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Multiple objects are now handled with right transformation
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1 changed files with 94 additions and 99 deletions
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@ -11,6 +11,8 @@ from UM.Scene.GroupDecorator import GroupDecorator
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import UM.Application
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from UM.Job import Job
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from UM.Math.Quaternion import Quaternion
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import math
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import zipfile
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@ -24,118 +26,111 @@ class ThreeMFReader(MeshReader):
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def __init__(self):
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super().__init__()
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self._supported_extensions = [".3mf"]
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self._root = None
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self._namespaces = {
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"3mf": "http://schemas.microsoft.com/3dmanufacturing/core/2015/02",
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"cura": "http://software.ultimaker.com/xml/cura/3mf/2015/10"
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}
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def _createNodeFromObject(self, object, name = ""):
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mesh_builder = MeshBuilder()
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node = SceneNode()
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vertex_list = []
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components = object.find(".//3mf:components", self._namespaces)
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if components:
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for component in components:
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id = component.get("objectid")
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object = self._root.find("./3mf:resources/3mf:object[@id='{0}']".format(id), self._namespaces)
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new_node = self._createNodeFromObject(object)
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node.addChild(new_node)
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transform = component.get("transform")
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if transform is not None:
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new_node.setTransformation(self._createMatrixFromTransformationString(transform))
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if len(node.getChildren()) > 0:
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group_decorator = GroupDecorator()
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node.addDecorator(group_decorator)
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# for vertex in entry.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_builder.reserveFaceCount(len(triangles))
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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_builder.addFaceByPoints(vertex_list[v1][0], vertex_list[v1][1], vertex_list[v1][2],
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vertex_list[v2][0], vertex_list[v2][1], vertex_list[v2][2],
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vertex_list[v3][0], vertex_list[v3][1], vertex_list[v3][2])
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Job.yieldThread()
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# Rotate the model; We use a different coordinate frame.
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rotation = Matrix()
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rotation.setByRotationAxis(-0.5 * math.pi, Vector(1, 0, 0))
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# TODO: We currently do not check for normals and simply recalculate them.
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mesh_builder.calculateNormals()
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mesh_builder.setFileName(name)
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mesh_data = mesh_builder.build() #.getTransformed(rotation)
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if len(mesh_data.getVertices()):
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node.setMeshData(mesh_data)
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node.setSelectable(True)
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return node
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def _createMatrixFromTransformationString(self, transformation):
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splitted_transformation = transformation.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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return temp_mat
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def read(self, file_name):
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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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self._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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build_items = self._root.findall("./3mf:build/3mf:item", self._namespaces)
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for entry in objects:
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mesh_builder = MeshBuilder()
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node = SceneNode()
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vertex_list = []
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for build_item in build_items:
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id = build_item.get("objectid")
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object = self._root.find("./3mf:resources/3mf:object[@id='{0}']".format(id), self._namespaces)
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build_item_node = self._createNodeFromObject(object)
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transform = build_item.get("transform")
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if transform is not None:
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build_item_node.setTransformation(self._createMatrixFromTransformationString(transform))
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result.addChild(build_item_node)
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build_item_node.rotate(Quaternion.fromAngleAxis(-0.5 * math.pi, Vector(1, 0, 0)))
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# for vertex in entry.mesh.vertices.vertex:
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for vertex in entry.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 = entry.findall(".//3mf:triangle", self._namespaces)
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mesh_builder.reserveFaceCount(len(triangles))
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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_builder.addFaceByPoints(vertex_list[v1][0], vertex_list[v1][1], vertex_list[v1][2],
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vertex_list[v2][0], vertex_list[v2][1], vertex_list[v2][2],
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vertex_list[v3][0], vertex_list[v3][1], vertex_list[v3][2])
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Job.yieldThread()
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# Rotate the model; We use a different coordinate frame.
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rotation = Matrix()
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rotation.setByRotationAxis(-0.5 * math.pi, Vector(1, 0, 0))
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# TODO: We currently do not check for normals and simply recalculate them.
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mesh_builder.calculateNormals()
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mesh_builder.setFileName(file_name)
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mesh_data = mesh_builder.build().getTransformed(rotation)
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if not len(mesh_data.getVertices()):
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Logger.log("d", "One of the objects does not have vertices. Skipping it.")
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continue # This object doesn't have data, so skip it.
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node.setMeshData(mesh_data)
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node.setSelectable(True)
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transformations = root.findall("./3mf:build/3mf:item[@objectid='{0}']".format(entry.get("id")), self._namespaces)
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transformation = transformations[0] if transformations else None
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if transformation is not None and 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.setTransformation(temp_mat)
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try:
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node.getBoundingBox() # Selftest - There might be more functions that should fail
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except:
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Logger.log("w", "Bounding box test for object failed. Skipping this object")
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continue
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# 3mf defines the front left corner as the 0, so we need to translate to their operating space.
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global_container_stack = UM.Application.getInstance().getGlobalContainerStack()
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if global_container_stack:
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translation = Vector(x = -global_container_stack.getProperty("machine_width", "value") / 2, y = 0, z = global_container_stack.getProperty("machine_depth", "value") / 2)
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node.translate(translation)
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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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if len(objects) > 1:
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group_decorator = GroupDecorator()
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result.addDecorator(group_decorator)
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elif len(objects) == 1:
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if result.getChildren():
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result = result.getChildren()[0] # Only one object found, return that.
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else: # we failed to load any data
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return None
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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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try: # Selftest - There might be more functions that should fail
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