Multiple objects are now handled with right transformation

This commit is contained in:
Jaime van Kessel 2016-10-07 12:51:51 +02:00
parent 7d28f5cdf1
commit 7c59f8f2f2

View file

@ -11,6 +11,8 @@ from UM.Scene.GroupDecorator import GroupDecorator
import UM.Application
from UM.Job import Job
from UM.Math.Quaternion import Quaternion
import math
import zipfile
@ -24,118 +26,111 @@ class ThreeMFReader(MeshReader):
def __init__(self):
super().__init__()
self._supported_extensions = [".3mf"]
self._root = None
self._namespaces = {
"3mf": "http://schemas.microsoft.com/3dmanufacturing/core/2015/02",
"cura": "http://software.ultimaker.com/xml/cura/3mf/2015/10"
}
def _createNodeFromObject(self, object, name = ""):
mesh_builder = MeshBuilder()
node = SceneNode()
vertex_list = []
components = object.find(".//3mf:components", self._namespaces)
if components:
for component in components:
id = component.get("objectid")
object = self._root.find("./3mf:resources/3mf:object[@id='{0}']".format(id), self._namespaces)
new_node = self._createNodeFromObject(object)
node.addChild(new_node)
transform = component.get("transform")
if transform is not None:
new_node.setTransformation(self._createMatrixFromTransformationString(transform))
if len(node.getChildren()) > 0:
group_decorator = GroupDecorator()
node.addDecorator(group_decorator)
# for vertex in entry.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_builder.reserveFaceCount(len(triangles))
for triangle in triangles:
v1 = int(triangle.get("v1"))
v2 = int(triangle.get("v2"))
v3 = int(triangle.get("v3"))
mesh_builder.addFaceByPoints(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()
# Rotate the model; We use a different coordinate frame.
rotation = Matrix()
rotation.setByRotationAxis(-0.5 * math.pi, Vector(1, 0, 0))
# TODO: We currently do not check for normals and simply recalculate them.
mesh_builder.calculateNormals()
mesh_builder.setFileName(name)
mesh_data = mesh_builder.build() #.getTransformed(rotation)
if len(mesh_data.getVertices()):
node.setMeshData(mesh_data)
node.setSelectable(True)
return node
def _createMatrixFromTransformationString(self, transformation):
splitted_transformation = transformation.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]
return temp_mat
def read(self, file_name):
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"))
self._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
build_items = self._root.findall("./3mf:build/3mf:item", self._namespaces)
for entry in objects:
mesh_builder = MeshBuilder()
node = SceneNode()
vertex_list = []
for build_item in build_items:
id = build_item.get("objectid")
object = self._root.find("./3mf:resources/3mf:object[@id='{0}']".format(id), self._namespaces)
build_item_node = self._createNodeFromObject(object)
transform = build_item.get("transform")
if transform is not None:
build_item_node.setTransformation(self._createMatrixFromTransformationString(transform))
result.addChild(build_item_node)
build_item_node.rotate(Quaternion.fromAngleAxis(-0.5 * math.pi, Vector(1, 0, 0)))
# for vertex in entry.mesh.vertices.vertex:
for vertex in entry.findall(".//3mf:vertex", self._namespaces):
vertex_list.append([vertex.get("x"), vertex.get("y"), vertex.get("z")])
Job.yieldThread()
triangles = entry.findall(".//3mf:triangle", self._namespaces)
mesh_builder.reserveFaceCount(len(triangles))
for triangle in triangles:
v1 = int(triangle.get("v1"))
v2 = int(triangle.get("v2"))
v3 = int(triangle.get("v3"))
mesh_builder.addFaceByPoints(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()
# Rotate the model; We use a different coordinate frame.
rotation = Matrix()
rotation.setByRotationAxis(-0.5 * math.pi, Vector(1, 0, 0))
# TODO: We currently do not check for normals and simply recalculate them.
mesh_builder.calculateNormals()
mesh_builder.setFileName(file_name)
mesh_data = mesh_builder.build().getTransformed(rotation)
if not len(mesh_data.getVertices()):
Logger.log("d", "One of the objects does not have vertices. Skipping it.")
continue # This object doesn't have data, so skip it.
node.setMeshData(mesh_data)
node.setSelectable(True)
transformations = root.findall("./3mf:build/3mf:item[@objectid='{0}']".format(entry.get("id")), self._namespaces)
transformation = transformations[0] if transformations else None
if transformation is not None and 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.setTransformation(temp_mat)
try:
node.getBoundingBox() # Selftest - There might be more functions that should fail
except:
Logger.log("w", "Bounding box test for object failed. Skipping this object")
continue
# 3mf defines the front left corner as the 0, so we need to translate to their operating space.
global_container_stack = UM.Application.getInstance().getGlobalContainerStack()
if global_container_stack:
translation = Vector(x = -global_container_stack.getProperty("machine_width", "value") / 2, y = 0, z = global_container_stack.getProperty("machine_depth", "value") / 2)
node.translate(translation)
result.addChild(node)
Job.yieldThread()
# If there is more then one object, group them.
if len(objects) > 1:
group_decorator = GroupDecorator()
result.addDecorator(group_decorator)
elif len(objects) == 1:
if result.getChildren():
result = result.getChildren()[0] # Only one object found, return that.
else: # we failed to load any data
return None
except Exception as e:
Logger.log("e", "exception occured in 3mf reader: %s", e)
try: # Selftest - There might be more functions that should fail