][1],vertex_list[v3][2])
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Job.yieldThread()
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#TODO: We currently do not check for normals and simply recalculate them.
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mesh.calculateNormals()
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node.setMeshData(mesh)
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node.setSelectable(True)
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transformation = root.findall("./3mf:build/3mf:item[@objectid='{0}']".format(object.get("id")), self._namespaces)
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if transformation:
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transformation = transformation[0]
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if transformation.get("transform"):
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splitted_transformation = transformation.get("transform").split()
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## Transformation is saved as:
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## M00 M01 M02 0.0
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## M10 M11 M12 0.0
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## M20 M21 M22 0.0
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## M30 M31 M32 1.0
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## We switch the row & cols as that is how everyone else uses matrices!
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temp_mat = Matrix()
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# Rotation & Scale
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temp_mat._data[0,0] = splitted_transformation[0]
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temp_mat._data[1,0] = splitted_transformation[1]
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temp_mat._data[2,0] = splitted_transformation[2]
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temp_mat._data[0,1] = splitted_transformation[3]
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temp_mat._data[1,1] = splitted_transformation[4]
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temp_mat._data[2,1] = splitted_transformation[5]
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temp_mat._data[0,2] = splitted_transformation[6]
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temp_mat._data[1,2] = splitted_transformation[7]
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temp_mat._data[2,2] = splitted_transformation[8]
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# Translation
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temp_mat._data[0,3] = splitted_transformation[9]
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temp_mat._data[1,3] = splitted_transformation[10]
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temp_mat._data[2,3] = splitted_transformation[11]
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node.setPosition(Vector(temp_mat.at(0,3), temp_mat.at(1,3), temp_mat.at(2,3)))
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temp_quaternion = Quaternion()
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temp_quaternion.setByMatrix(temp_mat)
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node.setOrientation(temp_quaternion)
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# Magical scale extraction
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scale = temp_mat.getTransposed().multiply(temp_mat)
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scale_x = math.sqrt(scale.at(0,0))
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scale_y = math.sqrt(scale.at(1,1))
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scale_z = math.sqrt(scale.at(2,2))
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node.setScale(Vector(scale_x,scale_y,scale_z))
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# We use a different coordinate frame, so rotate.
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#rotation = Quaternion.fromAngleAxis(-0.5 * math.pi, Vector(1,0,0))
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#node.rotate(rotation)
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result.addChild(node)
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# There can be multiple objects, try to load all of them.
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objects = root.findall("./3mf:resources/3mf:object", self._namespaces)
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if len(objects) == 0:
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Logger.log("w", "No objects found in 3MF file %s, either the file is corrupt or you are using an outdated format", file_name)
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return None
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for object in objects:
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mesh = MeshData()
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node = SceneNode()
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vertex_list = []
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#for vertex in object.mesh.vertices.vertex:
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for vertex in object.findall(".//3mf:vertex", self._namespaces):
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vertex_list.append([vertex.get("x"), vertex.get("y"), vertex.get("z")])
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Job.yieldThread()
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#If there is more then one object, group them.
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try:
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if len(objects) > 1:
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group_decorator = GroupDecorator()
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result.addDecorator(group_decorator)
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except:
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pass
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except Exception as e:
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Logger.log("e" ,"exception occured in 3mf reader: %s" , e)
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triangles = object.findall(".//3mf:triangle", self._namespaces)
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mesh.reserveFaceCount(len(triangles))
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#for triangle in object.mesh.triangles.triangle:
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for triangle in triangles:
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v1 = int(triangle.get("v1"))
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v2 = int(triangle.get("v2"))
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v3 = int(triangle.get("v3"))
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mesh.addFace(vertex_list[v1][0],vertex_list[v1][1],vertex_list[v1][2],vertex_list[v2][0],vertex_list[v2][1],vertex_list[v2][2],vertex_list[v3][0],vertex_list[v3][1],vertex_list[v3][2])
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Job.yieldThread()
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#TODO: We currently do not check for normals and simply recalculate them.
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mesh.calculateNormals()
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node.setMeshData(mesh)
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node.setSelectable(True)
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transformation = root.findall("./3mf:build/3mf:item[@objectid='{0}']".format(object.get("id")), self._namespaces)
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if transformation:
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transformation = transformation[0]
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if transformation.get("transform"):
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splitted_transformation = transformation.get("transform").split()
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## Transformation is saved as:
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## M00 M01 M02 0.0
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## M10 M11 M12 0.0
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## M20 M21 M22 0.0
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## M30 M31 M32 1.0
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## We switch the row & cols as that is how everyone else uses matrices!
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temp_mat = Matrix()
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# Rotation & Scale
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temp_mat._data[0,0] = splitted_transformation[0]
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temp_mat._data[1,0] = splitted_transformation[1]
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temp_mat._data[2,0] = splitted_transformation[2]
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temp_mat._data[0,1] = splitted_transformation[3]
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temp_mat._data[1,1] = splitted_transformation[4]
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temp_mat._data[2,1] = splitted_transformation[5]
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temp_mat._data[0,2] = splitted_transformation[6]
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temp_mat._data[1,2] = splitted_transformation[7]
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temp_mat._data[2,2] = splitted_transformation[8]
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# Translation
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temp_mat._data[0,3] = splitted_transformation[9]
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temp_mat._data[1,3] = splitted_transformation[10]
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temp_mat._data[2,3] = splitted_transformation[11]
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node.setPosition(Vector(temp_mat.at(0,3), temp_mat.at(1,3), temp_mat.at(2,3)))
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temp_quaternion = Quaternion()
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temp_quaternion.setByMatrix(temp_mat)
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node.setOrientation(temp_quaternion)
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# Magical scale extraction
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scale = temp_mat.getTransposed().multiply(temp_mat)
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scale_x = math.sqrt(scale.at(0,0))
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scale_y = math.sqrt(scale.at(1,1))
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scale_z = math.sqrt(scale.at(2,2))
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node.setScale(Vector(scale_x,scale_y,scale_z))
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# We use a different coordinate frame, so rotate.
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#rotation = Quaternion.fromAngleAxis(-0.5 * math.pi, Vector(1,0,0))
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#node.rotate(rotation)
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result.addChild(node)
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Job.yieldThread()
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#If there is more then one object, group them.
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try:
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if len(objects) > 1:
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group_decorator = GroupDecorator()
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result.addDecorator(group_decorator)
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except:
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pass
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except Exception as e:
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Logger.log("e" ,"exception occured in 3mf reader: %s" , e)
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return result
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