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https://github.com/Ultimaker/Cura.git
synced 2025-07-06 22:47:29 -06:00
Merging all shapes into a single mesh during X3D loading
This commit is contained in:
parent
5cb9f97986
commit
a27f82e64b
1 changed files with 318 additions and 226 deletions
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@ -11,6 +11,7 @@ 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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@ -18,9 +19,19 @@ try:
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except ImportError:
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import xml.etree.ElementTree as ET
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# TODO: preserve the structure of scenes that contain several objects
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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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class Shape:
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def __init__(self, v, f, ib, n):
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self.verts = v
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self.faces = f
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# Those are here for debugging purposes only
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self.index_base = ib
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self.name = n
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class X3DReader(MeshReader):
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def __init__(self):
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super().__init__()
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@ -32,102 +43,97 @@ class X3DReader(MeshReader):
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def read(self, file_name):
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try:
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self.defs = {}
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self.sceneNodes = []
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self.fileName = file_name
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self.shapes = []
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tree = ET.parse(file_name)
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root = tree.getroot()
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xml_root = tree.getroot()
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if root.tag != "X3D":
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if xml_root.tag != "X3D":
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return None
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scale = 1000 # Default X3D unit it one meter, while Cura's is one millimeters
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if root[0].tag == "head":
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for headNode in root[0]:
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if headNode.tag == "unit" and headNode.attrib.get("category") == "length":
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scale *= float(headNode.attrib["conversionFactor"])
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if xml_root[0].tag == "head":
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for head_node in xml_root[0]:
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if head_node.tag == "unit" and head_node.attrib.get("category") == "length":
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scale *= float(head_node.attrib["conversionFactor"])
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break
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scene = root[1]
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xml_scene = xml_root[1]
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else:
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scene = root[0]
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xml_scene = xml_root[0]
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if scene.tag != "Scene":
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if xml_scene.tag != "Scene":
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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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self.index_base = 0
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# Traverse the scene tree, populate the sceneNodes array
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self.processChildNodes(scene)
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# Traverse the scene tree, populate the shapes list
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self.processChildNodes(xml_scene)
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if len(self.sceneNodes) > 1:
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theScene = SceneNode()
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group_decorator = GroupDecorator()
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theScene.addDecorator(group_decorator)
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for node in self.sceneNodes:
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theScene.addChild(node)
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theScene.setSelectable(True)
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elif len(self.sceneNodes) == 1:
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theScene = self.sceneNodes[0]
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else: # No shapes read :(
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if self.shapes:
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bui = MeshBuilder()
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bui.setVertices(numpy.concatenate([shape.verts for shape in self.shapes]))
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bui.setIndices(numpy.concatenate([shape.faces for shape in self.shapes]))
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bui.calculateNormals()
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bui.setFileName(file_name)
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scene = SceneNode()
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scene.setMeshData(bui.build().getTransformed(Matrix()))
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scene.setSelectable(True)
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scene.setName(file_name)
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else:
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return None
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theScene.setName(file_name)
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except Exception as e:
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Logger.log("e", "exception occured in x3d reader: %s", e)
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try:
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boundingBox = theScene.getBoundingBox()
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boundingBox = scene.getBoundingBox()
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boundingBox.isValid()
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except:
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return None
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return theScene
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return scene
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# ------------------------- XML tree traversal
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def processNode(self, xmlNode):
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xmlNode = self.resolveDefUse(xmlNode)
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if xmlNode is None:
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def processNode(self, xml_node):
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xml_node = self.resolveDefUse(xml_node)
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if xml_node is None:
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return
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tag = xmlNode.tag
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if tag in ("Group", "StaticGroup", "CADAssembly", "CADFace", "CADLayer", "CADPart", "Collision"):
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self.processChildNodes(xmlNode)
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tag = xml_node.tag
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if tag in ("Group", "StaticGroup", "CADAssembly", "CADFace", "CADLayer", "Collision"):
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self.processChildNodes(xml_node)
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if tag == "CADPart":
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self.processTransform(xml_node) # TODO: split the parts
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elif tag == "LOD":
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self.processNode(xmlNode[0])
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self.processNode(xml_node[0])
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elif tag == "Transform":
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self.processTransform(xmlNode)
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self.processTransform(xml_node)
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elif tag == "Shape":
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self.processShape(xmlNode)
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self.processShape(xml_node)
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def processShape(self, xmlNode):
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def processShape(self, xml_node):
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# Find the geometry and the appearance inside the Shape
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geometry = appearance = None
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for subNode in xmlNode:
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for subNode in xml_node:
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if subNode.tag == "Appearance" and not appearance:
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appearance = self.resolveDefUse(subNode)
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elif subNode.tag in self.geometryImporters and not geometry:
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elif subNode.tag in self.geometry_importers and not geometry:
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geometry = self.resolveDefUse(subNode)
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# TODO: appearance is completely ignored. At least apply the material color...
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if not geometry is None:
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try:
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bui = MeshBuilder()
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self.geometryImporters[geometry.tag](self, geometry, bui)
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bui.calculateNormals()
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bui.setFileName(self.fileName)
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sceneNode = SceneNode()
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if "DEF" in geometry.attrib:
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sceneNode.setName(geometry.tag + "#" + geometry.attrib["DEF"])
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else:
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sceneNode.setName(geometry.tag)
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sceneNode.setMeshData(bui.build().getTransformed(self.transform))
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sceneNode.setSelectable(True)
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self.sceneNodes.append(sceneNode)
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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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verts = numpy.array([m.dot(vert)[:3] for vert in self.verts])
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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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except Exception as e:
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Logger.log("e", "exception occured in x3d reader while reading %s: %s", geometry.tag, e)
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@ -198,12 +204,33 @@ class X3DReader(MeshReader):
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# Primitives
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def geomBox(self, node, bui):
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size = readFloatArray(node, "size", [2, 2, 2])
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bui.addCube(size[0], size[1], size[2])
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def geomBox(self, node):
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(dx, dy, dz) = readFloatArray(node, "size", [2, 2, 2])
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dx /= 2
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dy /= 2
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dz /= 2
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self.reserveFaceAndVertexCount(12, 8)
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# xz plane at +y, ccw
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self.addVertex(dx, dy, dz)
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self.addVertex(-dx, dy, dz)
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self.addVertex(-dx, dy, -dz)
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self.addVertex(dx, dy, -dz)
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# xz plane at -y
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self.addVertex(dx, -dy, dz)
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self.addVertex(-dx, -dy, dz)
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self.addVertex(-dx, -dy, -dz)
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self.addVertex(dx, -dy, -dz)
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self.addQuad(0, 1, 2, 3) # +y
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self.addQuad(4, 0, 3, 7) # +x
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self.addQuad(7, 3, 2, 6) # -z
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self.addQuad(6, 2, 1, 5) # -x
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self.addQuad(5, 1, 0, 4) # +z
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self.addQuad(7, 6, 5, 4) # -y
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# The sphere is subdivided into nr rings and ns segments
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def geomSphere(self, node, bui):
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def geomSphere(self, node):
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r = readFloat(node, "radius", 0.5)
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subdiv = readIntArray(node, 'subdivision', None)
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if subdiv:
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@ -217,17 +244,17 @@ class X3DReader(MeshReader):
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lau = pi / nr # Unit angle of latitude (rings) for the given tesselation
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lou = 2 * pi / ns # Unit angle of longitude (segments)
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bui.reserveFaceAndVertexCount(ns*(nr*2 - 2), 2 + (nr + 1)*ns)
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self.reserveFaceAndVertexCount(ns*(nr*2 - 2), 2 + (nr - 1)*ns)
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# +y and -y poles
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bui.addVertex(0, r, 0)
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bui.addVertex(0, -r, 0)
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self.addVertex(0, r, 0)
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self.addVertex(0, -r, 0)
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# The non-polar vertices go from x=0, negative z plane counterclockwise -
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# to -x, to +z, to +x, back to -z
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for ring in range(1, nr):
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for seg in range(ns):
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bui.addVertex(-r*sin(lou * seg) * sin(lau * ring),
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self.addVertex(-r*sin(lou * seg) * sin(lau * ring),
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r*cos(lau * ring),
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-r*cos(lou * seg) * sin(lau * ring))
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@ -241,8 +268,8 @@ class X3DReader(MeshReader):
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# (starting from +y pole)
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# Bottom cap goes: up left down (starting from -y pole)
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for seg in range(ns):
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addTri(bui, 0, seg + 2, (seg + 1) % ns + 2)
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addTri(bui, 1, vb + (seg + 1) % ns, vb + seg)
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self.addTri(0, seg + 2, (seg + 1) % ns + 2)
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self.addTri(1, vb + (seg + 1) % ns, vb + seg)
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# Sides
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# Side face vertices go in order: down right upleft, downright up left
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@ -253,9 +280,9 @@ class X3DReader(MeshReader):
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# First vertex index for the bottom edge of the ring
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for seg in range(ns):
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nseg = (seg + 1) % ns
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addQuad(bui, tvb + seg, bvb + seg, bvb + nseg, tvb + nseg)
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self.addQuad(tvb + seg, bvb + seg, bvb + nseg, tvb + nseg)
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def geomCone(self, node, bui):
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def geomCone(self, node):
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r = readFloat(node, "bottomRadius", 1)
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height = readFloat(node, "height", 2)
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bottom = readBoolean(node, "bottom", True)
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@ -265,21 +292,22 @@ class X3DReader(MeshReader):
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d = height / 2
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angle = 2 * pi / n
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bui.reserveFaceAndVertexCount((n if side else 0) + (n-1 if bottom else 0), n+1)
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self.reserveFaceAndVertexCount((n if side else 0) + (n-2 if bottom else 0), n+1)
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bui.addVertex(0, d, 0)
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# Vertex 0 is the apex, vertices 1..n are the bottom
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self.addVertex(0, d, 0)
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for i in range(n):
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bui.addVertex(-r * sin(angle * i), -d, -r * cos(angle * i))
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self.addVertex(-r * sin(angle * i), -d, -r * cos(angle * i))
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# Side face vertices go: up down right
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if side:
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for i in range(n):
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addTri(bui, 1 + (i + 1) % n, 0, 1 + i)
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self.addTri(1 + (i + 1) % n, 0, 1 + i)
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if bottom:
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for i in range(2, n):
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addTri(bui, 1, i, i+1)
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self.addTri(1, i, i+1)
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def geomCylinder(self, node, bui):
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def geomCylinder(self, node):
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r = readFloat(node, "radius", 1)
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height = readFloat(node, "height", 2)
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bottom = readBoolean(node, "bottom", True)
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@ -291,30 +319,30 @@ class X3DReader(MeshReader):
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angle = 2 * pi / n
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hh = height/2
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bui.reserveFaceAndVertexCount((nn if side else 0) + (n - 2 if top else 0) + (n - 2 if bottom else 0), nn)
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self.reserveFaceAndVertexCount((nn if side else 0) + (n - 2 if top else 0) + (n - 2 if bottom else 0), nn)
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# The seam is at x=0, z=-r, vertices go ccw -
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# to pos x, to neg z, to neg x, back to neg z
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for i in range(n):
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rs = -r * sin(angle * i)
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rc = -r * cos(angle * i)
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bui.addVertex(rs, hh, rc)
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bui.addVertex(rs, -hh, rc)
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self.addVertex(rs, hh, rc)
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self.addVertex(rs, -hh, rc)
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if side:
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for i in range(n):
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ni = (i + 1) % n
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addQuad(bui, ni * 2 + 1, ni * 2, i * 2, i * 2 + 1)
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self.addQuad(ni * 2 + 1, ni * 2, i * 2, i * 2 + 1)
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for i in range(2, nn-3, 2):
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if top:
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addTri(bui, 0, i, i+2)
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self.addTri(0, i, i+2)
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if bottom:
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addTri(bui, 1, i+1, i+3)
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self.addTri(1, i+1, i+3)
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# Semi-primitives
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# Semi-primitives
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def geomElevationGrid(self, node, bui):
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def geomElevationGrid(self, node):
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dx = readFloat(node, "xSpacing", 1)
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dz = readFloat(node, "zSpacing", 1)
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nx = readInt(node, "xDimension", 0)
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@ -325,18 +353,18 @@ class X3DReader(MeshReader):
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if nx <= 0 or nz <= 0 or len(height) < nx*nz:
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return # That's weird, the wording of the standard suggests grids with zero quads are somehow valid
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bui.reserveFaceAndVertexCount(2*(nx-1)*(nz-1), nx*nz)
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self.reserveFaceAndVertexCount(2*(nx-1)*(nz-1), nx*nz)
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for z in range(nz):
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for x in range(nx):
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bui.addVertex(x * dx, height[z*nx + x], z * dz)
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self.addVertex(x * dx, height[z*nx + x], z * dz)
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for z in range(1, nz):
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for x in range(1, nx):
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addTriFlip(bui, (z - 1)*nx + x - 1, z*nx + x, (z - 1)*nx + x, ccw)
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addTriFlip(bui, (z - 1)*nx + x - 1, z*nx + x - 1, z*nx + x, ccw)
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self.addTriFlip((z - 1)*nx + x - 1, z*nx + x, (z - 1)*nx + x, ccw)
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self.addTriFlip((z - 1)*nx + x - 1, z*nx + x - 1, z*nx + x, ccw)
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def geomExtrusion(self, node, bui):
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def geomExtrusion(self, node):
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ccw = readBoolean(node, "ccw", True)
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beginCap = readBoolean(node, "beginCap", True)
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endCap = readBoolean(node, "endCap", True)
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@ -403,7 +431,7 @@ class X3DReader(MeshReader):
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orig_z = Vector(*m.dot(orig_z.getData()))
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return orig_z
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bui.reserveFaceAndVertexCount(2*nsf*ncf + (nc - 2 if beginCap else 0) + (nc - 2 if endCap else 0), ns*nc)
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self.reserveFaceAndVertexCount(2*nsf*ncf + (nc - 2 if beginCap else 0) + (nc - 2 if endCap else 0), ns*nc)
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z = None
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for i, spt in enumerate(spine):
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@ -456,10 +484,10 @@ class X3DReader(MeshReader):
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sptv3 = numpy.array(spt.getData()[:3])
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for cpt in cross:
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v = sptv3 + m.dot(cpt)
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bui.addVertex(*v)
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self.addVertex(*v)
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if beginCap:
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addFace(bui, [x for x in range(nc - 1, -1, -1)], ccw)
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self.addFace([x for x in range(nc - 1, -1, -1)], ccw)
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# Order of edges in the face: forward along cross, forward along spine,
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# backward along cross, backward along spine, flipped if now ccw.
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@ -468,117 +496,167 @@ class X3DReader(MeshReader):
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for s in range(ns - 1):
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for c in range(ncf):
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addQuadFlip(bui, s * nc + c, s * nc + (c + 1) % nc,
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self.addQuadFlip(s * nc + c, s * nc + (c + 1) % nc,
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(s + 1) * nc + (c + 1) % nc, (s + 1) * nc + c, ccw)
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if spineClosed:
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# The faces between the last and the first spine points
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b = (ns - 1) * nc
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for c in range(ncf):
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addQuadFlip(bui, b + c, b + (c + 1) % nc,
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self.addQuadFlip(b + c, b + (c + 1) % nc,
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(c + 1) % nc, c, ccw)
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if endCap:
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addFace(bui, [(ns - 1) * nc + x for x in range(0, nc)], ccw)
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self.addFace([(ns - 1) * nc + x for x in range(0, nc)], ccw)
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# Triangle meshes
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# Helper for numerous nodes with a Coordinate subnode holding vertices
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# That all triangle meshes and IndexedFaceSet
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# nFaces can be a function, in case the face count is a function of coord
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def startCoordMesh(self, node, bui, nFaces):
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# num_faces can be a function, in case the face count is a function of coord
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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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if hasattr(nFaces, '__call__'):
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nFaces = nFaces(coord)
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bui.reserveFaceAndVertexCount(nFaces, len(coord))
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if hasattr(num_faces, '__call__'):
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num_faces = num_faces(coord)
|
||||
self.reserveFaceAndVertexCount(num_faces, len(coord))
|
||||
for pt in coord:
|
||||
bui.addVertex(*pt)
|
||||
self.addVertex(*pt)
|
||||
|
||||
return ccw
|
||||
|
||||
|
||||
def geomIndexedTriangleSet(self, node, bui):
|
||||
def geomIndexedTriangleSet(self, node):
|
||||
index = readIntArray(node, "index", [])
|
||||
nFaces = len(index) // 3
|
||||
ccw = self.startCoordMesh(node, bui, nFaces)
|
||||
num_faces = len(index) // 3
|
||||
ccw = self.startCoordMesh(node, num_faces)
|
||||
|
||||
for i in range(0, nFaces*3, 3):
|
||||
addTriFlip(bui, index[i], index[i+1], index[i+2], ccw)
|
||||
for i in range(0, num_faces*3, 3):
|
||||
self.addTriFlip(index[i], index[i+1], index[i+2], ccw)
|
||||
|
||||
def geomIndexedTriangleStripSet(self, node, bui):
|
||||
def geomIndexedTriangleStripSet(self, node):
|
||||
strips = readIndex(node, "index")
|
||||
ccw = self.startCoordMesh(node, bui, sum([len(strip) - 2 for strip in strips]))
|
||||
ccw = self.startCoordMesh(node, sum([len(strip) - 2 for strip in strips]))
|
||||
|
||||
for strip in strips:
|
||||
sccw = ccw # Running CCW value, reset for each strip
|
||||
for i in range(len(strip) - 2):
|
||||
addTriFlip(bui, strip[i], strip[i+1], strip[i+2], sccw)
|
||||
self.addTriFlip(strip[i], strip[i+1], strip[i+2], sccw)
|
||||
sccw = not sccw
|
||||
|
||||
def geomIndexedTriangleFanSet(self, node, bui):
|
||||
def geomIndexedTriangleFanSet(self, node):
|
||||
fans = readIndex(node, "index")
|
||||
ccw = self.startCoordMesh(node, bui, sum([len(fan) - 2 for fan in fans]))
|
||||
ccw = self.startCoordMesh(node, sum([len(fan) - 2 for fan in fans]))
|
||||
|
||||
for fan in fans:
|
||||
for i in range(1, len(fan) - 1):
|
||||
addTriFlip(bui, fan[0], fan[i], fan[i+1], ccw)
|
||||
self.addTriFlip(fan[0], fan[i], fan[i+1], ccw)
|
||||
|
||||
def geomTriangleSet(self, node, bui):
|
||||
ccw = self.startCoordMesh(node, bui, lambda coord: len(coord) // 3)
|
||||
for i in range(0, len(bui.getVertices()), 3):
|
||||
addTriFlip(bui, i, i+1, i+2, ccw)
|
||||
def geomTriangleSet(self, node):
|
||||
ccw = self.startCoordMesh(node, lambda coord: len(coord) // 3)
|
||||
for i in range(0, len(self.verts), 3):
|
||||
self.addTriFlip(i, i+1, i+2, ccw)
|
||||
|
||||
def geomTriangleStripSet(self, node, bui):
|
||||
def geomTriangleStripSet(self, node):
|
||||
strips = readIntArray(node, "stripCount", [])
|
||||
ccw = self.startCoordMesh(node, bui, sum([n-2 for n in strips]))
|
||||
ccw = self.startCoordMesh(node, sum([n-2 for n in strips]))
|
||||
|
||||
vb = 0
|
||||
for n in strips:
|
||||
sccw = ccw
|
||||
for i in range(n-2):
|
||||
addTriFlip(bui, vb+i, vb+i+1, vb+i+2, sccw)
|
||||
self.addTriFlip(vb+i, vb+i+1, vb+i+2, sccw)
|
||||
sccw = not sccw
|
||||
vb += n
|
||||
|
||||
def geomTriangleFanSet(self, node, bui):
|
||||
def geomTriangleFanSet(self, node):
|
||||
fans = readIntArray(node, "fanCount", [])
|
||||
ccw = self.startCoordMesh(node, bui, sum([n-2 for n in fans]))
|
||||
ccw = self.startCoordMesh(node, sum([n-2 for n in fans]))
|
||||
|
||||
vb = 0
|
||||
for n in fans:
|
||||
for i in range(1, n-1):
|
||||
addTriFlip(bui, vb, vb+i, vb+i+1, ccw)
|
||||
self.addTriFlip(vb, vb+i, vb+i+1, ccw)
|
||||
vb += n
|
||||
|
||||
# Quad geometries from the CAD module, might be relevant for printing
|
||||
|
||||
def geomQuadSet(self, node, bui):
|
||||
ccw = self.startCoordMesh(node, bui, lambda coord: 2*(len(coord) // 4))
|
||||
for i in range(0, len(bui.getVertices()), 4):
|
||||
addQuadFlip(bui, i, i+1, i+2, i+3, ccw)
|
||||
def geomQuadSet(self, node):
|
||||
ccw = self.startCoordMesh(node, lambda coord: 2*(len(coord) // 4))
|
||||
for i in range(0, len(self.verts), 4):
|
||||
self.addQuadFlip(i, i+1, i+2, i+3, ccw)
|
||||
|
||||
def geomIndexedQuadSet(self, node, bui):
|
||||
def geomIndexedQuadSet(self, node):
|
||||
index = readIntArray(node, "index", [])
|
||||
nQuads = len(index) // 4
|
||||
ccw = self.startCoordMesh(node, bui, nQuads*2)
|
||||
ccw = self.startCoordMesh(node, nQuads*2)
|
||||
|
||||
for i in range(0, nQuads*4, 4):
|
||||
addQuadFlip(bui, index[i], index[i+1], index[i+2], index[i+3], ccw)
|
||||
self.addQuadFlip(index[i], index[i+1], index[i+2], index[i+3], ccw)
|
||||
|
||||
# 2D polygon geometries
|
||||
# Won't work for now, since Cura expects every mesh to have a nontrivial convex hull
|
||||
# The only way around that is merging meshes.
|
||||
|
||||
def geomDisk2D(self, node):
|
||||
innerRadius = readFloat(node, "innerRadius", 0)
|
||||
outerRadius = readFloat(node, "outerRadius", 1)
|
||||
n = readInt(node, "subdivision", DEFAULT_SUBDIV)
|
||||
|
||||
angle = 2 * pi / n
|
||||
|
||||
if innerRadius:
|
||||
self.reserveFaceAndVertexCount(n*4 if innerRadius else n-2, n*2 if innerRadius else n)
|
||||
|
||||
for i in range(n):
|
||||
s = sin(angle * i)
|
||||
c = cos(angle * i)
|
||||
self.addVertex(outerRadius*c, outerRadius*s, 0)
|
||||
if innerRadius:
|
||||
self.addVertex(innerRadius*c, innerRadius*s, 0)
|
||||
ni = (i+1) % n
|
||||
self.addQuad(2*i, 2*ni, 2*ni+1, 2*i+1)
|
||||
|
||||
if not innerRadius:
|
||||
for i in range(2, n):
|
||||
self.addTri(0, i-1, i)
|
||||
|
||||
def geomRectangle2D(self, node):
|
||||
(x, y) = readFloatArray(node, "size", (2, 2))
|
||||
self.reserveFaceAndVertexCount(2, 4)
|
||||
self.addVertex(-x/2, -y/2, 0)
|
||||
self.addVertex(x/2, -y/2, 0)
|
||||
self.addVertex(x/2, y/2, 0)
|
||||
self.addVertex(-x/2, y/2, 0)
|
||||
self.addQuad(0, 1, 2, 3)
|
||||
|
||||
def geomTriangleSet2D(self, node):
|
||||
verts = readFloatArray(node, "vertices", ())
|
||||
num_faces = len(verts) // 6;
|
||||
verts = [(verts[i], verts[i+1], 0) for i in range(0, 6 * num_faces, 2)]
|
||||
self.reserveFaceAndVertexCount(num_faces, num_faces * 3)
|
||||
for vert in verts:
|
||||
self.addVertex(*vert)
|
||||
|
||||
# The front face is on the +Z side, so CCW is a variable
|
||||
for i in range(0, num_faces*3, 3):
|
||||
a = Vector(*verts[i+2]) - Vector(*verts[i])
|
||||
b = Vector(*verts[i+1]) - Vector(*verts[i])
|
||||
self.addTriFlip(i, i+1, i+2, a.x*b.y > a.y*b.x)
|
||||
|
||||
# General purpose polygon mesh
|
||||
|
||||
def geomIndexedFaceSet(self, node, bui):
|
||||
def geomIndexedFaceSet(self, node):
|
||||
faces = readIndex(node, "coordIndex")
|
||||
ccw = self.startCoordMesh(node, bui, sum([len(face) - 2 for face in faces]))
|
||||
ccw = self.startCoordMesh(node, sum([len(face) - 2 for face in faces]))
|
||||
|
||||
for face in faces:
|
||||
if len(face) == 3:
|
||||
addTriFlip(bui, face[0], face[1], face[2], ccw)
|
||||
self.addTriFlip(face[0], face[1], face[2], ccw)
|
||||
elif len(face) > 3:
|
||||
addFace(bui, face, ccw)
|
||||
self.addFace(face, ccw)
|
||||
|
||||
geometryImporters = {
|
||||
geometry_importers = {
|
||||
'IndexedFaceSet': geomIndexedFaceSet,
|
||||
'IndexedTriangleSet': geomIndexedTriangleSet,
|
||||
'IndexedTriangleStripSet': geomIndexedTriangleStripSet,
|
||||
|
@ -588,6 +666,9 @@ class X3DReader(MeshReader):
|
|||
'TriangleFanSet': geomTriangleFanSet,
|
||||
'QuadSet': geomQuadSet,
|
||||
'IndexedQuadSet': geomIndexedQuadSet,
|
||||
'TriangleSet2D': geomTriangleSet2D,
|
||||
'Rectangle2D': geomRectangle2D,
|
||||
'Disk2D': geomDisk2D,
|
||||
'ElevationGrid': geomElevationGrid,
|
||||
'Extrusion': geomExtrusion,
|
||||
'Sphere': geomSphere,
|
||||
|
@ -609,6 +690,103 @@ class X3DReader(MeshReader):
|
|||
return [(co[i], co[i+1], co[i+2]) for i in range(0, (len(co) // 3)*3, 3)]
|
||||
return []
|
||||
|
||||
# Mesh builder helpers
|
||||
|
||||
def reserveFaceAndVertexCount(self, num_faces, num_verts):
|
||||
# Unlike the Cura MeshBuilder, we use 4-vectors here for easier transform
|
||||
self.verts = numpy.array([(0,0,0,1) for i in range(num_verts)], dtype=numpy.float32)
|
||||
self.faces = numpy.zeros((num_faces, 3), dtype=numpy.int32)
|
||||
self.num_faces = 0
|
||||
self.num_verts = 0
|
||||
|
||||
def addVertex(self, x, y, z):
|
||||
self.verts[self.num_verts, 0] = x
|
||||
self.verts[self.num_verts, 1] = y
|
||||
self.verts[self.num_verts, 2] = z
|
||||
self.num_verts += 1
|
||||
|
||||
# Indices are 0-based for this shape, but they won't be zero-based in the merged mesh
|
||||
def addTri(self, a, b, c):
|
||||
self.faces[self.num_faces, 0] = self.index_base + a
|
||||
self.faces[self.num_faces, 1] = self.index_base + b
|
||||
self.faces[self.num_faces, 2] = self.index_base + c
|
||||
self.num_faces += 1
|
||||
|
||||
def addTriFlip(self, a, b, c, ccw):
|
||||
if ccw:
|
||||
self.addTri(a, b, c)
|
||||
else:
|
||||
self.addTri(b, a, c)
|
||||
|
||||
# Needs to be convex, but not necessaily planar
|
||||
# Assumed ccw, cut along the ac diagonal
|
||||
def addQuad(self, a, b, c, d):
|
||||
self.addTri(a, b, c)
|
||||
self.addTri(c, d, a)
|
||||
|
||||
def addQuadFlip(self, a, b, c, d, ccw):
|
||||
if ccw:
|
||||
self.addTri(a, b, c)
|
||||
self.addTri(c, d, a)
|
||||
else:
|
||||
self.addTri(a, c, b)
|
||||
self.addTri(c, a, d)
|
||||
|
||||
|
||||
# Arbitrary polygon triangulation.
|
||||
# Doesn't assume convexity and doesn't check the "convex" flag in the file.
|
||||
# Works by the "cutting of ears" algorithm:
|
||||
# - Find an outer vertex with the smallest angle and no vertices inside its adjacent triangle
|
||||
# - Remove the triangle at that vertex
|
||||
# - Repeat until done
|
||||
# Vertex coordinates are supposed to be already set
|
||||
def addFace(self, indices, ccw):
|
||||
# Resolve indices to coordinates for faster math
|
||||
n = len(indices)
|
||||
verts = self.verts
|
||||
face = [Vector(verts[i, 0], verts[i, 1], verts[i, 2]) for i in indices]
|
||||
|
||||
# Need a normal to the plane so that we can know which vertices form inner angles
|
||||
normal = findOuterNormal(face)
|
||||
|
||||
if not normal: # Couldn't find an outer edge, non-planar polygon maybe?
|
||||
return
|
||||
|
||||
# Find the vertex with the smallest inner angle and no points inside, cut off. Repeat until done
|
||||
m = len(face)
|
||||
vi = [i for i in range(m)] # We'll be using this to kick vertices from the face
|
||||
while m > 3:
|
||||
max_cos = EPSILON # We don't want to check anything on Pi angles
|
||||
i_min = 0 # max cos corresponds to min angle
|
||||
for i in range(m):
|
||||
inext = (i + 1) % m
|
||||
iprev = (i + m - 1) % m
|
||||
v = face[vi[i]]
|
||||
next = face[vi[inext]] - v
|
||||
prev = face[vi[iprev]] - v
|
||||
nextXprev = next.cross(prev)
|
||||
if nextXprev.dot(normal) > EPSILON: # If it's an inner angle
|
||||
cos = next.dot(prev) / (next.length() * prev.length())
|
||||
if cos > max_cos:
|
||||
# Check if there are vertices inside the triangle
|
||||
no_points_inside = True
|
||||
for j in range(m):
|
||||
if j != i and j != iprev and j != inext:
|
||||
vx = face[vi[j]] - v
|
||||
if pointInsideTriangle(vx, next, prev, nextXprev):
|
||||
no_points_inside = False
|
||||
break
|
||||
|
||||
if no_points_inside:
|
||||
max_cos = cos
|
||||
i_min = i
|
||||
|
||||
self.addTriFlip(indices[vi[(i_min + m - 1) % m]], indices[vi[i_min]], indices[vi[(i_min + 1) % m]], ccw)
|
||||
vi.pop(i_min)
|
||||
m -= 1
|
||||
self.addTriFlip(indices[vi[0]], indices[vi[1]], indices[vi[2]], ccw)
|
||||
|
||||
|
||||
# ------------------------------------------------------------
|
||||
# X3D field parsers
|
||||
# ------------------------------------------------------------
|
||||
|
@ -666,89 +844,6 @@ def readIndex(node, attr):
|
|||
chunks.append(chunk)
|
||||
return chunks
|
||||
|
||||
# Mesh builder helpers
|
||||
|
||||
def addTri(bui, a, b, c):
|
||||
bui._indices[bui._face_count, 0] = a
|
||||
bui._indices[bui._face_count, 1] = b
|
||||
bui._indices[bui._face_count, 2] = c
|
||||
bui._face_count += 1
|
||||
|
||||
def addTriFlip(bui, a, b, c, ccw):
|
||||
if ccw:
|
||||
addTri(bui, a, b, c)
|
||||
else:
|
||||
addTri(bui, b, a, c)
|
||||
|
||||
# Needs to be convex, but not necessaily planar
|
||||
# Assumed ccw, cut along the ac diagonal
|
||||
def addQuad(bui, a, b, c, d):
|
||||
addTri(bui, a, b, c)
|
||||
addTri(bui, c, d, a)
|
||||
|
||||
def addQuadFlip(bui, a, b, c, d, ccw):
|
||||
if ccw:
|
||||
addTri(bui, a, b, c)
|
||||
addTri(bui, c, d, a)
|
||||
else:
|
||||
addTri(bui, a, c, b)
|
||||
addTri(bui, c, a, d)
|
||||
|
||||
|
||||
# Arbitrary polygon triangulation.
|
||||
# Doesn't assume convexity and doesn't check the "convex" flag in the file.
|
||||
# Works by the "cutting of ears" algorithm:
|
||||
# - Find an outer vertex with the smallest angle and no vertices inside its adjacent triangle
|
||||
# - Remove the triangle at that vertex
|
||||
# - Repeat until done
|
||||
# Vertex coordinates are supposed to be already in the mesh builder object
|
||||
def addFace(bui, indices, ccw):
|
||||
# Resolve indices to coordinates for faster math
|
||||
n = len(indices)
|
||||
verts = bui.getVertices()
|
||||
face = [Vector(verts[i, 0], verts[i, 1], verts[i, 2]) for i in indices]
|
||||
|
||||
# Need a normal to the plane so that we can know which vertices form inner angles
|
||||
normal = findOuterNormal(face)
|
||||
|
||||
if not normal: # Couldn't find an outer edge, non-planar polygon maybe?
|
||||
return
|
||||
|
||||
# Find the vertex with the smallest inner angle and no points inside, cut off. Repeat until done
|
||||
m = len(face)
|
||||
vi = [i for i in range(m)] # We'll be using this to kick vertices from the face
|
||||
while m > 3:
|
||||
maxCos = EPSILON # We don't want to check anything on Pi angles
|
||||
iMin = 0 # max cos corresponds to min angle
|
||||
for i in range(m):
|
||||
inext = (i + 1) % m
|
||||
iprev = (i + m - 1) % m
|
||||
v = face[vi[i]]
|
||||
next = face[vi[inext]] - v
|
||||
prev = face[vi[iprev]] - v
|
||||
nextXprev = next.cross(prev)
|
||||
if nextXprev.dot(normal) > EPSILON: # If it's an inner angle
|
||||
cos = next.dot(prev) / (next.length() * prev.length())
|
||||
if cos > maxCos:
|
||||
# Check if there are vertices inside the triangle
|
||||
noPointsInside = True
|
||||
for j in range(m):
|
||||
if j != i and j != iprev and j != inext:
|
||||
vx = face[vi[j]] - v
|
||||
if pointInsideTriangle(vx, next, prev, nextXprev):
|
||||
noPointsInside = False
|
||||
break
|
||||
|
||||
if noPointsInside:
|
||||
maxCos = cos
|
||||
iMin = i
|
||||
|
||||
addTriFlip(bui, indices[vi[(iMin + m - 1) % m]], indices[vi[iMin]], indices[vi[(iMin + 1) % m]], ccw)
|
||||
vi.pop(iMin)
|
||||
m -= 1
|
||||
addTriFlip(bui, indices[vi[0]], indices[vi[1]], indices[vi[2]], ccw)
|
||||
|
||||
|
||||
# Given a face as a sequence of vectors, returns a normal to the polygon place that forms a right triple
|
||||
# with a vector along the polygon sequence and a vector backwards
|
||||
def findOuterNormal(face):
|
||||
|
@ -758,21 +853,21 @@ def findOuterNormal(face):
|
|||
edge = face[j] - face[i]
|
||||
if edge.length() > EPSILON:
|
||||
edge = edge.normalized()
|
||||
prevRejection = Vector()
|
||||
isOuter = True
|
||||
prev_rejection = Vector()
|
||||
is_outer = True
|
||||
for k in range(n):
|
||||
if k != i and k != j:
|
||||
pt = face[k] - face[i]
|
||||
pte = pt.dot(edge)
|
||||
rejection = pt - edge*pte
|
||||
if rejection.dot(prevRejection) < -EPSILON: # points on both sides of the edge - not an outer one
|
||||
isOuter = False
|
||||
if rejection.dot(prev_rejection) < -EPSILON: # points on both sides of the edge - not an outer one
|
||||
is_outer = False
|
||||
break
|
||||
elif rejection.length() > prevRejection.length(): # Pick a greater rejection for numeric stability
|
||||
prevRejection = rejection
|
||||
elif rejection.length() > prev_rejection.length(): # Pick a greater rejection for numeric stability
|
||||
prev_rejection = rejection
|
||||
|
||||
if isOuter: # Found an outer edge, prevRejection is the rejection inside the face. Generate a normal.
|
||||
return edge.cross(prevRejection)
|
||||
if is_outer: # Found an outer edge, prev_rejection is the rejection inside the face. Generate a normal.
|
||||
return edge.cross(prev_rejection)
|
||||
|
||||
return False
|
||||
|
||||
|
@ -780,9 +875,9 @@ def findOuterNormal(face):
|
|||
# No error handling.
|
||||
# For stability, taking the ration between the biggest coordinates would be better; none of that, either.
|
||||
def ratio(a, b):
|
||||
if b.x > EPSILON:
|
||||
if b.x > EPSILON or b.x < -EPSILON:
|
||||
return a.x / b.x
|
||||
elif b.y > EPSILON:
|
||||
elif b.y > EPSILON or b.y < -EPSILON:
|
||||
return a.y / b.y
|
||||
else:
|
||||
return a.z / b.z
|
||||
|
@ -806,6 +901,3 @@ def toNumpyRotation(rot):
|
|||
(x * x * t + c, x * y * t - z*s, x * z * t + y * s),
|
||||
(x * y * t + z*s, y * y * t + c, y * z * t - x * s),
|
||||
(x * z * t - y * s, y * z * t + x * s, z * z * t + c)))
|
||||
|
||||
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue