Merge branch '3mf_fixes' of github.com:Ultimaker/Cura

This commit is contained in:
Jaime van Kessel 2016-10-07 16:51:37 +02:00
commit aadc45c780

View file

@ -8,9 +8,11 @@ from UM.Math.Matrix import Matrix
from UM.Math.Vector import Vector
from UM.Scene.SceneNode import SceneNode
from UM.Scene.GroupDecorator import GroupDecorator
from UM.Math.Quaternion import Quaternion
import UM.Application
from UM.Job import Job
from UM.Math.Quaternion import Quaternion
import math
import zipfile
@ -24,113 +26,129 @@ 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 = ""):
node = SceneNode()
mesh_builder = MeshBuilder()
vertex_list = []
components = object.find(".//3mf:components", self._namespaces)
if components:
for component in components:
id = component.get("objectid")
new_object = self._root.find("./3mf:resources/3mf:object[@id='{0}']".format(id), self._namespaces)
new_node = self._createNodeFromObject(new_object)
node.addChild(new_node)
transform = component.get("transform")
if transform is not None:
new_node.setTransformation(self._createMatrixFromTransformationString(transform))
# 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()
# If this object has no vertices and just one child, just return the child.
if len(vertex_list) == 0 and len(node.getChildren()) == 1:
return node.getChildren()[0]
if len(node.getChildren()) > 0:
group_decorator = GroupDecorator()
node.addDecorator(group_decorator)
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))
flip_matrix = Matrix()
flip_matrix._data[1, 1] = 0
flip_matrix._data[1, 2] = 1
flip_matrix._data[2, 1] = 1
flip_matrix._data[2, 2] = 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(flip_matrix)
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]
flip_matrix = Matrix()
flip_matrix._data[1, 1] = 0
flip_matrix._data[1, 2] = 1
flip_matrix._data[2, 1] = 1
flip_matrix._data[2, 2] = 0
temp_mat.multiply(flip_matrix)
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)
# 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
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
@ -139,4 +157,10 @@ class ThreeMFReader(MeshReader):
except:
return None
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)
result.translate(translation, SceneNode.TransformSpace.World)
return result