当前位置: 首页>>代码示例>>Python>>正文


Python MeshBuilder.calculateNormals方法代码示例

本文整理汇总了Python中UM.Mesh.MeshBuilder.MeshBuilder.calculateNormals方法的典型用法代码示例。如果您正苦于以下问题:Python MeshBuilder.calculateNormals方法的具体用法?Python MeshBuilder.calculateNormals怎么用?Python MeshBuilder.calculateNormals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.calculateNormals方法的12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: 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 calculateNormals [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2: read

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import calculateNormals [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3: read

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import calculateNormals [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4: test_readBinary

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import calculateNormals [as 别名]
def test_readBinary(application):
    reader = STLReader.STLReader()
    binary_path = os.path.join(test_path, "simpleTestCubeBinary.stl")
    result = reader.read(binary_path)

    if STLReader.use_numpystl:
        # If the system the test runs on supporst numpy stl, we should also check the non numpy stl option.
        f = open(binary_path, "rb")
        mesh_builder = MeshBuilder()
        reader._loadBinary(mesh_builder, f)
        mesh_builder.calculateNormals(fast=True)

        assert mesh_builder.getVertexCount() != 0
    assert result
开发者ID:Ultimaker,项目名称:Uranium,代码行数:16,代码来源:TestStlReader.py

示例5: test_readASCII

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import calculateNormals [as 别名]
def test_readASCII(application):
    reader = STLReader.STLReader()
    ascii_path = os.path.join(test_path, "simpleTestCubeASCII.stl")
    result = reader.read(ascii_path)
    assert result

    if STLReader.use_numpystl:
        # If the system the test runs on supports numpy stl, we should also check the non numpy stl option.
        f = open(ascii_path, "rt", encoding = "utf-8")
        mesh_builder = MeshBuilder()
        reader._loadAscii(mesh_builder, f)
        mesh_builder.calculateNormals(fast=True)

        assert mesh_builder.getVertexCount() != 0
开发者ID:Ultimaker,项目名称:Uranium,代码行数:16,代码来源:TestStlReader.py

示例6: _createCube

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import calculateNormals [as 别名]
    def _createCube(self, size):
        mesh = MeshBuilder()

        # Can't use MeshBuilder.addCube() because that does not get per-vertex normals
        # Per-vertex normals require duplication of vertices
        s = size / 2
        verts = [ # 6 faces with 4 corners each
            [-s, -s,  s], [-s,  s,  s], [ s,  s,  s], [ s, -s,  s],
            [-s,  s, -s], [-s, -s, -s], [ s, -s, -s], [ s,  s, -s],
            [ s, -s, -s], [-s, -s, -s], [-s, -s,  s], [ s, -s,  s],
            [-s,  s, -s], [ s,  s, -s], [ s,  s,  s], [-s,  s,  s],
            [-s, -s,  s], [-s, -s, -s], [-s,  s, -s], [-s,  s,  s],
            [ s, -s, -s], [ s, -s,  s], [ s,  s,  s], [ s,  s, -s]
        ]
        mesh.setVertices(numpy.asarray(verts, dtype=numpy.float32))

        indices = []
        for i in range(0, 24, 4): # All 6 quads (12 triangles)
            indices.append([i, i+2, i+1])
            indices.append([i, i+3, i+2])
        mesh.setIndices(numpy.asarray(indices, dtype=numpy.int32))

        mesh.calculateNormals()
        return mesh
开发者ID:Ultimaker,项目名称:Cura,代码行数:26,代码来源:SupportEraser.py

示例7: _convertSavitarNodeToUMNode

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import calculateNormals [as 别名]
    def _convertSavitarNodeToUMNode(self, savitar_node):
        self._object_count += 1
        node_name = "Object %s" % self._object_count

        active_build_plate = Application.getInstance().getMultiBuildPlateModel().activeBuildPlate

        um_node = CuraSceneNode() # This adds a SettingOverrideDecorator
        um_node.addDecorator(BuildPlateDecorator(active_build_plate))
        um_node.setName(node_name)
        transformation = self._createMatrixFromTransformationString(savitar_node.getTransformation())
        um_node.setTransformation(transformation)
        mesh_builder = MeshBuilder()

        data = numpy.fromstring(savitar_node.getMeshData().getFlatVerticesAsBytes(), dtype=numpy.float32)

        vertices = numpy.resize(data, (int(data.size / 3), 3))
        mesh_builder.setVertices(vertices)
        mesh_builder.calculateNormals(fast=True)
        mesh_data = mesh_builder.build()

        if len(mesh_data.getVertices()):
            um_node.setMeshData(mesh_data)

        for child in savitar_node.getChildren():
            child_node = self._convertSavitarNodeToUMNode(child)
            if child_node:
                um_node.addChild(child_node)

        if um_node.getMeshData() is None and len(um_node.getChildren()) == 0:
            return None

        settings = savitar_node.getSettings()

        # Add the setting override decorator, so we can add settings to this node.
        if settings:
            global_container_stack = Application.getInstance().getGlobalContainerStack()

            # Ensure the correct next container for the SettingOverride decorator is set.
            if global_container_stack:
                default_stack = ExtruderManager.getInstance().getExtruderStack(0)

                if default_stack:
                    um_node.callDecoration("setActiveExtruder", default_stack.getId())

                # Get the definition & set it
                definition_id = getMachineDefinitionIDForQualitySearch(global_container_stack.definition)
                um_node.callDecoration("getStack").getTop().setDefinition(definition_id)

            setting_container = um_node.callDecoration("getStack").getTop()

            for key in settings:
                setting_value = settings[key]

                # Extruder_nr is a special case.
                if key == "extruder_nr":
                    extruder_stack = ExtruderManager.getInstance().getExtruderStack(int(setting_value))
                    if extruder_stack:
                        um_node.callDecoration("setActiveExtruder", extruder_stack.getId())
                    else:
                        Logger.log("w", "Unable to find extruder in position %s", setting_value)
                    continue
                setting_container.setProperty(key, "value", setting_value)

        if len(um_node.getChildren()) > 0 and um_node.getMeshData() is None:
            group_decorator = GroupDecorator()
            um_node.addDecorator(group_decorator)
        um_node.setSelectable(True)
        if um_node.getMeshData():
            # Assuming that all nodes with mesh data are printable objects
            # affects (auto) slicing
            sliceable_decorator = SliceableObjectDecorator()
            um_node.addDecorator(sliceable_decorator)
        return um_node
开发者ID:TinkerGnome,项目名称:Cura,代码行数:75,代码来源:ThreeMFReader.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 calculateNormals [as 别名]
    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"))

            # 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

            for entry in objects:
                mesh_builder = MeshBuilder()
                node = SceneNode()
                vertex_list = []
                #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 object.mesh.triangles.triangle:
                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()

                node.setMeshData(mesh_builder.build().getTransformed(rotation))
                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)

                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)
        except Exception as e:
            Logger.log("e" ,"exception occured in 3mf reader: %s" , e)

        return result  
开发者ID:PrinterMan,项目名称:Cura,代码行数:90,代码来源:ThreeMFReader.py

示例9: _generateSceneNode

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import calculateNormals [as 别名]

#.........这里部分代码省略.........
            height_data += copy[2:, 1:-1]
            height_data += copy[:-2, 1:-1]

            height_data += copy[2:, 2:]
            height_data += copy[:-2, 2:]
            height_data += copy[2:, :-2]
            height_data += copy[:-2, :-2]

            height_data /= 9

            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.
        # 6 is for 6 vertices for each texel quad.
        heightmap_vertices = numpy.zeros((width_minus_one * height_minus_one, 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.addFaceByPoints(0, 0, 0, 0, 0, geo_height, geo_width, 0, geo_height)
        mesh.addFaceByPoints(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.addFaceByPoints(x, 0, 0, nx, 0, 0, nx, hn1, 0)
            mesh.addFaceByPoints(nx, hn1, 0, x, hn0, 0, x, 0, 0)

            mesh.addFaceByPoints(x, 0, geo_height, nx, 0, geo_height, nx, hs1, geo_height)
            mesh.addFaceByPoints(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.addFaceByPoints(0, 0, y, 0, 0, ny, 0, hw1, ny)
            mesh.addFaceByPoints(0, hw1, ny, 0, hw0, y, 0, 0, y)

            mesh.addFaceByPoints(geo_width, 0, y, geo_width, 0, ny, geo_width, he1, ny)
            mesh.addFaceByPoints(geo_width, he1, ny, geo_width, he0, y, geo_width, 0, y)

        mesh.calculateNormals(fast=True)

        scene_node.setMeshData(mesh.build())

        return scene_node
开发者ID:TinkerGnome,项目名称:Cura,代码行数:104,代码来源:ImageReader.py

示例10: _createNodeFromObject

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import calculateNormals [as 别名]
    def _createNodeFromObject(self, object, name = ""):
        node = SceneNode()
        node.setName(name)
        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, self._base_name + "_" + str(id))
                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()

        xml_settings = list(object.findall(".//cura:setting", self._namespaces))

        # Add the setting override decorator, so we can add settings to this node.
        if xml_settings:
            node.addDecorator(SettingOverrideDecorator())

            global_container_stack = Application.getInstance().getGlobalContainerStack()
            # Ensure the correct next container for the SettingOverride decorator is set.
            if global_container_stack:
                multi_extrusion = global_container_stack.getProperty("machine_extruder_count", "value") > 1
                # Ensure that all extruder data is reset
                if not multi_extrusion:
                    default_stack_id = global_container_stack.getId()
                else:
                    default_stack = ExtruderManager.getInstance().getExtruderStack(0)
                    if default_stack:
                        default_stack_id = default_stack.getId()
                    else:
                        default_stack_id = global_container_stack.getId()
                node.callDecoration("setActiveExtruder", default_stack_id)

                # Get the definition & set it
                definition = QualityManager.getInstance().getParentMachineDefinition(global_container_stack.getBottom())
                node.callDecoration("getStack").getTop().setDefinition(definition)

            setting_container = node.callDecoration("getStack").getTop()
            for setting in xml_settings:
                setting_key = setting.get("key")
                setting_value = setting.text

                # Extruder_nr is a special case.
                if setting_key == "extruder_nr":
                    extruder_stack = ExtruderManager.getInstance().getExtruderStack(int(setting_value))
                    if extruder_stack:
                        node.callDecoration("setActiveExtruder", extruder_stack.getId())
                    else:
                        Logger.log("w", "Unable to find extruder in position %s", setting_value)
                    continue
                setting_container.setProperty(setting_key,"value", setting_value)

        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()

        # TODO: We currently do not check for normals and simply recalculate them.
        mesh_builder.calculateNormals()
        mesh_builder.setFileName(name)
        mesh_data = mesh_builder.build()

        if len(mesh_data.getVertices()):
            node.setMeshData(mesh_data)

        node.setSelectable(True)
        return node
开发者ID:mifga,项目名称:Cura,代码行数:92,代码来源:ThreeMFReader.py

示例11: rebuild

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import calculateNormals [as 别名]
    def rebuild(self):
        if not self._width or not self._height or not self._depth:
            return

        min_w = -self._width / 2
        max_w = self._width / 2
        min_h = 0.0
        max_h = self._height
        min_d = -self._depth / 2
        max_d = self._depth / 2

        z_fight_distance = 0.2 # Distance between buildplate and disallowed area meshes to prevent z-fighting

        if self._shape != "elliptic":
            # Outline 'cube' of the build volume
            mb = MeshBuilder()
            mb.addLine(Vector(min_w, min_h, min_d), Vector(max_w, min_h, min_d), color = self.VolumeOutlineColor)
            mb.addLine(Vector(min_w, min_h, min_d), Vector(min_w, max_h, min_d), color = self.VolumeOutlineColor)
            mb.addLine(Vector(min_w, max_h, min_d), Vector(max_w, max_h, min_d), color = self.VolumeOutlineColor)
            mb.addLine(Vector(max_w, min_h, min_d), Vector(max_w, max_h, min_d), color = self.VolumeOutlineColor)

            mb.addLine(Vector(min_w, min_h, max_d), Vector(max_w, min_h, max_d), color = self.VolumeOutlineColor)
            mb.addLine(Vector(min_w, min_h, max_d), Vector(min_w, max_h, max_d), color = self.VolumeOutlineColor)
            mb.addLine(Vector(min_w, max_h, max_d), Vector(max_w, max_h, max_d), color = self.VolumeOutlineColor)
            mb.addLine(Vector(max_w, min_h, max_d), Vector(max_w, max_h, max_d), color = self.VolumeOutlineColor)

            mb.addLine(Vector(min_w, min_h, min_d), Vector(min_w, min_h, max_d), color = self.VolumeOutlineColor)
            mb.addLine(Vector(max_w, min_h, min_d), Vector(max_w, min_h, max_d), color = self.VolumeOutlineColor)
            mb.addLine(Vector(min_w, max_h, min_d), Vector(min_w, max_h, max_d), color = self.VolumeOutlineColor)
            mb.addLine(Vector(max_w, max_h, min_d), Vector(max_w, max_h, max_d), color = self.VolumeOutlineColor)

            self.setMeshData(mb.build())

            # Build plate grid mesh
            mb = MeshBuilder()
            mb.addQuad(
                Vector(min_w, min_h - z_fight_distance, min_d),
                Vector(max_w, min_h - z_fight_distance, min_d),
                Vector(max_w, min_h - z_fight_distance, max_d),
                Vector(min_w, min_h - z_fight_distance, max_d)
            )

            for n in range(0, 6):
                v = mb.getVertex(n)
                mb.setVertexUVCoordinates(n, v[0], v[2])
            self._grid_mesh = mb.build()

        else:
            # Bottom and top 'ellipse' of the build volume
            aspect = 1.0
            scale_matrix = Matrix()
            if self._width != 0:
                # Scale circular meshes by aspect ratio if width != height
                aspect = self._height / self._width
                scale_matrix.compose(scale = Vector(1, 1, aspect))
            mb = MeshBuilder()
            mb.addArc(max_w, Vector.Unit_Y, center = (0, min_h - z_fight_distance, 0), color = self.VolumeOutlineColor)
            mb.addArc(max_w, Vector.Unit_Y, center = (0, max_h, 0),  color = self.VolumeOutlineColor)
            self.setMeshData(mb.build().getTransformed(scale_matrix))

            # Build plate grid mesh
            mb = MeshBuilder()
            mb.addVertex(0, min_h - z_fight_distance, 0)
            mb.addArc(max_w, Vector.Unit_Y, center = Vector(0, min_h - z_fight_distance, 0))
            sections = mb.getVertexCount() - 1 # Center point is not an arc section
            indices = []
            for n in range(0, sections - 1):
                indices.append([0, n + 2, n + 1])
            mb.addIndices(numpy.asarray(indices, dtype = numpy.int32))
            mb.calculateNormals()

            for n in range(0, mb.getVertexCount()):
                v = mb.getVertex(n)
                mb.setVertexUVCoordinates(n, v[0], v[2] * aspect)
            self._grid_mesh = mb.build().getTransformed(scale_matrix)

        # Indication of the machine origin
        if self._global_container_stack.getProperty("machine_center_is_zero", "value"):
            origin = (Vector(min_w, min_h, min_d) + Vector(max_w, min_h, max_d)) / 2
        else:
            origin = Vector(min_w, min_h, max_d)

        mb = MeshBuilder()
        mb.addCube(
            width = self._origin_line_length,
            height = self._origin_line_width,
            depth = self._origin_line_width,
            center = origin + Vector(self._origin_line_length / 2, 0, 0),
            color = self.XAxisColor
        )
        mb.addCube(
            width = self._origin_line_width,
            height = self._origin_line_length,
            depth = self._origin_line_width,
            center = origin + Vector(0, self._origin_line_length / 2, 0),
            color = self.YAxisColor
        )
        mb.addCube(
            width = self._origin_line_width,
            height = self._origin_line_width,
#.........这里部分代码省略.........
开发者ID:mifga,项目名称:Cura,代码行数:103,代码来源:BuildVolume.py

示例12: read

# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import calculateNormals [as 别名]
    def read(self, file_name):
        scene_node = None

        extension = os.path.splitext(file_name)[1]
        if extension.lower() in self._supported_extensions:
            vertex_list = []
            normal_list = []
            uv_list = []
            face_list = []
            scene_node = SceneNode()

            mesh_builder = MeshBuilder()
            mesh_builder.setFileName(file_name)
            f = open(file_name, "rt")
            for line in f:
                parts = line.split()
                if len(parts) < 1:
                    continue
                if parts[0] == "v":
                    vertex_list.append([float(parts[1]), float(parts[3]), -float(parts[2])])
                if parts[0] == "vn":
                    normal_list.append([float(parts[1]), float(parts[3]), -float(parts[2])])
                if parts[0] == "vt":
                    uv_list.append([float(parts[1]), float(parts[2])])
                if parts[0] == "f":
                    parts = [i for i in map(lambda p: p.split("/"), parts)]
                    for idx in range(1, len(parts)-2):
                        data = [int(parts[1][0]), int(parts[idx+1][0]), int(parts[idx+2][0])]
                        if len(parts[1]) > 2:
                            data += [int(parts[1][2]), int(parts[idx+1][2]), int(parts[idx+2][2])]

                            if parts[1][1] and parts[idx+1][1] and parts[idx+2][1]:
                                data += [int(parts[1][1]), int(parts[idx+1][1]), int(parts[idx+2][1])]
                        face_list.append(data)
                Job.yieldThread()
            f.close()

            mesh_builder.reserveVertexCount(3 * len(face_list))
            num_vertices = len(vertex_list)
            num_normals = len(normal_list)

            for face in face_list:
                # Substract 1 from index, as obj starts counting at 1 instead of 0
                i = face[0] - 1
                j = face[1] - 1
                k = face[2] - 1

                if len(face) > 3:
                    ni = face[3] - 1
                    nj = face[4] - 1
                    nk = face[5] - 1
                else:
                    ni = -1
                    nj = -1
                    nk = -1

                if len(face) > 6:
                    ui = face[6] - 1
                    uj = face[7] - 1
                    uk = face[8] - 1
                else:
                    ui = -1
                    uj = -1
                    uk = -1

                #TODO: improve this handling, this can cause weird errors (negative indexes are relative indexes, and are not properly handled)
                if i < 0 or i >= num_vertices:
                    i = 0
                if j < 0 or j >= num_vertices:
                    j = 0
                if k < 0 or k >= num_vertices:
                    k = 0
                if ni != -1 and nj != -1 and nk != -1:
                    mesh_builder.addFaceWithNormals(vertex_list[i][0], vertex_list[i][1], vertex_list[i][2], normal_list[ni][0], normal_list[ni][1], normal_list[ni][2], vertex_list[j][0], vertex_list[j][1], vertex_list[j][2], normal_list[nj][0], normal_list[nj][1], normal_list[nj][2], vertex_list[k][0], vertex_list[k][1], vertex_list[k][2],normal_list[nk][0], normal_list[nk][1], normal_list[nk][2])
                else:
                    mesh_builder.addFaceByPoints(vertex_list[i][0], vertex_list[i][1], vertex_list[i][2], vertex_list[j][0], vertex_list[j][1], vertex_list[j][2], vertex_list[k][0], vertex_list[k][1], vertex_list[k][2])

                if ui != -1:
                    mesh_builder.setVertexUVCoordinates(mesh_builder.getVertexCount() - 3, uv_list[ui][0], uv_list[ui][1])

                if uj != -1:
                    mesh_builder.setVertexUVCoordinates(mesh_builder.getVertexCount() - 2, uv_list[uj][0], uv_list[uj][1])

                if uk != -1:
                    mesh_builder.setVertexUVCoordinates(mesh_builder.getVertexCount() - 1, uv_list[uk][0], uv_list[uk][1])

                Job.yieldThread()
            if not mesh_builder.hasNormals():
                mesh_builder.calculateNormals(fast = True)
            scene_node.setMeshData(mesh_builder.build())

        return scene_node
开发者ID:TimurAykutYildirim,项目名称:Uranium,代码行数:94,代码来源:OBJReader.py


注:本文中的UM.Mesh.MeshBuilder.MeshBuilder.calculateNormals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。