本文整理汇总了Python中UM.Math.Polygon.Polygon.getConvexHull方法的典型用法代码示例。如果您正苦于以下问题:Python Polygon.getConvexHull方法的具体用法?Python Polygon.getConvexHull怎么用?Python Polygon.getConvexHull使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UM.Math.Polygon.Polygon
的用法示例。
在下文中一共展示了Polygon.getConvexHull方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: run
# 需要导入模块: from UM.Math.Polygon import Polygon [as 别名]
# 或者: from UM.Math.Polygon.Polygon import getConvexHull [as 别名]
def run(self):
if not self._node:
return
## If the scene node is a group, use the hull of the children to calculate its hull.
if self._node.callDecoration("isGroup"):
hull = Polygon(numpy.zeros((0, 2), dtype=numpy.int32))
for child in self._node.getChildren():
child_hull = child.callDecoration("getConvexHull")
if child_hull:
hull.setPoints(numpy.append(hull.getPoints(), child_hull.getPoints(), axis = 0))
if hull.getPoints().size < 3:
self._node.callDecoration("setConvexHull", None)
self._node.callDecoration("setConvexHullJob", None)
return
else:
if not self._node.getMeshData():
return
mesh = self._node.getMeshData()
vertex_data = mesh.getTransformed(self._node.getWorldTransformation()).getVertices()
hull = Polygon(numpy.rint(vertex_data[:, [0, 2]]).astype(int))
# First, calculate the normal convex hull around the points
hull = hull.getConvexHull()
#print("hull: " , self._node.callDecoration("isGroup"), " " , hull.getPoints())
# 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.ConvexHullNode(self._node, hull, Application.getInstance().getController().getScene().getRoot())
self._node.callDecoration("setConvexHullNode", hull_node)
self._node.callDecoration("setConvexHull", hull)
self._node.callDecoration("setConvexHullJob", None)
示例2: run
# 需要导入模块: from UM.Math.Polygon import Polygon [as 别名]
# 或者: from UM.Math.Polygon.Polygon import getConvexHull [as 别名]
def run(self):
if not self._node:
return
## If the scene node is a group, use the hull of the children to calculate its hull.
if self._node.callDecoration("isGroup"):
hull = Polygon(numpy.zeros((0, 2), dtype=numpy.int32))
for child in self._node.getChildren():
child_hull = child.callDecoration("getConvexHull")
if child_hull:
hull.setPoints(numpy.append(hull.getPoints(), child_hull.getPoints(), axis = 0))
if hull.getPoints().size < 3:
self._node.callDecoration("setConvexHull", None)
self._node.callDecoration("setConvexHullJob", None)
return
Job.yieldThread()
else:
if not self._node.getMeshData():
return
mesh = self._node.getMeshData()
vertex_data = mesh.getTransformed(self._node.getWorldTransformation()).getVertices()
# Don't use data below 0. TODO; We need a better check for this as this gives poor results for meshes with long edges.
vertex_data = vertex_data[vertex_data[:,1]>0]
hull = Polygon(numpy.rint(vertex_data[:, [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.
# This is done because of rounding errors.
hull = hull.getMinkowskiHull(Polygon(numpy.array([[-1, -1], [-1, 1], [1, 1], [1, -1]], numpy.float32)))
profile = Application.getInstance().getMachineManager().getActiveProfile()
if profile:
if profile.getSettingValue("print_sequence") == "one_at_a_time" and not self._node.getParent().callDecoration("isGroup"):
# Printing one at a time and it's not an object in a group
self._node.callDecoration("setConvexHullBoundary", copy.deepcopy(hull))
head_hull = hull.getMinkowskiHull(Polygon(numpy.array(profile.getSettingValue("machine_head_with_fans_polygon"),numpy.float32)))
self._node.callDecoration("setConvexHullHead", head_hull)
hull = hull.getMinkowskiHull(Polygon(numpy.array(profile.getSettingValue("machine_head_polygon"),numpy.float32)))
else:
self._node.callDecoration("setConvexHullHead", None)
hull_node = ConvexHullNode.ConvexHullNode(self._node, hull, Application.getInstance().getController().getScene().getRoot())
self._node.callDecoration("setConvexHullNode", hull_node)
self._node.callDecoration("setConvexHull", hull)
self._node.callDecoration("setConvexHullJob", None)
if self._node.getParent().callDecoration("isGroup"):
job = self._node.getParent().callDecoration("getConvexHullJob")
if job:
job.cancel()
self._node.getParent().callDecoration("setConvexHull", None)
hull_node = self._node.getParent().callDecoration("getConvexHullNode")
if hull_node:
hull_node.setParent(None)
示例3: _compute2DConvexHull
# 需要导入模块: from UM.Math.Polygon import Polygon [as 别名]
# 或者: from UM.Math.Polygon.Polygon import getConvexHull [as 别名]
def _compute2DConvexHull(self):
if self._node.callDecoration("isGroup"):
points = numpy.zeros((0, 2), dtype=numpy.int32)
for child in self._node.getChildren():
child_hull = child.callDecoration("_compute2DConvexHull")
if child_hull:
points = numpy.append(points, child_hull.getPoints(), axis = 0)
if points.size < 3:
return None
child_polygon = Polygon(points)
# Check the cache
if child_polygon == self._2d_convex_hull_group_child_polygon:
return self._2d_convex_hull_group_result
# First, calculate the normal convex hull around the points
convex_hull = child_polygon.getConvexHull()
# Then, do a Minkowski hull with a simple 1x1 quad to outset and round the normal convex hull.
# This is done because of rounding errors.
rounded_hull = self._roundHull(convex_hull)
# Store the result in the cache
self._2d_convex_hull_group_child_polygon = child_polygon
self._2d_convex_hull_group_result = rounded_hull
return rounded_hull
else:
rounded_hull = None
mesh = None
world_transform = None
if self._node.getMeshData():
mesh = self._node.getMeshData()
world_transform = self._node.getWorldTransformation()
# Check the cache
if mesh is self._2d_convex_hull_mesh and world_transform == self._2d_convex_hull_mesh_world_transform:
return self._2d_convex_hull_mesh_result
vertex_data = mesh.getConvexHullTransformedVertices(world_transform)
# Don't use data below 0.
# TODO; We need a better check for this as this gives poor results for meshes with long edges.
# Do not throw away vertices: the convex hull may be too small and objects can collide.
# vertex_data = vertex_data[vertex_data[:,1] >= -0.01]
if len(vertex_data) >= 4:
# Round the vertex data to 1/10th of a mm, then remove all duplicate vertices
# This is done to greatly speed up further convex hull calculations as the convex hull
# becomes much less complex when dealing with highly detailed models.
vertex_data = numpy.round(vertex_data, 1)
vertex_data = vertex_data[:, [0, 2]] # Drop the Y components to project to 2D.
# Grab the set of unique points.
#
# This basically finds the unique rows in the array by treating them as opaque groups of bytes
# which are as long as the 2 float64s in each row, and giving this view to numpy.unique() to munch.
# See http://stackoverflow.com/questions/16970982/find-unique-rows-in-numpy-array
vertex_byte_view = numpy.ascontiguousarray(vertex_data).view(
numpy.dtype((numpy.void, vertex_data.dtype.itemsize * vertex_data.shape[1])))
_, idx = numpy.unique(vertex_byte_view, return_index=True)
vertex_data = vertex_data[idx] # Select the unique rows by index.
hull = Polygon(vertex_data)
if len(vertex_data) >= 4:
# First, calculate the normal convex hull around the points
convex_hull = hull.getConvexHull()
# Then, do a Minkowski hull with a simple 1x1 quad to outset and round the normal convex hull.
# This is done because of rounding errors.
rounded_hull = convex_hull.getMinkowskiHull(Polygon(numpy.array([[-0.5, -0.5], [-0.5, 0.5], [0.5, 0.5], [0.5, -0.5]], numpy.float32)))
# Store the result in the cache
self._2d_convex_hull_mesh = mesh
self._2d_convex_hull_mesh_world_transform = world_transform
self._2d_convex_hull_mesh_result = rounded_hull
return rounded_hull
示例4: run
# 需要导入模块: from UM.Math.Polygon import Polygon [as 别名]
# 或者: from UM.Math.Polygon.Polygon import getConvexHull [as 别名]
def run(self):
if not self._node:
return
## If the scene node is a group, use the hull of the children to calculate its hull.
if self._node.callDecoration("isGroup"):
hull = Polygon(numpy.zeros((0, 2), dtype=numpy.int32))
for child in self._node.getChildren():
child_hull = child.callDecoration("getConvexHull")
if child_hull:
hull.setPoints(numpy.append(hull.getPoints(), child_hull.getPoints(), axis = 0))
if hull.getPoints().size < 3:
self._node.callDecoration("setConvexHull", None)
self._node.callDecoration("setConvexHullJob", None)
return
Job.yieldThread()
else:
if not self._node.getMeshData():
return
mesh = self._node.getMeshData()
vertex_data = mesh.getTransformed(self._node.getWorldTransformation()).getVertices()
# Don't use data below 0.
# TODO; We need a better check for this as this gives poor results for meshes with long edges.
vertex_data = vertex_data[vertex_data[:,1] >= 0]
# Round the vertex data to 1/10th of a mm, then remove all duplicate vertices
# This is done to greatly speed up further convex hull calculations as the convex hull
# becomes much less complex when dealing with highly detailed models.
vertex_data = numpy.round(vertex_data, 1)
duplicates = (vertex_data[:,0] == vertex_data[:,1]) | (vertex_data[:,1] == vertex_data[:,2]) | (vertex_data[:,0] == vertex_data[:,2])
vertex_data = numpy.delete(vertex_data, numpy.where(duplicates), axis = 0)
hull = Polygon(vertex_data[:, [0, 2]])
# 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.
# This is done because of rounding errors.
hull = hull.getMinkowskiHull(Polygon(numpy.array([[-0.5, -0.5], [-0.5, 0.5], [0.5, 0.5], [0.5, -0.5]], numpy.float32)))
profile = Application.getInstance().getMachineManager().getWorkingProfile()
if profile:
if profile.getSettingValue("print_sequence") == "one_at_a_time" and not self._node.getParent().callDecoration("isGroup"):
# Printing one at a time and it's not an object in a group
self._node.callDecoration("setConvexHullBoundary", copy.deepcopy(hull))
head_and_fans = Polygon(numpy.array(profile.getSettingValue("machine_head_with_fans_polygon"), numpy.float32))
# Full head hull is used to actually check the order.
full_head_hull = hull.getMinkowskiHull(head_and_fans)
self._node.callDecoration("setConvexHullHeadFull", full_head_hull)
mirrored = copy.deepcopy(head_and_fans)
mirrored.mirror([0, 0], [0, 1]) #Mirror horizontally.
mirrored.mirror([0, 0], [1, 0]) #Mirror vertically.
head_and_fans = head_and_fans.intersectionConvexHulls(mirrored)
# Min head hull is used for the push free
min_head_hull = hull.getMinkowskiHull(head_and_fans)
self._node.callDecoration("setConvexHullHead", min_head_hull)
hull = hull.getMinkowskiHull(Polygon(numpy.array(profile.getSettingValue("machine_head_polygon"),numpy.float32)))
else:
self._node.callDecoration("setConvexHullHead", None)
if self._node.getParent() is None: # Node was already deleted before job is done.
self._node.callDecoration("setConvexHullNode",None)
self._node.callDecoration("setConvexHull", None)
self._node.callDecoration("setConvexHullJob", None)
return
hull_node = ConvexHullNode.ConvexHullNode(self._node, hull, Application.getInstance().getController().getScene().getRoot())
self._node.callDecoration("setConvexHullNode", hull_node)
self._node.callDecoration("setConvexHull", hull)
self._node.callDecoration("setConvexHullJob", None)
if self._node.getParent() and self._node.getParent().callDecoration("isGroup"):
job = self._node.getParent().callDecoration("getConvexHullJob")
if job:
job.cancel()
self._node.getParent().callDecoration("setConvexHull", None)
hull_node = self._node.getParent().callDecoration("getConvexHullNode")
if hull_node:
hull_node.setParent(None)
示例5: _compute2DConvexHull
# 需要导入模块: from UM.Math.Polygon import Polygon [as 别名]
# 或者: from UM.Math.Polygon.Polygon import getConvexHull [as 别名]
def _compute2DConvexHull(self) -> Optional[Polygon]:
if self._node is None:
return None
if self._node.callDecoration("isGroup"):
points = numpy.zeros((0, 2), dtype=numpy.int32)
for child in self._node.getChildren():
child_hull = child.callDecoration("_compute2DConvexHull")
if child_hull:
try:
points = numpy.append(points, child_hull.getPoints(), axis = 0)
except ValueError:
pass
if points.size < 3:
return None
child_polygon = Polygon(points)
# Check the cache
if child_polygon == self._2d_convex_hull_group_child_polygon:
return self._2d_convex_hull_group_result
convex_hull = child_polygon.getConvexHull() #First calculate the normal convex hull around the points.
offset_hull = self._offsetHull(convex_hull) #Then apply the offset from the settings.
# Store the result in the cache
self._2d_convex_hull_group_child_polygon = child_polygon
self._2d_convex_hull_group_result = offset_hull
return offset_hull
else:
offset_hull = Polygon([])
mesh = self._node.getMeshData()
if mesh is None:
return Polygon([]) # Node has no mesh data, so just return an empty Polygon.
world_transform = self._node.getWorldTransformation()
# Check the cache
if mesh is self._2d_convex_hull_mesh and world_transform == self._2d_convex_hull_mesh_world_transform:
return self._2d_convex_hull_mesh_result
vertex_data = mesh.getConvexHullTransformedVertices(world_transform)
# Don't use data below 0.
# TODO; We need a better check for this as this gives poor results for meshes with long edges.
# Do not throw away vertices: the convex hull may be too small and objects can collide.
# vertex_data = vertex_data[vertex_data[:,1] >= -0.01]
if len(vertex_data) >= 4: # type: ignore # mypy and numpy don't play along well just yet.
# Round the vertex data to 1/10th of a mm, then remove all duplicate vertices
# This is done to greatly speed up further convex hull calculations as the convex hull
# becomes much less complex when dealing with highly detailed models.
vertex_data = numpy.round(vertex_data, 1)
vertex_data = vertex_data[:, [0, 2]] # Drop the Y components to project to 2D.
# Grab the set of unique points.
#
# This basically finds the unique rows in the array by treating them as opaque groups of bytes
# which are as long as the 2 float64s in each row, and giving this view to numpy.unique() to munch.
# See http://stackoverflow.com/questions/16970982/find-unique-rows-in-numpy-array
vertex_byte_view = numpy.ascontiguousarray(vertex_data).view(
numpy.dtype((numpy.void, vertex_data.dtype.itemsize * vertex_data.shape[1])))
_, idx = numpy.unique(vertex_byte_view, return_index = True)
vertex_data = vertex_data[idx] # Select the unique rows by index.
hull = Polygon(vertex_data)
if len(vertex_data) >= 3:
convex_hull = hull.getConvexHull()
offset_hull = self._offsetHull(convex_hull)
# Store the result in the cache
self._2d_convex_hull_mesh = mesh
self._2d_convex_hull_mesh_world_transform = world_transform
self._2d_convex_hull_mesh_result = offset_hull
return offset_hull
示例6: run
# 需要导入模块: from UM.Math.Polygon import Polygon [as 别名]
# 或者: from UM.Math.Polygon.Polygon import getConvexHull [as 别名]
def run(self):
if not self._node:
return
## If the scene node is a group, use the hull of the children to calculate its hull.
if self._node.callDecoration("isGroup"):
hull = Polygon(numpy.zeros((0, 2), dtype=numpy.int32))
for child in self._node.getChildren():
child_hull = child.callDecoration("getConvexHull")
if child_hull:
hull.setPoints(numpy.append(hull.getPoints(), child_hull.getPoints(), axis = 0))
if hull.getPoints().size < 3:
self._node.callDecoration("setConvexHull", None)
self._node.callDecoration("setConvexHullJob", None)
return
Job.yieldThread()
else:
if not self._node.getMeshData():
return
mesh = self._node.getMeshData()
vertex_data = mesh.getTransformed(self._node.getWorldTransformation()).getVertices()
# Don't use data below 0.
# TODO; We need a better check for this as this gives poor results for meshes with long edges.
vertex_data = vertex_data[vertex_data[:,1] >= 0]
# Round the vertex data to 1/10th of a mm, then remove all duplicate vertices
# This is done to greatly speed up further convex hull calculations as the convex hull
# becomes much less complex when dealing with highly detailed models.
vertex_data = numpy.round(vertex_data, 1)
vertex_data = vertex_data[:, [0, 2]] # Drop the Y components to project to 2D.
# Grab the set of unique points.
#
# This basically finds the unique rows in the array by treating them as opaque groups of bytes
# which are as long as the 2 float64s in each row, and giving this view to numpy.unique() to munch.
# See http://stackoverflow.com/questions/16970982/find-unique-rows-in-numpy-array
vertex_byte_view = numpy.ascontiguousarray(vertex_data).view(numpy.dtype((numpy.void, vertex_data.dtype.itemsize * vertex_data.shape[1])))
_, idx = numpy.unique(vertex_byte_view, return_index=True)
vertex_data = vertex_data[idx] # Select the unique rows by index.
hull = Polygon(vertex_data)
# 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.
# This is done because of rounding errors.
hull = hull.getMinkowskiHull(Polygon(numpy.array([[-0.5, -0.5], [-0.5, 0.5], [0.5, 0.5], [0.5, -0.5]], numpy.float32)))
global_stack = Application.getInstance().getGlobalContainerStack()
if global_stack:
if global_stack.getProperty("print_sequence", "value")== "one_at_a_time" and not self._node.getParent().callDecoration("isGroup"):
# Printing one at a time and it's not an object in a group
self._node.callDecoration("setConvexHullBoundary", copy.deepcopy(hull))
head_and_fans = Polygon(numpy.array(global_stack.getProperty("machine_head_with_fans_polygon", "value"), numpy.float32))
# Full head hull is used to actually check the order.
full_head_hull = hull.getMinkowskiHull(head_and_fans)
self._node.callDecoration("setConvexHullHeadFull", full_head_hull)
mirrored = copy.deepcopy(head_and_fans)
mirrored.mirror([0, 0], [0, 1]) #Mirror horizontally.
mirrored.mirror([0, 0], [1, 0]) #Mirror vertically.
head_and_fans = head_and_fans.intersectionConvexHulls(mirrored)
# Min head hull is used for the push free
min_head_hull = hull.getMinkowskiHull(head_and_fans)
self._node.callDecoration("setConvexHullHead", min_head_hull)
hull = hull.getMinkowskiHull(Polygon(numpy.array(global_stack.getProperty("machine_head_polygon","value"),numpy.float32)))
else:
self._node.callDecoration("setConvexHullHead", None)
if self._node.getParent() is None: # Node was already deleted before job is done.
self._node.callDecoration("setConvexHullNode",None)
self._node.callDecoration("setConvexHull", None)
self._node.callDecoration("setConvexHullJob", None)
return
hull_node = ConvexHullNode.ConvexHullNode(self._node, hull, Application.getInstance().getController().getScene().getRoot())
self._node.callDecoration("setConvexHullNode", hull_node)
self._node.callDecoration("setConvexHull", hull)
self._node.callDecoration("setConvexHullJob", None)
if self._node.getParent() and self._node.getParent().callDecoration("isGroup"):
job = self._node.getParent().callDecoration("getConvexHullJob")
if job:
job.cancel()
self._node.getParent().callDecoration("setConvexHull", None)
hull_node = self._node.getParent().callDecoration("getConvexHullNode")
if hull_node:
hull_node.setParent(None)