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X3D loading performance: vertex organization for faster transforms
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1 changed files with 56 additions and 49 deletions
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@ -11,9 +11,6 @@ from UM.Job import Job
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from math import pi, sin, cos, sqrt
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import numpy
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EPSILON = 0.000001 # So very crude. :(
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try:
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import xml.etree.cElementTree as ET
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except ImportError:
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@ -23,8 +20,12 @@ except ImportError:
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# Use CADPart, for example, to distinguish between separate objects
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DEFAULT_SUBDIV = 16 # Default subdivision factor for spheres, cones, and cylinders
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EPSILON = 0.000001
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class Shape:
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# Expects verts in MeshBuilder-ready format, as a n by 3 mdarray
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# with vertices stored in rows
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def __init__(self, verts, faces, index_base, name):
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self.verts = verts
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self.faces = faces
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@ -62,7 +63,7 @@ class X3DReader(MeshReader):
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xml_scene = xml_root[0]
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if xml_scene.tag != "Scene":
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return None
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return None
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self.transform = Matrix()
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self.transform.setByScaleFactor(scale)
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@ -127,8 +128,8 @@ class X3DReader(MeshReader):
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self.verts = self.faces = [] # Safeguard
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self.geometry_importers[geometry.tag](self, geometry)
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m = self.transform.getData()
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# TODO: can this be done with one dot() call?
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verts = numpy.array([m.dot(vert)[:3] for vert in self.verts])
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verts = m.dot(self.verts)[:3].transpose()
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self.shapes.append(Shape(verts, self.faces, self.index_base, geometry.tag))
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self.index_base += len(verts)
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@ -526,12 +527,10 @@ class X3DReader(MeshReader):
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# num_faces can be a function, in case the face count is a function of vertex count
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def startCoordMesh(self, node, num_faces):
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ccw = readBoolean(node, "ccw", True)
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coord = self.readVertices(node)
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self.readVertices(node) # This will allocate and fill the vertex array
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if hasattr(num_faces, "__call__"):
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num_faces = num_faces(len(coord))
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self.reserveFaceAndVertexCount(num_faces, len(coord))
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for pt in coord:
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self.addVertex(*pt)
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num_faces = num_faces(self.getVertexCount())
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self.reserveFaceCount(num_faces)
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return ccw
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@ -539,61 +538,61 @@ class X3DReader(MeshReader):
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def processGeometryIndexedTriangleSet(self, node):
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index = readIntArray(node, "index", [])
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num_faces = len(index) // 3
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ccw = self.startCoordMesh(node, num_faces)
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ccw = int(self.startCoordMesh(node, num_faces))
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for i in range(0, num_faces*3, 3):
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self.addTriFlip(index[i], index[i+1], index[i+2], ccw)
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self.addTri(index[i + 1 - ccw], index[i + ccw], index[i+2])
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def processGeometryIndexedTriangleStripSet(self, node):
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strips = readIndex(node, "index")
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ccw = self.startCoordMesh(node, sum([len(strip) - 2 for strip in strips]))
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ccw = int(self.startCoordMesh(node, sum([len(strip) - 2 for strip in strips])))
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for strip in strips:
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sccw = ccw # Running CCW value, reset for each strip
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for i in range(len(strip) - 2):
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self.addTriFlip(strip[i], strip[i+1], strip[i+2], sccw)
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sccw = not sccw
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self.addTri(strip[i + 1 - sccw], strip[i + sccw], strip[i+2])
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sccw = 1 - sccw
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def processGeometryIndexedTriangleFanSet(self, node):
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fans = readIndex(node, "index")
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ccw = self.startCoordMesh(node, sum([len(fan) - 2 for fan in fans]))
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ccw = int(self.startCoordMesh(node, sum([len(fan) - 2 for fan in fans])))
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for fan in fans:
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for i in range(1, len(fan) - 1):
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self.addTriFlip(fan[0], fan[i], fan[i+1], ccw)
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self.addTri(fan[0], fan[i + 1 - ccw], fan[i + ccw])
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def processGeometryTriangleSet(self, node):
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ccw = self.startCoordMesh(node, lambda num_vert: num_vert // 3)
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for i in range(0, len(self.verts), 3):
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self.addTriFlip(i, i+1, i+2, ccw)
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ccw = int(self.startCoordMesh(node, lambda num_vert: num_vert // 3))
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for i in range(0, self.getVertexCount(), 3):
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self.addTri(i + 1 - ccw, i + ccw, i+2)
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def processGeometryTriangleStripSet(self, node):
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strips = readIntArray(node, "stripCount", [])
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ccw = self.startCoordMesh(node, sum([n-2 for n in strips]))
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ccw = int(self.startCoordMesh(node, sum([n-2 for n in strips])))
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vb = 0
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for n in strips:
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sccw = ccw
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for i in range(n-2):
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self.addTriFlip(vb+i, vb+i+1, vb+i+2, sccw)
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sccw = not sccw
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self.addTri(vb + i + 1 - sccw, vb + i + sccw, vb + i + 2)
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sccw = 1 - sccw
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vb += n
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def processGeometryTriangleFanSet(self, node):
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fans = readIntArray(node, "fanCount", [])
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ccw = self.startCoordMesh(node, sum([n-2 for n in fans]))
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ccw = int(self.startCoordMesh(node, sum([n-2 for n in fans])))
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vb = 0
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for n in fans:
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for i in range(1, n-1):
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self.addTriFlip(vb, vb+i, vb+i+1, ccw)
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self.addTri(vb, vb + i + 1 - ccw, vb + i + ccw)
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vb += n
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# Quad geometries from the CAD module, might be relevant for printing
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def processGeometryQuadSet(self, node):
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ccw = self.startCoordMesh(node, lambda num_vert: 2*(num_vert // 4))
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for i in range(0, len(self.verts), 4):
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for i in range(0, self.getVertexCount(), 4):
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self.addQuadFlip(i, i+1, i+2, i+3, ccw)
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def processGeometryIndexedQuadSet(self, node):
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@ -686,7 +685,7 @@ class X3DReader(MeshReader):
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"Cone": processGeometryCone
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}
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# Parses the Coordinate.@point field
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# Parses the Coordinate.@point field, fills the verts array.
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def readVertices(self, node):
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for c in node:
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if c.tag == "Coordinate":
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@ -695,23 +694,33 @@ class X3DReader(MeshReader):
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pt = c.attrib.get("point")
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if pt:
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co = [float(x) for x in pt.split()]
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num_verts = len(co) // 3
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self.verts = numpy.empty((4, num_verts), dtype=numpy.float32)
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self.verts[3,:] = numpy.ones((num_verts), dtype=numpy.float32)
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# Group by three
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return [(co[i], co[i+1], co[i+2]) for i in range(0, (len(co) // 3)*3, 3)]
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return []
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for i in range(num_verts):
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self.verts[:3,i] = co[3*i:3*i+3]
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# Mesh builder helpers
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def reserveFaceAndVertexCount(self, num_faces, num_verts):
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# Unlike the Cura MeshBuilder, we use 4-vectors here for easier transform
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self.verts = numpy.array([(0,0,0,1) for i in range(num_verts)], dtype=numpy.float32)
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# Unlike the Cura MeshBuilder, we use 4-vectors stored as columns for easier transform
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self.verts = numpy.zeros((4, num_verts), dtype=numpy.float32)
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self.verts[3,:] = numpy.ones((num_verts), dtype=numpy.float32)
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self.num_verts = 0
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self.reserveFaceCount(num_faces)
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def reserveFaceCount(self, num_faces):
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self.faces = numpy.zeros((num_faces, 3), dtype=numpy.int32)
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self.num_faces = 0
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self.num_verts = 0
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def getVertexCount(self):
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return self.verts.shape[1]
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def addVertex(self, x, y, z):
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self.verts[self.num_verts, 0] = x
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self.verts[self.num_verts, 1] = y
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self.verts[self.num_verts, 2] = z
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self.verts[0, self.num_verts] = x
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self.verts[1, self.num_verts] = y
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self.verts[2, self.num_verts] = z
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self.num_verts += 1
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# Indices are 0-based for this shape, but they won't be zero-based in the merged mesh
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@ -751,9 +760,7 @@ class X3DReader(MeshReader):
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# Vertex coordinates are supposed to be already set
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def addFace(self, indices, ccw):
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# Resolve indices to coordinates for faster math
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n = len(indices)
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verts = self.verts
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face = [Vector(verts[i, 0], verts[i, 1], verts[i, 2]) for i in indices]
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face = [Vector(data=self.verts[0:3, i]) for i in indices]
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# Need a normal to the plane so that we can know which vertices form inner angles
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normal = findOuterNormal(face)
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@ -762,14 +769,14 @@ class X3DReader(MeshReader):
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return
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# Find the vertex with the smallest inner angle and no points inside, cut off. Repeat until done
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m = len(face)
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vi = [i for i in range(m)] # We'll be using this to kick vertices from the face
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while m > 3:
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n = len(face)
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vi = [i for i in range(n)] # We'll be using this to kick vertices from the face
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while n > 3:
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max_cos = EPSILON # We don't want to check anything on Pi angles
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i_min = 0 # max cos corresponds to min angle
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for i in range(m):
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inext = (i + 1) % m
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iprev = (i + m - 1) % m
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for i in range(n):
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inext = (i + 1) % n
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iprev = (i + n - 1) % n
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v = face[vi[i]]
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next = face[vi[inext]] - v
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prev = face[vi[iprev]] - v
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@ -779,7 +786,7 @@ class X3DReader(MeshReader):
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if cos > max_cos:
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# Check if there are vertices inside the triangle
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no_points_inside = True
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for j in range(m):
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for j in range(n):
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if j != i and j != iprev and j != inext:
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vx = face[vi[j]] - v
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if pointInsideTriangle(vx, next, prev, nextXprev):
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@ -790,9 +797,9 @@ class X3DReader(MeshReader):
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max_cos = cos
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i_min = i
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self.addTriFlip(indices[vi[(i_min + m - 1) % m]], indices[vi[i_min]], indices[vi[(i_min + 1) % m]], ccw)
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self.addTriFlip(indices[vi[(i_min + n - 1) % n]], indices[vi[i_min]], indices[vi[(i_min + 1) % n]], ccw)
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vi.pop(i_min)
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m -= 1
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n -= 1
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self.addTriFlip(indices[vi[0]], indices[vi[1]], indices[vi[2]], ccw)
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@ -895,7 +902,7 @@ def pointInsideTriangle(vx, next, prev, nextXprev):
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vxXprev = vx.cross(prev)
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r = ratio(vxXprev, nextXprev)
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if r < 0:
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return False;
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return False
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vxXnext = vx.cross(next);
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s = -ratio(vxXnext, nextXprev)
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return s > 0 and (s + r) < 1
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