当前位置: 首页>>代码示例>>Python>>正文


Python SceneNode.setPosition方法代码示例

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


在下文中一共展示了SceneNode.setPosition方法的11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: findNodePlacement

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [as 别名]
    def findNodePlacement(self, node: SceneNode, offset_shape_arr: ShapeArray, hull_shape_arr: ShapeArray, step = 1):
        best_spot = self.bestSpot(
            hull_shape_arr, start_prio = self._last_priority, step = step)
        x, y = best_spot.x, best_spot.y

        # Save the last priority.
        self._last_priority = best_spot.priority

        # Ensure that the object is above the build platform
        node.removeDecorator(ZOffsetDecorator.ZOffsetDecorator)
        bbox = node.getBoundingBox()
        if bbox:
            center_y = node.getWorldPosition().y - bbox.bottom
        else:
            center_y = 0

        if x is not None:  # We could find a place
            node.setPosition(Vector(x, center_y, y))
            found_spot = True
            self.place(x, y, offset_shape_arr)  # place the object in arranger
        else:
            Logger.log("d", "Could not find spot!"),
            found_spot = False
            node.setPosition(Vector(200, center_y, 100))
        return found_spot
开发者ID:rwreynolds,项目名称:Cura,代码行数:27,代码来源:Arrange.py

示例2: test_setPosition

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [as 别名]
    def test_setPosition(self):
        node = SceneNode()

        self.assertEqual(node.getPosition(), Vector(0, 0, 0))

        node.setPosition(Vector(0, 0, 10))

        self.assertEqual(node.getPosition(), Vector(0, 0, 10))

        node.setPosition(Vector(0, 0, 10))

        self.assertEqual(node.getPosition(), Vector(0, 0, 10))
开发者ID:Kiddo3D,项目名称:Uranium,代码行数:14,代码来源:TestSceneNode.py

示例3: groupSelected

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [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)
开发者ID:cederom,项目名称:Cura,代码行数:20,代码来源:CuraApplication.py

示例4: groupSelected

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [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)
开发者ID:jake1036,项目名称:Cura,代码行数:20,代码来源:CuraApplication.py

示例5: test_translateWorld

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [as 别名]
    def test_translateWorld(self):
        node1 = SceneNode()

        node2 = SceneNode(node1)

        self.assertEqual(node2.getWorldPosition(), Vector(0, 0, 0))

        node1.translate(Vector(0, 0, 10))

        self.assertEqual(node1.getWorldPosition(), Vector(0, 0, 10))
        self.assertEqual(node2.getWorldPosition(), Vector(0, 0, 10))

        node2.translate(Vector(0, 0, 10))

        self.assertEqual(node1.getWorldPosition(), Vector(0, 0, 10))
        self.assertEqual(node2.getWorldPosition(), Vector(0, 0, 20))

        node1.rotate(Quaternion.fromAngleAxis(math.pi / 2, Vector.Unit_Y))

        self.assertEqual(node1.getWorldPosition(), Vector(0, 0, 10))
        self.assertEqual(node2.getWorldPosition(), Vector(10, 0, 10))

        node2.translate(Vector(0, 0, 10))

        # Local translation on Z with a parent rotated 90 degrees results in movement on X axis
        pos = node2.getWorldPosition()
        #Using fuzzyCompare due to accumulation of floating point error
        self.assertTrue(Float.fuzzyCompare(pos.x, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 10)))
        self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 10)))
        self.assertTrue(Float.fuzzyCompare(pos.z, 10, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 10)))

        node2.translate(Vector(0, 0, 10), SceneNode.TransformSpace.World)

        # World translation on Z with a parent rotated 90 degrees results in movement on Z axis
        pos = node2.getWorldPosition()
        self.assertTrue(Float.fuzzyCompare(pos.x, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 20)))
        self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 20)))
        self.assertTrue(Float.fuzzyCompare(pos.z, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 20)))

        node1.translate(Vector(0, 0, 10))

        self.assertEqual(node1.getWorldPosition(), Vector(10, 0, 10))

        pos = node2.getWorldPosition()
        self.assertTrue(Float.fuzzyCompare(pos.x, 30, 1e-5), "{0} does not equal {1}".format(pos, Vector(30, 0, 20)))
        self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-5), "{0} does not equal {1}".format(pos, Vector(30, 0, 20)))
        self.assertTrue(Float.fuzzyCompare(pos.z, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(30, 0, 20)))

        node1.scale(Vector(2, 2, 2))

        pos = node2.getWorldPosition()
        self.assertTrue(Float.fuzzyCompare(pos.x, 50, 1e-4), "{0} does not equal {1}".format(pos, Vector(50, 0, 30)))
        self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-4), "{0} does not equal {1}".format(pos, Vector(50, 0, 30)))
        self.assertTrue(Float.fuzzyCompare(pos.z, 30, 1e-4), "{0} does not equal {1}".format(pos, Vector(50, 0, 30)))

        node2.translate(Vector(0, 0, 10))

        pos = node2.getWorldPosition()
        self.assertTrue(Float.fuzzyCompare(pos.x, 70, 1e-4), "{0} does not equal {1}".format(pos, Vector(70, 0, 30)))
        self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-4), "{0} does not equal {1}".format(pos, Vector(70, 0, 30)))
        self.assertTrue(Float.fuzzyCompare(pos.z, 30, 1e-4), "{0} does not equal {1}".format(pos, Vector(70, 0, 30)))

        # World space set position
        node1 = SceneNode()
        node2 = SceneNode(node1)
        node1.setPosition(Vector(15,15,15))
        node2.setPosition(Vector(10,10,10))
        self.assertEqual(node2.getWorldPosition(), Vector(25, 25, 25))
        node2.setPosition(Vector(15,15,15), SceneNode.TransformSpace.World)
        self.assertEqual(node2.getWorldPosition(), Vector(15, 15, 15))
        self.assertEqual(node2.getPosition(), Vector(0,0,0))

        node1.setPosition(Vector(15,15,15))
        node2.setPosition(Vector(0,0,0))
        node2.rotate(Quaternion.fromAngleAxis(-math.pi / 2, Vector.Unit_Y))
        node2.translate(Vector(10,0,0))
        self.assertEqual(node2.getWorldPosition(), Vector(15,15,25))

        node2.setPosition(Vector(15,15,25), SceneNode.TransformSpace.World)
        self.assertEqual(node2.getWorldPosition(), Vector(15,15,25))
        self.assertEqual(node2.getPosition(), Vector(0,0,10))
开发者ID:Kiddo3D,项目名称:Uranium,代码行数:83,代码来源:TestSceneNode.py

示例6: read

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [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  
开发者ID:kelvinfang,项目名称:Cura,代码行数:94,代码来源:ThreeMFReader.py

示例7: run

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [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()
            Job.yieldThread()
            if self._abort_requested:
                if self._progress:
                    self._progress.hide()
                return

        Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)

        object_id_map = {}
        new_node = SceneNode()
        ## Put all nodes in a dictionary 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()
            if self._abort_requested:
                if self._progress:
                    self._progress.hide()
                return

        settings = Application.getInstance().getMachineManager().getWorkingProfile()

        mesh = MeshData()
        layer_data = LayerData.LayerData()

        layer_count = 0
        for i in range(self._message.repeatedMessageCount("objects")):
            layer_count += self._message.getRepeatedMessage("objects", i).repeatedMessageCount("layers")

        current_layer = 0
        for object_position in range(self._message.repeatedMessageCount("objects")):
            current_object = self._message.getRepeatedMessage("objects", object_position)
            try:
                node = object_id_map[current_object.id]
            except KeyError:
                continue

            for l in range(current_object.repeatedMessageCount("layers")):
                layer = current_object.getRepeatedMessage("layers", l)

                layer_data.addLayer(layer.id)
                layer_data.setLayerHeight(layer.id, layer.height)
                layer_data.setLayerThickness(layer.id, layer.thickness)

                for p in range(layer.repeatedMessageCount("polygons")):
                    polygon = layer.getRepeatedMessage("polygons", p)

                    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.

                    # Create a new 3D-array, copy the 2D points over and insert the right height.
                    # This uses manual array creation + copy rather than numpy.insert since this is
                    # faster.
                    new_points = numpy.empty((len(points), 3), numpy.float32)
                    new_points[:,0] = points[:,0]
                    new_points[:,1] = layer.height
                    new_points[:,2] = -points[:,1]

                    new_points /= 1000

                    layer_data.addPolygon(layer.id, polygon.type, new_points, polygon.line_width)
                    Job.yieldThread()
                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._abort_requested:
                    if self._progress:
                        self._progress.hide()
                    return
                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()

        if self._abort_requested:
            if self._progress:
                self._progress.hide()
            return

        #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()) #Note: After this we can no longer abort!

        if not settings.getSettingValue("machine_center_is_zero"):
            new_node.setPosition(Vector(-settings.getSettingValue("machine_width") / 2, 0.0, settings.getSettingValue("machine_depth") / 2))
#.........这里部分代码省略.........
开发者ID:CoderSquirrel,项目名称:Cura,代码行数:103,代码来源:ProcessSlicedObjectListJob.py

示例8: run

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [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()
            Job.yieldThread()
            if self._abort_requested:
                if self._progress:
                    self._progress.hide()
                return

        Application.getInstance().getController().activeViewChanged.connect(self._onActiveViewChanged)

        new_node = SceneNode()

        ## Remove old layer data (if any)
        for node in DepthFirstIterator(self._scene.getRoot()):
            if type(node) is SceneNode and node.getMeshData():
                if node.callDecoration("getLayerData"):
                    self._scene.getRoot().removeChild(node)
            Job.yieldThread()
            if self._abort_requested:
                if self._progress:
                    self._progress.hide()
                return

        settings = Application.getInstance().getMachineManager().getWorkingProfile()

        mesh = MeshData()
        layer_data = LayerData.LayerData()
        layer_count = len(self._layers)

        # Find the minimum layer number
        # When using a raft, the raft layers are sent as layers < 0. Instead of allowing layers < 0, we
        # instead simply offset all other layers so the lowest layer is always 0.
        min_layer_number = 0
        for layer in self._layers:
            if(layer.id < min_layer_number):
                min_layer_number = layer.id

        current_layer = 0

        for layer in self._layers:
            abs_layer_number = layer.id + abs(min_layer_number)

            layer_data.addLayer(abs_layer_number)
            layer_data.setLayerHeight(abs_layer_number, layer.height)
            layer_data.setLayerThickness(abs_layer_number, layer.thickness)

            for p in range(layer.repeatedMessageCount("polygons")):
                polygon = layer.getRepeatedMessage("polygons", p)

                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.

                # Create a new 3D-array, copy the 2D points over and insert the right height.
                # This uses manual array creation + copy rather than numpy.insert since this is
                # faster.
                new_points = numpy.empty((len(points), 3), numpy.float32)
                new_points[:,0] = points[:,0]
                new_points[:,1] = layer.height
                new_points[:,2] = -points[:,1]

                new_points /= 1000

                layer_data.addPolygon(abs_layer_number, polygon.type, new_points, polygon.line_width)
                Job.yieldThread()
            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._abort_requested:
                if self._progress:
                    self._progress.hide()
                return
            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()

        if self._abort_requested:
            if self._progress:
                self._progress.hide()
            return

        # Add LayerDataDecorator to scene node to indicate that the node has layer data
        decorator = LayerDataDecorator.LayerDataDecorator()
        decorator.setLayerData(layer_data)
        new_node.addDecorator(decorator)

        new_node.setMeshData(mesh)
        new_node.setParent(self._scene.getRoot())  # Note: After this we can no longer abort!

        if not settings.getSettingValue("machine_center_is_zero"):
            new_node.setPosition(Vector(-settings.getSettingValue("machine_width") / 2, 0.0, settings.getSettingValue("machine_depth") / 2))

        if self._progress:
            self._progress.setProgress(100)
#.........这里部分代码省略.........
开发者ID:alonf,项目名称:Cura,代码行数:103,代码来源:ProcessSlicedLayersJob.py

示例9: read

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [as 别名]

#.........这里部分代码省略.........
                if len(line) == 0:
                    continue

                if line.find(self._type_keyword) == 0:
                    type = line[len(self._type_keyword):].strip()
                    if type == "WALL-INNER":
                        self._layer_type = LayerPolygon.InsetXType
                    elif type == "WALL-OUTER":
                        self._layer_type = LayerPolygon.Inset0Type
                    elif type == "SKIN":
                        self._layer_type = LayerPolygon.SkinType
                    elif type == "SKIRT":
                        self._layer_type = LayerPolygon.SkirtType
                    elif type == "SUPPORT":
                        self._layer_type = LayerPolygon.SupportType
                    elif type == "FILL":
                        self._layer_type = LayerPolygon.InfillType
                    else:
                        Logger.log("w", "Encountered a unknown type (%s) while parsing g-code.", type)

                if self._is_layers_in_file and line[:len(self._layer_keyword)] == self._layer_keyword:
                    try:
                        layer_number = int(line[len(self._layer_keyword):])
                        self._createPolygon(self._current_layer_thickness, current_path, self._extruder_offsets.get(self._extruder_number, [0, 0]))
                        current_path.clear()
                        self._layer_number = layer_number
                    except:
                        pass

                # This line is a comment. Ignore it (except for the layer_keyword)
                if line.startswith(";"):
                    continue

                G = self._getInt(line, "G")
                if G is not None:
                    current_position = self._processGCode(G, line, current_position, current_path)

                    # < 2 is a heuristic for a movement only, that should not be counted as a layer
                    if current_position.z > last_z and abs(current_position.z - last_z) < 2:
                        if self._createPolygon(self._current_layer_thickness, current_path, self._extruder_offsets.get(self._extruder_number, [0, 0])):
                            current_path.clear()
                            if not self._is_layers_in_file:
                                self._layer_number += 1

                    continue

                if line.startswith("T"):
                    T = self._getInt(line, "T")
                    if T is not None:
                        self._createPolygon(self._current_layer_thickness, current_path, self._extruder_offsets.get(self._extruder_number, [0, 0]))
                        current_path.clear()

                        current_position = self._processTCode(T, line, current_position, current_path)

            # "Flush" leftovers
            if not self._is_layers_in_file and len(current_path) > 1:
                if self._createPolygon(self._current_layer_thickness, current_path, self._extruder_offsets.get(self._extruder_number, [0, 0])):
                    self._layer_number += 1
                    current_path.clear()

        material_color_map = numpy.zeros((10, 4), dtype = numpy.float32)
        material_color_map[0, :] = [0.0, 0.7, 0.9, 1.0]
        material_color_map[1, :] = [0.7, 0.9, 0.0, 1.0]
        layer_mesh = self._layer_data_builder.build(material_color_map)
        decorator = LayerDataDecorator.LayerDataDecorator()
        decorator.setLayerData(layer_mesh)
        scene_node.addDecorator(decorator)

        gcode_list_decorator = GCodeListDecorator()
        gcode_list_decorator.setGCodeList(gcode_list)
        scene_node.addDecorator(gcode_list_decorator)

        Application.getInstance().getController().getScene().gcode_list = gcode_list

        Logger.log("d", "Finished parsing %s" % file_name)
        self._message.hide()

        if self._layer_number == 0:
            Logger.log("w", "File %s doesn't contain any valid layers" % file_name)

        settings = Application.getInstance().getGlobalContainerStack()
        machine_width = settings.getProperty("machine_width", "value")
        machine_depth = settings.getProperty("machine_depth", "value")

        if not self._center_is_zero:
            scene_node.setPosition(Vector(-machine_width / 2, 0, machine_depth / 2))

        Logger.log("d", "Loaded %s" % file_name)

        if Preferences.getInstance().getValue("gcodereader/show_caution"):
            caution_message = Message(catalog.i18nc(
                "@info:generic",
                "Make sure the g-code is suitable for your printer and printer configuration before sending the file to it. The g-code representation may not be accurate."), lifetime=0)
            caution_message.show()

        # The "save/print" button's state is bound to the backend state.
        backend = Application.getInstance().getBackend()
        backend.backendStateChange.emit(Backend.BackendState.Disabled)

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

示例10: run

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [as 别名]

#.........这里部分代码省略.........

                line_thicknesses = numpy.fromstring(polygon.line_thickness, dtype="f4")  # Convert bytearray to numpy array
                line_thicknesses = line_thicknesses.reshape((-1,1))  # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.

                line_feedrates = numpy.fromstring(polygon.line_feedrate, dtype="f4")  # Convert bytearray to numpy array
                line_feedrates = line_feedrates.reshape((-1,1))  # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.

                # Create a new 3D-array, copy the 2D points over and insert the right height.
                # This uses manual array creation + copy rather than numpy.insert since this is
                # faster.
                new_points = numpy.empty((len(points), 3), numpy.float32)
                if polygon.point_type == 0:  # Point2D
                    new_points[:, 0] = points[:, 0]
                    new_points[:, 1] = layer.height / 1000  # layer height value is in backend representation
                    new_points[:, 2] = -points[:, 1]
                else: # Point3D
                    new_points[:, 0] = points[:, 0]
                    new_points[:, 1] = points[:, 2]
                    new_points[:, 2] = -points[:, 1]

                this_poly = LayerPolygon.LayerPolygon(extruder, line_types, new_points, line_widths, line_thicknesses, line_feedrates)
                this_poly.buildCache()

                this_layer.polygons.append(this_poly)

                Job.yieldThread()
            Job.yieldThread()
            current_layer += 1
            progress = (current_layer / layer_count) * 99
            # 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._abort_requested:
                if self._progress_message:
                    self._progress_message.hide()
                return
            if self._progress_message:
                self._progress_message.setProgress(progress)

        # We are done processing all the layers we got from the engine, now create a mesh out of the data

        # Find out colors per extruder
        global_container_stack = Application.getInstance().getGlobalContainerStack()
        manager = ExtruderManager.getInstance()
        extruders = list(manager.getMachineExtruders(global_container_stack.getId()))
        if extruders:
            material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32)
            for extruder in extruders:
                position = int(extruder.getMetaDataEntry("position", default="0"))  # Get the position
                try:
                    default_color = ExtrudersModel.defaultColors[position]
                except IndexError:
                    default_color = "#e0e000"
                color_code = extruder.material.getMetaDataEntry("color_code", default=default_color)
                color = colorCodeToRGBA(color_code)
                material_color_map[position, :] = color
        else:
            # Single extruder via global stack.
            material_color_map = numpy.zeros((1, 4), dtype=numpy.float32)
            color_code = global_container_stack.material.getMetaDataEntry("color_code", default="#e0e000")
            color = colorCodeToRGBA(color_code)
            material_color_map[0, :] = color

        # We have to scale the colors for compatibility mode
        if OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode")):
            line_type_brightness = 0.5  # for compatibility mode
        else:
            line_type_brightness = 1.0
        layer_mesh = layer_data.build(material_color_map, line_type_brightness)

        if self._abort_requested:
            if self._progress_message:
                self._progress_message.hide()
            return

        # Add LayerDataDecorator to scene node to indicate that the node has layer data
        decorator = LayerDataDecorator.LayerDataDecorator()
        decorator.setLayerData(layer_mesh)
        new_node.addDecorator(decorator)

        new_node.setMeshData(mesh)
        # Set build volume as parent, the build volume can move as a result of raft settings.
        # It makes sense to set the build volume as parent: the print is actually printed on it.
        new_node_parent = Application.getInstance().getBuildVolume()
        new_node.setParent(new_node_parent)  # Note: After this we can no longer abort!

        settings = Application.getInstance().getGlobalContainerStack()
        if not settings.getProperty("machine_center_is_zero", "value"):
            new_node.setPosition(Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 2))

        if self._progress_message:
            self._progress_message.setProgress(100)

        if self._progress_message:
            self._progress_message.hide()

        # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed.
        self._layers = None

        Logger.log("d", "Processing layers took %s seconds", time() - start_time)
开发者ID:olemis,项目名称:Cura,代码行数:104,代码来源:ProcessSlicedLayersJob.py

示例11: run

# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import setPosition [as 别名]

#.........这里部分代码省略.........
            if(layer.id < min_layer_number):
                min_layer_number = layer.id

        current_layer = 0

        for layer in self._layers:
            abs_layer_number = layer.id + abs(min_layer_number)

            layer_data.addLayer(abs_layer_number)
            this_layer = layer_data.getLayer(abs_layer_number)
            layer_data.setLayerHeight(abs_layer_number, layer.height)
            layer_data.setLayerThickness(abs_layer_number, layer.thickness)

            for p in range(layer.repeatedMessageCount("path_segment")):
                polygon = layer.getRepeatedMessage("path_segment", p)

                extruder = polygon.extruder

                line_types = numpy.fromstring(polygon.line_type, dtype="u1")  # Convert bytearray to numpy array
                line_types = line_types.reshape((-1,1))

                points = numpy.fromstring(polygon.points, dtype="f4")  # Convert bytearray to numpy array
                if polygon.point_type == 0: # Point2D
                    points = points.reshape((-1,2))  # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
                else: # Point3D
                    points = points.reshape((-1,3))

                line_widths = numpy.fromstring(polygon.line_width, dtype="f4")  # Convert bytearray to numpy array
                line_widths = line_widths.reshape((-1,1))  # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
                
                # Create a new 3D-array, copy the 2D points over and insert the right height.
                # This uses manual array creation + copy rather than numpy.insert since this is
                # faster.
                new_points = numpy.empty((len(points), 3), numpy.float32)
                if polygon.point_type == 0: # Point2D
                    new_points[:,0] = points[:,0]
                    new_points[:,1] = layer.height/1000 # layer height value is in backend representation
                    new_points[:,2] = -points[:,1]
                else: # Point3D
                    new_points[:,0] = points[:,0]
                    new_points[:,1] = points[:,2]
                    new_points[:,2] = -points[:,1]
                    

                this_poly = LayerPolygon.LayerPolygon(layer_data, extruder, line_types, new_points, line_widths)
                this_poly.buildCache()
                
                this_layer.polygons.append(this_poly)

                Job.yieldThread()
            Job.yieldThread()
            current_layer += 1
            progress = (current_layer / layer_count) * 99
            # 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._abort_requested:
                if self._progress:
                    self._progress.hide()
                return
            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_mesh = layer_data.build()

        if self._abort_requested:
            if self._progress:
                self._progress.hide()
            return

        # Add LayerDataDecorator to scene node to indicate that the node has layer data
        decorator = LayerDataDecorator.LayerDataDecorator()
        decorator.setLayerData(layer_mesh)
        new_node.addDecorator(decorator)

        new_node.setMeshData(mesh)
        # Set build volume as parent, the build volume can move as a result of raft settings.
        # It makes sense to set the build volume as parent: the print is actually printed on it.
        new_node_parent = Application.getInstance().getBuildVolume()
        new_node.setParent(new_node_parent)  # Note: After this we can no longer abort!

        settings = Application.getInstance().getGlobalContainerStack()
        if not settings.getProperty("machine_center_is_zero", "value"):
            new_node.setPosition(Vector(-settings.getProperty("machine_width", "value") / 2, 0.0, settings.getProperty("machine_depth", "value") / 2))

        if self._progress:
            self._progress.setProgress(100)

        view = Application.getInstance().getController().getActiveView()
        if view.getPluginId() == "LayerView":
            view.resetLayerData()

        if self._progress:
            self._progress.hide()

        # Clear the unparsed layers. This saves us a bunch of memory if the Job does not get destroyed.
        self._layers = None

        Logger.log("d", "Processing layers took %s seconds", time() - start_time)
开发者ID:Johan3DV,项目名称:Cura,代码行数:104,代码来源:ProcessSlicedLayersJob.py


注:本文中的UM.Scene.SceneNode.SceneNode.setPosition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。