mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-06 14:37:29 -06:00
Put ImageReader plugin in a new clean branch from 2.1. The plugin new uses numpy for geometry generation and image smoothing.
This commit is contained in:
parent
9544602df5
commit
f5939df085
4 changed files with 425 additions and 0 deletions
197
plugins/ImageReader/ImageReader.py
Normal file
197
plugins/ImageReader/ImageReader.py
Normal file
|
@ -0,0 +1,197 @@
|
|||
# Copyright (c) 2015 Ultimaker B.V.
|
||||
# Copyright (c) 2013 David Braam
|
||||
# Cura is released under the terms of the AGPLv3 or higher.
|
||||
|
||||
import os
|
||||
import numpy
|
||||
|
||||
from PyQt5.QtGui import QImage, qRed, qGreen, qBlue
|
||||
from PyQt5.QtCore import Qt
|
||||
|
||||
from UM.Mesh.MeshReader import MeshReader
|
||||
from UM.Mesh.MeshData import MeshData
|
||||
from UM.Scene.SceneNode import SceneNode
|
||||
from UM.Math.Vector import Vector
|
||||
from UM.Job import Job
|
||||
from .ImageReaderUI import ImageReaderUI
|
||||
|
||||
|
||||
class ImageReader(MeshReader):
|
||||
def __init__(self):
|
||||
super(ImageReader, self).__init__()
|
||||
self._supported_extensions = [".jpg", ".jpeg", ".bmp", ".gif", ".png"]
|
||||
self._ui = ImageReaderUI(self)
|
||||
self._wait = False
|
||||
self._canceled = False
|
||||
|
||||
def read(self, file_name):
|
||||
extension = os.path.splitext(file_name)[1]
|
||||
if extension.lower() in self._supported_extensions:
|
||||
self._ui.showConfigUI()
|
||||
self._wait = True
|
||||
self._canceled = True
|
||||
|
||||
while self._wait:
|
||||
pass
|
||||
# this causes the config window to not repaint...
|
||||
# Job.yieldThread()
|
||||
|
||||
result = None
|
||||
if not self._canceled:
|
||||
result = self._generateSceneNode(file_name, self._ui.size, self._ui.peak_height, self._ui.base_height, self._ui.smoothing, 512)
|
||||
|
||||
return result
|
||||
|
||||
return None
|
||||
|
||||
def _generateSceneNode(self, file_name, xz_size, peak_height, base_height, blur_iterations, max_size):
|
||||
mesh = None
|
||||
scene_node = None
|
||||
|
||||
scene_node = SceneNode()
|
||||
|
||||
mesh = MeshData()
|
||||
scene_node.setMeshData(mesh)
|
||||
|
||||
img = QImage(file_name)
|
||||
width = max(img.width(), 2)
|
||||
height = max(img.height(), 2)
|
||||
aspect = height / width
|
||||
|
||||
if img.width() < 2 or img.height() < 2:
|
||||
img = img.scaled(width, height, Qt.IgnoreAspectRatio)
|
||||
|
||||
base_height = max(base_height, 0)
|
||||
|
||||
xz_size = max(xz_size, 1)
|
||||
scale_vector = Vector(xz_size, max(peak_height - base_height, -base_height), xz_size)
|
||||
|
||||
if width > height:
|
||||
scale_vector.setZ(scale_vector.z * aspect)
|
||||
elif height > width:
|
||||
scale_vector.setX(scale_vector.x / aspect)
|
||||
|
||||
if width > max_size or height > max_size:
|
||||
scale_factor = max_size / width
|
||||
if height > width:
|
||||
scale_factor = max_size / height
|
||||
|
||||
width = int(max(round(width * scale_factor), 2))
|
||||
height = int(max(round(height * scale_factor), 2))
|
||||
img = img.scaled(width, height, Qt.IgnoreAspectRatio)
|
||||
|
||||
width_minus_one = width - 1
|
||||
height_minus_one = height - 1
|
||||
|
||||
Job.yieldThread()
|
||||
|
||||
texel_width = 1.0 / (width_minus_one) * scale_vector.x
|
||||
texel_height = 1.0 / (height_minus_one) * scale_vector.z
|
||||
|
||||
height_data = numpy.zeros((height, width), dtype=numpy.float32)
|
||||
|
||||
for x in range(0, width):
|
||||
for y in range(0, height):
|
||||
qrgb = img.pixel(x, y)
|
||||
avg = float(qRed(qrgb) + qGreen(qrgb) + qBlue(qrgb)) / (3 * 255)
|
||||
height_data[y, x] = avg
|
||||
|
||||
Job.yieldThread()
|
||||
|
||||
for i in range(0, blur_iterations):
|
||||
ii = blur_iterations-i
|
||||
copy = numpy.copy(height_data)
|
||||
|
||||
height_data += numpy.roll(copy, ii, axis=0)
|
||||
height_data += numpy.roll(copy, -ii, axis=0)
|
||||
height_data += numpy.roll(copy, ii, axis=1)
|
||||
height_data += numpy.roll(copy, -ii, axis=1)
|
||||
|
||||
height_data /= 5
|
||||
Job.yieldThread()
|
||||
|
||||
height_data *= scale_vector.y
|
||||
height_data += base_height
|
||||
|
||||
heightmap_face_count = 2 * height_minus_one * width_minus_one
|
||||
total_face_count = heightmap_face_count + (width_minus_one * 2) * (height_minus_one * 2) + 2
|
||||
|
||||
mesh.reserveFaceCount(total_face_count)
|
||||
|
||||
# initialize to texel space vertex offsets
|
||||
heightmap_vertices = numpy.zeros(((width - 1) * (height - 1), 6, 3), dtype=numpy.float32)
|
||||
heightmap_vertices = heightmap_vertices + numpy.array([[
|
||||
[0, base_height, 0],
|
||||
[0, base_height, texel_height],
|
||||
[texel_width, base_height, texel_height],
|
||||
[texel_width, base_height, texel_height],
|
||||
[texel_width, base_height, 0],
|
||||
[0, base_height, 0]
|
||||
]], dtype=numpy.float32)
|
||||
|
||||
offsetsz, offsetsx = numpy.mgrid[0:height_minus_one, 0:width-1]
|
||||
offsetsx = numpy.array(offsetsx, numpy.float32).reshape(-1, 1) * texel_width
|
||||
offsetsz = numpy.array(offsetsz, numpy.float32).reshape(-1, 1) * texel_height
|
||||
|
||||
# offsets for each texel quad
|
||||
heightmap_vertex_offsets = numpy.concatenate([offsetsx, numpy.zeros((offsetsx.shape[0], offsetsx.shape[1]), dtype=numpy.float32), offsetsz], 1)
|
||||
heightmap_vertices += heightmap_vertex_offsets.repeat(6, 0).reshape(-1, 6, 3)
|
||||
|
||||
# apply height data to y values
|
||||
heightmap_vertices[:, 0, 1] = heightmap_vertices[:, 5, 1] = height_data[:-1, :-1].reshape(-1)
|
||||
heightmap_vertices[:, 1, 1] = height_data[1:, :-1].reshape(-1)
|
||||
heightmap_vertices[:, 2, 1] = heightmap_vertices[:, 3, 1] = height_data[1:, 1:].reshape(-1)
|
||||
heightmap_vertices[:, 4, 1] = height_data[:-1, 1:].reshape(-1)
|
||||
|
||||
heightmap_indices = numpy.array(numpy.mgrid[0:heightmap_face_count * 3], dtype=numpy.int32).reshape(-1, 3)
|
||||
|
||||
mesh._vertices[0:(heightmap_vertices.size // 3), :] = heightmap_vertices.reshape(-1, 3)
|
||||
mesh._indices[0:(heightmap_indices.size // 3), :] = heightmap_indices
|
||||
|
||||
mesh._vertex_count = heightmap_vertices.size // 3
|
||||
mesh._face_count = heightmap_indices.size // 3
|
||||
|
||||
geo_width = width_minus_one * texel_width
|
||||
geo_height = height_minus_one * texel_height
|
||||
|
||||
# bottom
|
||||
mesh.addFace(0, 0, 0, 0, 0, geo_height, geo_width, 0, geo_height)
|
||||
mesh.addFace(geo_width, 0, geo_height, geo_width, 0, 0, 0, 0, 0)
|
||||
|
||||
# north and south walls
|
||||
for n in range(0, width_minus_one):
|
||||
x = n * texel_width
|
||||
nx = (n + 1) * texel_width
|
||||
|
||||
hn0 = height_data[0, n]
|
||||
hn1 = height_data[0, n + 1]
|
||||
|
||||
hs0 = height_data[height_minus_one, n]
|
||||
hs1 = height_data[height_minus_one, n + 1]
|
||||
|
||||
mesh.addFace(x, 0, 0, nx, 0, 0, nx, hn1, 0)
|
||||
mesh.addFace(nx, hn1, 0, x, hn0, 0, x, 0, 0)
|
||||
|
||||
mesh.addFace(x, 0, geo_height, nx, 0, geo_height, nx, hs1, geo_height)
|
||||
mesh.addFace(nx, hs1, geo_height, x, hs0, geo_height, x, 0, geo_height)
|
||||
|
||||
# west and east walls
|
||||
for n in range(0, height_minus_one):
|
||||
y = n * texel_height
|
||||
ny = (n + 1) * texel_height
|
||||
|
||||
hw0 = height_data[n, 0]
|
||||
hw1 = height_data[n + 1, 0]
|
||||
|
||||
he0 = height_data[n, width_minus_one]
|
||||
he1 = height_data[n + 1, width_minus_one]
|
||||
|
||||
mesh.addFace(0, 0, y, 0, 0, ny, 0, hw1, ny)
|
||||
mesh.addFace(0, hw1, ny, 0, hw0, y, 0, 0, y)
|
||||
|
||||
mesh.addFace(geo_width, 0, y, geo_width, 0, ny, geo_width, he1, ny)
|
||||
mesh.addFace(geo_width, he1, ny, geo_width, he0, y, geo_width, 0, y)
|
||||
|
||||
mesh.calculateNormals(fast=True)
|
||||
|
||||
return scene_node
|
Loading…
Add table
Add a link
Reference in a new issue