Add ConvexHullJob and ConvexHullNode that can be used for Convex hull calculations and display

This commit is contained in:
Arjen Hiemstra 2015-04-24 17:12:54 +02:00
parent 711ed509e3
commit 952f7b68ec
2 changed files with 104 additions and 0 deletions

32
ConvexHullJob.py Normal file
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from UM.Job import Job
from UM.Application import Application
from UM.Math.Polygon import Polygon
import numpy
from ConvexHullNode import ConvexHullNode
class ConvexHullJob(Job):
def __init__(self, node):
super().__init__()
self._node = node
def run(self):
if not self._node or not self._node.getMeshData():
return
mesh = self._node.getMeshData()
vertexData = mesh.getTransformed(self._node.getWorldTransformation()).getVertices()
hull = Polygon(numpy.rint(vertexData[:, [0, 2]]).astype(int))
# First, calculate the normal convex hull around the points
hull = hull.getConvexHull()
# Then, do a Minkowski hull with a simple 1x1 quad to outset and round the normal convex hull.
hull = hull.getMinkowskiHull(Polygon(numpy.array([[-1, -1], [-1, 1], [1, 1], [1, -1]], numpy.float32)))
hull_node = ConvexHullNode(self._node, hull, Application.getInstance().getController().getScene().getRoot())
self._node._convex_hull = hull
delattr(self._node, "_convex_hull_job")

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ConvexHullNode.py Normal file
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from UM.Scene.SceneNode import SceneNode
from UM.Resources import Resources
from UM.Math.Color import Color
from UM.Math.Vector import Vector
from UM.Mesh.MeshData import MeshData
import numpy
class ConvexHullNode(SceneNode):
def __init__(self, node, hull, parent = None):
super().__init__(parent)
self.setCalculateBoundingBox(False)
self._material = None
self._original_parent = parent
self._inherit_orientation = False
self._inherit_scale = False
self._node = node
self._node.transformationChanged.connect(self._onNodePositionChanged)
self._node.parentChanged.connect(self._onNodeParentChanged)
#self._onNodePositionChanged(self._node)
self._hull = hull
hull_points = self._hull.getPoints()
center = (hull_points.min(0) + hull_points.max(0)) / 2.0
mesh = MeshData()
mesh.addVertex(center[0], 0.1, center[1])
for point in hull_points:
mesh.addVertex(point[0], 0.1, point[1])
indices = []
for i in range(len(hull_points) - 1):
indices.append([0, i + 1, i + 2])
indices.append([0, mesh.getVertexCount() - 1, 1])
mesh.addIndices(numpy.array(indices, numpy.int32))
self.setMeshData(mesh)
def render(self, renderer):
if not self._material:
self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'color.frag'))
self._material.setUniformValue('u_color', Color(35, 35, 35, 128))
renderer.queueNode(self, material = self._material, transparent = True)
return True
def _onNodePositionChanged(self, node):
#self.setPosition(node.getWorldPosition())
if hasattr(node, "_convex_hull"):
delattr(node, "_convex_hull")
self.setParent(None)
#self._node.transformationChanged.disconnect(self._onNodePositionChanged)
#self._node.parentChanged.disconnect(self._onNodeParentChanged)
def _onNodeParentChanged(self, node):
if node.getParent():
self.setParent(self._original_parent)
else:
self.setParent(None)