本文整理汇总了Python中UM.Mesh.MeshBuilder.MeshBuilder.setFileName方法的典型用法代码示例。如果您正苦于以下问题:Python MeshBuilder.setFileName方法的具体用法?Python MeshBuilder.setFileName怎么用?Python MeshBuilder.setFileName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.Mesh.MeshBuilder.MeshBuilder
的用法示例。
在下文中一共展示了MeshBuilder.setFileName方法的4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 setFileName [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
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 setFileName [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
示例3: _createNodeFromObject
# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import setFileName [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
示例4: read
# 需要导入模块: from UM.Mesh.MeshBuilder import MeshBuilder [as 别名]
# 或者: from UM.Mesh.MeshBuilder.MeshBuilder import setFileName [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 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()
mesh_builder.setFileName(file_name)
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