Fixes for 3mf multiple object loading

This commit is contained in:
Jaime van Kessel 2015-08-11 14:59:39 +02:00
parent 2119d76ab2
commit d0769f0ac9

View file

@ -6,6 +6,10 @@ from UM.Mesh.MeshData import MeshData
from UM.Logger import Logger
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 os
import struct
@ -20,14 +24,17 @@ class ThreeMFReader(MeshReader):
self._supported_extension = ".3mf"
def read(self, file_name):
result = None
extension = os.path.splitext(file_name)[1]
if extension.lower() == self._supported_extension:
mesh = MeshData()
result = SceneNode()
archive = zipfile.ZipFile(file_name, 'r')
#print(archive.read("3D/3dmodel.model"))
try:
object = untangle.parse(archive.read("3D/3dmodel.model").decode("utf-8"))
for object in object.model.resources.object:
root = untangle.parse(archive.read("3D/3dmodel.model").decode("utf-8"))
for object in root.model.resources.object:
mesh = MeshData()
node = SceneNode()
vertex_list = []
for vertex in object.mesh.vertices.vertex:
vertex_list.append([vertex['x'],vertex['y'],vertex['z']])
@ -38,12 +45,59 @@ class ThreeMFReader(MeshReader):
v2 = int(triangle["v2"])
v3 = int(triangle["v3"])
mesh.addFace(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])
#if not mesh.hasNormals():
mesh.calculateNormals()
node.setMeshData(mesh)
node.setSelectable(True)
# Magical python comprehension; looks for the matching transformation
transformation = next((x for x in root.model.build.item if x["objectid"] == object["id"]), None)
splitted_transformation = transformation["transform"].split()
return mesh
#object.mesh.vertices
#object.mesh.triangles
## 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()
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]
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.setPosition(Vector(temp_mat.at(0,3), temp_mat.at(1,3), temp_mat.at(2,3)))
temp_quaternion = Quaternion()
temp_quaternion.setByMatrix(temp_mat)
node.setOrientation(temp_quaternion)
# Magical scale extraction
S2 = temp_mat.getTransposed().multiply(temp_mat)
scale_x = math.sqrt(S2.at(0,0))
scale_y = math.sqrt(S2.at(1,1))
scale_z = math.sqrt(S2.at(2,2))
node.setScale(Vector(scale_x,scale_y,scale_z))
# We use a different coordinate frame, so rotate.
rotation = Quaternion.fromAngleAxis(-0.5 * math.pi, Vector(1,0,0))
node.rotate(rotation)
result.addChild(node)
# If there is more then one object, group them.
if len(root.model.resources.object) > 1:
group_decorator = GroupDecorator()
result.addDecorator(group_decorator)
except Exception as e:
print(e)
print("EXCEPTION: " ,e)
return result