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Python MeshBuilder.build方法代码示例

本文整理汇总了Python中UM.Mesh.MeshBuilder.MeshBuilder.build方法的典型用法代码示例。如果您正苦于以下问题:Python MeshBuilder.build方法的具体用法?Python MeshBuilder.build怎么用?Python MeshBuilder.build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UM.Mesh.MeshBuilder.MeshBuilder的用法示例。


在下文中一共展示了MeshBuilder.build方法的15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: read

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def read(self, file_name):
        mesh_builder = MeshBuilder()
        scene_node = SceneNode()

        self.load_file(file_name, mesh_builder, _use_numpystl = use_numpystl)

        mesh = mesh_builder.build()

        if use_numpystl:
            verts = mesh.getVertices()
            # In some cases numpy stl reads incorrectly and the result is that the Z values are all 0
            # Add new error cases if you find them.
            if numpy.amin(verts[:, 1]) == numpy.amax(verts[:, 1]):
                # Something may have gone wrong in numpy stl, start over without numpy stl
                Logger.log("w", "All Z coordinates are the same using numpystl, trying again without numpy stl.")
                mesh_builder = MeshBuilder()
                self.load_file(file_name, mesh_builder, _use_numpystl = False)
                mesh = mesh_builder.build()

                verts = mesh.getVertices()
                if numpy.amin(verts[:, 1]) == numpy.amax(verts[:, 1]):
                    Logger.log("e", "All Z coordinates are still the same without numpy stl... let's hope for the best")

        if mesh_builder.getVertexCount() == 0:
            Logger.log("d", "File did not contain valid data, unable to read.")
            return None  # We didn't load anything.
        scene_node.setMeshData(mesh)
        Logger.log("d", "Loaded a mesh with %s vertices", mesh_builder.getVertexCount())

        return scene_node
开发者ID:senttech,项目名称:Uranium,代码行数:32,代码来源:STLReader.py

示例2: buildMesh

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def buildMesh(self):
        #SOLIDMESH
        mb = MeshBuilder()

        mb.addDonut(
            inner_radius = self._inner_radius,
            outer_radius = self._outer_radius,
            width = self._line_width,
            color = self._z_axis_color
        )

        mb.addDonut(
            inner_radius = self._inner_radius,
            outer_radius = self._outer_radius,
            width = self._line_width,
            axis = Vector.Unit_X,
            angle = math.pi / 2,
            color = self._y_axis_color
        )

        mb.addDonut(
            inner_radius = self._inner_radius,
            outer_radius = self._outer_radius,
            width = self._line_width,
            axis = Vector.Unit_Y,
            angle = math.pi / 2,
            color = self._x_axis_color
        )
        self.setSolidMesh(mb.build())

        #SELECTIONMESH
        mb = MeshBuilder()

        mb.addDonut(
            inner_radius = self._active_inner_radius,
            outer_radius = self._active_outer_radius,
            width = self._active_line_width,
            color = ToolHandle.ZAxisSelectionColor
        )

        mb.addDonut(
            inner_radius = self._active_inner_radius,
            outer_radius = self._active_outer_radius,
            width = self._active_line_width,
            axis = Vector.Unit_X,
            angle = math.pi / 2,
            color = ToolHandle.YAxisSelectionColor
        )

        mb.addDonut(
            inner_radius = self._active_inner_radius,
            outer_radius = self._active_outer_radius,
            width = self._active_line_width,
            axis = Vector.Unit_Y,
            angle = math.pi / 2,
            color = ToolHandle.XAxisSelectionColor
        )

        self.setSelectionMesh(mb.build())
开发者ID:Ultimaker,项目名称:Uranium,代码行数:61,代码来源:RotateToolHandle.py

示例3: _createEraserMesh

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def _createEraserMesh(self, parent: CuraSceneNode, position: Vector):
        node = CuraSceneNode()

        node.setName("Eraser")
        node.setSelectable(True)
        mesh = MeshBuilder()
        mesh.addCube(10,10,10)
        node.setMeshData(mesh.build())

        active_build_plate = Application.getInstance().getMultiBuildPlateModel().activeBuildPlate
        node.addDecorator(BuildPlateDecorator(active_build_plate))
        node.addDecorator(SliceableObjectDecorator())

        stack = node.callDecoration("getStack") # created by SettingOverrideDecorator that is automatically added to CuraSceneNode
        settings = stack.getTop()

        definition = stack.getSettingDefinition("anti_overhang_mesh")
        new_instance = SettingInstance(definition, settings)
        new_instance.setProperty("value", True)
        new_instance.resetState()  # Ensure that the state is not seen as a user state.
        settings.addInstance(new_instance)

        op = GroupedOperation()
        # First add node to the scene at the correct position/scale, before parenting, so the eraser mesh does not get scaled with the parent
        op.addOperation(AddSceneNodeOperation(node, self._controller.getScene().getRoot()))
        op.addOperation(SetParentOperation(node, parent))
        op.push()
        node.setPosition(position, CuraSceneNode.TransformSpace.World)

        Application.getInstance().getController().getScene().sceneChanged.emit(node)
开发者ID:CPS-3,项目名称:Cura,代码行数:32,代码来源:SupportEraser.py

示例4: test_render

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
def test_render():
    mocked_shader = MagicMock()
    with patch("UM.View.GL.OpenGL.OpenGL.getInstance"):
        render_batch = RenderBatch(mocked_shader)

    # Render without a camera shouldn't cause any effect.
    render_batch.render(None)
    assert mocked_shader.bind.call_count == 0

    # Rendering with a camera should cause the shader to be bound and released (even if the batch is empty)
    mocked_camera = MagicMock()
    mocked_camera.getWorldTransformation = MagicMock(return_value = Matrix())
    mocked_camera.getViewProjectionMatrix = MagicMock(return_value=Matrix())
    with patch("UM.View.GL.OpenGLContext.OpenGLContext.properties"):
        render_batch.render(mocked_camera)
    assert mocked_shader.bind.call_count == 1
    assert mocked_shader.release.call_count == 1

    # Actualy render with an item in the batch
    mb = MeshBuilder()
    mb.addPyramid(10, 10, 10, color=Color(0.0, 1.0, 0.0, 1.0))
    mb.calculateNormals()
    mesh_data = mb.build()
    render_batch.addItem(Matrix(), mesh_data, {})
    with patch("UM.View.GL.OpenGL.OpenGL.getInstance"):
        with patch("UM.View.GL.OpenGLContext.OpenGLContext.properties"):
            render_batch.render(mocked_camera)
    assert mocked_shader.bind.call_count == 2
    assert mocked_shader.release.call_count == 2
开发者ID:Ultimaker,项目名称:Uranium,代码行数:31,代码来源:TestRenderBatch.py

示例5: __init__

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def __init__(self, node, hull, thickness, parent = None):
        super().__init__(parent)

        self.setCalculateBoundingBox(False)

        self._original_parent = parent

        # Color of the drawn convex hull
        if Application.getInstance().hasGui():
            self._color = Color(*Application.getInstance().getTheme().getColor("convex_hull").getRgb())
        else:
            self._color = Color(0, 0, 0)

        # The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
        self._mesh_height = 0.1

        self._thickness = thickness

        # The node this mesh is "watching"
        self._node = node
        self._convex_hull_head_mesh = None

        self._node.decoratorsChanged.connect(self._onNodeDecoratorsChanged)
        self._onNodeDecoratorsChanged(self._node)

        self._hull = hull
        if self._hull:
            hull_mesh_builder = MeshBuilder()

            if hull_mesh_builder.addConvexPolygonExtrusion(
                self._hull.getPoints()[::-1],  # bottom layer is reversed
                self._mesh_height-thickness, self._mesh_height, color=self._color):

                hull_mesh = hull_mesh_builder.build()
                self.setMeshData(hull_mesh)
开发者ID:CPS-3,项目名称:Cura,代码行数:37,代码来源:ConvexHullNode.py

示例6: read

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def read(self, file_name):
        mesh_builder = MeshBuilder()
        scene_node = SceneNode()

        if use_numpystl:
            self._loadWithNumpySTL(file_name, mesh_builder)
        else:
            f = open(file_name, "rb")
            if not self._loadBinary(mesh_builder, f):
                f.close()
                f = open(file_name, "rt")
                try:
                    self._loadAscii(mesh_builder, f)
                except UnicodeDecodeError:
                    return None
                f.close()

            Job.yieldThread() # Yield somewhat to ensure the GUI has time to update a bit.

        mesh_builder.calculateNormals(fast = True)

        mesh = mesh_builder.build()
        Logger.log("d", "Loaded a mesh with %s vertices", mesh_builder.getVertexCount())
        scene_node.setMeshData(mesh)
        return scene_node
开发者ID:TimurAykutYildirim,项目名称:Uranium,代码行数:27,代码来源:STLReader.py

示例7: _onNodeDecoratorsChanged

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def _onNodeDecoratorsChanged(self, node):
        convex_hull_head = self._node.callDecoration("getConvexHullHead")
        if convex_hull_head:
            convex_hull_head_builder = MeshBuilder()
            convex_hull_head_builder.addConvexPolygon(convex_hull_head.getPoints(), self._mesh_height - self._thickness)
            self._convex_hull_head_mesh = convex_hull_head_builder.build()

        if not node:
            return
开发者ID:CPS-3,项目名称:Cura,代码行数:11,代码来源:ConvexHullNode.py

示例8: read

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def read(self, file_name):
        try:
            self.defs = {}
            self.shapes = []
            
            tree = ET.parse(file_name)
            xml_root = tree.getroot()
            
            if xml_root.tag != "X3D":
                return None

            scale = 1000 # Default X3D unit it one meter, while Cura's is one millimeters            
            if xml_root[0].tag == "head":
                for head_node in xml_root[0]:
                    if head_node.tag == "unit" and head_node.attrib.get("category") == "length":
                        scale *= float(head_node.attrib["conversionFactor"])
                        break 
                xml_scene = xml_root[1]
            else:
                xml_scene = xml_root[0]
                
            if xml_scene.tag != "Scene":
                return None
            
            self.transform = Matrix()
            self.transform.setByScaleFactor(scale)
            self.index_base = 0
            
            # Traverse the scene tree, populate the shapes list
            self.processChildNodes(xml_scene)
            
            if self.shapes:
                builder = MeshBuilder()
                builder.setVertices(numpy.concatenate([shape.verts for shape in self.shapes]))
                builder.setIndices(numpy.concatenate([shape.faces for shape in self.shapes]))
                builder.calculateNormals()
                builder.setFileName(file_name)
                mesh_data = builder.build()

                # Manually try and get the extents of the mesh_data. This should prevent nasty NaN issues from
                # leaving the reader.
                mesh_data.getExtents()

                node = SceneNode()
                node.setMeshData(mesh_data)
                node.setSelectable(True)
                node.setName(file_name)

            else:
                return None
            
        except Exception:
            Logger.logException("e", "Exception in X3D reader")
            return None

        return node
开发者ID:cederom,项目名称:Cura,代码行数:58,代码来源:X3DReader.py

示例9: test_compute2DConvexHullMeshData

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
def test_compute2DConvexHullMeshData(convex_hull_decorator):
    node = SceneNode()
    mb = MeshBuilder()
    mb.addCube(10,10,10)
    node.setMeshData(mb.build())

    convex_hull_decorator._getSettingProperty = MagicMock(return_value = 0)

    with patch("UM.Application.Application.getInstance", MagicMock(return_value=mocked_application)):
        convex_hull_decorator.setNode(node)

    assert convex_hull_decorator._compute2DConvexHull() == Polygon([[5.0,-5.0], [-5.0,-5.0], [-5.0,5.0], [5.0,5.0]])
开发者ID:Ultimaker,项目名称:Cura,代码行数:14,代码来源:TestConvexHullDecorator.py

示例10: test_getExtents

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
def test_getExtents():
    # Create a cube mesh at position 0,0,0
    builder = MeshBuilder()
    builder.addCube(20, 20, 20)
    mesh_data = builder.build()

    extents = mesh_data.getExtents()
    assert extents.width == 20
    assert extents.height == 20
    assert extents.depth == 20

    assert extents.maximum == Vector(10, 10, 10)
    assert extents.minimum == Vector(-10, -10, -10)
开发者ID:Ultimaker,项目名称:Uranium,代码行数:15,代码来源:TestMeshData.py

示例11: createHullMesh

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def createHullMesh(self, hull_points):
        # Input checking.
        if len(hull_points) < 3:
            return None

        mesh_builder = MeshBuilder()
        point_first = Vector(hull_points[0][0], self._mesh_height, hull_points[0][1])
        point_previous = Vector(hull_points[1][0], self._mesh_height, hull_points[1][1])
        for point in hull_points[2:]:  # Add the faces in the order of a triangle fan.
            point_new = Vector(point[0], self._mesh_height, point[1])
            mesh_builder.addFace(point_first, point_previous, point_new, color = self._color)
            point_previous = point_new  # Prepare point_previous for the next triangle.

        return mesh_builder.build()
开发者ID:3d20,项目名称:Cura,代码行数:16,代码来源:ConvexHullNode.py

示例12: run

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def run(self):
        layer_data = None
        for node in DepthFirstIterator(self._scene.getRoot()):
            layer_data = node.callDecoration("getLayerData")
            if layer_data:
                break

        if self._cancel or not layer_data:
            return

        layer_mesh = MeshBuilder()
        for i in range(self._solid_layers):
            layer_number = self._layer_number - i
            if layer_number < 0:
                continue

            try:
                layer = layer_data.getLayer(layer_number).createMesh()
            except Exception:
                Logger.logException("w", "An exception occurred while creating layer mesh.")
                return

            if not layer or layer.getVertices() is None:
                continue

            layer_mesh.addIndices(layer_mesh.getVertexCount() + layer.getIndices())
            layer_mesh.addVertices(layer.getVertices())

            # Scale layer color by a brightness factor based on the current layer number
            # This will result in a range of 0.5 - 1.0 to multiply colors by.
            brightness = numpy.ones((1, 4), dtype=numpy.float32) * (2.0 - (i / self._solid_layers)) / 2.0
            brightness[0, 3] = 1.0
            layer_mesh.addColors(layer.getColors() * brightness)

            if self._cancel:
                return

            Job.yieldThread()

        if self._cancel:
            return

        Job.yieldThread()
        jump_mesh = layer_data.getLayer(self._layer_number).createJumps()
        if not jump_mesh or jump_mesh.getVertices() is None:
            jump_mesh = None

        self.setResult({"layers": layer_mesh.build(), "jumps": jump_mesh})
开发者ID:daid,项目名称:Cura,代码行数:50,代码来源:LayerView.py

示例13: test_getExtentsTransposed

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
def test_getExtentsTransposed():
    # Create a cube mesh at position 0,0,0
    builder = MeshBuilder()
    builder.addCube(20, 20, 20)
    mesh_data = builder.build()

    transformation_matrix = Matrix()
    transformation_matrix.setByTranslation(Vector(10, 10, 10))

    extents = mesh_data.getExtents(transformation_matrix)
    assert extents.width == 20
    assert extents.height == 20
    assert extents.depth == 20

    assert extents.maximum == Vector(20, 20, 20)
    assert extents.minimum == Vector(0, 0, 0)
开发者ID:Ultimaker,项目名称:Uranium,代码行数:18,代码来源:TestMeshData.py

示例14: createMeshOrJumps

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def createMeshOrJumps(self, make_mesh):
        builder = MeshBuilder()
        
        line_count = 0
        if make_mesh:
            for polygon in self._polygons:
                line_count += polygon.meshLineCount
        else:
            for polygon in self._polygons:
                line_count += polygon.jumpCount

        # Reserve the neccesary space for the data upfront
        builder.reserveFaceAndVertexCount(2 * line_count, 4 * line_count)
        
        for polygon in self._polygons:
            # Filter out the types of lines we are not interesed in depending on whether we are drawing the mesh or the jumps.
            index_mask = numpy.logical_not(polygon.jumpMask) if make_mesh else polygon.jumpMask

            # Create an array with rows [p p+1] and only keep those we whant to draw based on make_mesh
            points = numpy.concatenate((polygon.data[:-1], polygon.data[1:]), 1)[index_mask.ravel()]
            # Line types of the points we want to draw
            line_types = polygon.types[index_mask]
            
            # Shift the z-axis according to previous implementation.
            if make_mesh:
                points[polygon.isInfillOrSkinType(line_types), 1::3] -= 0.01
            else:
                points[:, 1::3] += 0.01

            # Create an array with normals and tile 2 copies to match size of points variable
            normals = numpy.tile( polygon.getNormals()[index_mask.ravel()], (1, 2))

            # Scale all normals by the line width of the current line so we can easily offset.
            normals *= (polygon.lineWidths[index_mask.ravel()] / 2)

            # Create 4 points to draw each line segment, points +- normals results in 2 points each.
            # After this we reshape to one point per line.
            f_points = numpy.concatenate((points-normals, points+normals), 1).reshape((-1, 3))

            # __index_pattern defines which points to use to draw the two faces for each lines egment, the following linesegment is offset by 4
            f_indices = ( self.__index_pattern + numpy.arange(0, 4 * len(normals), 4, dtype=numpy.int32).reshape((-1, 1)) ).reshape((-1, 3))
            f_colors = numpy.repeat(polygon.mapLineTypeToColor(line_types), 4, 0)

            builder.addFacesWithColor(f_points, f_indices, f_colors)
        
        return builder.build()
开发者ID:daid,项目名称:Cura,代码行数:48,代码来源:Layer.py

示例15: calculateBoundingBoxMesh

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import build [as 别名]
    def calculateBoundingBoxMesh(self):
        aabb = self.getBoundingBox()
        if aabb:
            bounding_box_mesh = MeshBuilder()
            rtf = aabb.maximum
            lbb = aabb.minimum

            bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z)  # Right - Top - Front
            bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z)  # Left - Top - Front

            bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z)  # Left - Top - Front
            bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z)  # Left - Bottom - Front

            bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z)  # Left - Bottom - Front
            bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z)  # Right - Bottom - Front

            bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z)  # Right - Bottom - Front
            bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z)  # Right - Top - Front

            bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z)  # Right - Top - Back
            bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z)  # Left - Top - Back

            bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z)  # Left - Top - Back
            bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z)  # Left - Bottom - Back

            bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z)  # Left - Bottom - Back
            bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z)  # Right - Bottom - Back

            bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z)  # Right - Bottom - Back
            bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z)  # Right - Top - Back

            bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z)  # Right - Top - Front
            bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z)  # Right - Top - Back

            bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z)  # Left - Top - Front
            bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z)  # Left - Top - Back

            bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z)  # Left - Bottom - Front
            bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z)  # Left - Bottom - Back

            bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z)  # Right - Bottom - Front
            bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z)  # Right - Bottom - Back

            self._bounding_box_mesh = bounding_box_mesh.build()
开发者ID:senttech,项目名称:Uranium,代码行数:46,代码来源:SceneNode.py


注:本文中的UM.Mesh.MeshBuilder.MeshBuilder.build方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。