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.

This commit is contained in:
Kurt Loeffler 2015-12-22 21:40:46 -08:00 committed by Ghostkeeper
parent f5939df085
commit 447fdc8fbc
5 changed files with 161 additions and 147 deletions

View file

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Logger.log("w", "No objects found in 3MF file %s, either the file is corrupt or you are using an outdated format", file_name)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