本文整理汇总了Python中UM.Scene.SceneNode.SceneNode.addDecorator方法的典型用法代码示例。如果您正苦于以下问题:Python SceneNode.addDecorator方法的具体用法?Python SceneNode.addDecorator怎么用?Python SceneNode.addDecorator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.Scene.SceneNode.SceneNode
的用法示例。
在下文中一共展示了SceneNode.addDecorator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: test_getConvexHulLBoundaryPrintingMesh
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def test_getConvexHulLBoundaryPrintingMesh(convex_hull_decorator):
node = SceneNode()
node.addDecorator(PrintingDecorator())
with patch("UM.Application.Application.getInstance", MagicMock(return_value=mocked_application)):
convex_hull_decorator.setNode(node)
# Should still be None, since print sequence is not one at a time
assert convex_hull_decorator.getConvexHullBoundary() is None
示例2: test_getConvexHullPrintingMesh
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def test_getConvexHullPrintingMesh(convex_hull_decorator):
node = SceneNode()
node.addDecorator(PrintingDecorator())
with patch("UM.Application.Application.getInstance", MagicMock(return_value=mocked_application)):
convex_hull_decorator.setNode(node)
convex_hull_decorator._compute2DConvexHull = MagicMock(return_value = Polygon.approximatedCircle(10))
assert convex_hull_decorator.getConvexHull() == Polygon.approximatedCircle(10)
示例3: test_SceneNodeDecorator
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def test_SceneNodeDecorator():
test_node = SceneNode()
test_decorator = SceneNodeDecorator()
amazing_decorator = TheAmazingTestDecorator()
less_amazing_decorator = TheLessAmazingTestDecorator()
not_amazing_decorator = TheNotSoAmazingTestDecorator()
# Replace emit with mock object
test_node.decoratorsChanged.emit = MagicMock()
test_decorator.clear = MagicMock()
# First actual change
test_node.addDecorator(test_decorator)
assert len(test_node.getDecorators()) == 1
assert test_node.decoratorsChanged.emit.call_count == 1
# Adding a decorator of the same type (SceneNodeDecorator) again should not do anything.
test_node.addDecorator(test_decorator)
assert len(test_node.getDecorators()) == 1
assert test_node.decoratorsChanged.emit.call_count == 1
assert test_node.getDecorator(type(test_decorator)) == test_decorator
# Remove the decorator again!
test_node.removeDecorator(SceneNodeDecorator)
assert len(test_node.getDecorators()) == 0
assert test_node.decoratorsChanged.emit.call_count == 2
assert test_decorator.clear.call_count == 1 # Ensure that the clear of the test decorator is called.
# Add a number of decorators!
test_node.addDecorator(amazing_decorator)
test_node.addDecorator(less_amazing_decorator)
test_node.addDecorator(not_amazing_decorator)
assert test_node.decoratorsChanged.emit.call_count == 5
assert len(test_node.getDecorators()) == 3
assert test_node.hasDecoration("zomg") == False
assert test_node.hasDecoration("theOkayDecoration")
assert test_node.hasDecoration("theAmazingDecoration")
# Calling the decorations with args / kwargs
assert test_node.callDecoration("theOkayDecoration", None) is None
assert test_node.callDecoration("theEvenMoreAmazingDecoration", "beep") == ("beep", "Wow", "so wow")
assert test_node.callDecoration("theEvenMoreAmazingDecoration", "beep", much_test = "Wow") == ("beep", "Wow", "Wow")
# Calling decoration that is "double"
assert test_node.callDecoration("theAmazingDecoration") == "Amazing!"
test_node.removeDecorator(TheAmazingTestDecorator)
assert test_node.callDecoration("theAmazingDecoration") == "amazing"
not_amazing_decorator.clear = MagicMock()
test_node.removeDecorators()
# Also assure that removing all decorators also triggers the clear
assert not_amazing_decorator.clear.call_count == 1
assert len(test_node.getDecorators()) == 0
assert test_node.decoratorsChanged.emit.call_count == 7
assert test_node.getDecorator(type(test_decorator)) is None
示例4: test_getConvexHulLBoundaryPrintingMeshOneAtATime
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def test_getConvexHulLBoundaryPrintingMeshOneAtATime(convex_hull_decorator):
node = SceneNode()
node.addDecorator(PrintingDecorator())
with patch("UM.Application.Application.getInstance", MagicMock(return_value=mocked_application)):
convex_hull_decorator.setNode(node)
convex_hull_decorator._global_stack = MagicMock()
convex_hull_decorator._global_stack.getProperty = MagicMock(return_value = "one_at_a_time")
# In this test we don't care for the result of the function, just that the convex hull computation is called.
convex_hull_decorator._compute2DConvexHull = MagicMock()
convex_hull_decorator.getConvexHullBoundary()
convex_hull_decorator._compute2DConvexHull.assert_called_once_with()
示例5: read
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def read(self, file_name):
extension = os.path.splitext(file_name)[1]
if extension.lower() == self._supported_extension:
layer_data = LayerData()
with open (file_name,"rt") as f:
layer = ""
current_path_type = ""
current_layer_nr = 0
poly_list = []
old_position = [0,0,0]
current_z = 0
for line in f:
if line.startswith(';TYPE:'):
current_path_type = line[6:].strip()
#layer_data.addPolygon(current_layer_nr,3 ,None ,5 )
elif line.startswith(';LAYER:'):
current_layer_nr = int(line[7:].strip())
layer_data.addLayer(int(line[7:].strip()))
elif line.startswith(';'):
pass # Ignore comments
else:
command_type = self.getCodeInt(line, 'G')
if command_type == 0 or command_type == 1: #Move command
x = self.getCodeFloat(line, 'X')
y = self.getCodeFloat(line, 'Y')
z = self.getCodeFloat(line, 'Z')
if z:
current_z = z
if x and y:
polygon_data = numpy.zeros((4,3)) #Square :)
polygon_data[0,:] = old_position
polygon_data[1,:] = old_position
polygon_data[2,:] = [x,current_z,y]
polygon_data[3,:] = [x,current_z,y]
old_position = [x,current_z,y]
if current_path_type == "SKIRT":
layer_data.addPolygon(current_layer_nr,5 ,polygon_data ,5 )
elif current_path_type == "WALL-INNER":
layer_data.addPolygon(current_layer_nr,3 ,polygon_data ,5 )
elif current_path_type == "WALL-OUTER":
layer_data.addPolygon(current_layer_nr,1 ,polygon_data ,5 )
else:
layer_data.addPolygon(current_layer_nr,2 ,polygon_data ,5 )
#e = self.getCodeFloat(line, 'E')
#print(x , " ", y , " ", z, " " , e)
pass
layer_data.build()
decorator = LayerDataDecorator()
decorator.setLayerData(layer_data)
new_node = SceneNode()
new_node.setMeshData(MeshData())
new_node.addDecorator(decorator)
new_node.setParent(self._scene.getRoot())
示例6: groupSelected
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def groupSelected(self):
group_node = SceneNode()
group_decorator = GroupDecorator()
group_node.addDecorator(group_decorator)
group_node.setParent(self.getController().getScene().getRoot())
for node in Selection.getAllSelectedObjects():
node.setParent(group_node)
for node in group_node.getChildren():
Selection.remove(node)
Selection.add(group_node)
示例7: groupSelected
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def groupSelected(self):
group_node = SceneNode()
group_decorator = GroupDecorator()
group_node.addDecorator(group_decorator)
group_node.setParent(self.getController().getScene().getRoot())
for node in Selection.getAllSelectedObjects():
node.setParent(group_node)
group_node.setCenterPosition(group_node.getBoundingBox().center)
#group_node.translate(Vector(0,group_node.getBoundingBox().center.y,0))
group_node.translate(group_node.getBoundingBox().center)
for node in group_node.getChildren():
Selection.remove(node)
Selection.add(group_node)
示例8: test_deepCopy
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def test_deepCopy(self):
node_1 = SceneNode()
node_2 = SceneNode()
node_1.translate(Vector(1, 2, 3))
node_1.scale(Vector(1.5, 1., 1.))
node_1.setMeshData(MeshData())
node_1.addChild(node_2)
node_1.addDecorator(GroupDecorator())
copied_node = deepcopy(node_1)
assert copied_node.getScale() == Vector(1.5, 1, 1)
assert copied_node.getPosition() == Vector(1, 2, 3)
assert len(copied_node.getChildren()) == 1
# Ensure that the decorator also got copied
assert copied_node.callDecoration("isGroup")
示例9: groupSelected
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def groupSelected(self):
# Create a group-node
group_node = SceneNode()
group_decorator = GroupDecorator()
group_node.addDecorator(group_decorator)
group_node.setParent(self.getController().getScene().getRoot())
group_node.setSelectable(True)
center = Selection.getSelectionCenter()
group_node.setPosition(center)
group_node.setCenterPosition(center)
# Move selected nodes into the group-node
Selection.applyOperation(SetParentOperation, group_node)
# Deselect individual nodes and select the group-node instead
for node in group_node.getChildren():
Selection.remove(node)
Selection.add(group_node)
示例10: groupSelected
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def groupSelected(self):
group_node = SceneNode()
group_decorator = GroupDecorator()
group_node.addDecorator(group_decorator)
group_node.setParent(self.getController().getScene().getRoot())
center = Selection.getSelectionCenter()
group_node.setPosition(center)
group_node.setCenterPosition(center)
for node in Selection.getAllSelectedObjects():
world = node.getWorldPosition()
node.setParent(group_node)
node.setPosition(world - center)
for node in group_node.getChildren():
Selection.remove(node)
Selection.add(group_node)
示例11: test_compute2DConvexHullMeshDataGrouped
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def test_compute2DConvexHullMeshDataGrouped(convex_hull_decorator):
parent_node = SceneNode()
parent_node.addDecorator(GroupDecorator())
node = SceneNode()
parent_node.addChild(node)
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(parent_node)
with patch("cura.Settings.ExtruderManager.ExtruderManager.getInstance"):
copied_decorator = copy.deepcopy(convex_hull_decorator)
copied_decorator._getSettingProperty = MagicMock(return_value=0)
node.addDecorator(copied_decorator)
assert convex_hull_decorator._compute2DConvexHull() == Polygon([[-5.0,5.0], [5.0,5.0], [5.0,-5.0], [-5.0,-5.0]])
示例12: read
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def read(self, file_name):
result = None
extension = os.path.splitext(file_name)[1]
if extension.lower() == self._supported_extension:
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)
for object in objects:
mesh = MeshData()
node = SceneNode()
vertex_list = []
#for vertex in object.mesh.vertices.vertex:
for vertex in object.findall(".//3mf:vertex", self._namespaces):
vertex_list.append([vertex.get("x"), vertex.get("y"), vertex.get("z")])
triangles = object.findall(".//3mf:triangle", self._namespaces)
mesh.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.addFace(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])
#TODO: We currently do not check for normals and simply recalculate them.
mesh.calculateNormals()
node.setMeshData(mesh)
node.setSelectable(True)
transformation = root.findall("./3mf:build/3mf:item[@objectid='{0}']".format(object.get("id")), self._namespaces)
if transformation:
transformation = transformation[0]
if 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.setPosition(Vector(temp_mat.at(0,3), temp_mat.at(1,3), temp_mat.at(2,3)))
temp_quaternion = Quaternion()
temp_quaternion.setByMatrix(temp_mat)
node.setOrientation(temp_quaternion)
# Magical scale extraction
S2 = temp_mat.getTransposed().multiply(temp_mat)
scale_x = math.sqrt(S2.at(0,0))
scale_y = math.sqrt(S2.at(1,1))
scale_z = math.sqrt(S2.at(2,2))
node.setScale(Vector(scale_x,scale_y,scale_z))
# We use a different coordinate frame, so rotate.
rotation = Quaternion.fromAngleAxis(-0.5 * math.pi, Vector(1,0,0))
node.rotate(rotation)
result.addChild(node)
#If there is more then one object, group them.
try:
if len(objects) > 1:
group_decorator = GroupDecorator()
result.addDecorator(group_decorator)
except:
pass
except Exception as e:
Logger.log("e" ,"exception occured in 3mf reader: %s" , e)
return result
示例13: run
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def run(self):
if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
self._progress = Message(catalog.i18nc("Layers View mode", "Layers"), 0, False, 0)
self._progress.show()
Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)
objectIdMap = {}
new_node = SceneNode()
## Put all nodes in a dict identified by ID
for node in DepthFirstIterator(self._scene.getRoot()):
if type(node) is SceneNode and node.getMeshData():
if node.callDecoration("getLayerData"):
#if hasattr(node.getMeshData(), "layerData"):
self._scene.getRoot().removeChild(node)
else:
objectIdMap[id(node)] = node
settings = Application.getInstance().getActiveMachine()
layerHeight = settings.getSettingValueByKey("layer_height")
center = None
if not settings.getSettingValueByKey("machine_center_is_zero"):
center = numpy.array([settings.getSettingValueByKey("machine_width") / 2, 0.0, -settings.getSettingValueByKey("machine_depth") / 2])
else:
center = numpy.array([0.0, 0.0, 0.0])
if self._progress:
self._progress.setProgress(2)
mesh = MeshData()
layer_data = LayerData.LayerData()
for object in self._message.objects:
try:
node = objectIdMap[object.id]
except KeyError:
continue
for layer in object.layers:
layer_data.addLayer(layer.id)
layer_data.setLayerHeight(layer.id, layer.height)
layer_data.setLayerThickness(layer.id, layer.thickness)
for polygon in layer.polygons:
points = numpy.fromstring(polygon.points, dtype="i8") # Convert bytearray to numpy array
points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
points = numpy.asarray(points, dtype=numpy.float32)
points /= 1000
points = numpy.insert(points, 1, (layer.height / 1000), axis = 1)
points[:,2] *= -1
points -= numpy.array(center)
layer_data.addPolygon(layer.id, polygon.type, points, polygon.line_width)
if self._progress:
self._progress.setProgress(50)
# We are done processing all the layers we got from the engine, now create a mesh out of the data
layer_data.build()
if self._progress:
self._progress.setProgress(100)
#Add layerdata decorator to scene node to indicate that the node has layerdata
decorator = LayerDataDecorator.LayerDataDecorator()
decorator.setLayerData(layer_data)
new_node.addDecorator(decorator)
new_node.setMeshData(mesh)
new_node.setParent(self._scene.getRoot())
view = Application.getInstance().getController().getActiveView()
if view.getPluginId() == "LayerView":
view.resetLayerData()
if self._progress:
self._progress.hide()
示例14: run
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [as 别名]
def run(self):
if Application.getInstance().getController().getActiveView().getPluginId() == "LayerView":
self._progress = Message(catalog.i18nc("@info:status", "Processing Layers"), 0, False, -1)
self._progress.show()
Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)
object_id_map = {}
new_node = SceneNode()
## Put all nodes in a dict identified by ID
for node in DepthFirstIterator(self._scene.getRoot()):
if type(node) is SceneNode and node.getMeshData():
if node.callDecoration("getLayerData"):
self._scene.getRoot().removeChild(node)
else:
object_id_map[id(node)] = node
Job.yieldThread()
settings = Application.getInstance().getMachineManager().getActiveProfile()
center = None
if not settings.getSettingValue("machine_center_is_zero"):
center = numpy.array([settings.getSettingValue("machine_width") / 2, 0.0, -settings.getSettingValue("machine_depth") / 2])
else:
center = numpy.array([0.0, 0.0, 0.0])
mesh = MeshData()
layer_data = LayerData.LayerData()
layer_count = 0
for object in self._message.objects:
layer_count += len(object.layers)
current_layer = 0
for object in self._message.objects:
try:
node = object_id_map[object.id]
except KeyError:
continue
for layer in object.layers:
layer_data.addLayer(layer.id)
layer_data.setLayerHeight(layer.id, layer.height)
layer_data.setLayerThickness(layer.id, layer.thickness)
for polygon in layer.polygons:
points = numpy.fromstring(polygon.points, dtype="i8") # Convert bytearray to numpy array
points = points.reshape((-1,2)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
points = numpy.asarray(points, dtype=numpy.float32)
points /= 1000
points = numpy.insert(points, 1, (layer.height / 1000), axis = 1)
points[:,2] *= -1
points -= center
layer_data.addPolygon(layer.id, polygon.type, points, polygon.line_width)
Job.yieldThread()
current_layer += 1
progress = (current_layer / layer_count) * 100
# TODO: Rebuild the layer data mesh once the layer has been processed.
# This needs some work in LayerData so we can add the new layers instead of recreating the entire mesh.
if self._progress:
self._progress.setProgress(progress)
# We are done processing all the layers we got from the engine, now create a mesh out of the data
layer_data.build()
#Add layerdata decorator to scene node to indicate that the node has layerdata
decorator = LayerDataDecorator.LayerDataDecorator()
decorator.setLayerData(layer_data)
new_node.addDecorator(decorator)
new_node.setMeshData(mesh)
new_node.setParent(self._scene.getRoot())
if self._progress:
self._progress.setProgress(100)
view = Application.getInstance().getController().getActiveView()
if view.getPluginId() == "LayerView":
view.resetLayerData()
if self._progress:
self._progress.hide()
示例15: _createNodeFromObject
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import addDecorator [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