def test_multiply(self): temp_matrix = Matrix() temp_matrix.setByTranslation(Vector(10,10,10)) temp_matrix2 = Matrix() temp_matrix2.setByScaleFactor(0.5) temp_matrix.multiply(temp_matrix2) numpy.testing.assert_array_almost_equal(temp_matrix.getData(), numpy.array([[0.5,0,0,10],[0,0.5,0,10],[0,0,0.5,10],[0,0,0,1]]))
def test_multiplyCopy(self): temp_matrix = Matrix() temp_matrix.setByTranslation(Vector(10, 10, 10)) temp_matrix2 = Matrix() temp_matrix2.setByScaleFactor(0.5) result = temp_matrix.multiply(temp_matrix2, copy=True) assert temp_matrix != result numpy.testing.assert_array_almost_equal( result.getData(), numpy.array([[0.5, 0, 0, 10], [0, 0.5, 0, 10], [0, 0, 0.5, 10], [0, 0, 0, 1]]))
def read(self, file_name): result = [] # The base object of 3mf is a zipped archive. try: archive = zipfile.ZipFile(file_name, "r") self._base_name = os.path.basename(file_name) parser = Savitar.ThreeMFParser() scene_3mf = parser.parse(archive.open("3D/3dmodel.model").read()) self._unit = scene_3mf.getUnit() for node in scene_3mf.getSceneNodes(): um_node = self._convertSavitarNodeToUMNode(node) if um_node is None: continue # compensate for original center position, if object(s) is/are not around its zero position transform_matrix = Matrix() mesh_data = um_node.getMeshData() if mesh_data is not None: extents = mesh_data.getExtents() center_vector = Vector(extents.center.x, extents.center.y, extents.center.z) transform_matrix.setByTranslation(center_vector) transform_matrix.multiply(um_node.getLocalTransformation()) um_node.setTransformation(transform_matrix) global_container_stack = Application.getInstance().getGlobalContainerStack() # Create a transformation Matrix to convert from 3mf worldspace into ours. # First step: flip the y and z axis. transformation_matrix = Matrix() transformation_matrix._data[1, 1] = 0 transformation_matrix._data[1, 2] = 1 transformation_matrix._data[2, 1] = -1 transformation_matrix._data[2, 2] = 0 # Second step: 3MF defines the left corner of the machine as center, whereas cura uses the center of the # build volume. if global_container_stack: translation_vector = Vector(x=-global_container_stack.getProperty("machine_width", "value") / 2, y=-global_container_stack.getProperty("machine_depth", "value") / 2, z=0) translation_matrix = Matrix() translation_matrix.setByTranslation(translation_vector) transformation_matrix.multiply(translation_matrix) # Third step: 3MF also defines a unit, wheras Cura always assumes mm. scale_matrix = Matrix() scale_matrix.setByScaleVector(self._getScaleFromUnit(self._unit)) transformation_matrix.multiply(scale_matrix) # Pre multiply the transformation with the loaded transformation, so the data is handled correctly. um_node.setTransformation(um_node.getLocalTransformation().preMultiply(transformation_matrix)) result.append(um_node) except Exception: Logger.logException("e", "An exception occurred in 3mf reader.") return [] return result
def render(self, renderer): if not self._shader: # We now misuse the platform shader, as it actually supports textures self._shader = OpenGL.getInstance().createShaderProgram( Resources.getPath(Resources.Shaders, "platform.shader")) # Set the opacity to 0, so that the template is in full control. self._shader.setUniformValue("u_opacity", 0) self._texture = OpenGL.getInstance().createTexture() document = QTextDocument() document.setHtml( self._getFilledTemplate(self._display_data, self._template)) texture_image = QImage(self._texture_width, self._texture_height, QImage.Format_ARGB32) texture_image.fill(Qt.transparent) painter = QPainter(texture_image) document.drawContents( painter, QRectF(0., 0., self._texture_width, self._texture_height)) painter.end() self._texture.setImage(texture_image) self._shader.setTexture(0, self._texture) node_position = self._target_node.getWorldPosition() position_matrix = Matrix() position_matrix.setByTranslation(node_position) camera_orientation = self._scene.getActiveCamera().getOrientation( ).toMatrix() renderer.queueNode(self._scene.getRoot(), shader=self._shader, transparent=True, mesh=self._billboard_mesh.getTransformed( position_matrix.multiply(camera_orientation)), sort=self._target_node.getDepth()) return True # This node does it's own rendering.
class Camera(SceneNode.SceneNode): class PerspectiveMode(enum.Enum): PERSPECTIVE = "perspective" ORTHOGRAPHIC = "orthographic" @staticmethod def getDefaultZoomFactor() -> float: return -0.3334 def __init__(self, name: str = "", parent: Optional[SceneNode.SceneNode] = None) -> None: super().__init__(parent) self._name = name # type: str self._projection_matrix = Matrix() # type: Matrix self._projection_matrix.setOrtho(-5, 5, -5, 5, -100, 100) self._perspective = True # type: bool self._viewport_width = 0 # type: int self._viewport_height = 0 # type: int self._window_width = 0 # type: int self._window_height = 0 # type: int self._auto_adjust_view_port_size = True # type: bool self.setCalculateBoundingBox(False) self._cached_view_projection_matrix = None # type: Optional[Matrix] self._zoom_factor = Camera.getDefaultZoomFactor() from UM.Application import Application Application.getInstance().getPreferences().addPreference( "general/camera_perspective_mode", default_value=self.PerspectiveMode.PERSPECTIVE.value) Application.getInstance().getPreferences().preferenceChanged.connect( self._preferencesChanged) self._preferencesChanged("general/camera_perspective_mode") def __deepcopy__(self, memo: Dict[int, object]) -> "Camera": copy = cast(Camera, super().__deepcopy__(memo)) copy._projection_matrix = self._projection_matrix copy._window_height = self._window_height copy._window_width = self._window_width copy._viewport_height = self._viewport_height copy._viewport_width = self._viewport_width return copy def getZoomFactor(self): return self._zoom_factor def setZoomFactor(self, zoom_factor: float) -> None: # Only an orthographic camera has a zoom at the moment. if not self.isPerspective(): if self._zoom_factor != zoom_factor: self._zoom_factor = zoom_factor self._updatePerspectiveMatrix() def setMeshData(self, mesh_data: Optional["MeshData"]) -> None: assert mesh_data is None, "Camera's can't have mesh data" def getAutoAdjustViewPort(self) -> bool: return self._auto_adjust_view_port_size def setAutoAdjustViewPort(self, auto_adjust: bool) -> None: self._auto_adjust_view_port_size = auto_adjust ## Get the projection matrix of this camera. def getProjectionMatrix(self) -> Matrix: return self._projection_matrix def getViewportWidth(self) -> int: return self._viewport_width def setViewportWidth(self, width: int) -> None: self._viewport_width = width self._updatePerspectiveMatrix() def setViewportHeight(self, height: int) -> None: self._viewport_height = height self._updatePerspectiveMatrix() def setViewportSize(self, width: int, height: int) -> None: self._viewport_width = width self._viewport_height = height self._updatePerspectiveMatrix() def _updatePerspectiveMatrix(self) -> None: view_width = self._viewport_width view_height = self._viewport_height projection_matrix = Matrix() if self.isPerspective(): if view_width != 0 and view_height != 0: projection_matrix.setPerspective(30, view_width / view_height, 1, 500) else: # Almost no near/far plane, please. if view_width != 0 and view_height != 0: horizontal_zoom = view_width * self._zoom_factor vertical_zoom = view_height * self._zoom_factor projection_matrix.setOrtho(-view_width / 2 - horizontal_zoom, view_width / 2 + horizontal_zoom, -view_height / 2 - vertical_zoom, view_height / 2 + vertical_zoom, -9001, 9001) self.setProjectionMatrix(projection_matrix) self.perspectiveChanged.emit(self) def getViewProjectionMatrix(self) -> Matrix: if self._cached_view_projection_matrix is None: inverted_transformation = self.getWorldTransformation() inverted_transformation.invert() self._cached_view_projection_matrix = self._projection_matrix.multiply( inverted_transformation, copy=True) return self._cached_view_projection_matrix def _updateWorldTransformation(self) -> None: self._cached_view_projection_matrix = None super()._updateWorldTransformation() def getViewportHeight(self) -> int: return self._viewport_height def setWindowSize(self, width: int, height: int) -> None: self._window_width = width self._window_height = height def getWindowSize(self) -> Tuple[int, int]: return self._window_width, self._window_height def render(self, renderer) -> bool: # It's a camera. It doesn't need rendering. return True ## Set the projection matrix of this camera. # \param matrix The projection matrix to use for this camera. def setProjectionMatrix(self, matrix: Matrix) -> None: self._projection_matrix = matrix self._cached_view_projection_matrix = None def isPerspective(self) -> bool: return self._perspective def setPerspective(self, perspective: bool) -> None: if self._perspective != perspective: self._perspective = perspective self._updatePerspectiveMatrix() perspectiveChanged = Signal() ## Get a ray from the camera into the world. # # This will create a ray from the camera's origin, passing through (x, y) # on the near plane and continuing based on the projection matrix. # # \param x The X coordinate on the near plane this ray should pass through. # \param y The Y coordinate on the near plane this ray should pass through. # # \return A Ray object representing a ray from the camera origin through X, Y. # # \note The near-plane coordinates should be in normalized form, that is within (-1, 1). def getRay(self, x: float, y: float) -> Ray: window_x = ((x + 1) / 2) * self._window_width window_y = ((y + 1) / 2) * self._window_height view_x = (window_x / self._viewport_width) * 2 - 1 view_y = (window_y / self._viewport_height) * 2 - 1 inverted_projection = numpy.linalg.inv( self._projection_matrix.getData().copy()) transformation = self.getWorldTransformation().getData() near = numpy.array([view_x, -view_y, -1.0, 1.0], dtype=numpy.float32) near = numpy.dot(inverted_projection, near) near = numpy.dot(transformation, near) near = near[0:3] / near[3] far = numpy.array([view_x, -view_y, 1.0, 1.0], dtype=numpy.float32) far = numpy.dot(inverted_projection, far) far = numpy.dot(transformation, far) far = far[0:3] / far[3] direction = far - near direction /= numpy.linalg.norm(direction) if self.isPerspective(): origin = self.getWorldPosition() direction = -direction else: # In orthographic mode, the origin is the click position on the plane where the camera resides, and that # plane is parallel to the near and the far planes. projection = numpy.array([view_x, -view_y, 0.0, 1.0], dtype=numpy.float32) projection = numpy.dot(inverted_projection, projection) projection = numpy.dot(transformation, projection) projection = projection[0:3] / projection[3] origin = Vector(data=projection) return Ray(origin, Vector(direction[0], direction[1], direction[2])) ## Project a 3D position onto the 2D view plane. def project(self, position: Vector) -> Tuple[float, float]: projection = self._projection_matrix view = self.getWorldTransformation() view.invert() position = position.preMultiply(view) position = position.preMultiply(projection) return position.x / position.z / 2.0, position.y / position.z / 2.0 ## Updates the _perspective field if the preference was modified. def _preferencesChanged(self, key: str) -> None: if key != "general/camera_perspective_mode": # Only listen to camera_perspective_mode. return from UM.Application import Application new_mode = str(Application.getInstance().getPreferences().getValue( "general/camera_perspective_mode")) # Translate the selected mode to the camera state. if new_mode == str(self.PerspectiveMode.ORTHOGRAPHIC.value): Logger.log("d", "Changing perspective mode to orthographic.") self.setPerspective(False) elif new_mode == str(self.PerspectiveMode.PERSPECTIVE.value): Logger.log("d", "Changing perspective mode to perspective.") self.setPerspective(True) else: Logger.log( "w", "Unknown perspective mode {new_mode}".format( new_mode=new_mode))
def read(self, file_name): result = [] # The base object of 3mf is a zipped archive. archive = zipfile.ZipFile(file_name, "r") self._base_name = os.path.basename(file_name) try: self._root = ET.parse(archive.open("3D/3dmodel.model")) self._unit = self._root.getroot().get("unit") build_items = self._root.findall("./3mf:build/3mf:item", self._namespaces) for build_item in build_items: id = build_item.get("objectid") object = self._root.find( "./3mf:resources/3mf:object[@id='{0}']".format(id), self._namespaces) if "type" in object.attrib: if object.attrib["type"] == "support" or object.attrib[ "type"] == "other": # Ignore support objects, as cura does not support these. # We can't guarantee that they wont be made solid. # We also ignore "other", as I have no idea what to do with them. Logger.log( "w", "3MF file contained an object of type %s which is not supported by Cura", object.attrib["type"]) continue elif object.attrib[ "type"] == "solidsupport" or object.attrib[ "type"] == "model": pass # Load these as normal else: # We should technically fail at this point because it's an invalid 3MF, but try to continue anyway. Logger.log( "e", "3MF file contained an object of type %s which is not supported by the 3mf spec", object.attrib["type"]) continue build_item_node = self._createNodeFromObject( object, self._base_name + "_" + str(id)) # compensate for original center position, if object(s) is/are not around its zero position transform_matrix = Matrix() mesh_data = build_item_node.getMeshData() if mesh_data is not None: extents = mesh_data.getExtents() center_vector = Vector(extents.center.x, extents.center.y, extents.center.z) transform_matrix.setByTranslation(center_vector) # offset with transform from 3mf transform = build_item.get("transform") if transform is not None: transform_matrix.multiply( self._createMatrixFromTransformationString(transform)) build_item_node.setTransformation(transform_matrix) global_container_stack = UM.Application.getInstance( ).getGlobalContainerStack() # Create a transformation Matrix to convert from 3mf worldspace into ours. # First step: flip the y and z axis. transformation_matrix = Matrix() transformation_matrix._data[1, 1] = 0 transformation_matrix._data[1, 2] = 1 transformation_matrix._data[2, 1] = -1 transformation_matrix._data[2, 2] = 0 # Second step: 3MF defines the left corner of the machine as center, whereas cura uses the center of the # build volume. if global_container_stack: translation_vector = Vector( x=-global_container_stack.getProperty( "machine_width", "value") / 2, y=-global_container_stack.getProperty( "machine_depth", "value") / 2, z=0) translation_matrix = Matrix() translation_matrix.setByTranslation(translation_vector) transformation_matrix.multiply(translation_matrix) # Third step: 3MF also defines a unit, wheras Cura always assumes mm. scale_matrix = Matrix() scale_matrix.setByScaleVector( self._getScaleFromUnit(self._unit)) transformation_matrix.multiply(scale_matrix) # Pre multiply the transformation with the loaded transformation, so the data is handled correctly. build_item_node.setTransformation( build_item_node.getLocalTransformation().preMultiply( transformation_matrix)) result.append(build_item_node) except Exception as e: Logger.log("e", "An exception occurred in 3mf reader: %s", e) return result
def _read(self, file_name: str) -> Union[SceneNode, List[SceneNode]]: result = [] self._object_count = 0 # Used to name objects as there is no node name yet. # The base object of 3mf is a zipped archive. try: archive = zipfile.ZipFile(file_name, "r") self._base_name = os.path.basename(file_name) parser = Savitar.ThreeMFParser() scene_3mf = parser.parse(archive.open("3D/3dmodel.model").read()) self._unit = scene_3mf.getUnit() for node in scene_3mf.getSceneNodes(): um_node = self._convertSavitarNodeToUMNode(node) if um_node is None: continue # compensate for original center position, if object(s) is/are not around its zero position transform_matrix = Matrix() mesh_data = um_node.getMeshData() if mesh_data is not None: extents = mesh_data.getExtents() if extents is not None: center_vector = Vector(extents.center.x, extents.center.y, extents.center.z) transform_matrix.setByTranslation(center_vector) transform_matrix.multiply(um_node.getLocalTransformation()) um_node.setTransformation(transform_matrix) global_container_stack = CuraApplication.getInstance().getGlobalContainerStack() # Create a transformation Matrix to convert from 3mf worldspace into ours. # First step: flip the y and z axis. transformation_matrix = Matrix() transformation_matrix._data[1, 1] = 0 transformation_matrix._data[1, 2] = 1 transformation_matrix._data[2, 1] = -1 transformation_matrix._data[2, 2] = 0 # Second step: 3MF defines the left corner of the machine as center, whereas cura uses the center of the # build volume. if global_container_stack: translation_vector = Vector(x = -global_container_stack.getProperty("machine_width", "value") / 2, y = -global_container_stack.getProperty("machine_depth", "value") / 2, z = 0) translation_matrix = Matrix() translation_matrix.setByTranslation(translation_vector) transformation_matrix.multiply(translation_matrix) # Third step: 3MF also defines a unit, whereas Cura always assumes mm. scale_matrix = Matrix() scale_matrix.setByScaleVector(self._getScaleFromUnit(self._unit)) transformation_matrix.multiply(scale_matrix) # Pre multiply the transformation with the loaded transformation, so the data is handled correctly. um_node.setTransformation(um_node.getLocalTransformation().preMultiply(transformation_matrix)) # Check if the model is positioned below the build plate and honor that when loading project files. node_meshdata = um_node.getMeshData() if node_meshdata is not None: aabb = node_meshdata.getExtents(um_node.getWorldTransformation()) if aabb is not None: minimum_z_value = aabb.minimum.y # y is z in transformation coordinates if minimum_z_value < 0: um_node.addDecorator(ZOffsetDecorator()) um_node.callDecoration("setZOffset", minimum_z_value) result.append(um_node) except Exception: Logger.logException("e", "An exception occurred in 3mf reader.") return [] return result
def read(self, file_name): result = [] # The base object of 3mf is a zipped archive. archive = zipfile.ZipFile(file_name, "r") self._base_name = os.path.basename(file_name) try: self._root = ET.parse(archive.open("3D/3dmodel.model")) self._unit = self._root.getroot().get("unit") build_items = self._root.findall("./3mf:build/3mf:item", self._namespaces) for build_item in build_items: id = build_item.get("objectid") object = self._root.find("./3mf:resources/3mf:object[@id='{0}']".format(id), self._namespaces) if "type" in object.attrib: if object.attrib["type"] == "support" or object.attrib["type"] == "other": # Ignore support objects, as cura does not support these. # We can't guarantee that they wont be made solid. # We also ignore "other", as I have no idea what to do with them. Logger.log("w", "3MF file contained an object of type %s which is not supported by Cura", object.attrib["type"]) continue elif object.attrib["type"] == "solidsupport" or object.attrib["type"] == "model": pass # Load these as normal else: # We should technically fail at this point because it's an invalid 3MF, but try to continue anyway. Logger.log("e", "3MF file contained an object of type %s which is not supported by the 3mf spec", object.attrib["type"]) continue build_item_node = self._createNodeFromObject(object, self._base_name + "_" + str(id)) # compensate for original center position, if object(s) is/are not around its zero position transform_matrix = Matrix() mesh_data = build_item_node.getMeshData() if mesh_data is not None: extents = mesh_data.getExtents() center_vector = Vector(extents.center.x, extents.center.y, extents.center.z) transform_matrix.setByTranslation(center_vector) # offset with transform from 3mf transform = build_item.get("transform") if transform is not None: transform_matrix.multiply(self._createMatrixFromTransformationString(transform)) build_item_node.setTransformation(transform_matrix) global_container_stack = UM.Application.getInstance().getGlobalContainerStack() # Create a transformation Matrix to convert from 3mf worldspace into ours. # First step: flip the y and z axis. transformation_matrix = Matrix() transformation_matrix._data[1, 1] = 0 transformation_matrix._data[1, 2] = 1 transformation_matrix._data[2, 1] = -1 transformation_matrix._data[2, 2] = 0 # Second step: 3MF defines the left corner of the machine as center, whereas cura uses the center of the # build volume. if global_container_stack: translation_vector = Vector(x = -global_container_stack.getProperty("machine_width", "value") / 2, y = -global_container_stack.getProperty("machine_depth", "value") / 2, z = 0) translation_matrix = Matrix() translation_matrix.setByTranslation(translation_vector) transformation_matrix.multiply(translation_matrix) # Third step: 3MF also defines a unit, wheras Cura always assumes mm. scale_matrix = Matrix() scale_matrix.setByScaleVector(self._getScaleFromUnit(self._unit)) transformation_matrix.multiply(scale_matrix) # Pre multiply the transformation with the loaded transformation, so the data is handled correctly. build_item_node.setTransformation(build_item_node.getLocalTransformation().preMultiply(transformation_matrix)) result.append(build_item_node) except Exception as e: Logger.log("e", "An exception occurred in 3mf reader: %s", e) return result
class Camera(SceneNode.SceneNode): def __init__(self, name: str = "", parent: SceneNode.SceneNode = None) -> None: super().__init__(parent) self._name = name # type: str self._projection_matrix = Matrix() # type: Matrix self._projection_matrix.setOrtho(-5, 5, 5, -5, -100, 100) self._perspective = True # type: bool self._viewport_width = 0 # type: int self._viewport_height = 0 # type: int self._window_width = 0 # type: int self._window_height = 0 # type: int self._auto_adjust_view_port_size = True # type: bool self.setCalculateBoundingBox(False) self._cached_view_projection_matrix = None # type: Optional[Matrix] def __deepcopy__(self, memo: Dict[int, object]) -> "Camera": copy = cast(Camera, super().__deepcopy__(memo)) copy._projection_matrix = self._projection_matrix copy._window_height = self._window_height copy._window_width = self._window_width copy._viewport_height = self._viewport_height copy._viewport_width = self._viewport_width return copy def setMeshData(self, mesh_data: Optional["MeshData"]) -> None: assert mesh_data is None, "Camera's can't have mesh data" def getAutoAdjustViewPort(self) -> bool: return self._auto_adjust_view_port_size def setAutoAdjustViewPort(self, auto_adjust: bool) -> None: self._auto_adjust_view_port_size = auto_adjust ## Get the projection matrix of this camera. def getProjectionMatrix(self) -> Matrix: return self._projection_matrix def getViewportWidth(self) -> int: return self._viewport_width def setViewportWidth(self, width: int) -> None: self._viewport_width = width def setViewportHeight(self, height: int) -> None: self._viewport_height = height def setViewportSize(self, width: int, height: int) -> None: self._viewport_width = width self._viewport_height = height def getViewProjectionMatrix(self): if self._cached_view_projection_matrix is None: inverted_transformation = self.getWorldTransformation() inverted_transformation.invert() self._cached_view_projection_matrix = self._projection_matrix.multiply(inverted_transformation, copy = True) return self._cached_view_projection_matrix def _updateWorldTransformation(self): self._cached_view_projection_matrix = None super()._updateWorldTransformation() def getViewportHeight(self) -> int: return self._viewport_height def setWindowSize(self, width: int, height: int) -> None: self._window_width = width self._window_height = height def getWindowSize(self) -> Tuple[int, int]: return self._window_width, self._window_height def render(self, renderer) -> bool: # It's a camera. It doesn't need rendering. return True ## Set the projection matrix of this camera. # \param matrix The projection matrix to use for this camera. def setProjectionMatrix(self, matrix: Matrix) -> None: self._projection_matrix = matrix self._cached_view_projection_matrix = None def isPerspective(self) -> bool: return self._perspective def setPerspective(self, perspective: bool) -> None: self._perspective = perspective ## Get a ray from the camera into the world. # # This will create a ray from the camera's origin, passing through (x, y) # on the near plane and continuing based on the projection matrix. # # \param x The X coordinate on the near plane this ray should pass through. # \param y The Y coordinate on the near plane this ray should pass through. # # \return A Ray object representing a ray from the camera origin through X, Y. # # \note The near-plane coordinates should be in normalized form, that is within (-1, 1). def getRay(self, x: float, y: float) -> Ray: window_x = ((x + 1) / 2) * self._window_width window_y = ((y + 1) / 2) * self._window_height view_x = (window_x / self._viewport_width) * 2 - 1 view_y = (window_y / self._viewport_height) * 2 - 1 inverted_projection = numpy.linalg.inv(self._projection_matrix.getData().copy()) transformation = self.getWorldTransformation().getData() near = numpy.array([view_x, -view_y, -1.0, 1.0], dtype = numpy.float32) near = numpy.dot(inverted_projection, near) near = numpy.dot(transformation, near) near = near[0:3] / near[3] far = numpy.array([view_x, -view_y, 1.0, 1.0], dtype = numpy.float32) far = numpy.dot(inverted_projection, far) far = numpy.dot(transformation, far) far = far[0:3] / far[3] direction = far - near direction /= numpy.linalg.norm(direction) return Ray(self.getWorldPosition(), Vector(-direction[0], -direction[1], -direction[2])) ## Project a 3D position onto the 2D view plane. def project(self, position: Vector) -> Tuple[float, float]: projection = self._projection_matrix view = self.getWorldTransformation() view.invert() position = position.preMultiply(view) position = position.preMultiply(projection) return position.x / position.z / 2.0, position.y / position.z / 2.0
class SceneNode(): class TransformSpace: Local = 1 Parent = 2 World = 3 ## Construct a scene node. # \param parent The parent of this node (if any). Only a root node should have None as a parent. # \param kwargs Keyword arguments. # Possible keywords: # - visible \type{bool} Is the SceneNode (and thus, all it's children) visible? Defaults to True # - name \type{string} Name of the SceneNode. Defaults to empty string. def __init__(self, parent = None, **kwargs): super().__init__() # Call super to make multiple inheritance work. self._children = [] # type: List[SceneNode] self._mesh_data = None # type: MeshData # Local transformation (from parent to local) self._transformation = Matrix() # type: Matrix # Convenience "components" of the transformation self._position = Vector() # type: Vector self._scale = Vector(1.0, 1.0, 1.0) # type: Vector self._shear = Vector(0.0, 0.0, 0.0) # type: Vector self._mirror = Vector(1.0, 1.0, 1.0) # type: Vector self._orientation = Quaternion() # type: Quaternion # World transformation (from root to local) self._world_transformation = Matrix() # type: Matrix # Convenience "components" of the world_transformation self._derived_position = Vector() # type: Vector self._derived_orientation = Quaternion() # type: Quaternion self._derived_scale = Vector() # type: Vector self._parent = parent # type: Optional[SceneNode] # Can this SceneNode be modified in any way? self._enabled = True # type: bool # Can this SceneNode be selected in any way? self._selectable = False # type: bool # Should the AxisAlignedBounxingBox be re-calculated? self._calculate_aabb = True # type: bool # The AxisAligned bounding box. self._aabb = None # type: Optional[AxisAlignedBox] self._bounding_box_mesh = None # type: Optional[MeshData] self._visible = kwargs.get("visible", True) # type: bool self._name = kwargs.get("name", "") # type: str self._decorators = [] # type: List[SceneNodeDecorator] ## Signals self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh) self.parentChanged.connect(self._onParentChanged) if parent: parent.addChild(self) def __deepcopy__(self, memo): copy = SceneNode() copy.setTransformation(self.getLocalTransformation()) copy.setMeshData(self._mesh_data) copy.setVisible(deepcopy(self._visible, memo)) copy._selectable = deepcopy(self._selectable, memo) copy._name = deepcopy(self._name, memo) for decorator in self._decorators: copy.addDecorator(deepcopy(decorator, memo)) for child in self._children: copy.addChild(deepcopy(child, memo)) self.calculateBoundingBoxMesh() return copy ## Set the center position of this node. # This is used to modify it's mesh data (and it's children) in such a way that they are centered. # In most cases this means that we use the center of mass as center (which most objects don't use) def setCenterPosition(self, center: Vector): if self._mesh_data: m = Matrix() m.setByTranslation(-center) self._mesh_data = self._mesh_data.getTransformed(m).set(center_position=center) for child in self._children: child.setCenterPosition(center) ## \brief Get the parent of this node. If the node has no parent, it is the root node. # \returns SceneNode if it has a parent and None if it's the root node. def getParent(self) -> Optional["SceneNode"]: return self._parent def getMirror(self) -> Vector: return self._mirror ## Get the MeshData of the bounding box # \returns \type{MeshData} Bounding box mesh. def getBoundingBoxMesh(self) -> Optional[MeshData]: return self._bounding_box_mesh ## (re)Calculate the bounding box mesh. def calculateBoundingBoxMesh(self): aabb = self.getBoundingBox() if aabb: bounding_box_mesh = MeshBuilder() rtf = aabb.maximum lbb = aabb.minimum bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) # Right - Top - Front bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) # Left - Top - Front bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) # Left - Top - Front bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) # Left - Bottom - Front bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) # Left - Bottom - Front bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) # Right - Bottom - Front bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) # Right - Bottom - Front bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) # Right - Top - Front bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) # Right - Top - Back bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) # Left - Top - Back bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) # Left - Top - Back bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) # Left - Bottom - Back bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) # Left - Bottom - Back bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) # Right - Bottom - Back bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) # Right - Bottom - Back bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) # Right - Top - Back bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) # Right - Top - Front bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) # Right - Top - Back bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) # Left - Top - Front bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) # Left - Top - Back bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) # Left - Bottom - Front bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) # Left - Bottom - Back bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) # Right - Bottom - Front bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) # Right - Bottom - Back self._bounding_box_mesh = bounding_box_mesh.build() ## Handler for the ParentChanged signal # \param node Node from which this event was triggered. def _onParentChanged(self, node: Optional["SceneNode"]): for child in self.getChildren(): child.parentChanged.emit(self) ## Signal for when a \type{SceneNodeDecorator} is added / removed. decoratorsChanged = Signal() ## Add a SceneNodeDecorator to this SceneNode. # \param \type{SceneNodeDecorator} decorator The decorator to add. def addDecorator(self, decorator: SceneNodeDecorator): if type(decorator) in [type(dec) for dec in self._decorators]: Logger.log("w", "Unable to add the same decorator type (%s) to a SceneNode twice.", type(decorator)) return try: decorator.setNode(self) except AttributeError: Logger.logException("e", "Unable to add decorator.") return self._decorators.append(decorator) self.decoratorsChanged.emit(self) ## Get all SceneNodeDecorators that decorate this SceneNode. # \return list of all SceneNodeDecorators. def getDecorators(self) -> List[SceneNodeDecorator]: return self._decorators ## Get SceneNodeDecorators by type. # \param dec_type type of decorator to return. def getDecorator(self, dec_type) -> Optional[SceneNodeDecorator]: for decorator in self._decorators: if type(decorator) == dec_type: return decorator ## Remove all decorators def removeDecorators(self): for decorator in self._decorators: decorator.clear() self._decorators = [] self.decoratorsChanged.emit(self) ## Remove decorator by type. # \param dec_type type of the decorator to remove. def removeDecorator(self, dec_type: SceneNodeDecorator): for decorator in self._decorators: if type(decorator) == dec_type: decorator.clear() self._decorators.remove(decorator) self.decoratorsChanged.emit(self) break ## Call a decoration of this SceneNode. # SceneNodeDecorators add Decorations, which are callable functions. # \param \type{string} function The function to be called. # \param *args # \param **kwargs def callDecoration(self, function: str, *args, **kwargs): for decorator in self._decorators: if hasattr(decorator, function): try: return getattr(decorator, function)(*args, **kwargs) except Exception as e: Logger.log("e", "Exception calling decoration %s: %s", str(function), str(e)) return None ## Does this SceneNode have a certain Decoration (as defined by a Decorator) # \param \type{string} function the function to check for. def hasDecoration(self, function: str) -> bool: for decorator in self._decorators: if hasattr(decorator, function): return True return False def getName(self) -> str: return self._name def setName(self, name: str): self._name = name ## How many nodes is this node removed from the root? # \return |tupe{int} Steps from root (0 means it -is- the root). def getDepth(self) -> int: if self._parent is None: return 0 return self._parent.getDepth() + 1 ## \brief Set the parent of this object # \param scene_node SceneNode that is the parent of this object. def setParent(self, scene_node: Optional["SceneNode"]): if self._parent: self._parent.removeChild(self) if scene_node: scene_node.addChild(self) ## Emitted whenever the parent changes. parentChanged = Signal() ## \brief Get the visibility of this node. The parents visibility overrides the visibility. # TODO: Let renderer actually use the visibility to decide whether to render or not. def isVisible(self) -> bool: if self._parent is not None and self._visible: return self._parent.isVisible() else: return self._visible ## Set the visibility of this SceneNode. def setVisible(self, visible: bool): self._visible = visible ## \brief Get the (original) mesh data from the scene node/object. # \returns MeshData def getMeshData(self) -> Optional[MeshData]: return self._mesh_data ## \brief Get the transformed mesh data from the scene node/object, based on the transformation of scene nodes wrt root. # \returns MeshData def getMeshDataTransformed(self) -> Optional[MeshData]: if self._mesh_data: return self._mesh_data.getTransformed(self.getWorldTransformation()) return self._mesh_data ## \brief Set the mesh of this node/object # \param mesh_data MeshData object def setMeshData(self, mesh_data: Optional[MeshData]): self._mesh_data = mesh_data self._resetAABB() self.meshDataChanged.emit(self) ## Emitted whenever the attached mesh data object changes. meshDataChanged = Signal() def _onMeshDataChanged(self): self.meshDataChanged.emit(self) ## \brief Add a child to this node and set it's parent as this node. # \params scene_node SceneNode to add. def addChild(self, scene_node: "SceneNode"): if scene_node not in self._children: scene_node.transformationChanged.connect(self.transformationChanged) scene_node.childrenChanged.connect(self.childrenChanged) scene_node.meshDataChanged.connect(self.meshDataChanged) self._children.append(scene_node) self._resetAABB() self.childrenChanged.emit(self) if not scene_node._parent is self: scene_node._parent = self scene_node._transformChanged() scene_node.parentChanged.emit(self) ## \brief remove a single child # \param child Scene node that needs to be removed. def removeChild(self, child: "SceneNode"): if child not in self._children: return child.transformationChanged.disconnect(self.transformationChanged) child.childrenChanged.disconnect(self.childrenChanged) child.meshDataChanged.disconnect(self.meshDataChanged) self._children.remove(child) child._parent = None child._transformChanged() child.parentChanged.emit(self) self._resetAABB() self.childrenChanged.emit(self) ## \brief Removes all children and its children's children. def removeAllChildren(self): for child in self._children: child.removeAllChildren() self.removeChild(child) self.childrenChanged.emit(self) ## \brief Get the list of direct children # \returns List of children def getChildren(self) -> List["SceneNode"]: return self._children def hasChildren(self) -> bool: return True if self._children else False ## \brief Get list of all children (including it's children children children etc.) # \returns list ALl children in this 'tree' def getAllChildren(self) -> List["SceneNode"]: children = [] children.extend(self._children) for child in self._children: children.extend(child.getAllChildren()) return children ## \brief Emitted whenever the list of children of this object or any child object changes. # \param object The object that triggered the change. childrenChanged = Signal() ## \brief Computes and returns the transformation from world to local space. # \returns 4x4 transformation matrix def getWorldTransformation(self) -> Matrix: if self._world_transformation is None: self._updateTransformation() return deepcopy(self._world_transformation) ## \brief Returns the local transformation with respect to its parent. (from parent to local) # \retuns transformation 4x4 (homogenous) matrix def getLocalTransformation(self) -> Matrix: if self._transformation is None: self._updateTransformation() return deepcopy(self._transformation) def setTransformation(self, transformation: Matrix): self._transformation = deepcopy(transformation) # Make a copy to ensure we never change the given transformation self._transformChanged() ## Get the local orientation value. def getOrientation(self) -> Quaternion: return deepcopy(self._orientation) def getWorldOrientation(self) -> Quaternion: return deepcopy(self._derived_orientation) ## \brief Rotate the scene object (and thus its children) by given amount # # \param rotation \type{Quaternion} A quaternion indicating the amount of rotation. # \param transform_space The space relative to which to rotate. Can be any one of the constants in SceneNode::TransformSpace. def rotate(self, rotation: Quaternion, transform_space: int = TransformSpace.Local): if not self._enabled: return orientation_matrix = rotation.toMatrix() if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(orientation_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(orientation_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply(self._world_transformation.getInverse()) self._transformation.multiply(orientation_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() ## Set the local orientation of this scene node. # # \param orientation \type{Quaternion} The new orientation of this scene node. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setOrientation(self, orientation: Quaternion, transform_space: int = TransformSpace.Local): if not self._enabled or orientation == self._orientation: return new_transform_matrix = Matrix() if transform_space == SceneNode.TransformSpace.World: if self.getWorldOrientation() == orientation: return new_orientation = orientation * (self.getWorldOrientation() * self._orientation.getInverse()).getInverse() orientation_matrix = new_orientation.toMatrix() else: # Local orientation_matrix = orientation.toMatrix() euler_angles = orientation_matrix.getEuler() new_transform_matrix.compose(scale = self._scale, angles = euler_angles, translate = self._position, shear = self._shear) self._transformation = new_transform_matrix self._transformChanged() ## Get the local scaling value. def getScale(self) -> Vector: return self._scale def getWorldScale(self) -> Vector: return self._derived_scale ## Scale the scene object (and thus its children) by given amount # # \param scale \type{Vector} A Vector with three scale values # \param transform_space The space relative to which to scale. Can be any one of the constants in SceneNode::TransformSpace. def scale(self, scale: Vector, transform_space: int = TransformSpace.Local): if not self._enabled: return scale_matrix = Matrix() scale_matrix.setByScaleVector(scale) if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(scale_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(scale_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply(self._world_transformation.getInverse()) self._transformation.multiply(scale_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() ## Set the local scale value. # # \param scale \type{Vector} The new scale value of the scene node. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setScale(self, scale: Vector, transform_space: int = TransformSpace.Local): if not self._enabled or scale == self._scale: return if transform_space == SceneNode.TransformSpace.Local: self.scale(scale / self._scale, SceneNode.TransformSpace.Local) return if transform_space == SceneNode.TransformSpace.World: if self.getWorldScale() == scale: return self.scale(scale / self._scale, SceneNode.TransformSpace.World) ## Get the local position. def getPosition(self) -> Vector: return self._position ## Get the position of this scene node relative to the world. def getWorldPosition(self) -> Vector: return self._derived_position ## Translate the scene object (and thus its children) by given amount. # # \param translation \type{Vector} The amount to translate by. # \param transform_space The space relative to which to translate. Can be any one of the constants in SceneNode::TransformSpace. def translate(self, translation: Vector, transform_space: int = TransformSpace.Local): if not self._enabled: return translation_matrix = Matrix() translation_matrix.setByTranslation(translation) if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(translation_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(translation_matrix) elif transform_space == SceneNode.TransformSpace.World: world_transformation = deepcopy(self._world_transformation) self._transformation.multiply(self._world_transformation.getInverse()) self._transformation.multiply(translation_matrix) self._transformation.multiply(world_transformation) self._transformChanged() ## Set the local position value. # # \param position The new position value of the SceneNode. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setPosition(self, position: Vector, transform_space: int = TransformSpace.Local): if not self._enabled or position == self._position: return if transform_space == SceneNode.TransformSpace.Local: self.translate(position - self._position, SceneNode.TransformSpace.Parent) if transform_space == SceneNode.TransformSpace.World: if self.getWorldPosition() == position: return self.translate(position - self._derived_position, SceneNode.TransformSpace.World) ## Signal. Emitted whenever the transformation of this object or any child object changes. # \param object The object that caused the change. transformationChanged = Signal() ## Rotate this scene node in such a way that it is looking at target. # # \param target \type{Vector} The target to look at. # \param up \type{Vector} The vector to consider up. Defaults to Vector.Unit_Y, i.e. (0, 1, 0). def lookAt(self, target: Vector, up: Vector = Vector.Unit_Y): if not self._enabled: return eye = self.getWorldPosition() f = (target - eye).normalized() up = up.normalized() s = f.cross(up).normalized() u = s.cross(f).normalized() m = Matrix([ [ s.x, u.x, -f.x, 0.0], [ s.y, u.y, -f.y, 0.0], [ s.z, u.z, -f.z, 0.0], [ 0.0, 0.0, 0.0, 1.0] ]) self.setOrientation(Quaternion.fromMatrix(m)) ## Can be overridden by child nodes if they need to perform special rendering. # If you need to handle rendering in a special way, for example for tool handles, # you can override this method and render the node. Return True to prevent the # view from rendering any attached mesh data. # # \param renderer The renderer object to use for rendering. # # \return False if the view should render this node, True if we handle our own rendering. def render(self, renderer) -> bool: return False ## Get whether this SceneNode is enabled, that is, it can be modified in any way. def isEnabled(self) -> bool: return self._enabled ## Set whether this SceneNode is enabled. # \param enable True if this object should be enabled, False if not. # \sa isEnabled def setEnabled(self, enable: bool): self._enabled = enable ## Get whether this SceneNode can be selected. # # \note This will return false if isEnabled() returns false. def isSelectable(self) -> bool: return self._enabled and self._selectable ## Set whether this SceneNode can be selected. # # \param select True if this SceneNode should be selectable, False if not. def setSelectable(self, select: bool): self._selectable = select ## Get the bounding box of this node and its children. def getBoundingBox(self) -> Optional[AxisAlignedBox]: if not self._calculate_aabb: return None if self._aabb is None: self._calculateAABB() return self._aabb ## Set whether or not to calculate the bounding box for this node. # # \param calculate True if the bounding box should be calculated, False if not. def setCalculateBoundingBox(self, calculate: bool): self._calculate_aabb = calculate boundingBoxChanged = Signal() def getShear(self) -> Vector: return self._shear ## private: def _transformChanged(self): self._updateTransformation() self._resetAABB() self.transformationChanged.emit(self) for child in self._children: child._transformChanged() def _updateTransformation(self): scale, shear, euler_angles, translation, mirror = self._transformation.decompose() self._position = translation self._scale = scale self._shear = shear self._mirror = mirror orientation = Quaternion() euler_angle_matrix = Matrix() euler_angle_matrix.setByEuler(euler_angles.x, euler_angles.y, euler_angles.z) orientation.setByMatrix(euler_angle_matrix) self._orientation = orientation if self._parent: self._world_transformation = self._parent.getWorldTransformation().multiply(self._transformation, copy = True) else: self._world_transformation = self._transformation world_scale, world_shear, world_euler_angles, world_translation, world_mirror = self._world_transformation.decompose() self._derived_position = world_translation self._derived_scale = world_scale world_euler_angle_matrix = Matrix() world_euler_angle_matrix.setByEuler(world_euler_angles.x, world_euler_angles.y, world_euler_angles.z) self._derived_orientation.setByMatrix(world_euler_angle_matrix) def _resetAABB(self): if not self._calculate_aabb: return self._aabb = None if self.getParent(): self.getParent()._resetAABB() self.boundingBoxChanged.emit() def _calculateAABB(self): aabb = None if self._mesh_data: aabb = self._mesh_data.getExtents(self.getWorldTransformation()) else: # If there is no mesh_data, use a boundingbox that encompasses the local (0,0,0) position = self.getWorldPosition() aabb = AxisAlignedBox(minimum = position, maximum = position) for child in self._children: if aabb is None: aabb = child.getBoundingBox() else: aabb = aabb + child.getBoundingBox() self._aabb = aabb
class CliParser: def __init__(self) -> None: SteSlicerApplication.getInstance().hideMessageSignal.connect(self._onHideMessage) self._is_layers_in_file = False self._cancelled = False self._message = None self._layer_number = -1 self._extruder_number = 0 self._pi_faction = 0 self._position = Position self._gcode_position = Position # stack to get print settingd via getProperty method self._application = SteSlicerApplication.getInstance() self._global_stack = self._application.getGlobalContainerStack() #type: GlobalStack self._licensed = self._application.getLicenseManager().licenseValid self._rot_nwp = Matrix() self._rot_nws = Matrix() self._scene_node = None self._extruder_number = 0 # type: Dict[int, List[float]] # Offsets for multi extruders. key is index, value is [x-offset, y-offset] self._extruder_offsets = {} self._gcode_list = [] self._current_layer_thickness = 0 self._current_layer_height = 0 #speeds self._travel_speed = 0 self._wall_0_speed = 0 self._skin_speed = 0 self._infill_speed = 0 self._support_speed = 0 self._retraction_speed = 0 self._prime_speed = 0 #retraction self._enable_retraction = False self._retraction_amount = 0 self._retraction_min_travel = 1.5 self._retraction_hop_enabled = False self._retraction_hop = 1 self._filament_diameter = 1.75 self._line_width = 0.4 self._layer_thickness = 0.2 self._clearValues() _layer_keyword = "$$LAYER/" _geometry_end_keyword = "$$GEOMETRYEND" _body_type_keyword = "//body//" _support_type_keyword = "//support//" _skin_type_keyword = "//skin//" _infill_type_keyword = "//infill//" _perimeter_type_keyword = "//perimeter//" _type_keyword = ";TYPE:" def processCliStream(self, stream: str) -> Optional[SteSlicerSceneNode]: Logger.log("d", "Preparing to load CLI") self._cancelled = False self._setPrintSettings() self._is_layers_in_file = False scene_node = SteSlicerSceneNode() gcode_list = [] self._writeStartCode(gcode_list) gcode_list.append(";LAYER_COUNT\n") # Reading starts here file_lines = 0 current_line = 0 for line in stream.split("\n"): file_lines += 1 if not self._is_layers_in_file and line[:len(self._layer_keyword)] == self._layer_keyword: self._is_layers_in_file = True file_step = max(math.floor(file_lines / 100), 1) self._clearValues() self._message = Message(catalog.i18nc("@info:status", "Parsing CLI"), lifetime=0, title=catalog.i18nc("@info:title", "CLI Details")) assert(self._message is not None) # use for typing purposes self._message.setProgress(0) self._message.show() Logger.log("d", "Parsing CLI...") self._position = Position(0, 0, 0, 0, 0, 1, 0, [0]) self._gcode_position = Position(0, 0, 0, 0, 0, 0, 0, [0]) current_path = [] # type: List[List[float]] geometry_start = False for line in stream.split("\n"): if self._cancelled: Logger.log("d", "Parsing CLI file cancelled") return None current_line += 1 if current_line % file_step == 0: self._message.setProgress(math.floor( current_line / file_lines * 100)) Job.yieldThread() if len(line) == 0: continue if line == "$$GEOMETRYSTART": geometry_start = True continue if not geometry_start: continue if self._is_layers_in_file and line[:len(self._layer_keyword)] == self._layer_keyword: try: layer_height = float(line[len(self._layer_keyword):]) self._current_layer_thickness = layer_height - self._current_layer_height if self._current_layer_thickness > 0.4: self._current_layer_thickness = 0.2 self._current_layer_height = layer_height self._createPolygon(self._current_layer_thickness, current_path, self._extruder_offsets.get( self._extruder_number, [0, 0])) current_path.clear() # Start the new layer at the end position of the last layer current_path.append([self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._position.f, self._position.e[self._extruder_number], LayerPolygon.MoveCombingType]) self._layer_number += 1 gcode_list.append(";LAYER:%s\n" % self._layer_number) except: pass if line.find(self._body_type_keyword) == 0: self._layer_type = LayerPolygon.Inset0Type if line.find(self._support_type_keyword) == 0: self._layer_type = LayerPolygon.SupportType if line.find(self._perimeter_type_keyword) == 0: self._layer_type = LayerPolygon.Inset0Type if line.find(self._skin_type_keyword) == 0: self._layer_type = LayerPolygon.SkinType if line.find(self._infill_type_keyword) == 0: self._layer_type = LayerPolygon.InfillType # Comment line if line.startswith("//"): continue # Polyline processing self.processPolyline(line, current_path, gcode_list) # "Flush" leftovers. Last layer paths are still stored if 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() layer_count_idx = gcode_list.index(";LAYER_COUNT\n") if layer_count_idx > 0: gcode_list[layer_count_idx] = ";LAYER_COUNT:%s\n" % self._layer_number end_gcode = self._global_stack.getProperty( "machine_end_gcode", "value") gcode_list.append(end_gcode + "\n") material_color_map = numpy.zeros((8, 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] material_color_map[2, :] = [0.9, 0.0, 0.7, 1.0] material_color_map[3, :] = [0.7, 0.0, 0.0, 1.0] material_color_map[4, :] = [0.0, 0.7, 0.0, 1.0] material_color_map[5, :] = [0.0, 0.0, 0.7, 1.0] material_color_map[6, :] = [0.3, 0.3, 0.3, 1.0] material_color_map[7, :] = [0.7, 0.7, 0.7, 1.0] layer_mesh = self._layer_data_builder.build(material_color_map) decorator = 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) # gcode_dict stores gcode_lists for a number of build plates. active_build_plate_id = SteSlicerApplication.getInstance( ).getMultiBuildPlateModel().activeBuildPlate gcode_dict = {active_build_plate_id: gcode_list} # type: ignore #Because gcode_dict is generated dynamically. SteSlicerApplication.getInstance().getController().getScene().gcode_dict = gcode_dict Logger.log("d", "Finished parsing CLI file") self._message.hide() if self._layer_number == 0: Logger.log("w", "File doesn't contain any valid layers") if not self._global_stack.getProperty("machine_center_is_zero", "value"): machine_width = self._global_stack.getProperty( "machine_width", "value") machine_depth = self._global_stack.getProperty( "machine_depth", "value") scene_node.setPosition( Vector(-machine_width / 2, 0, machine_depth / 2)) Logger.log("d", "CLI loading finished") if SteSlicerApplication.getInstance().getPreferences().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, title=catalog.i18nc("@info:title", "G-code Details")) caution_message.show() backend = SteSlicerApplication.getInstance().getBackend() backend.backendStateChange.emit(Backend.BackendState.Disabled) return scene_node def _setPrintSettings(self): pass def _onHideMessage(self, message: Optional[Union[str, Message]]) -> None: if message == self._message: self._cancelled = True def _clearValues(self): self._extruder_number = 0 self._layer_number = -1 self._layer_data_builder = LayerDataBuilder() self._pi_faction = 0 self._position = Position(0,0,0,0,0,1,0,[0]) self._gcode_position = Position(0, 0, 0, 0, 0, 0, 0, [0]) self._rot_nwp = Matrix() self._rot_nws = Matrix() self._layer_type = LayerPolygon.Inset0Type self._parsing_type = self._global_stack.getProperty( "printing_mode", "value") self._line_width = self._global_stack.getProperty("wall_line_width_0", "value") self._layer_thickness = self._global_stack.getProperty("layer_height", "value") self._travel_speed = self._global_stack.getProperty( "speed_travel", "value") self._wall_0_speed = self._global_stack.getProperty( "speed_wall_0", "value") self._skin_speed = self._global_stack.getProperty( "speed_topbottom", "value") self._infill_speed = self._global_stack.getProperty("speed_infill", "value") self._support_speed = self._global_stack.getProperty( "speed_support", "value") self._retraction_speed = self._global_stack.getProperty( "retraction_retract_speed", "value") self._prime_speed = self._global_stack.getProperty( "retraction_prime_speed", "value") extruder = self._global_stack.extruders.get("%s" % self._extruder_number, None) #type: Optional[ExtruderStack] self._filament_diameter = extruder.getProperty( "material_diameter", "value") self._enable_retraction = extruder.getProperty( "retraction_enable", "value") self._retraction_amount = extruder.getProperty( "retraction_amount", "value") self._retraction_min_travel = extruder.getProperty( "retraction_min_travel", "value") self._retraction_hop_enabled = extruder.getProperty( "retraction_hop_enabled", "value") self._retraction_hop = extruder.getProperty( "retraction_hop", "value") def _transformCoordinates(self, x: float, y: float, z: float, i: float, j: float, k: float, position: Position) -> (float, float, float, float, float, float): a = position.a c = position.c # Get coordinate angles if abs(self._position.c - k) > 0.00001: a = math.acos(k) self._rot_nwp = Matrix() self._rot_nwp.setByRotationAxis(-a, Vector.Unit_X) a = degrees(a) if abs(self._position.a - i) > 0.00001 or abs(self._position.b - j) > 0.00001: c = numpy.arctan2(j, i) if x != 0 and y != 0 else 0 angle = degrees(c + self._pi_faction * 2 * math.pi) if abs(angle - position.c) > 180: self._pi_faction += 1 if (angle - position.c) < 0 else -1 c += self._pi_faction * 2 * math.pi c -= math.pi / 2 self._rot_nws = Matrix() self._rot_nws.setByRotationAxis(c, Vector.Unit_Z) c = degrees(c) #tr = self._rot_nws.multiply(self._rot_nwp, True) tr = self._rot_nws.multiply(self._rot_nwp, True) #tr = tr.multiply(self._rot_nwp) tr.invert() pt = Vector(data=numpy.array([x, y, z, 1])) ret = tr.multiply(pt, True).getData() return Position(ret[0], ret[1], ret[2], a, 0, c, 0, [0]) @staticmethod def _getValue(line: str, key: str) -> Optional[str]: n = line.find(key) if n < 0: return None n += len(key) splitted = line[n:].split("/") if len(splitted) > 1: return splitted[1] else: return None def _createPolygon(self, layer_thickness: float, path: List[List[Union[float, int]]], extruder_offsets: List[float]) -> bool: countvalid = 0 for point in path: if point[8] > 0: countvalid += 1 if countvalid >= 2: # we know what to do now, no need to count further continue if countvalid < 2: return False try: self._layer_data_builder.addLayer(self._layer_number) self._layer_data_builder.setLayerHeight( self._layer_number, self._current_layer_height) self._layer_data_builder.setLayerThickness( self._layer_number, layer_thickness) this_layer = self._layer_data_builder.getLayer(self._layer_number) except ValueError: return False count = len(path) line_types = numpy.empty((count - 1, 1), numpy.int32) line_widths = numpy.empty((count - 1, 1), numpy.float32) line_thicknesses = numpy.empty((count - 1, 1), numpy.float32) line_feedrates = numpy.empty((count - 1, 1), numpy.float32) line_widths[:, 0] = 0.35 # Just a guess line_thicknesses[:, 0] = layer_thickness points = numpy.empty((count, 6), numpy.float32) extrusion_values = numpy.empty((count, 1), numpy.float32) i = 0 for point in path: points[i, :] = [point[0] + extruder_offsets[0], point[2], -point[1] - extruder_offsets[1], -point[4], point[5], -point[3]] extrusion_values[i] = point[7] if i > 0: line_feedrates[i - 1] = point[6] line_types[i - 1] = point[8] if point[8] in [LayerPolygon.MoveCombingType, LayerPolygon.MoveRetractionType]: line_widths[i - 1] = 0.1 # Travels are set as zero thickness lines line_thicknesses[i - 1] = 0.0 else: line_widths[i - 1] = self._line_width i += 1 this_poly = LayerPolygon(self._extruder_number, line_types, points, line_widths, line_thicknesses, line_feedrates) this_poly.buildCache() this_layer.polygons.append(this_poly) return True def processPolyline(self, line: str, path: List[List[Union[float, int]]], gcode_list: List[str]) -> bool: # Convering line to point array values_line = self._getValue(line, "$$POLYLINE") if not values_line: return (self._position, None) values = values_line.split(",") if len(values[3:]) % 2 != 0: return (self._position, None) idx = 2 points = values[3:] if len(points) < 2: return (self._position, None) # TODO: add combing to this polyline new_position, new_gcode_position = self._cliPointToPosition( CliPoint(float(points[0]), float(points[1])), self._position, False) is_retraction = self._enable_retraction and self._positionLength( self._position, new_position) > self._retraction_min_travel if is_retraction: #we have retraction move new_extruder_position = self._position.e[self._extruder_number] - self._retraction_amount gcode_list.append("G1 E%.5f F%.0f\n" % (new_extruder_position, (self._retraction_speed * 60))) self._position.e[self._extruder_number] = new_extruder_position self._gcode_position.e[self._extruder_number] = new_extruder_position path.append([self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._retraction_speed, self._position.e, LayerPolygon.MoveRetractionType]) if self._retraction_hop_enabled: #add hop movement gx, gy, gz, ga, gb, gc, gf, ge = self._gcode_position x, y, z, a, b, c, f, e = self._position gcode_position = Position( gx, gy, gz + self._retraction_hop, ga, gb, gc, self._travel_speed, ge) self._position = Position( x + a * self._retraction_hop, y + b * self._retraction_hop, z + c * self._retraction_hop, a, b, c, self._travel_speed, e) gcode_command = self._generateGCodeCommand( 0, gcode_position, self._travel_speed) if gcode_command is not None: gcode_list.append(gcode_command) self._gcode_position = gcode_position path.append([self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._prime_speed, self._position.e, LayerPolygon.MoveCombingType]) gx, gy, gz, ga, gb, gc, gf, ge = new_gcode_position x, y, z, a, b, c, f, e = new_position gcode_position = Position( gx, gy, gz + self._retraction_hop, ga, gb, gc, self._travel_speed, ge) position = Position( x + a * self._retraction_hop, y + b * self._retraction_hop, z + c * self._retraction_hop, a, b, c, self._travel_speed, e) gcode_command = self._generateGCodeCommand( 0, gcode_position, self._travel_speed) if gcode_command is not None: gcode_list.append(gcode_command) path.append([position.x, position.y, position.z, position.a, position.b, position.c, position.f, position.e, LayerPolygon.MoveCombingType]) feedrate = self._travel_speed x, y, z, a, b, c, f, e = new_position self._position = Position(x, y, z, a, b, c, feedrate, self._position.e) gcode_command = self._generateGCodeCommand(0, new_gcode_position, feedrate) if gcode_command is not None: gcode_list.append(gcode_command) gx, gy, gz, ga, gb, gc, gf, ge = new_gcode_position self._gcode_position = Position(gx, gy, gz, ga, gb, gc, feedrate, ge) path.append([x, y, z, a, b, c, feedrate, e, LayerPolygon.MoveCombingType]) if is_retraction: #we have retraction move new_extruder_position = self._position.e[self._extruder_number] + self._retraction_amount gcode_list.append("G1 E%.5f F%.0f\n" % (new_extruder_position, (self._prime_speed * 60))) self._position.e[self._extruder_number] = new_extruder_position self._gcode_position.e[self._extruder_number] = new_extruder_position path.append([self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._prime_speed, self._position.e, LayerPolygon.MoveRetractionType]) if self._layer_type == LayerPolygon.SupportType: gcode_list.append(self._type_keyword + "SUPPORT\n") elif self._layer_type == LayerPolygon.SkinType: gcode_list.append(self._type_keyword + "SKIN\n") elif self._layer_type == LayerPolygon.InfillType: gcode_list.append(self._type_keyword + "FILL\n") else: gcode_list.append(self._type_keyword + "WALL-OUTER\n") while idx < len(points): point = CliPoint(float(points[idx]), float(points[idx + 1])) idx += 2 new_position, new_gcode_position = self._cliPointToPosition(point, self._position) feedrate = self._wall_0_speed if self._layer_type == LayerPolygon.SupportType: feedrate = self._support_speed elif self._layer_type == LayerPolygon.SkinType: feedrate = self._skin_speed elif self._layer_type == LayerPolygon.InfillType: feedrate = self._infill_speed x, y, z, a, b, c, f, e = new_position self._position = Position(x, y, z, a, b, c, feedrate, e) gcode_command = self._generateGCodeCommand(1, new_gcode_position, feedrate) if gcode_command is not None: gcode_list.append(gcode_command) gx, gy, gz, ga, gb, gc, gf, ge = new_gcode_position self._gcode_position = Position(gx, gy, gz, ga, gb, gc, feedrate, ge) path.append([x,y,z,a,b,c, feedrate, e, self._layer_type]) def _generateGCodeCommand(self, g: int, gcode_position: Position, feedrate: float) -> Optional[str]: gcode_command = "G%s" % g if abs(gcode_position.x - self._gcode_position.x) > 0.0001: gcode_command += " X%.2f" % gcode_position.x if abs(gcode_position.y - self._gcode_position.y) > 0.0001: gcode_command += " Y%.2f" % gcode_position.y if abs(gcode_position.z - self._gcode_position.z) > 0.0001: gcode_command += " Z%.2f" % gcode_position.z if abs(gcode_position.a - self._gcode_position.a) > 0.0001: gcode_command += " A%.2f" % gcode_position.a if abs(gcode_position.b - self._gcode_position.b) > 0.0001: gcode_command += " B%.2f" % gcode_position.b if abs(gcode_position.c - self._gcode_position.c) > 0.0001: gcode_command += " C%.2f" % gcode_position.c if abs(feedrate - self._gcode_position.f) > 0.0001: gcode_command += " F%.0f" % (feedrate * 60) if abs(gcode_position.e[self._extruder_number] - self._gcode_position.e[self._extruder_number]) > 0.0001 and g > 0: gcode_command += " E%.5f" % gcode_position.e[self._extruder_number] gcode_command += "\n" if gcode_command != "G%s\n" % g: return gcode_command else: return None def _calculateExtrusion(self, current_point: List[float], previous_point: Position) -> float: Af = (self._filament_diameter / 2) ** 2 * numpy.pi Al = self._line_width * self._layer_thickness de = numpy.sqrt((current_point[0] - previous_point[0]) ** 2 + (current_point[1] - previous_point[1])**2 + (current_point[2] - previous_point[2])**2) dVe = Al * de return dVe / Af def _writeStartCode(self, gcode_list: List[str]): gcode_list.append("T0\n") init_temperature = self._global_stack.getProperty( "material_initial_print_temperature", "value") init_bed_temperature = self._global_stack.getProperty( "material_bed_temperature_layer_0", "value") gcode_list.extend(["M140 S%s\n" % init_bed_temperature, "M105\n", "M190 S%s\n" % init_bed_temperature, "M104 S%s\n" % init_temperature, "M105\n", "M109 S%s\n" % init_temperature, "M82 ;absolute extrusion mode\n"]) start_gcode = self._global_stack.getProperty( "machine_start_gcode", "value") gcode_list.append(start_gcode + "\n") def _cliPointToPosition(self, point: CliPoint, position: Position, extrusion_move: bool = True) -> (Position, Position): x, y, z, i, j, k = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 if self._parsing_type == "classic": x = point.x y = point.y z = self._current_layer_height i = 0 j = 0 k = 1 elif self._parsing_type == "cylindrical": x = self._current_layer_height * math.cos(point.y) y = self._current_layer_height * math.sin(point.y) z = point.x length = numpy.sqrt(x**2 + y**2) i = x / length if length != 0 else 0 j = y / length if length != 0 else 0 k = 0 new_position = Position(x,y,z,i,j,k,0, [0]) new_gcode_position = self._transformCoordinates(x,y,z,i,j,k, self._gcode_position) new_position.e[self._extruder_number] = position.e[self._extruder_number] + self._calculateExtrusion([x,y,z], position) if extrusion_move else position.e[self._extruder_number] new_gcode_position.e[self._extruder_number] = new_position.e[self._extruder_number] return new_position, new_gcode_position @staticmethod def _positionLength(start: Position, end: Position) -> float: return numpy.sqrt((start.x - end.x)**2 + (start.y - end.y)**2 + (start.z - end.z)**2)
class SceneNode: """A scene node object. These objects can hold a mesh and multiple children. Each node has a transformation matrix that maps it it's parents space to the local space (it's inverse maps local space to parent). SceneNodes can be "Decorated" by adding SceneNodeDecorator objects. These decorators can add functionality to scene nodes. :sa SceneNodeDecorator :todo Add unit testing """ class TransformSpace: Local = 1 #type: int Parent = 2 #type: int World = 3 #type: int def __init__(self, parent: Optional["SceneNode"] = None, visible: bool = True, name: str = "", node_id: str = "") -> None: """Construct a scene node. :param parent: The parent of this node (if any). Only a root node should have None as a parent. :param visible: Is the SceneNode (and thus, all its children) visible? :param name: Name of the SceneNode. """ super().__init__() # Call super to make multiple inheritance work. self._children = [] # type: List[SceneNode] self._mesh_data = None # type: Optional[MeshData] # Local transformation (from parent to local) self._transformation = Matrix() # type: Matrix # Convenience "components" of the transformation self._position = Vector() # type: Vector self._scale = Vector(1.0, 1.0, 1.0) # type: Vector self._shear = Vector(0.0, 0.0, 0.0) # type: Vector self._mirror = Vector(1.0, 1.0, 1.0) # type: Vector self._orientation = Quaternion() # type: Quaternion # World transformation (from root to local) self._world_transformation = Matrix() # type: Matrix # This is used for rendering. Since we don't want to recompute it every time, we cache it in the node self._cached_normal_matrix = Matrix() # Convenience "components" of the world_transformation self._derived_position = Vector() # type: Vector self._derived_orientation = Quaternion() # type: Quaternion self._derived_scale = Vector() # type: Vector self._parent = parent # type: Optional[SceneNode] # Can this SceneNode be modified in any way? self._enabled = True # type: bool # Can this SceneNode be selected in any way? self._selectable = False # type: bool # Should the AxisAlignedBoundingBox be re-calculated? self._calculate_aabb = True # type: bool # The AxisAligned bounding box. self._aabb = None # type: Optional[AxisAlignedBox] self._bounding_box_mesh = None # type: Optional[MeshData] self._visible = visible # type: bool self._name = name # type: str self._id = node_id # type: str self._decorators = [] # type: List[SceneNodeDecorator] # Store custom settings to be compatible with Savitar SceneNode self._settings = {} # type: Dict[str, Any] ## Signals self.parentChanged.connect(self._onParentChanged) if parent: parent.addChild(self) def __deepcopy__(self, memo: Dict[int, object]) -> "SceneNode": copy = self.__class__() copy.setTransformation(self.getLocalTransformation()) copy.setMeshData(self._mesh_data) copy._visible = cast(bool, deepcopy(self._visible, memo)) copy._selectable = cast(bool, deepcopy(self._selectable, memo)) copy._name = cast(str, deepcopy(self._name, memo)) for decorator in self._decorators: copy.addDecorator( cast(SceneNodeDecorator, deepcopy(decorator, memo))) for child in self._children: copy.addChild(cast(SceneNode, deepcopy(child, memo))) self.calculateBoundingBoxMesh() return copy def setCenterPosition(self, center: Vector) -> None: """Set the center position of this node. This is used to modify it's mesh data (and it's children) in such a way that they are centered. In most cases this means that we use the center of mass as center (which most objects don't use) """ if self._mesh_data: m = Matrix() m.setByTranslation(-center) self._mesh_data = self._mesh_data.getTransformed(m).set( center_position=center) for child in self._children: child.setCenterPosition(center) def getParent(self) -> Optional["SceneNode"]: """Get the parent of this node. If the node has no parent, it is the root node. :returns: SceneNode if it has a parent and None if it's the root node. """ return self._parent def getMirror(self) -> Vector: return self._mirror def setMirror(self, vector) -> None: self._mirror = vector def getBoundingBoxMesh(self) -> Optional[MeshData]: """Get the MeshData of the bounding box :returns: :type{MeshData} Bounding box mesh. """ if self._bounding_box_mesh is None: self.calculateBoundingBoxMesh() return self._bounding_box_mesh def calculateBoundingBoxMesh(self) -> None: """(re)Calculate the bounding box mesh.""" aabb = self.getBoundingBox() if aabb: bounding_box_mesh = MeshBuilder() rtf = aabb.maximum lbb = aabb.minimum bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) # Right - Top - Front bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) # Left - Top - Front bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) # Left - Top - Front bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) # Left - Bottom - Front bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) # Left - Bottom - Front bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) # Right - Bottom - Front bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) # Right - Bottom - Front bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) # Right - Top - Front bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) # Right - Top - Back bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) # Left - Top - Back bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) # Left - Top - Back bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) # Left - Bottom - Back bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) # Left - Bottom - Back bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) # Right - Bottom - Back bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) # Right - Bottom - Back bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) # Right - Top - Back bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) # Right - Top - Front bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) # Right - Top - Back bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) # Left - Top - Front bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) # Left - Top - Back bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) # Left - Bottom - Front bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) # Left - Bottom - Back bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) # Right - Bottom - Front bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) # Right - Bottom - Back self._bounding_box_mesh = bounding_box_mesh.build() def collidesWithBbox(self, check_bbox: AxisAlignedBox) -> bool: """Return if the provided bbox collides with the bbox of this SceneNode""" bbox = self.getBoundingBox() if bbox is not None: if check_bbox.intersectsBox( bbox ) != AxisAlignedBox.IntersectionResult.FullIntersection: return True return False def _onParentChanged(self, node: Optional["SceneNode"]) -> None: """Handler for the ParentChanged signal :param node: Node from which this event was triggered. """ for child in self.getChildren(): child.parentChanged.emit(self) decoratorsChanged = Signal() """Signal for when a :type{SceneNodeDecorator} is added / removed.""" def addDecorator(self, decorator: SceneNodeDecorator) -> None: """Add a SceneNodeDecorator to this SceneNode. :param decorator: The decorator to add. """ if type(decorator) in [type(dec) for dec in self._decorators]: Logger.log( "w", "Unable to add the same decorator type (%s) to a SceneNode twice.", type(decorator)) return try: decorator.setNode(self) except AttributeError: Logger.logException("e", "Unable to add decorator.") return self._decorators.append(decorator) self.decoratorsChanged.emit(self) def getDecorators(self) -> List[SceneNodeDecorator]: """Get all SceneNodeDecorators that decorate this SceneNode. :return: list of all SceneNodeDecorators. """ return self._decorators def getDecorator(self, dec_type: type) -> Optional[SceneNodeDecorator]: """Get SceneNodeDecorators by type. :param dec_type: type of decorator to return. """ for decorator in self._decorators: if type(decorator) == dec_type: return decorator return None def removeDecorators(self): """Remove all decorators""" for decorator in self._decorators: decorator.clear() self._decorators = [] self.decoratorsChanged.emit(self) def removeDecorator(self, dec_type: type) -> None: """Remove decorator by type. :param dec_type: type of the decorator to remove. """ for decorator in self._decorators: if type(decorator) == dec_type: decorator.clear() self._decorators.remove(decorator) self.decoratorsChanged.emit(self) break def callDecoration(self, function: str, *args, **kwargs) -> Any: """Call a decoration of this SceneNode. SceneNodeDecorators add Decorations, which are callable functions. :param function: The function to be called. :param *args :param **kwargs """ for decorator in self._decorators: if hasattr(decorator, function): try: return getattr(decorator, function)(*args, **kwargs) except Exception as e: Logger.logException("e", "Exception calling decoration %s: %s", str(function), str(e)) return None def hasDecoration(self, function: str) -> bool: """Does this SceneNode have a certain Decoration (as defined by a Decorator) :param :type{string} function the function to check for. """ for decorator in self._decorators: if hasattr(decorator, function): return True return False def getName(self) -> str: return self._name def setName(self, name: str) -> None: self._name = name def getId(self) -> str: return self._id def setId(self, node_id: str) -> None: self._id = node_id def getDepth(self) -> int: """How many nodes is this node removed from the root? :return: Steps from root (0 means it -is- the root). """ if self._parent is None: return 0 return self._parent.getDepth() + 1 def setParent(self, scene_node: Optional["SceneNode"]) -> None: """:brief Set the parent of this object :param scene_node: SceneNode that is the parent of this object. """ if self._parent: self._parent.removeChild(self) if scene_node: scene_node.addChild(self) parentChanged = Signal() """Emitted whenever the parent changes.""" def isVisible(self) -> bool: """Get the visibility of this node. The parents visibility overrides the visibility. TODO: Let renderer actually use the visibility to decide whether to render or not. """ if self._parent is not None and self._visible: return self._parent.isVisible() else: return self._visible def setVisible(self, visible: bool) -> None: """Set the visibility of this SceneNode.""" self._visible = visible def getMeshData(self) -> Optional[MeshData]: """Get the (original) mesh data from the scene node/object. :returns: MeshData """ return self._mesh_data def getMeshDataTransformed(self) -> Optional[MeshData]: """Get the transformed mesh data from the scene node/object, based on the transformation of scene nodes wrt root. If this node is a group, it will recursively concatenate all child nodes/objects. :returns: MeshData """ return MeshData(vertices=self.getMeshDataTransformedVertices(), normals=self.getMeshDataTransformedNormals()) def getMeshDataTransformedVertices(self) -> numpy.ndarray: """Get the transformed vertices from this scene node/object, based on the transformation of scene nodes wrt root. If this node is a group, it will recursively concatenate all child nodes/objects. :return: numpy.ndarray """ transformed_vertices = None if self.callDecoration("isGroup"): for child in self._children: tv = child.getMeshDataTransformedVertices() if transformed_vertices is None: transformed_vertices = tv else: transformed_vertices = numpy.concatenate( (transformed_vertices, tv), axis=0) else: if self._mesh_data: transformed_vertices = self._mesh_data.getTransformed( self.getWorldTransformation(copy=False)).getVertices() return transformed_vertices def getMeshDataTransformedNormals(self) -> numpy.ndarray: """Get the transformed normals from this scene node/object, based on the transformation of scene nodes wrt root. If this node is a group, it will recursively concatenate all child nodes/objects. :return: numpy.ndarray """ transformed_normals = None if self.callDecoration("isGroup"): for child in self._children: tv = child.getMeshDataTransformedNormals() if transformed_normals is None: transformed_normals = tv else: transformed_normals = numpy.concatenate( (transformed_normals, tv), axis=0) else: if self._mesh_data: transformed_normals = self._mesh_data.getTransformed( self.getWorldTransformation(copy=False)).getNormals() return transformed_normals def setMeshData(self, mesh_data: Optional[MeshData]) -> None: """Set the mesh of this node/object :param mesh_data: MeshData object """ self._mesh_data = mesh_data self._resetAABB() self.meshDataChanged.emit(self) meshDataChanged = Signal() """Emitted whenever the attached mesh data object changes.""" def _onMeshDataChanged(self) -> None: self.meshDataChanged.emit(self) def addChild(self, scene_node: "SceneNode") -> None: """Add a child to this node and set it's parent as this node. :params scene_node SceneNode to add. """ if scene_node in self._children: return scene_node.transformationChanged.connect(self.transformationChanged) scene_node.childrenChanged.connect(self.childrenChanged) scene_node.meshDataChanged.connect(self.meshDataChanged) self._children.append(scene_node) self._resetAABB() self.childrenChanged.emit(self) if not scene_node._parent is self: scene_node._parent = self scene_node._transformChanged() scene_node.parentChanged.emit(self) def removeChild(self, child: "SceneNode") -> None: """remove a single child :param child: Scene node that needs to be removed. """ if child not in self._children: return child.transformationChanged.disconnect(self.transformationChanged) child.childrenChanged.disconnect(self.childrenChanged) child.meshDataChanged.disconnect(self.meshDataChanged) self._children.remove(child) child._parent = None child._transformChanged() child.parentChanged.emit(self) self._resetAABB() self.childrenChanged.emit(self) def removeAllChildren(self) -> None: """Removes all children and its children's children.""" for child in self._children: child.removeAllChildren() self.removeChild(child) self.childrenChanged.emit(self) def getChildren(self) -> List["SceneNode"]: """Get the list of direct children :returns: List of children """ return self._children def hasChildren(self) -> bool: return True if self._children else False def getAllChildren(self) -> List["SceneNode"]: """Get list of all children (including it's children children children etc.) :returns: list ALl children in this 'tree' """ children = [] children.extend(self._children) for child in self._children: children.extend(child.getAllChildren()) return children childrenChanged = Signal() """Emitted whenever the list of children of this object or any child object changes. :param object: The object that triggered the change. """ def _updateCachedNormalMatrix(self) -> None: self._cached_normal_matrix = Matrix( self.getWorldTransformation(copy=False).getData()) self._cached_normal_matrix.setRow(3, [0, 0, 0, 1]) self._cached_normal_matrix.setColumn(3, [0, 0, 0, 1]) self._cached_normal_matrix.pseudoinvert() self._cached_normal_matrix.transpose() def getCachedNormalMatrix(self) -> Matrix: if self._cached_normal_matrix is None: self._updateCachedNormalMatrix() return self._cached_normal_matrix def getWorldTransformation(self, copy=True) -> Matrix: """Computes and returns the transformation from world to local space. :returns: 4x4 transformation matrix """ if self._world_transformation is None: self._updateWorldTransformation() if copy: return self._world_transformation.copy() return self._world_transformation def getLocalTransformation(self, copy=True) -> Matrix: """Returns the local transformation with respect to its parent. (from parent to local) :returns transformation 4x4 (homogeneous) matrix """ if self._transformation is None: self._updateLocalTransformation() if copy: return self._transformation.copy() return self._transformation def setTransformation(self, transformation: Matrix): self._transformation = transformation.copy( ) # Make a copy to ensure we never change the given transformation self._transformChanged() def getOrientation(self) -> Quaternion: """Get the local orientation value.""" return deepcopy(self._orientation) def getWorldOrientation(self) -> Quaternion: return deepcopy(self._derived_orientation) def rotate(self, rotation: Quaternion, transform_space: int = TransformSpace.Local) -> None: """Rotate the scene object (and thus its children) by given amount :param rotation: :type{Quaternion} A quaternion indicating the amount of rotation. :param transform_space: The space relative to which to rotate. Can be any one of the constants in SceneNode::TransformSpace. """ if not self._enabled: return orientation_matrix = rotation.toMatrix() if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(orientation_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(orientation_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply( self._world_transformation.getInverse()) self._transformation.multiply(orientation_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() def setOrientation(self, orientation: Quaternion, transform_space: int = TransformSpace.Local) -> None: """Set the local orientation of this scene node. :param orientation: :type{Quaternion} The new orientation of this scene node. :param transform_space: The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. """ if not self._enabled or orientation == self._orientation: return if transform_space == SceneNode.TransformSpace.World: if self.getWorldOrientation() == orientation: return new_orientation = orientation * ( self.getWorldOrientation() * self._orientation.getInverse()).invert() orientation_matrix = new_orientation.toMatrix() else: # Local orientation_matrix = orientation.toMatrix() euler_angles = orientation_matrix.getEuler() new_transform_matrix = Matrix() new_transform_matrix.compose(scale=self._scale, angles=euler_angles, translate=self._position, shear=self._shear) self._transformation = new_transform_matrix self._transformChanged() def getScale(self) -> Vector: """Get the local scaling value.""" return self._scale def getWorldScale(self) -> Vector: return self._derived_scale def scale(self, scale: Vector, transform_space: int = TransformSpace.Local) -> None: """Scale the scene object (and thus its children) by given amount :param scale: :type{Vector} A Vector with three scale values :param transform_space: The space relative to which to scale. Can be any one of the constants in SceneNode::TransformSpace. """ if not self._enabled: return scale_matrix = Matrix() scale_matrix.setByScaleVector(scale) if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(scale_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(scale_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply( self._world_transformation.getInverse()) self._transformation.multiply(scale_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() def setScale(self, scale: Vector, transform_space: int = TransformSpace.Local) -> None: """Set the local scale value. :param scale: :type{Vector} The new scale value of the scene node. :param transform_space: The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. """ if not self._enabled or scale == self._scale: return if transform_space == SceneNode.TransformSpace.Local: self.scale(scale / self._scale, SceneNode.TransformSpace.Local) return if transform_space == SceneNode.TransformSpace.World: if self.getWorldScale() == scale: return self.scale(scale / self._scale, SceneNode.TransformSpace.World) def getPosition(self) -> Vector: """Get the local position.""" return self._position def getWorldPosition(self) -> Vector: """Get the position of this scene node relative to the world.""" return self._derived_position def translate(self, translation: Vector, transform_space: int = TransformSpace.Local) -> None: """Translate the scene object (and thus its children) by given amount. :param translation: :type{Vector} The amount to translate by. :param transform_space: The space relative to which to translate. Can be any one of the constants in SceneNode::TransformSpace. """ if not self._enabled: return translation_matrix = Matrix() translation_matrix.setByTranslation(translation) if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(translation_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(translation_matrix) elif transform_space == SceneNode.TransformSpace.World: world_transformation = self._world_transformation.copy() self._transformation.multiply( self._world_transformation.getInverse()) self._transformation.multiply(translation_matrix) self._transformation.multiply(world_transformation) self._transformChanged() def setPosition(self, position: Vector, transform_space: int = TransformSpace.Local) -> None: """Set the local position value. :param position: The new position value of the SceneNode. :param transform_space: The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. """ if not self._enabled or position == self._position: return if transform_space == SceneNode.TransformSpace.Local: self.translate(position - self._position, SceneNode.TransformSpace.Parent) if transform_space == SceneNode.TransformSpace.World: if self.getWorldPosition() == position: return self.translate(position - self._derived_position, SceneNode.TransformSpace.World) transformationChanged = Signal() """Signal. Emitted whenever the transformation of this object or any child object changes. :param object: The object that caused the change. """ def lookAt(self, target: Vector, up: Vector = Vector.Unit_Y) -> None: """Rotate this scene node in such a way that it is looking at target. :param target: :type{Vector} The target to look at. :param up: :type{Vector} The vector to consider up. Defaults to Vector.Unit_Y, i.e. (0, 1, 0). """ if not self._enabled: return eye = self.getWorldPosition() f = (target - eye).normalized() up = up.normalized() s = f.cross(up).normalized() u = s.cross(f).normalized() m = Matrix([[s.x, u.x, -f.x, 0.0], [s.y, u.y, -f.y, 0.0], [s.z, u.z, -f.z, 0.0], [0.0, 0.0, 0.0, 1.0]]) self.setOrientation(Quaternion.fromMatrix(m)) def render(self, renderer) -> bool: """Can be overridden by child nodes if they need to perform special rendering. If you need to handle rendering in a special way, for example for tool handles, you can override this method and render the node. Return True to prevent the view from rendering any attached mesh data. :param renderer: The renderer object to use for rendering. :return: False if the view should render this node, True if we handle our own rendering. """ return False def isEnabled(self) -> bool: """Get whether this SceneNode is enabled, that is, it can be modified in any way.""" if self._parent is not None and self._enabled: return self._parent.isEnabled() else: return self._enabled def setEnabled(self, enable: bool) -> None: """Set whether this SceneNode is enabled. :param enable: True if this object should be enabled, False if not. :sa isEnabled """ self._enabled = enable def isSelectable(self) -> bool: """Get whether this SceneNode can be selected. :note This will return false if isEnabled() returns false. """ return self._enabled and self._selectable def setSelectable(self, select: bool) -> None: """Set whether this SceneNode can be selected. :param select: True if this SceneNode should be selectable, False if not. """ self._selectable = select def getBoundingBox(self) -> Optional[AxisAlignedBox]: """Get the bounding box of this node and its children.""" if not self._calculate_aabb: return None if self._aabb is None: self._calculateAABB() return self._aabb def setCalculateBoundingBox(self, calculate: bool) -> None: """Set whether or not to calculate the bounding box for this node. :param calculate: True if the bounding box should be calculated, False if not. """ self._calculate_aabb = calculate boundingBoxChanged = Signal() def getShear(self) -> Vector: return self._shear def getSetting(self, key: str, default_value: str = "") -> str: return self._settings.get(key, default_value) def setSetting(self, key: str, value: str) -> None: self._settings[key] = value def invertNormals(self) -> None: for child in self._children: child.invertNormals() if self._mesh_data: self._mesh_data.invertNormals() def _transformChanged(self) -> None: self._updateTransformation() self._resetAABB() self.transformationChanged.emit(self) for child in self._children: child._transformChanged() def _updateLocalTransformation(self) -> None: self._position, euler_angle_matrix, self._scale, self._shear = self._transformation.decompose( ) self._orientation.setByMatrix(euler_angle_matrix) def _updateWorldTransformation(self) -> None: if self._parent: self._world_transformation = self._parent.getWorldTransformation( ).multiply(self._transformation) else: self._world_transformation = self._transformation self._derived_position, world_euler_angle_matrix, self._derived_scale, world_shear = self._world_transformation.decompose( ) self._derived_orientation.setByMatrix(world_euler_angle_matrix) def _updateTransformation(self) -> None: self._updateLocalTransformation() self._updateWorldTransformation() self._updateCachedNormalMatrix() def _resetAABB(self) -> None: if not self._calculate_aabb: return self._aabb = None self._bounding_box_mesh = None if self._parent: self._parent._resetAABB() self.boundingBoxChanged.emit() def _calculateAABB(self) -> None: if self._mesh_data: aabb = self._mesh_data.getExtents( self.getWorldTransformation(copy=False)) else: # If there is no mesh_data, use a boundingbox that encompasses the local (0,0,0) position = self.getWorldPosition() aabb = AxisAlignedBox(minimum=position, maximum=position) for child in self._children: if aabb is None: aabb = child.getBoundingBox() else: aabb = aabb + child.getBoundingBox() self._aabb = aabb def __str__(self) -> str: """String output for debugging.""" name = self._name if self._name != "" else hex(id(self)) return "<" + self.__class__.__qualname__ + " object: '" + name + "'>"
class SceneNode(): class TransformSpace: Local = 1 Parent = 2 World = 3 ## Construct a scene node. # \param parent The parent of this node (if any). Only a root node should have None as a parent. # \param kwargs Keyword arguments. # Possible keywords: # - visible \type{bool} Is the SceneNode (and thus, all it's children) visible? Defaults to True # - name \type{string} Name of the SceneNode. Defaults to empty string. def __init__(self, parent=None, **kwargs): super().__init__() # Call super to make multiple inheritance work. self._children = [] # type: List[SceneNode] self._mesh_data = None # type: MeshData # Local transformation (from parent to local) self._transformation = Matrix() # type: Matrix # Convenience "components" of the transformation self._position = Vector() # type: Vector self._scale = Vector(1.0, 1.0, 1.0) # type: Vector self._shear = Vector(0.0, 0.0, 0.0) # type: Vector self._mirror = Vector(1.0, 1.0, 1.0) # type: Vector self._orientation = Quaternion() # type: Quaternion # World transformation (from root to local) self._world_transformation = Matrix() # type: Matrix # Convenience "components" of the world_transformation self._derived_position = Vector() # type: Vector self._derived_orientation = Quaternion() # type: Quaternion self._derived_scale = Vector() # type: Vector self._parent = parent # type: Optional[SceneNode] # Can this SceneNode be modified in any way? self._enabled = True # type: bool # Can this SceneNode be selected in any way? self._selectable = False # type: bool # Should the AxisAlignedBounxingBox be re-calculated? self._calculate_aabb = True # type: bool # The AxisAligned bounding box. self._aabb = None # type: Optional[AxisAlignedBox] self._bounding_box_mesh = None # type: Optional[MeshData] self._visible = kwargs.get("visible", True) # type: bool self._name = kwargs.get("name", "") # type: str self._decorators = [] # type: List[SceneNodeDecorator] ## Signals self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh) self.parentChanged.connect(self._onParentChanged) if parent: parent.addChild(self) def __deepcopy__(self, memo): copy = SceneNode() copy.setTransformation(self.getLocalTransformation()) copy.setMeshData(self._mesh_data) copy.setVisible(deepcopy(self._visible, memo)) copy._selectable = deepcopy(self._selectable, memo) copy._name = deepcopy(self._name, memo) for decorator in self._decorators: copy.addDecorator(deepcopy(decorator, memo)) for child in self._children: copy.addChild(deepcopy(child, memo)) self.calculateBoundingBoxMesh() return copy ## Set the center position of this node. # This is used to modify it's mesh data (and it's children) in such a way that they are centered. # In most cases this means that we use the center of mass as center (which most objects don't use) def setCenterPosition(self, center: Vector): if self._mesh_data: m = Matrix() m.setByTranslation(-center) self._mesh_data = self._mesh_data.getTransformed(m).set( center_position=center) for child in self._children: child.setCenterPosition(center) ## \brief Get the parent of this node. If the node has no parent, it is the root node. # \returns SceneNode if it has a parent and None if it's the root node. def getParent(self) -> Optional["SceneNode"]: return self._parent def getMirror(self) -> Vector: return self._mirror ## Get the MeshData of the bounding box # \returns \type{MeshData} Bounding box mesh. def getBoundingBoxMesh(self) -> Optional[MeshData]: return self._bounding_box_mesh ## (re)Calculate the bounding box mesh. def calculateBoundingBoxMesh(self): aabb = self.getBoundingBox() if aabb: bounding_box_mesh = MeshBuilder() rtf = aabb.maximum lbb = aabb.minimum bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) # Right - Top - Front bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) # Left - Top - Front bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) # Left - Top - Front bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) # Left - Bottom - Front bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) # Left - Bottom - Front bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) # Right - Bottom - Front bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) # Right - Bottom - Front bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) # Right - Top - Front bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) # Right - Top - Back bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) # Left - Top - Back bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) # Left - Top - Back bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) # Left - Bottom - Back bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) # Left - Bottom - Back bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) # Right - Bottom - Back bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) # Right - Bottom - Back bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) # Right - Top - Back bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) # Right - Top - Front bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) # Right - Top - Back bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) # Left - Top - Front bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) # Left - Top - Back bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) # Left - Bottom - Front bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) # Left - Bottom - Back bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) # Right - Bottom - Front bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) # Right - Bottom - Back self._bounding_box_mesh = bounding_box_mesh.build() ## Handler for the ParentChanged signal # \param node Node from which this event was triggered. def _onParentChanged(self, node: Optional["SceneNode"]): for child in self.getChildren(): child.parentChanged.emit(self) ## Signal for when a \type{SceneNodeDecorator} is added / removed. decoratorsChanged = Signal() ## Add a SceneNodeDecorator to this SceneNode. # \param \type{SceneNodeDecorator} decorator The decorator to add. def addDecorator(self, decorator: SceneNodeDecorator): if type(decorator) in [type(dec) for dec in self._decorators]: Logger.log( "w", "Unable to add the same decorator type (%s) to a SceneNode twice.", type(decorator)) return try: decorator.setNode(self) except AttributeError: Logger.logException("e", "Unable to add decorator.") return self._decorators.append(decorator) self.decoratorsChanged.emit(self) ## Get all SceneNodeDecorators that decorate this SceneNode. # \return list of all SceneNodeDecorators. def getDecorators(self) -> List[SceneNodeDecorator]: return self._decorators ## Get SceneNodeDecorators by type. # \param dec_type type of decorator to return. def getDecorator(self, dec_type) -> Optional[SceneNodeDecorator]: for decorator in self._decorators: if type(decorator) == dec_type: return decorator ## Remove all decorators def removeDecorators(self): for decorator in self._decorators: decorator.clear() self._decorators = [] self.decoratorsChanged.emit(self) ## Remove decorator by type. # \param dec_type type of the decorator to remove. def removeDecorator(self, dec_type: SceneNodeDecorator): for decorator in self._decorators: if type(decorator) == dec_type: decorator.clear() self._decorators.remove(decorator) self.decoratorsChanged.emit(self) break ## Call a decoration of this SceneNode. # SceneNodeDecorators add Decorations, which are callable functions. # \param \type{string} function The function to be called. # \param *args # \param **kwargs def callDecoration(self, function: str, *args, **kwargs): for decorator in self._decorators: if hasattr(decorator, function): try: return getattr(decorator, function)(*args, **kwargs) except Exception as e: Logger.log("e", "Exception calling decoration %s: %s", str(function), str(e)) return None ## Does this SceneNode have a certain Decoration (as defined by a Decorator) # \param \type{string} function the function to check for. def hasDecoration(self, function: str) -> bool: for decorator in self._decorators: if hasattr(decorator, function): return True return False def getName(self) -> str: return self._name def setName(self, name: str): self._name = name ## How many nodes is this node removed from the root? # \return |tupe{int} Steps from root (0 means it -is- the root). def getDepth(self) -> int: if self._parent is None: return 0 return self._parent.getDepth() + 1 ## \brief Set the parent of this object # \param scene_node SceneNode that is the parent of this object. def setParent(self, scene_node: Optional["SceneNode"]): if self._parent: self._parent.removeChild(self) if scene_node: scene_node.addChild(self) ## Emitted whenever the parent changes. parentChanged = Signal() ## \brief Get the visibility of this node. The parents visibility overrides the visibility. # TODO: Let renderer actually use the visibility to decide whether to render or not. def isVisible(self) -> bool: if self._parent is not None and self._visible: return self._parent.isVisible() else: return self._visible ## Set the visibility of this SceneNode. def setVisible(self, visible: bool): self._visible = visible ## \brief Get the (original) mesh data from the scene node/object. # \returns MeshData def getMeshData(self) -> Optional[MeshData]: return self._mesh_data ## \brief Get the transformed mesh data from the scene node/object, based on the transformation of scene nodes wrt root. # If this node is a group, it will recursively concatenate all child nodes/objects. # \returns MeshData def getMeshDataTransformed(self) -> Optional[MeshData]: return MeshData(vertices=self.getMeshDataTransformedVertices()) ## \brief Get the transformed vertices from this scene node/object, based on the transformation of scene nodes wrt root. # If this node is a group, it will recursively concatenate all child nodes/objects. # \return numpy.ndarray def getMeshDataTransformedVertices(self) -> numpy.ndarray: transformed_vertices = None if self.callDecoration("isGroup"): for child in self._children: tv = child.getMeshDataTransformedVertices() if transformed_vertices is None: transformed_vertices = tv else: transformed_vertices = numpy.concatenate( (transformed_vertices, tv), axis=0) else: transformed_vertices = self._mesh_data.getTransformed( self.getWorldTransformation()).getVertices() return transformed_vertices ## \brief Set the mesh of this node/object # \param mesh_data MeshData object def setMeshData(self, mesh_data: Optional[MeshData]): self._mesh_data = mesh_data self._resetAABB() self.meshDataChanged.emit(self) ## Emitted whenever the attached mesh data object changes. meshDataChanged = Signal() def _onMeshDataChanged(self): self.meshDataChanged.emit(self) ## \brief Add a child to this node and set it's parent as this node. # \params scene_node SceneNode to add. def addChild(self, scene_node: "SceneNode"): if scene_node not in self._children: scene_node.transformationChanged.connect( self.transformationChanged) scene_node.childrenChanged.connect(self.childrenChanged) scene_node.meshDataChanged.connect(self.meshDataChanged) self._children.append(scene_node) self._resetAABB() self.childrenChanged.emit(self) if not scene_node._parent is self: scene_node._parent = self scene_node._transformChanged() scene_node.parentChanged.emit(self) ## \brief remove a single child # \param child Scene node that needs to be removed. def removeChild(self, child: "SceneNode"): if child not in self._children: return child.transformationChanged.disconnect(self.transformationChanged) child.childrenChanged.disconnect(self.childrenChanged) child.meshDataChanged.disconnect(self.meshDataChanged) self._children.remove(child) child._parent = None child._transformChanged() child.parentChanged.emit(self) self._resetAABB() self.childrenChanged.emit(self) ## \brief Removes all children and its children's children. def removeAllChildren(self): for child in self._children: child.removeAllChildren() self.removeChild(child) self.childrenChanged.emit(self) ## \brief Get the list of direct children # \returns List of children def getChildren(self) -> List["SceneNode"]: return self._children def hasChildren(self) -> bool: return True if self._children else False ## \brief Get list of all children (including it's children children children etc.) # \returns list ALl children in this 'tree' def getAllChildren(self) -> List["SceneNode"]: children = [] children.extend(self._children) for child in self._children: children.extend(child.getAllChildren()) return children ## \brief Emitted whenever the list of children of this object or any child object changes. # \param object The object that triggered the change. childrenChanged = Signal() ## \brief Computes and returns the transformation from world to local space. # \returns 4x4 transformation matrix def getWorldTransformation(self) -> Matrix: if self._world_transformation is None: self._updateTransformation() return deepcopy(self._world_transformation) ## \brief Returns the local transformation with respect to its parent. (from parent to local) # \retuns transformation 4x4 (homogenous) matrix def getLocalTransformation(self) -> Matrix: if self._transformation is None: self._updateTransformation() return deepcopy(self._transformation) def setTransformation(self, transformation: Matrix): self._transformation = deepcopy( transformation ) # Make a copy to ensure we never change the given transformation self._transformChanged() ## Get the local orientation value. def getOrientation(self) -> Quaternion: return deepcopy(self._orientation) def getWorldOrientation(self) -> Quaternion: return deepcopy(self._derived_orientation) ## \brief Rotate the scene object (and thus its children) by given amount # # \param rotation \type{Quaternion} A quaternion indicating the amount of rotation. # \param transform_space The space relative to which to rotate. Can be any one of the constants in SceneNode::TransformSpace. def rotate(self, rotation: Quaternion, transform_space: int = TransformSpace.Local): if not self._enabled: return orientation_matrix = rotation.toMatrix() if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(orientation_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(orientation_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply( self._world_transformation.getInverse()) self._transformation.multiply(orientation_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() ## Set the local orientation of this scene node. # # \param orientation \type{Quaternion} The new orientation of this scene node. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setOrientation(self, orientation: Quaternion, transform_space: int = TransformSpace.Local): if not self._enabled or orientation == self._orientation: return new_transform_matrix = Matrix() if transform_space == SceneNode.TransformSpace.World: if self.getWorldOrientation() == orientation: return new_orientation = orientation * ( self.getWorldOrientation() * self._orientation.getInverse()).getInverse() orientation_matrix = new_orientation.toMatrix() else: # Local orientation_matrix = orientation.toMatrix() euler_angles = orientation_matrix.getEuler() new_transform_matrix.compose(scale=self._scale, angles=euler_angles, translate=self._position, shear=self._shear) self._transformation = new_transform_matrix self._transformChanged() ## Get the local scaling value. def getScale(self) -> Vector: return self._scale def getWorldScale(self) -> Vector: return self._derived_scale ## Scale the scene object (and thus its children) by given amount # # \param scale \type{Vector} A Vector with three scale values # \param transform_space The space relative to which to scale. Can be any one of the constants in SceneNode::TransformSpace. def scale(self, scale: Vector, transform_space: int = TransformSpace.Local): if not self._enabled: return scale_matrix = Matrix() scale_matrix.setByScaleVector(scale) if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(scale_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(scale_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply( self._world_transformation.getInverse()) self._transformation.multiply(scale_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() ## Set the local scale value. # # \param scale \type{Vector} The new scale value of the scene node. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setScale(self, scale: Vector, transform_space: int = TransformSpace.Local): if not self._enabled or scale == self._scale: return if transform_space == SceneNode.TransformSpace.Local: self.scale(scale / self._scale, SceneNode.TransformSpace.Local) return if transform_space == SceneNode.TransformSpace.World: if self.getWorldScale() == scale: return self.scale(scale / self._scale, SceneNode.TransformSpace.World) ## Get the local position. def getPosition(self) -> Vector: return self._position ## Get the position of this scene node relative to the world. def getWorldPosition(self) -> Vector: return self._derived_position ## Translate the scene object (and thus its children) by given amount. # # \param translation \type{Vector} The amount to translate by. # \param transform_space The space relative to which to translate. Can be any one of the constants in SceneNode::TransformSpace. def translate(self, translation: Vector, transform_space: int = TransformSpace.Local): if not self._enabled: return translation_matrix = Matrix() translation_matrix.setByTranslation(translation) if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(translation_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(translation_matrix) elif transform_space == SceneNode.TransformSpace.World: world_transformation = deepcopy(self._world_transformation) self._transformation.multiply( self._world_transformation.getInverse()) self._transformation.multiply(translation_matrix) self._transformation.multiply(world_transformation) self._transformChanged() ## Set the local position value. # # \param position The new position value of the SceneNode. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setPosition(self, position: Vector, transform_space: int = TransformSpace.Local): if not self._enabled or position == self._position: return if transform_space == SceneNode.TransformSpace.Local: self.translate(position - self._position, SceneNode.TransformSpace.Parent) if transform_space == SceneNode.TransformSpace.World: if self.getWorldPosition() == position: return self.translate(position - self._derived_position, SceneNode.TransformSpace.World) ## Signal. Emitted whenever the transformation of this object or any child object changes. # \param object The object that caused the change. transformationChanged = Signal() ## Rotate this scene node in such a way that it is looking at target. # # \param target \type{Vector} The target to look at. # \param up \type{Vector} The vector to consider up. Defaults to Vector.Unit_Y, i.e. (0, 1, 0). def lookAt(self, target: Vector, up: Vector = Vector.Unit_Y): if not self._enabled: return eye = self.getWorldPosition() f = (target - eye).normalized() up = up.normalized() s = f.cross(up).normalized() u = s.cross(f).normalized() m = Matrix([[s.x, u.x, -f.x, 0.0], [s.y, u.y, -f.y, 0.0], [s.z, u.z, -f.z, 0.0], [0.0, 0.0, 0.0, 1.0]]) self.setOrientation(Quaternion.fromMatrix(m)) ## Can be overridden by child nodes if they need to perform special rendering. # If you need to handle rendering in a special way, for example for tool handles, # you can override this method and render the node. Return True to prevent the # view from rendering any attached mesh data. # # \param renderer The renderer object to use for rendering. # # \return False if the view should render this node, True if we handle our own rendering. def render(self, renderer) -> bool: return False ## Get whether this SceneNode is enabled, that is, it can be modified in any way. def isEnabled(self) -> bool: return self._enabled ## Set whether this SceneNode is enabled. # \param enable True if this object should be enabled, False if not. # \sa isEnabled def setEnabled(self, enable: bool): self._enabled = enable ## Get whether this SceneNode can be selected. # # \note This will return false if isEnabled() returns false. def isSelectable(self) -> bool: return self._enabled and self._selectable ## Set whether this SceneNode can be selected. # # \param select True if this SceneNode should be selectable, False if not. def setSelectable(self, select: bool): self._selectable = select ## Get the bounding box of this node and its children. def getBoundingBox(self) -> Optional[AxisAlignedBox]: if not self._calculate_aabb: return None if self._aabb is None: self._calculateAABB() return self._aabb ## Set whether or not to calculate the bounding box for this node. # # \param calculate True if the bounding box should be calculated, False if not. def setCalculateBoundingBox(self, calculate: bool): self._calculate_aabb = calculate boundingBoxChanged = Signal() def getShear(self) -> Vector: return self._shear ## private: def _transformChanged(self): self._updateTransformation() self._resetAABB() self.transformationChanged.emit(self) for child in self._children: child._transformChanged() def _updateTransformation(self): scale, shear, euler_angles, translation, mirror = self._transformation.decompose( ) self._position = translation self._scale = scale self._shear = shear self._mirror = mirror orientation = Quaternion() euler_angle_matrix = Matrix() euler_angle_matrix.setByEuler(euler_angles.x, euler_angles.y, euler_angles.z) orientation.setByMatrix(euler_angle_matrix) self._orientation = orientation if self._parent: self._world_transformation = self._parent.getWorldTransformation( ).multiply(self._transformation, copy=True) else: self._world_transformation = self._transformation world_scale, world_shear, world_euler_angles, world_translation, world_mirror = self._world_transformation.decompose( ) self._derived_position = world_translation self._derived_scale = world_scale world_euler_angle_matrix = Matrix() world_euler_angle_matrix.setByEuler(world_euler_angles.x, world_euler_angles.y, world_euler_angles.z) self._derived_orientation.setByMatrix(world_euler_angle_matrix) def _resetAABB(self): if not self._calculate_aabb: return self._aabb = None if self.getParent(): self.getParent()._resetAABB() self.boundingBoxChanged.emit() def _calculateAABB(self): aabb = None if self._mesh_data: aabb = self._mesh_data.getExtents(self.getWorldTransformation()) else: # If there is no mesh_data, use a boundingbox that encompasses the local (0,0,0) position = self.getWorldPosition() aabb = AxisAlignedBox(minimum=position, maximum=position) for child in self._children: if aabb is None: aabb = child.getBoundingBox() else: aabb = aabb + child.getBoundingBox() self._aabb = aabb
class CliParser: progressChanged = Signal() timeMaterialEstimates = Signal() layersDataGenerated = Signal() def __init__(self, build_plate_number) -> None: self._profiled = False self._material_amounts = [0, 0] self._time_estimates = { "inset_0": 0, "inset_x": 0, "skin": 0, "infill": 0, "support_infill": 0, "support_interface": 0, "support": 0, "skirt": 0, "travel": 0, "retract": 0, "none": 0 } self._build_plate_number = build_plate_number self._is_layers_in_file = False self._cancelled = False # self._message = None self._layer_number = -1 self._extruder_number = 0 self._pi_faction = 0 self._position = Position self._gcode_position = Position # stack to get print settingd via getProperty method self._application = SteSlicerApplication.getInstance() self._global_stack = self._application.getGlobalContainerStack( ) # type: GlobalStack self._licensed = self._application.getLicenseManager().licenseValid self._rot_nwp = Matrix() self._rot_nws = Matrix() self._scene_node = None self._layer_type = LayerPolygon.Inset0Type self._extruder_number = 0 # type: Dict[int, List[float]] # Offsets for multi extruders. key is index, value is [x-offset, y-offset] self._extruder_offsets = {} self._gcode_list = [] self._current_layer_thickness = 0 self._current_layer_height = 0 # speeds self._travel_speed = 0 self._wall_0_speed = 0 self._skin_speed = 0 self._infill_speed = 0 self._support_speed = 0 self._retraction_speed = 0 self._prime_speed = 0 # retraction self._enable_retraction = False self._retraction_amount = 0 self._retraction_min_travel = 1.5 self._retraction_hop_enabled = False self._retraction_hop = 1 self._filament_diameter = 1.75 self._line_width = 0.4 self._layer_thickness = 0.2 self._clearValues() _layer_keyword = "$$LAYER/" _geometry_end_keyword = "$$GEOMETRYEND" _body_type_keyword = "//body//" _support_type_keyword = "//support//" _skin_type_keyword = "//skin//" _infill_type_keyword = "//infill//" _perimeter_type_keyword = "//perimeter//" _type_keyword = ";TYPE:" def cancel(self): self._cancelled = True def getLayersData(self): if self._layer_data_builder: return self._layer_data_builder.getLayers() else: return [] def getMaterialAmounts(self): return self._material_amounts def getTimes(self): return self._time_estimates def processCliStream(self, stream: str) -> List[str]: Logger.log("d", "Preparing to load CLI") start_time = time() self._cancelled = False self._setPrintSettings() self._is_layers_in_file = False self._gcode_list = [] self._writeStartCode(self._gcode_list) self._gcode_list[-1] += ";LAYER_COUNT\n" # Reading starts here file_lines = 0 current_line = 0 for line in stream.split("\n"): file_lines += 1 if not self._is_layers_in_file and line[:len( self._layer_keyword)] == self._layer_keyword: self._is_layers_in_file = True file_step = max(math.floor(file_lines / 100), 1) self._clearValues() self.progressChanged.emit(0) Logger.log("d", "Parsing CLI...") self._position = Position(0, 0, 0, 0, 0, 1, 0, [0]) self._gcode_position = Position(999, 999, 999, 0, 0, 0, 0, [0]) current_path = [] # type: List[List[float]] geometry_start = False for line in stream.split("\n"): if self._cancelled: Logger.log("d", "Parsing CLI file cancelled") return None current_line += 1 if current_line % file_step == 0: self.progressChanged.emit( math.floor(current_line / file_lines * 100)) Job.yieldThread() if len(line) == 0: continue if line == "$$GEOMETRYSTART": geometry_start = True continue if not geometry_start: continue if self._is_layers_in_file and line[:len(self._layer_keyword )] == self._layer_keyword: try: layer_height = float(line[len(self._layer_keyword):]) self._current_layer_thickness = layer_height - self._current_layer_height if self._current_layer_thickness > 0.4: self._current_layer_thickness = 0.2 self._current_layer_height = layer_height self._createPolygon( self._current_layer_thickness, current_path, self._extruder_offsets.get(self._extruder_number, [0, 0])) current_path.clear() # Start the new layer at the end position of the last layer self._addToPath(current_path, [ self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._position.f, self._position.e[self._extruder_number], LayerPolygon.MoveCombingType ]) # current_path.append( # [self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, # self._position.c, self._position.f, self._position.e[self._extruder_number], # LayerPolygon.MoveCombingType]) if not (self._gcode_list[-1].startswith(";LAYER:") and self._gcode_list[-1].count('\n') < 2): self._layer_number += 1 self._gcode_list.append(";LAYER:%s\n" % self._layer_number) except: pass if line.find(self._body_type_keyword) == 0: self._layer_type = LayerPolygon.Inset0Type if line.find(self._support_type_keyword) == 0: self._layer_type = LayerPolygon.SupportType if line.find(self._perimeter_type_keyword) == 0: self._layer_type = LayerPolygon.Inset0Type if line.find(self._skin_type_keyword) == 0: self._layer_type = LayerPolygon.SkinType if line.find(self._infill_type_keyword) == 0: self._layer_type = LayerPolygon.InfillType # Comment line if line.startswith("//"): continue # Polyline processing self._gcode_list[-1] = self.processPolyline( line, current_path, self._gcode_list[-1]) if self._cancelled: return None # "Flush" leftovers. Last layer paths are still stored if 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() self._gcode_list[0].replace(";LAYER_COUNT:\n", ";LAYER_COUNT:%s\n" % self._layer_number) end_gcode = self._global_stack.getProperty("machine_end_gcode", "value") self._gcode_list.append(end_gcode + "\n") self.timeMaterialEstimates.emit(self._material_amounts, self._time_estimates) self.layersDataGenerated.emit(self._layer_data_builder.getLayers()) return self._gcode_list def _setPrintSettings(self): pass def _onHideMessage(self, message: Optional[Union[str, Message]]) -> None: if message == self._message: self._cancelled = True def _clearValues(self): self._material_amounts = [0.0, 0.0] self._time_estimates = { "inset_0": 60, "inset_x": 0, "skin": 0, "infill": 0, "support_infill": 0, "support_interface": 0, "support": 0, "skirt": 0, "travel": 0, "retract": 0, "none": 0 } self._extruder_number = 0 self._layer_number = -1 self._layer_data_builder = LayerDataBuilder() self._pi_faction = 0 self._position = Position(0, 0, 0, 0, 0, 1, 0, [0]) self._gcode_position = Position(0, 0, 0, 0, 0, 0, 0, [0]) self._rot_nwp = Matrix() self._rot_nws = Matrix() self._layer_type = LayerPolygon.Inset0Type self._parsing_type = self._global_stack.getProperty( "printing_mode", "value") self._line_width = self._global_stack.getProperty( "wall_line_width_0", "value") self._layer_thickness = self._global_stack.getProperty( "layer_height", "value") self._travel_speed = self._global_stack.getProperty( "speed_travel", "value") self._wall_0_speed = self._global_stack.getProperty( "speed_wall_0", "value") self._skin_speed = self._global_stack.getProperty( "speed_topbottom", "value") self._infill_speed = self._global_stack.getProperty( "speed_infill", "value") self._support_speed = self._global_stack.getProperty( "speed_support", "value") self._retraction_speed = self._global_stack.getProperty( "retraction_retract_speed", "value") self._prime_speed = self._global_stack.getProperty( "retraction_prime_speed", "value") extruder = self._global_stack.extruders.get( "%s" % self._extruder_number, None) # type: Optional[ExtruderStack] self._filament_diameter = extruder.getProperty("material_diameter", "value") self._enable_retraction = extruder.getProperty("retraction_enable", "value") self._retraction_amount = extruder.getProperty("retraction_amount", "value") self._retraction_min_travel = extruder.getProperty( "retraction_min_travel", "value") self._retraction_hop_enabled = extruder.getProperty( "retraction_hop_enabled", "value") self._retraction_hop = extruder.getProperty("retraction_hop", "value") def _setByRotationAxis(self, matrix, angle: float, direction: Vector, point: Optional[List[float]] = None) -> None: sina = math.sin(angle) cosa = math.cos(angle) direction_data = matrix._unitVector(direction.getData()) # rotation matrix around unit vector R = numpy.diag([cosa, cosa, cosa]) R += numpy.outer(direction_data, direction_data) * (1.0 - cosa) direction_data *= sina R += numpy.array([[0.0, -direction_data[2], direction_data[1]], [direction_data[2], 0.0, -direction_data[0]], [-direction_data[1], direction_data[0], 0.0]], dtype=numpy.float64) M = numpy.identity(4) M[:3, :3] = R if point is not None: # rotation not around origin point = numpy.array(point[:3], dtype=numpy.float64, copy=False) M[:3, 3] = point - numpy.dot(R, point) matrix._data = M def _transformCoordinates( self, x: float, y: float, z: float, i: float, j: float, k: float, position: Position) -> (float, float, float, float, float, float): a = position.a c = position.c # Get coordinate angles if abs(self._position.c - k) > 0.00001: a = numpy.arccos(k) self._rot_nwp = Matrix() self._setByRotationAxis(self._rot_nwp, -a, Vector.Unit_X) # self._rot_nwp.setByRotationAxis(-a, Vector.Unit_X) a = numpy.degrees(a) if abs(self._position.a - i) > 0.00001 or abs(self._position.b - j) > 0.00001: c = numpy.arctan2(j, i) if x != 0 and y != 0 else 0 angle = numpy.degrees(c + self._pi_faction * 2 * numpy.pi) if abs(angle - position.c) > 180: self._pi_faction += 1 if (angle - position.c) < 0 else -1 c += self._pi_faction * 2 * numpy.pi c -= numpy.pi / 2 self._rot_nws = Matrix() self._setByRotationAxis(self._rot_nws, c, Vector.Unit_Z) # self._rot_nws.setByRotationAxis(c, Vector.Unit_Z) c = numpy.degrees(c) tr = self._rot_nws.multiply(self._rot_nwp, True) tr.invert() pt = Vector(data=numpy.array([x, y, z, 1])) ret = tr.multiply(pt, True).getData() return Position(ret[0], ret[1], ret[2], a, 0, c, 0, [0]) @staticmethod def _getValue(line: str, key: str) -> Optional[str]: n = line.find(key) if n < 0: return None n += len(key) splitted = line[n:].split("/") if len(splitted) > 1: return splitted[1] else: return None def _createPolygon(self, layer_thickness: float, path: List[List[Union[float, int]]], extruder_offsets: List[float]) -> bool: countvalid = 0 for point in path: if point[8] > 0: countvalid += 1 if countvalid >= 2: # we know what to do now, no need to count further continue if countvalid < 2: return False try: self._layer_data_builder.addLayer(self._layer_number) self._layer_data_builder.setLayerHeight(self._layer_number, self._current_layer_height) self._layer_data_builder.setLayerThickness(self._layer_number, layer_thickness) this_layer = self._layer_data_builder.getLayer(self._layer_number) except ValueError: return False count = len(path) line_types = numpy.empty((count - 1, 1), numpy.int32) line_widths = numpy.empty((count - 1, 1), numpy.float32) line_thicknesses = numpy.empty((count - 1, 1), numpy.float32) line_feedrates = numpy.empty((count - 1, 1), numpy.float32) line_widths[:, 0] = 0.35 # Just a guess line_thicknesses[:, 0] = layer_thickness points = numpy.empty((count, 6), numpy.float32) extrusion_values = numpy.empty((count, 1), numpy.float32) i = 0 for point in path: points[i, :] = [ point[0] + extruder_offsets[0], point[2], -point[1] - extruder_offsets[1], -point[4], point[5], -point[3] ] extrusion_values[i] = point[7] if i > 0: line_feedrates[i - 1] = point[6] line_types[i - 1] = point[8] if point[8] in [ LayerPolygon.MoveCombingType, LayerPolygon.MoveRetractionType ]: line_widths[i - 1] = 0.1 # Travels are set as zero thickness lines line_thicknesses[i - 1] = 0.0 else: line_widths[i - 1] = self._line_width i += 1 this_poly = LayerPolygon(self._extruder_number, line_types, points, line_widths, line_thicknesses, line_feedrates) this_poly.buildCache() this_layer.polygons.append(this_poly) return True def processPolyline(self, line: str, path: List[List[Union[float, int]]], gcode_line: str) -> str: # Convering line to point array values_line = self._getValue(line, "$$POLYLINE") if not values_line: return gcode_line values = values_line.split(",") if len(values[3:]) % 2 != 0: return gcode_line idx = 2 points = values[3:] if len(points) < 2: return gcode_line # TODO: add combing to this polyline new_position, new_gcode_position = self._cliPointToPosition( CliPoint(float(points[0]), float(points[1])), self._position, False) is_retraction = self._enable_retraction and self._positionLength( self._position, new_position ) > self._retraction_min_travel and self._layer_type not in [ LayerPolygon.InfillType, LayerPolygon.SupportType ] if is_retraction: # we have retraction move new_extruder_position = self._position.e[ self._extruder_number] - self._retraction_amount gcode_line += "G1 E%.5f F%.0f\n" % (new_extruder_position, (self._retraction_speed * 60)) self._position.e[self._extruder_number] = new_extruder_position self._gcode_position.e[ self._extruder_number] = new_extruder_position self._addToPath(path, [ self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._retraction_speed, self._position.e, LayerPolygon.MoveRetractionType ]) # path.append([self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, # self._position.c, self._retraction_speed, self._position.e, LayerPolygon.MoveRetractionType]) if self._retraction_hop_enabled: # add hop movement gx, gy, gz, ga, gb, gc, gf, ge = self._gcode_position x, y, z, a, b, c, f, e = self._position gcode_position = Position(gx, gy, gz + self._retraction_hop, ga, gb, gc, self._travel_speed, ge) self._position = Position(x + a * self._retraction_hop, y + b * self._retraction_hop, z + c * self._retraction_hop, a, b, c, self._travel_speed, e) gcode_command = self._generateGCodeCommand( 0, gcode_position, self._travel_speed) if gcode_command is not None: gcode_line += gcode_command self._gcode_position = gcode_position self._addToPath(path, [ self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._prime_speed, self._position.e, LayerPolygon.MoveCombingType ]) # path.append([self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, # self._position.c, self._prime_speed, self._position.e, LayerPolygon.MoveCombingType]) gx, gy, gz, ga, gb, gc, gf, ge = new_gcode_position x, y, z, a, b, c, f, e = new_position gcode_position = Position(gx, gy, gz + self._retraction_hop, ga, gb, gc, self._travel_speed, ge) position = Position(x + a * self._retraction_hop, y + b * self._retraction_hop, z + c * self._retraction_hop, a, b, c, self._travel_speed, e) gcode_command = self._generateGCodeCommand( 0, gcode_position, self._travel_speed) if gcode_command is not None: gcode_line += gcode_command self._addToPath(path, [ position.x, position.y, position.z, position.a, position.b, position.c, position.f, position.e, LayerPolygon.MoveCombingType ]) # path.append([position.x, position.y, position.z, position.a, position.b, # position.c, position.f, position.e, LayerPolygon.MoveCombingType]) feedrate = self._travel_speed x, y, z, a, b, c, f, e = new_position self._position = Position(x, y, z, a, b, c, feedrate, self._position.e) gcode_command = self._generateGCodeCommand(0, new_gcode_position, feedrate) if gcode_command is not None: gcode_line += gcode_command gx, gy, gz, ga, gb, gc, gf, ge = new_gcode_position self._gcode_position = Position(gx, gy, gz, ga, gb, gc, feedrate, ge) self._addToPath( path, [x, y, z, a, b, c, feedrate, e, LayerPolygon.MoveCombingType]) # path.append([x, y, z, a, b, c, feedrate, e, # LayerPolygon.MoveCombingType]) if is_retraction: # we have retraction move new_extruder_position = self._position.e[ self._extruder_number] + self._retraction_amount gcode_line += "G1 E%.5f F%.0f\n" % (new_extruder_position, (self._prime_speed * 60)) self._position.e[self._extruder_number] = new_extruder_position self._gcode_position.e[ self._extruder_number] = new_extruder_position self._addToPath(path, [ self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._prime_speed, self._position.e, LayerPolygon.MoveRetractionType ]) # path.append([self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, # self._position.c, self._prime_speed, self._position.e, LayerPolygon.MoveRetractionType]) if self._layer_type == LayerPolygon.SupportType: gcode_line += self._type_keyword + "SUPPORT\n" elif self._layer_type == LayerPolygon.SkinType: gcode_line += self._type_keyword + "SKIN\n" elif self._layer_type == LayerPolygon.InfillType: gcode_line += self._type_keyword + "FILL\n" else: gcode_line += self._type_keyword + "WALL-OUTER\n" gcode_position_list = [] last_gcode_position = self._gcode_position while idx < len(points): point = CliPoint(float(points[idx]), float(points[idx + 1])) idx += 2 new_position, new_gcode_position = self._cliPointToPosition( point, self._position) feedrate = self._wall_0_speed if self._layer_type == LayerPolygon.SupportType: feedrate = self._support_speed elif self._layer_type == LayerPolygon.SkinType: feedrate = self._skin_speed elif self._layer_type == LayerPolygon.InfillType: feedrate = self._infill_speed x, y, z, a, b, c, f, e = new_position self._position = Position(x, y, z, a, b, c, feedrate, e) #gcode_command = self._generateGCodeCommand(1, new_gcode_position, feedrate) #if gcode_command is not None: # gcode_line += gcode_command gx, gy, gz, ga, gb, gc, gf, ge = new_gcode_position self._gcode_position = Position(gx, gy, gz, ga, gb, gc, feedrate, ge) gcode_position = Position(gx, gy, gz, ga, gb, gc, feedrate, ge) gcode_position_list.append(gcode_position) self._addToPath(path, [x, y, z, a, b, c, feedrate, e, self._layer_type]) # path.append([x, y, z, a, b, c, feedrate, e, self._layer_type]) self._gcode_position = last_gcode_position if len(gcode_position_list) > 0: filtered_gcode_position_list = [gcode_position_list[0]] for index in range(1, len(gcode_position_list) - 2): dist2 = self.getDist2FromLineSegment( gcode_position_list[index - 1], gcode_position_list[index], gcode_position_list[index + 1]) if dist2 > 0.000001: filtered_gcode_position_list.append( gcode_position_list[index]) filtered_gcode_position_list.append(gcode_position_list[-1]) for gcode_position in filtered_gcode_position_list: gcode_command = self._generateGCodeCommand( 1, gcode_position, gcode_position.f) if gcode_command is not None: gcode_line += gcode_command gx, gy, gz, ga, gb, gc, gf, ge = gcode_position self._gcode_position = Position(gx, gy, gz, ga, gb, gc, gf, ge) return gcode_line def _generateGCodeCommand(self, g: int, gcode_position: Position, feedrate: float) -> Optional[str]: gcode_command = "G%s" % g if numpy.abs(gcode_position.x - self._gcode_position.x) > 0.0001: gcode_command += " X%.2f" % gcode_position.x if numpy.abs(gcode_position.y - self._gcode_position.y) > 0.0001: gcode_command += " Y%.2f" % gcode_position.y if numpy.abs(gcode_position.z - self._gcode_position.z) > 0.0001: gcode_command += " Z%.2f" % gcode_position.z if numpy.abs(gcode_position.a - self._gcode_position.a) > 0.0001: gcode_command += " A%.2f" % gcode_position.a if numpy.abs(gcode_position.b - self._gcode_position.b) > 0.0001: gcode_command += " B%.2f" % gcode_position.b if numpy.abs(gcode_position.c - self._gcode_position.c) > 0.0001: gcode_command += " C%.3f" % (gcode_position.c / 3) if numpy.abs(feedrate - self._gcode_position.f) > 0.0001: gcode_command += " F%.0f" % (feedrate * 60) if numpy.abs(gcode_position.e[self._extruder_number] - self._gcode_position.e[self._extruder_number] ) > 0.0001 and g > 0: gcode_command += " E%.5f" % gcode_position.e[self._extruder_number] gcode_command += "\n" if gcode_command != "G%s\n" % g: return gcode_command else: return None def _calculateExtrusion(self, current_point: List[float], previous_point: Position) -> float: Af = (self._filament_diameter / 2)**2 * 3.14 Al = self._line_width * self._layer_thickness de = numpy.sqrt((current_point[0] - previous_point[0])**2 + (current_point[1] - previous_point[1])**2 + (current_point[2] - previous_point[2])**2) dVe = Al * de self._material_amounts[self._extruder_number] += float(dVe) return dVe / Af def _writeStartCode(self, gcode_list: List[str]): if self._parsing_type == "cylindrical": start_gcode = "T0\n" extruder = self._global_stack.extruders.get( "%s" % self._extruder_number, None) # type: Optional[ExtruderStack] init_temperature = extruder.getProperty( "material_print_temperature", "value") init_bed_temperature = extruder.getProperty( "material_bed_temperature", "value") has_heated_bed = self._global_stack.getProperty( "machine_heated_bed", "value") if has_heated_bed: start_gcode += "M140 S%s\n" % init_bed_temperature start_gcode += "M105\n" start_gcode += "M190 S%s\n" % init_bed_temperature start_gcode += "M104 S%s\n" % init_temperature start_gcode += "M105\n" start_gcode += "M109 S%s\n" % init_temperature start_gcode += "M82 ;absolute extrusion mode\n" start_gcode_prefix = self._global_stack.getProperty( "machine_start_gcode", "value") if self._parsing_type in ["cylindrical", "cylindrical_full"]: start_gcode_prefix = start_gcode_prefix.replace("G55", "G56") start_gcode += start_gcode_prefix gcode_list.append(start_gcode + "\n") elif self._parsing_type == "cylindrical_full": gcode_list.append( "G91\nG0 Z20\nG90\nG54\nG0 Z125 A90 F600\nG92 E0 C0\nG1 F200 E-1 ;retract 1 mm of feed stock\nG92 E0 ;zero the extruded length again\nG56\nG1 F200 E1 ;extrude 1 mm of feed stock\nG92 E0 ;zero the extruded length again\n" ) else: gcode_list.append( "G54\nG0 Z125 A90 F600\nG92 E0 C0\nG1 F200 E6 ;extrude 6 mm of feed stock\nG92 E0 ;zero the extruded length again\nG56\n" ) def _cliPointToPosition( self, point: CliPoint, position: Position, extrusion_move: bool = True) -> (Position, Position): x, y, z, i, j, k = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 if self._parsing_type == "classic": x = point.x y = point.y z = self._current_layer_height i = 0 j = 0 k = 1 elif self._parsing_type in ["cylindrical", "cylindrical_full"]: x = self._current_layer_height * numpy.cos(point.y) y = self._current_layer_height * numpy.sin(point.y) z = point.x length = numpy.sqrt(x**2 + y**2) i = x / length if length != 0 else 0 j = y / length if length != 0 else 0 k = 0 new_position = Position(x, y, z, i, j, k, 0, [0]) new_gcode_position = self._transformCoordinates( x, y, z, i, j, k, self._gcode_position) new_position.e[self._extruder_number] = position.e[self._extruder_number] + self._calculateExtrusion([x, y, z], position) if extrusion_move else \ position.e[self._extruder_number] new_gcode_position.e[self._extruder_number] = new_position.e[ self._extruder_number] return new_position, new_gcode_position @staticmethod def _positionLength(start: Position, end: Position) -> float: return numpy.sqrt((start.x - end.x)**2 + (start.y - end.y)**2 + (start.z - end.z)**2) def _addToPath(self, path: List[List[Union[float, int]]], addition: List[Union[float, int]]): layer_type = addition[8] layer_type_to_times_type = { LayerPolygon.NoneType: "none", LayerPolygon.Inset0Type: "inset_0", LayerPolygon.InsetXType: "inset_x", LayerPolygon.SkinType: "skin", LayerPolygon.SupportType: "support", LayerPolygon.SkirtType: "skirt", LayerPolygon.InfillType: "infill", LayerPolygon.SupportInfillType: "support_infill", LayerPolygon.MoveCombingType: "travel", LayerPolygon.MoveRetractionType: "retract", LayerPolygon.SupportInterfaceType: "support_interface" } if len(path) > 0: last_point = path[-1] else: last_point = addition length = numpy.sqrt((last_point[0] - addition[0])**2 + (last_point[1] - addition[1])**2 + (last_point[2] - addition[2])**2) feedrate = addition[6] if feedrate == 0: feedrate = self._travel_speed self._time_estimates[ layer_type_to_times_type[layer_type]] += (length / feedrate) * 2 path.append(addition) @staticmethod def getDist2FromLineSegment(a: Position, b: Position, c: Position) -> float: c_arr = [c.x, c.y, c.z, c.a, c.b, c.c] a_arr = [a.x, a.y, a.z, a.a, a.b, a.c] b_arr = [b.x, b.y, b.z, b.a, b.b, b.c] ac = numpy.subtract(c_arr, a_arr) ac_size = numpy.sqrt(numpy.sum(ac**2)) ab = numpy.subtract(b_arr, a_arr) if ac_size == 0: ab_dist = numpy.sum(ab**2) return ab_dist projected_x = numpy.dot(ab, ac) ax_size = projected_x / ac_size if ax_size < 0: return numpy.sum(ab**2) if (ax_size > ac_size): return numpy.sum(numpy.subtract(b_arr, c_arr)**2) ax = ac * ax_size / ac_size bx = ab - ax bx_size = numpy.sum(bx**2) return bx_size
class SceneNode(SignalEmitter): class TransformSpace: Local = 1 Parent = 2 World = 3 def __init__(self, parent=None, **kwargs): super().__init__() # Call super to make multiple inheritence work. self._children = [] self._mesh_data = None self._position = Vector() self._scale = Vector(1.0, 1.0, 1.0) self._shear = Vector(0.0, 0.0, 0.0) self._orientation = Quaternion() self._transformation = Matrix() #local transformation self._world_transformation = Matrix() self._derived_position = Vector() self._derived_orientation = Quaternion() self._derived_scale = Vector() self._inherit_orientation = True self._inherit_scale = True self._parent = parent self._enabled = True self._selectable = False self._calculate_aabb = True self._aabb = None self._aabb_job = None self._visible = kwargs.get("visible", True) self._name = kwargs.get("name", "") self._decorators = [] self._bounding_box_mesh = None self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh) self.parentChanged.connect(self._onParentChanged) if parent: parent.addChild(self) def __deepcopy__(self, memo): copy = SceneNode() copy.translate(self.getPosition()) copy.setOrientation(self.getOrientation()) copy.setScale(self.getScale()) copy.setMeshData(deepcopy(self._mesh_data, memo)) copy.setVisible(deepcopy(self._visible, memo)) copy._selectable = deepcopy(self._selectable, memo) for decorator in self._decorators: copy.addDecorator(deepcopy(decorator, memo)) for child in self._children: copy.addChild(deepcopy(child, memo)) self.calculateBoundingBoxMesh() return copy def setCenterPosition(self, center): if self._mesh_data: m = Matrix() m.setByTranslation(-center) self._mesh_data = self._mesh_data.getTransformed(m) self._mesh_data.setCenterPosition(center) for child in self._children: child.setCenterPosition(center) ## \brief Get the parent of this node. If the node has no parent, it is the root node. # \returns SceneNode if it has a parent and None if it's the root node. def getParent(self): return self._parent def getBoundingBoxMesh(self): return self._bounding_box_mesh def calculateBoundingBoxMesh(self): if self._aabb: self._bounding_box_mesh = MeshData() rtf = self._aabb.maximum lbb = self._aabb.minimum self._bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) #Right - Top - Front self._bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) #Left - Top - Front self._bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) #Left - Top - Front self._bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) #Left - Bottom - Front self._bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) #Left - Bottom - Front self._bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) #Right - Bottom - Front self._bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) #Right - Bottom - Front self._bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) #Right - Top - Front self._bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) #Right - Top - Back self._bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) #Left - Top - Back self._bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) #Left - Top - Back self._bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) #Left - Bottom - Back self._bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) #Left - Bottom - Back self._bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) #Right - Bottom - Back self._bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) #Right - Bottom - Back self._bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) #Right - Top - Back self._bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) #Right - Top - Front self._bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) #Right - Top - Back self._bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) #Left - Top - Front self._bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) #Left - Top - Back self._bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) #Left - Bottom - Front self._bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) #Left - Bottom - Back self._bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) #Right - Bottom - Front self._bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) #Right - Bottom - Back else: self._resetAABB() def _onParentChanged(self, node): for child in self.getChildren(): child.parentChanged.emit(self) decoratorsChanged = Signal() def addDecorator(self, decorator): decorator.setNode(self) self._decorators.append(decorator) self.decoratorsChanged.emit(self) def getDecorators(self): return self._decorators def getDecorator(self, dec_type): for decorator in self._decorators: if type(decorator) == dec_type: return decorator def removeDecorators(self): self._decorators = [] self.decoratorsChanged.emit(self) def removeDecorator(self, dec_type): for decorator in self._decorators: if type(decorator) == dec_type: self._decorators.remove(decorator) self.decoratorsChanged.emit(self) break def callDecoration(self, function, *args, **kwargs): for decorator in self._decorators: if hasattr(decorator, function): try: return getattr(decorator, function)(*args, **kwargs) except Exception as e: Logger.log("e", "Exception calling decoration %s: %s", str(function), str(e)) return None def hasDecoration(self, function): for decorator in self._decorators: if hasattr(decorator, function): return True return False def getName(self): return self._name def setName(self, name): self._name = name ## How many nodes is this node removed from the root def getDepth(self): if self._parent is None: return 0 return self._parent.getDepth() + 1 ## \brief Set the parent of this object # \param scene_node SceneNode that is the parent of this object. def setParent(self, scene_node): if self._parent: self._parent.removeChild(self) #self._parent = scene_node if scene_node: scene_node.addChild(self) ## Emitted whenever the parent changes. parentChanged = Signal() ## \brief Get the visibility of this node. The parents visibility overrides the visibility. # TODO: Let renderer actually use the visibility to decide wether to render or not. def isVisible(self): if self._parent != None and self._visible: return self._parent.isVisible() else: return self._visible def setVisible(self, visible): self._visible = visible ## \brief Get the (original) mesh data from the scene node/object. # \returns MeshData def getMeshData(self): return self._mesh_data ## \brief Get the transformed mesh data from the scene node/object, based on the transformation of scene nodes wrt root. # \returns MeshData def getMeshDataTransformed(self): #transformed_mesh = deepcopy(self._mesh_data) #transformed_mesh.transform(self.getWorldTransformation()) return self._mesh_data.getTransformed(self.getWorldTransformation()) ## \brief Set the mesh of this node/object # \param mesh_data MeshData object def setMeshData(self, mesh_data): if self._mesh_data: self._mesh_data.dataChanged.disconnect(self._onMeshDataChanged) self._mesh_data = mesh_data if self._mesh_data is not None: self._mesh_data.dataChanged.connect(self._onMeshDataChanged) self._resetAABB() self.meshDataChanged.emit(self) ## Emitted whenever the attached mesh data object changes. meshDataChanged = Signal() def _onMeshDataChanged(self): self.meshDataChanged.emit(self) ## \brief Add a child to this node and set it's parent as this node. # \params scene_node SceneNode to add. def addChild(self, scene_node): if scene_node not in self._children: scene_node.transformationChanged.connect( self.transformationChanged) scene_node.childrenChanged.connect(self.childrenChanged) scene_node.meshDataChanged.connect(self.meshDataChanged) self._children.append(scene_node) self._resetAABB() self.childrenChanged.emit(self) if not scene_node._parent is self: scene_node._parent = self scene_node._transformChanged() scene_node.parentChanged.emit(self) ## \brief remove a single child # \param child Scene node that needs to be removed. def removeChild(self, child): if child not in self._children: return child.transformationChanged.disconnect(self.transformationChanged) child.childrenChanged.disconnect(self.childrenChanged) child.meshDataChanged.disconnect(self.meshDataChanged) self._children.remove(child) child._parent = None child._transformChanged() child.parentChanged.emit(self) self.childrenChanged.emit(self) ## \brief Removes all children and its children's children. def removeAllChildren(self): for child in self._children: child.removeAllChildren() self.removeChild(child) self.childrenChanged.emit(self) ## \brief Get the list of direct children # \returns List of children def getChildren(self): return self._children def hasChildren(self): return True if self._children else False ## \brief Get list of all children (including it's children children children etc.) # \returns list ALl children in this 'tree' def getAllChildren(self): children = [] children.extend(self._children) for child in self._children: children.extend(child.getAllChildren()) return children ## \brief Emitted whenever the list of children of this object or any child object changes. # \param object The object that triggered the change. childrenChanged = Signal() ## \brief Computes and returns the transformation from world to local space. # \returns 4x4 transformation matrix def getWorldTransformation(self): if self._world_transformation is None: self._updateTransformation() return deepcopy(self._world_transformation) ## \brief Returns the local transformation with respect to its parent. (from parent to local) # \retuns transformation 4x4 (homogenous) matrix def getLocalTransformation(self): if self._transformation is None: self._updateTransformation() return deepcopy(self._transformation) def setTransformation(self, transformation): self._transformation = transformation self._transformChanged() ## Get the local orientation value. def getOrientation(self): return deepcopy(self._orientation) def getWorldOrientation(self): return deepcopy(self._derived_orientation) ## \brief Rotate the scene object (and thus its children) by given amount # # \param rotation \type{Quaternion} A quaternion indicating the amount of rotation. # \param transform_space The space relative to which to rotate. Can be any one of the constants in SceneNode::TransformSpace. def rotate(self, rotation, transform_space=TransformSpace.Local): if not self._enabled: return orientation_matrix = rotation.toMatrix() if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(orientation_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(orientation_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply( self._world_transformation.getInverse()) self._transformation.multiply(orientation_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() ## Set the local orientation of this scene node. # # \param orientation \type{Quaternion} The new orientation of this scene node. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setOrientation(self, orientation, transform_space=TransformSpace.Local): if not self._enabled or orientation == self._orientation: return new_transform_matrix = Matrix() if transform_space == SceneNode.TransformSpace.Local: orientation_matrix = orientation.toMatrix() if transform_space == SceneNode.TransformSpace.World: if self.getWorldOrientation() == orientation: return new_orientation = orientation * ( self.getWorldOrientation() * self._orientation.getInverse()).getInverse() orientation_matrix = new_orientation.toMatrix() euler_angles = orientation_matrix.getEuler() new_transform_matrix.compose(scale=self._scale, angles=euler_angles, translate=self._position, shear=self._shear) self._transformation = new_transform_matrix self._transformChanged() ## Get the local scaling value. def getScale(self): return deepcopy(self._scale) def getWorldScale(self): return deepcopy(self._derived_scale) ## Scale the scene object (and thus its children) by given amount # # \param scale \type{Vector} A Vector with three scale values # \param transform_space The space relative to which to scale. Can be any one of the constants in SceneNode::TransformSpace. def scale(self, scale, transform_space=TransformSpace.Local): if not self._enabled: return scale_matrix = Matrix() scale_matrix.setByScaleVector(scale) if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(scale_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(scale_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply( self._world_transformation.getInverse()) self._transformation.multiply(scale_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() ## Set the local scale value. # # \param scale \type{Vector} The new scale value of the scene node. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setScale(self, scale, transform_space=TransformSpace.Local): if not self._enabled or scale == self._scale: return if transform_space == SceneNode.TransformSpace.Local: self.scale(scale / self._scale, SceneNode.TransformSpace.Local) return if transform_space == SceneNode.TransformSpace.World: if self.getWorldScale() == scale: return self.scale(scale / self._scale, SceneNode.TransformSpace.World) ## Get the local position. def getPosition(self): return deepcopy(self._position) ## Get the position of this scene node relative to the world. def getWorldPosition(self): return deepcopy(self._derived_position) ## Translate the scene object (and thus its children) by given amount. # # \param translation \type{Vector} The amount to translate by. # \param transform_space The space relative to which to translate. Can be any one of the constants in SceneNode::TransformSpace. def translate(self, translation, transform_space=TransformSpace.Local): if not self._enabled: return translation_matrix = Matrix() translation_matrix.setByTranslation(translation) if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(translation_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(translation_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply( self._world_transformation.getInverse()) self._transformation.multiply(translation_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() ## Set the local position value. # # \param position The new position value of the SceneNode. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setPosition(self, position, transform_space=TransformSpace.Local): if not self._enabled or position == self._position: return if transform_space == SceneNode.TransformSpace.Local: self.translate(position - self._position, SceneNode.TransformSpace.Parent) if transform_space == SceneNode.TransformSpace.World: if self.getWorldPosition() == position: return self.translate(position - self._position, SceneNode.TransformSpace.World) ## Signal. Emitted whenever the transformation of this object or any child object changes. # \param object The object that caused the change. transformationChanged = Signal() ## Rotate this scene node in such a way that it is looking at target. # # \param target \type{Vector} The target to look at. # \param up \type{Vector} The vector to consider up. Defaults to Vector.Unit_Y, i.e. (0, 1, 0). def lookAt(self, target, up=Vector.Unit_Y): if not self._enabled: return eye = self.getWorldPosition() f = (target - eye).normalize() up.normalize() s = f.cross(up).normalize() u = s.cross(f).normalize() m = Matrix([[s.x, u.x, -f.x, 0.0], [s.y, u.y, -f.y, 0.0], [s.z, u.z, -f.z, 0.0], [0.0, 0.0, 0.0, 1.0]]) self.setOrientation(Quaternion.fromMatrix(m)) ## Can be overridden by child nodes if they need to perform special rendering. # If you need to handle rendering in a special way, for example for tool handles, # you can override this method and render the node. Return True to prevent the # view from rendering any attached mesh data. # # \param renderer The renderer object to use for rendering. # # \return False if the view should render this node, True if we handle our own rendering. def render(self, renderer): return False ## Get whether this SceneNode is enabled, that is, it can be modified in any way. def isEnabled(self): if self._parent != None and self._enabled: return self._parent.isEnabled() else: return self._enabled ## Set whether this SceneNode is enabled. # \param enable True if this object should be enabled, False if not. # \sa isEnabled def setEnabled(self, enable): self._enabled = enable ## Get whether this SceneNode can be selected. # # \note This will return false if isEnabled() returns false. def isSelectable(self): return self._enabled and self._selectable ## Set whether this SceneNode can be selected. # # \param select True if this SceneNode should be selectable, False if not. def setSelectable(self, select): self._selectable = select ## Get the bounding box of this node and its children. # # Note that the AABB is calculated in a separate thread. This method will return an invalid (size 0) AABB # while the calculation happens. def getBoundingBox(self): if self._aabb: return self._aabb if not self._aabb_job: self._resetAABB() return AxisAlignedBox() ## Set whether or not to calculate the bounding box for this node. # # \param calculate True if the bounding box should be calculated, False if not. def setCalculateBoundingBox(self, calculate): self._calculate_aabb = calculate boundingBoxChanged = Signal() ## private: def _transformChanged(self): self._updateTransformation() self._resetAABB() self.transformationChanged.emit(self) for child in self._children: child._transformChanged() def _updateTransformation(self): scale, shear, euler_angles, translation = self._transformation.decompose( ) self._position = translation self._scale = scale self._shear = shear orientation = Quaternion() euler_angle_matrix = Matrix() euler_angle_matrix.setByEuler(euler_angles.x, euler_angles.y, euler_angles.z) orientation.setByMatrix(euler_angle_matrix) self._orientation = orientation if self._parent: self._world_transformation = self._parent.getWorldTransformation( ).multiply(self._transformation, copy=True) else: self._world_transformation = self._transformation world_scale, world_shear, world_euler_angles, world_translation = self._world_transformation.decompose( ) self._derived_position = world_translation self._derived_scale = world_scale world_euler_angle_matrix = Matrix() world_euler_angle_matrix.setByEuler(world_euler_angles.x, world_euler_angles.y, world_euler_angles.z) self._derived_orientation.setByMatrix(world_euler_angle_matrix) world_scale, world_shear, world_euler_angles, world_translation = self._world_transformation.decompose( ) def _resetAABB(self): if not self._calculate_aabb: return self._aabb = None if self._aabb_job: self._aabb_job.cancel() self._aabb_job = _CalculateAABBJob(self) self._aabb_job.start()
class SceneNode(SignalEmitter): class TransformSpace: Local = 1 Parent = 2 World = 3 def __init__(self, parent = None, **kwargs): super().__init__() # Call super to make multiple inheritence work. self._children = [] self._mesh_data = None self._position = Vector() self._scale = Vector(1.0, 1.0, 1.0) self._shear = Vector(0.0, 0.0, 0.0) self._orientation = Quaternion() self._transformation = Matrix() #local transformation self._world_transformation = Matrix() self._derived_position = Vector() self._derived_orientation = Quaternion() self._derived_scale = Vector() self._inherit_orientation = True self._inherit_scale = True self._parent = parent self._enabled = True self._selectable = False self._calculate_aabb = True self._aabb = None self._aabb_job = None self._visible = kwargs.get("visible", True) self._name = kwargs.get("name", "") self._decorators = [] self._bounding_box_mesh = None self.boundingBoxChanged.connect(self.calculateBoundingBoxMesh) self.parentChanged.connect(self._onParentChanged) if parent: parent.addChild(self) def __deepcopy__(self, memo): copy = SceneNode() copy.translate(self.getPosition()) copy.setOrientation(self.getOrientation()) copy.setScale(self.getScale()) copy.setMeshData(deepcopy(self._mesh_data, memo)) copy.setVisible(deepcopy(self._visible, memo)) copy._selectable = deepcopy(self._selectable, memo) for decorator in self._decorators: copy.addDecorator(deepcopy(decorator, memo)) for child in self._children: copy.addChild(deepcopy(child, memo)) self.calculateBoundingBoxMesh() return copy def setCenterPosition(self, center): if self._mesh_data: m = Matrix() m.setByTranslation(-center) self._mesh_data = self._mesh_data.getTransformed(m) self._mesh_data.setCenterPosition(center) for child in self._children: child.setCenterPosition(center) ## \brief Get the parent of this node. If the node has no parent, it is the root node. # \returns SceneNode if it has a parent and None if it's the root node. def getParent(self): return self._parent def getBoundingBoxMesh(self): return self._bounding_box_mesh def calculateBoundingBoxMesh(self): if self._aabb: self._bounding_box_mesh = MeshData() rtf = self._aabb.maximum lbb = self._aabb.minimum self._bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) #Right - Top - Front self._bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) #Left - Top - Front self._bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) #Left - Top - Front self._bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) #Left - Bottom - Front self._bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) #Left - Bottom - Front self._bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) #Right - Bottom - Front self._bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) #Right - Bottom - Front self._bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) #Right - Top - Front self._bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) #Right - Top - Back self._bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) #Left - Top - Back self._bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) #Left - Top - Back self._bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) #Left - Bottom - Back self._bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) #Left - Bottom - Back self._bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) #Right - Bottom - Back self._bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) #Right - Bottom - Back self._bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) #Right - Top - Back self._bounding_box_mesh.addVertex(rtf.x, rtf.y, rtf.z) #Right - Top - Front self._bounding_box_mesh.addVertex(rtf.x, rtf.y, lbb.z) #Right - Top - Back self._bounding_box_mesh.addVertex(lbb.x, rtf.y, rtf.z) #Left - Top - Front self._bounding_box_mesh.addVertex(lbb.x, rtf.y, lbb.z) #Left - Top - Back self._bounding_box_mesh.addVertex(lbb.x, lbb.y, rtf.z) #Left - Bottom - Front self._bounding_box_mesh.addVertex(lbb.x, lbb.y, lbb.z) #Left - Bottom - Back self._bounding_box_mesh.addVertex(rtf.x, lbb.y, rtf.z) #Right - Bottom - Front self._bounding_box_mesh.addVertex(rtf.x, lbb.y, lbb.z) #Right - Bottom - Back else: self._resetAABB() def _onParentChanged(self, node): for child in self.getChildren(): child.parentChanged.emit(self) decoratorsChanged = Signal() def addDecorator(self, decorator): decorator.setNode(self) self._decorators.append(decorator) self.decoratorsChanged.emit(self) def getDecorators(self): return self._decorators def getDecorator(self, dec_type): for decorator in self._decorators: if type(decorator) == dec_type: return decorator def removeDecorators(self): self._decorators = [] self.decoratorsChanged.emit(self) def removeDecorator(self, dec_type): for decorator in self._decorators: if type(decorator) == dec_type: self._decorators.remove(decorator) self.decoratorsChanged.emit(self) break def callDecoration(self, function, *args, **kwargs): for decorator in self._decorators: if hasattr(decorator, function): try: return getattr(decorator, function)(*args, **kwargs) except Exception as e: Logger.log("e", "Exception calling decoration %s: %s", str(function), str(e)) return None def hasDecoration(self, function): for decorator in self._decorators: if hasattr(decorator, function): return True return False def getName(self): return self._name def setName(self, name): self._name = name ## How many nodes is this node removed from the root def getDepth(self): if self._parent is None: return 0 return self._parent.getDepth() + 1 ## \brief Set the parent of this object # \param scene_node SceneNode that is the parent of this object. def setParent(self, scene_node): if self._parent: self._parent.removeChild(self) #self._parent = scene_node if scene_node: scene_node.addChild(self) ## Emitted whenever the parent changes. parentChanged = Signal() ## \brief Get the visibility of this node. The parents visibility overrides the visibility. # TODO: Let renderer actually use the visibility to decide wether to render or not. def isVisible(self): if self._parent != None and self._visible: return self._parent.isVisible() else: return self._visible def setVisible(self, visible): self._visible = visible ## \brief Get the (original) mesh data from the scene node/object. # \returns MeshData def getMeshData(self): return self._mesh_data ## \brief Get the transformed mesh data from the scene node/object, based on the transformation of scene nodes wrt root. # \returns MeshData def getMeshDataTransformed(self): #transformed_mesh = deepcopy(self._mesh_data) #transformed_mesh.transform(self.getWorldTransformation()) return self._mesh_data.getTransformed(self.getWorldTransformation()) ## \brief Set the mesh of this node/object # \param mesh_data MeshData object def setMeshData(self, mesh_data): if self._mesh_data: self._mesh_data.dataChanged.disconnect(self._onMeshDataChanged) self._mesh_data = mesh_data if self._mesh_data is not None: self._mesh_data.dataChanged.connect(self._onMeshDataChanged) self._resetAABB() self.meshDataChanged.emit(self) ## Emitted whenever the attached mesh data object changes. meshDataChanged = Signal() def _onMeshDataChanged(self): self.meshDataChanged.emit(self) ## \brief Add a child to this node and set it's parent as this node. # \params scene_node SceneNode to add. def addChild(self, scene_node): if scene_node not in self._children: scene_node.transformationChanged.connect(self.transformationChanged) scene_node.childrenChanged.connect(self.childrenChanged) scene_node.meshDataChanged.connect(self.meshDataChanged) self._children.append(scene_node) self._resetAABB() self.childrenChanged.emit(self) if not scene_node._parent is self: scene_node._parent = self scene_node._transformChanged() scene_node.parentChanged.emit(self) ## \brief remove a single child # \param child Scene node that needs to be removed. def removeChild(self, child): if child not in self._children: return child.transformationChanged.disconnect(self.transformationChanged) child.childrenChanged.disconnect(self.childrenChanged) child.meshDataChanged.disconnect(self.meshDataChanged) self._children.remove(child) child._parent = None child._transformChanged() child.parentChanged.emit(self) self.childrenChanged.emit(self) ## \brief Removes all children and its children's children. def removeAllChildren(self): for child in self._children: child.removeAllChildren() self.removeChild(child) self.childrenChanged.emit(self) ## \brief Get the list of direct children # \returns List of children def getChildren(self): return self._children def hasChildren(self): return True if self._children else False ## \brief Get list of all children (including it's children children children etc.) # \returns list ALl children in this 'tree' def getAllChildren(self): children = [] children.extend(self._children) for child in self._children: children.extend(child.getAllChildren()) return children ## \brief Emitted whenever the list of children of this object or any child object changes. # \param object The object that triggered the change. childrenChanged = Signal() ## \brief Computes and returns the transformation from world to local space. # \returns 4x4 transformation matrix def getWorldTransformation(self): if self._world_transformation is None: self._updateTransformation() return deepcopy(self._world_transformation) ## \brief Returns the local transformation with respect to its parent. (from parent to local) # \retuns transformation 4x4 (homogenous) matrix def getLocalTransformation(self): if self._transformation is None: self._updateTransformation() return deepcopy(self._transformation) def setTransformation(self, transformation): self._transformation = transformation self._transformChanged() ## Get the local orientation value. def getOrientation(self): return deepcopy(self._orientation) def getWorldOrientation(self): return deepcopy(self._derived_orientation) ## \brief Rotate the scene object (and thus its children) by given amount # # \param rotation \type{Quaternion} A quaternion indicating the amount of rotation. # \param transform_space The space relative to which to rotate. Can be any one of the constants in SceneNode::TransformSpace. def rotate(self, rotation, transform_space = TransformSpace.Local): if not self._enabled: return orientation_matrix = rotation.toMatrix() if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(orientation_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(orientation_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply(self._world_transformation.getInverse()) self._transformation.multiply(orientation_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() ## Set the local orientation of this scene node. # # \param orientation \type{Quaternion} The new orientation of this scene node. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setOrientation(self, orientation, transform_space = TransformSpace.Local): if not self._enabled or orientation == self._orientation: return new_transform_matrix = Matrix() if transform_space == SceneNode.TransformSpace.Local: orientation_matrix = orientation.toMatrix() if transform_space == SceneNode.TransformSpace.World: if self.getWorldOrientation() == orientation: return new_orientation = orientation * (self.getWorldOrientation() * self._orientation.getInverse()).getInverse() orientation_matrix = new_orientation.toMatrix() euler_angles = orientation_matrix.getEuler() new_transform_matrix.compose(scale = self._scale, angles = euler_angles, translate = self._position, shear = self._shear) self._transformation = new_transform_matrix self._transformChanged() ## Get the local scaling value. def getScale(self): return deepcopy(self._scale) def getWorldScale(self): return deepcopy(self._derived_scale) ## Scale the scene object (and thus its children) by given amount # # \param scale \type{Vector} A Vector with three scale values # \param transform_space The space relative to which to scale. Can be any one of the constants in SceneNode::TransformSpace. def scale(self, scale, transform_space = TransformSpace.Local): if not self._enabled: return scale_matrix = Matrix() scale_matrix.setByScaleVector(scale) if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(scale_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(scale_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply(self._world_transformation.getInverse()) self._transformation.multiply(scale_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() ## Set the local scale value. # # \param scale \type{Vector} The new scale value of the scene node. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setScale(self, scale, transform_space = TransformSpace.Local): if not self._enabled or scale == self._scale: return if transform_space == SceneNode.TransformSpace.Local: self.scale(scale / self._scale, SceneNode.TransformSpace.Local) return if transform_space == SceneNode.TransformSpace.World: if self.getWorldScale() == scale: return self.scale(scale / self._scale, SceneNode.TransformSpace.World) ## Get the local position. def getPosition(self): return deepcopy(self._position) ## Get the position of this scene node relative to the world. def getWorldPosition(self): return deepcopy(self._derived_position) ## Translate the scene object (and thus its children) by given amount. # # \param translation \type{Vector} The amount to translate by. # \param transform_space The space relative to which to translate. Can be any one of the constants in SceneNode::TransformSpace. def translate(self, translation, transform_space = TransformSpace.Local): if not self._enabled: return translation_matrix = Matrix() translation_matrix.setByTranslation(translation) if transform_space == SceneNode.TransformSpace.Local: self._transformation.multiply(translation_matrix) elif transform_space == SceneNode.TransformSpace.Parent: self._transformation.preMultiply(translation_matrix) elif transform_space == SceneNode.TransformSpace.World: self._transformation.multiply(self._world_transformation.getInverse()) self._transformation.multiply(translation_matrix) self._transformation.multiply(self._world_transformation) self._transformChanged() ## Set the local position value. # # \param position The new position value of the SceneNode. # \param transform_space The space relative to which to rotate. Can be Local or World from SceneNode::TransformSpace. def setPosition(self, position, transform_space = TransformSpace.Local): if not self._enabled or position == self._position: return if transform_space == SceneNode.TransformSpace.Local: self.translate(position - self._position, SceneNode.TransformSpace.Parent) if transform_space == SceneNode.TransformSpace.World: if self.getWorldPosition() == position: return self.translate(position - self._position, SceneNode.TransformSpace.World) ## Signal. Emitted whenever the transformation of this object or any child object changes. # \param object The object that caused the change. transformationChanged = Signal() ## Rotate this scene node in such a way that it is looking at target. # # \param target \type{Vector} The target to look at. # \param up \type{Vector} The vector to consider up. Defaults to Vector.Unit_Y, i.e. (0, 1, 0). def lookAt(self, target, up = Vector.Unit_Y): if not self._enabled: return eye = self.getWorldPosition() f = (target - eye).normalize() up.normalize() s = f.cross(up).normalize() u = s.cross(f).normalize() m = Matrix([ [ s.x, u.x, -f.x, 0.0], [ s.y, u.y, -f.y, 0.0], [ s.z, u.z, -f.z, 0.0], [ 0.0, 0.0, 0.0, 1.0] ]) self.setOrientation(Quaternion.fromMatrix(m)) ## Can be overridden by child nodes if they need to perform special rendering. # If you need to handle rendering in a special way, for example for tool handles, # you can override this method and render the node. Return True to prevent the # view from rendering any attached mesh data. # # \param renderer The renderer object to use for rendering. # # \return False if the view should render this node, True if we handle our own rendering. def render(self, renderer): return False ## Get whether this SceneNode is enabled, that is, it can be modified in any way. def isEnabled(self): if self._parent != None and self._enabled: return self._parent.isEnabled() else: return self._enabled ## Set whether this SceneNode is enabled. # \param enable True if this object should be enabled, False if not. # \sa isEnabled def setEnabled(self, enable): self._enabled = enable ## Get whether this SceneNode can be selected. # # \note This will return false if isEnabled() returns false. def isSelectable(self): return self._enabled and self._selectable ## Set whether this SceneNode can be selected. # # \param select True if this SceneNode should be selectable, False if not. def setSelectable(self, select): self._selectable = select ## Get the bounding box of this node and its children. # # Note that the AABB is calculated in a separate thread. This method will return an invalid (size 0) AABB # while the calculation happens. def getBoundingBox(self): if self._aabb: return self._aabb if not self._aabb_job: self._resetAABB() return AxisAlignedBox() ## Set whether or not to calculate the bounding box for this node. # # \param calculate True if the bounding box should be calculated, False if not. def setCalculateBoundingBox(self, calculate): self._calculate_aabb = calculate boundingBoxChanged = Signal() ## private: def _transformChanged(self): self._updateTransformation() self._resetAABB() self.transformationChanged.emit(self) for child in self._children: child._transformChanged() def _updateTransformation(self): scale, shear, euler_angles, translation = self._transformation.decompose() self._position = translation self._scale = scale self._shear = shear orientation = Quaternion() euler_angle_matrix = Matrix() euler_angle_matrix.setByEuler(euler_angles.x, euler_angles.y, euler_angles.z) orientation.setByMatrix(euler_angle_matrix) self._orientation = orientation if self._parent: self._world_transformation = self._parent.getWorldTransformation().multiply(self._transformation, copy = True) else: self._world_transformation = self._transformation world_scale, world_shear, world_euler_angles, world_translation = self._world_transformation.decompose() self._derived_position = world_translation self._derived_scale = world_scale world_euler_angle_matrix = Matrix() world_euler_angle_matrix.setByEuler(world_euler_angles.x, world_euler_angles.y, world_euler_angles.z) self._derived_orientation.setByMatrix(world_euler_angle_matrix) world_scale, world_shear, world_euler_angles, world_translation = self._world_transformation.decompose() def _resetAABB(self): if not self._calculate_aabb: return self._aabb = None if self._aabb_job: self._aabb_job.cancel() self._aabb_job = _CalculateAABBJob(self) self._aabb_job.start()
class Camera(SceneNode.SceneNode): def __init__(self, name: str = "", parent: SceneNode.SceneNode = None) -> None: super().__init__(parent) self._name = name # type: str self._projection_matrix = Matrix() # type: Matrix self._projection_matrix.setOrtho(-5, 5, 5, -5, -100, 100) self._perspective = True # type: bool self._viewport_width = 0 # type: int self._viewport_height = 0 # type: int self._window_width = 0 # type: int self._window_height = 0 # type: int self._auto_adjust_view_port_size = True # type: bool self.setCalculateBoundingBox(False) self._cached_view_projection_matrix = None # type: Optional[Matrix] def __deepcopy__(self, memo: Dict[int, object]) -> "Camera": copy = cast(Camera, super().__deepcopy__(memo)) copy._projection_matrix = self._projection_matrix copy._window_height = self._window_height copy._window_width = self._window_width copy._viewport_height = self._viewport_height copy._viewport_width = self._viewport_width return copy def setMeshData(self, mesh_data: Optional["MeshData"]) -> None: assert mesh_data is None, "Camera's can't have mesh data" def getAutoAdjustViewPort(self) -> bool: return self._auto_adjust_view_port_size def setAutoAdjustViewPort(self, auto_adjust: bool) -> None: self._auto_adjust_view_port_size = auto_adjust ## Get the projection matrix of this camera. def getProjectionMatrix(self) -> Matrix: return self._projection_matrix def getViewportWidth(self) -> int: return self._viewport_width def setViewportWidth(self, width: int) -> None: self._viewport_width = width def setViewportHeight(self, height: int) -> None: self._viewport_height = height def setViewportSize(self, width: int, height: int) -> None: self._viewport_width = width self._viewport_height = height def getViewProjectionMatrix(self): if self._cached_view_projection_matrix is None: inverted_transformation = self.getWorldTransformation() inverted_transformation.invert() self._cached_view_projection_matrix = self._projection_matrix.multiply( inverted_transformation, copy=True) return self._cached_view_projection_matrix def _updateWorldTransformation(self): self._cached_view_projection_matrix = None super()._updateWorldTransformation() def getViewportHeight(self) -> int: return self._viewport_height def setWindowSize(self, width: int, height: int) -> None: self._window_width = width self._window_height = height def getWindowSize(self) -> Tuple[int, int]: return self._window_width, self._window_height ## Set the projection matrix of this camera. # \param matrix The projection matrix to use for this camera. def setProjectionMatrix(self, matrix: Matrix) -> None: self._projection_matrix = matrix self._cached_view_projection_matrix = None def isPerspective(self) -> bool: return self._perspective def setPerspective(self, perspective: bool) -> None: self._perspective = perspective ## Get a ray from the camera into the world. # # This will create a ray from the camera's origin, passing through (x, y) # on the near plane and continuing based on the projection matrix. # # \param x The X coordinate on the near plane this ray should pass through. # \param y The Y coordinate on the near plane this ray should pass through. # # \return A Ray object representing a ray from the camera origin through X, Y. # # \note The near-plane coordinates should be in normalized form, that is within (-1, 1). def getRay(self, x: float, y: float) -> Ray: window_x = ((x + 1) / 2) * self._window_width window_y = ((y + 1) / 2) * self._window_height view_x = (window_x / self._viewport_width) * 2 - 1 view_y = (window_y / self._viewport_height) * 2 - 1 inverted_projection = numpy.linalg.inv( self._projection_matrix.getData().copy()) transformation = self.getWorldTransformation().getData() near = numpy.array([view_x, -view_y, -1.0, 1.0], dtype=numpy.float32) near = numpy.dot(inverted_projection, near) near = numpy.dot(transformation, near) near = near[0:3] / near[3] far = numpy.array([view_x, -view_y, 1.0, 1.0], dtype=numpy.float32) far = numpy.dot(inverted_projection, far) far = numpy.dot(transformation, far) far = far[0:3] / far[3] direction = far - near direction /= numpy.linalg.norm(direction) return Ray(self.getWorldPosition(), Vector(-direction[0], -direction[1], -direction[2])) ## Project a 3D position onto the 2D view plane. def project(self, position: Vector) -> Tuple[float, float]: projection = self._projection_matrix view = self.getWorldTransformation() view.invert() position = position.preMultiply(view) position = position.preMultiply(projection) return position.x / position.z / 2.0, position.y / position.z / 2.0
def _read(self, file_name: str) -> Union[SceneNode, List[SceneNode]]: self._empty_project = False result = [] # The base object of 3mf is a zipped archive. try: archive = zipfile.ZipFile(file_name, "r") self._base_name = os.path.basename(file_name) parser = Savitar.ThreeMFParser() scene_3mf = parser.parse(archive.open("3D/3dmodel.model").read()) self._unit = scene_3mf.getUnit() for key, value in scene_3mf.getMetadata().items(): CuraApplication.getInstance().getController().getScene( ).setMetaDataEntry(key, value) for node in scene_3mf.getSceneNodes(): um_node = self._convertSavitarNodeToUMNode(node, file_name) if um_node is None: continue # compensate for original center position, if object(s) is/are not around its zero position transform_matrix = Matrix() mesh_data = um_node.getMeshData() if mesh_data is not None: extents = mesh_data.getExtents() if extents is not None: center_vector = Vector(extents.center.x, extents.center.y, extents.center.z) transform_matrix.setByTranslation(center_vector) transform_matrix.multiply(um_node.getLocalTransformation()) um_node.setTransformation(transform_matrix) global_container_stack = CuraApplication.getInstance( ).getGlobalContainerStack() # Create a transformation Matrix to convert from 3mf worldspace into ours. # First step: flip the y and z axis. transformation_matrix = Matrix() transformation_matrix._data[1, 1] = 0 transformation_matrix._data[1, 2] = 1 transformation_matrix._data[2, 1] = -1 transformation_matrix._data[2, 2] = 0 # Second step: 3MF defines the left corner of the machine as center, whereas cura uses the center of the # build volume. if global_container_stack: translation_vector = Vector( x=-global_container_stack.getProperty( "machine_width", "value") / 2, y=-global_container_stack.getProperty( "machine_depth", "value") / 2, z=0) translation_matrix = Matrix() translation_matrix.setByTranslation(translation_vector) transformation_matrix.multiply(translation_matrix) # Third step: 3MF also defines a unit, whereas Cura always assumes mm. scale_matrix = Matrix() scale_matrix.setByScaleVector( self._getScaleFromUnit(self._unit)) transformation_matrix.multiply(scale_matrix) # Pre multiply the transformation with the loaded transformation, so the data is handled correctly. um_node.setTransformation( um_node.getLocalTransformation().preMultiply( transformation_matrix)) # Check if the model is positioned below the build plate and honor that when loading project files. node_meshdata = um_node.getMeshData() if node_meshdata is not None: aabb = node_meshdata.getExtents( um_node.getWorldTransformation()) if aabb is not None: minimum_z_value = aabb.minimum.y # y is z in transformation coordinates if minimum_z_value < 0: um_node.addDecorator(ZOffsetDecorator()) um_node.callDecoration("setZOffset", minimum_z_value) result.append(um_node) if len(result) == 0: self._empty_project = True except Exception: Logger.logException("e", "An exception occurred in 3mf reader.") return [] return result
class GenerateBasementJob(Job): processingProgress = Signal() timeMaterialEstimates = Signal() def __init__(self): super().__init__() self._layer_data_builder = LayerDataBuilder() self._abort_requested = False self._build_plate_number = None self._gcode_list = [] self._material_amounts = [0.0, 0.0] self._times = { "inset_0": 0, "inset_x": 0, "skin": 0, "infill": 0, "support_infill": 0, "support_interface": 0, "support": 0, "skirt": 0, "travel": 0, "retract": 0, "none": 0 } self._position = Position(0, 0, 0, 0, 0, 1, 0, [0]) self._gcode_position = Position(999, 999, 999, 0, 0, 0, 0, [0]) self._first_move = True self._rot_nwp = Matrix() self._rot_nws = Matrix() self._pi_faction = 0 self._global_stack = SteSlicerApplication.getInstance( ).getGlobalContainerStack() stack = self._global_stack.getTop() self._travel_speed = self._global_stack.getProperty( "speed_travel", "value") self._raft_base_thickness = self._global_stack.getProperty( "raft_base_thickness", "value") self._raft_base_line_width = self._global_stack.getProperty( "raft_base_line_width", "value") self._raft_base_line_spacing = self._global_stack.getProperty( "raft_base_line_spacing", "value") self._raft_speed = self._global_stack.getProperty( "raft_speed", "value") self._raft_margin = self._global_stack.getProperty( "raft_margin", "value") self._extruder_number = 0 self._extruder_offsets = {} extruder = self._global_stack.extruders.get( "%s" % self._extruder_number, None) # type: Optional[ExtruderStack] self._filament_diameter = extruder.getProperty("material_diameter", "value") self._cylindrical_raft_enabled = stack.getProperty( "cylindrical_raft_enabled", "value") if self._cylindrical_raft_enabled is None: self._cylindrical_raft_enabled = self._global_stack.getProperty( "cylindrical_raft_enabled", "value") self._cylindrical_mode_base_diameter = self._global_stack.getProperty( "cylindrical_raft_diameter", "value") self._non_printing_base_diameter = self._global_stack.getProperty( "non_printing_base_diameter", "value") self._cylindrical_raft_base_height = self._global_stack.getProperty( "cylindrical_raft_base_height", "value") self._enable_retraction = extruder.getProperty("retraction_enable", "value") self._retraction_amount = extruder.getProperty("retraction_amount", "value") self._retraction_min_travel = extruder.getProperty( "retraction_min_travel", "value") self._retraction_hop_enabled = extruder.getProperty( "retraction_hop_enabled", "value") self._retraction_hop = extruder.getProperty("retraction_hop", "value") self._retraction_speed = self._global_stack.getProperty( "retraction_retract_speed", "value") self._prime_speed = self._global_stack.getProperty( "retraction_prime_speed", "value") self._machine_a_axis_coefficient = self._global_stack.getProperty( "machine_a_axis_multiplier", "value") / self._global_stack.getProperty("machine_a_axis_divider", "value") self._machine_c_axis_coefficient = self._global_stack.getProperty( "machine_c_axis_multiplier", "value") / self._global_stack.getProperty("machine_c_axis_divider", "value") def abort(self): self._abort_requested = True def isCancelled(self) -> bool: return self._abort_requested def setBuildPlate(self, new_value): self._build_plate_number = new_value def getBuildPlate(self): return self._build_plate_number def getGCodeList(self): return self._gcode_list def getLayersData(self): return self._layer_data_builder.getLayers().values() def getMaterialAmounts(self): return self._material_amounts def getTimes(self): return self._times def run(self): self._gcode_list = [] self._material_amounts = [0.0, 0.0] self._times = { "inset_0": 0, "inset_x": 0, "skin": 0, "infill": 0, "support_infill": 0, "support_interface": 0, "support": 0, "skirt": 0, "travel": 0, "retract": 0, "none": 0 } Logger.log("d", "Generating basement...") if not self._cylindrical_raft_enabled: self._gcode_list.append("G0 A0 F600\nG92 E0 C0\n") return self._position = Position(0, 0, 0, 0, 0, 1, 0, [0]) self._gcode_position = Position(999, 999, 999, 0, 0, 0, 0, [0]) self._first_move = True current_path = [] # type: List[List[float]] layer_count = int((self._cylindrical_mode_base_diameter - self._non_printing_base_diameter) / (2 * self._raft_base_thickness)) for layer_number in range(0, layer_count): if self._abort_requested: Logger.log("d", "Parsing basement file cancelled") return self.processingProgress.emit(layer_number / layer_count) self._gcode_list.append(";LAYER:%s\n" % layer_number) self._gcode_list[-1] = self.processPolyline( layer_number, current_path, self._gcode_list[-1], layer_count) self._createPolygon( layer_number, current_path, self._extruder_offsets.get(self._extruder_number, [0, 0])) current_path.clear() if self._abort_requested: return Job.yieldThread() self._gcode_list.append( "G91\nG0 Z50\nG90\nG54\nG0 Z100 A0 F600\nG92 E0 C0\nG1 F200 E-2\nG92 E0 ;zero the extruded length again\nG55\nG1 F200 E2\nG92 E0 ;zero the extruded length again\n" ) def processPolyline(self, layer_number: int, path: List[List[Union[float, int]]], gcode_line: str, layer_count: int) -> str: radius = self._non_printing_base_diameter / 2 + ( self._raft_base_thickness * (layer_number + 1)) height = self._cylindrical_raft_base_height - layer_number * self._raft_base_line_width / 3 if height < self._raft_base_line_width * 2: height = self._raft_base_line_width * 2 points = self._generateHelix(radius, height, layer_number, False) new_position, new_gcode_position = points[0] is_retraction = self._enable_retraction and self._positionLength( self._position, new_position ) > self._retraction_min_travel and not self._first_move if is_retraction: # we have retraction move new_extruder_position = self._position.e[ self._extruder_number] - self._retraction_amount gcode_line += "G1 E%.5f F%.0f\n" % (new_extruder_position, (self._retraction_speed * 60)) self._position.e[self._extruder_number] = new_extruder_position self._gcode_position.e[ self._extruder_number] = new_extruder_position self._addToPath(path, [ self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._retraction_speed, self._position.e, LayerPolygon.MoveRetractionType ]) # path.append([self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, # self._position.c, self._retraction_speed, self._position.e, LayerPolygon.MoveRetractionType]) if self._retraction_hop_enabled: # add hop movement gx, gy, gz, ga, gb, gc, gf, ge = self._gcode_position x, y, z, a, b, c, f, e = self._position gcode_position = Position(gx, gy, gz + self._retraction_hop, ga, gb, gc, self._travel_speed, ge) self._position = Position(x + a * self._retraction_hop, y + b * self._retraction_hop, z + c * self._retraction_hop, a, b, c, self._travel_speed, e) gcode_command = self._generateGCodeCommand( 0, gcode_position, self._travel_speed) if gcode_command is not None: gcode_line += gcode_command self._gcode_position = gcode_position self._addToPath(path, [ self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._prime_speed, self._position.e, LayerPolygon.MoveCombingType ]) # path.append([self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, # self._position.c, self._prime_speed, self._position.e, LayerPolygon.MoveCombingType]) gx, gy, gz, ga, gb, gc, gf, ge = new_gcode_position x, y, z, a, b, c, f, e = new_position gcode_position = Position(gx, gy, gz + self._retraction_hop, ga, gb, gc, self._travel_speed, ge) position = Position(x + a * self._retraction_hop, y + b * self._retraction_hop, z + c * self._retraction_hop, a, b, c, self._travel_speed, e) gcode_command = self._generateGCodeCommand( 0, gcode_position, self._travel_speed) if gcode_command is not None: gcode_line += gcode_command self._addToPath(path, [ position.x, position.y, position.z, position.a, position.b, position.c, position.f, position.e, LayerPolygon.MoveCombingType ]) # path.append([position.x, position.y, position.z, position.a, position.b, # position.c, position.f, position.e, LayerPolygon.MoveCombingType]) feedrate = self._travel_speed x, y, z, a, b, c, f, e = new_position self._position = Position(x, y, z, a, b, c, feedrate, self._position.e) gcode_command = self._generateGCodeCommand(0, new_gcode_position, feedrate) if gcode_command is not None: gcode_line += gcode_command gx, gy, gz, ga, gb, gc, gf, ge = new_gcode_position self._gcode_position = Position(gx, gy, gz, ga, gb, gc, feedrate, ge) self._addToPath( path, [x, y, z, a, b, c, feedrate, e, LayerPolygon.MoveCombingType]) self._first_move = False if is_retraction: # we have retraction move new_extruder_position = self._position.e[ self._extruder_number] + self._retraction_amount gcode_line += "G1 E%.5f F%.0f\n" % (new_extruder_position, (self._prime_speed * 60)) self._position.e[self._extruder_number] = new_extruder_position self._gcode_position.e[ self._extruder_number] = new_extruder_position self._addToPath(path, [ self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, self._position.c, self._prime_speed, self._position.e, LayerPolygon.MoveRetractionType ]) # path.append([self._position.x, self._position.y, self._position.z, self._position.a, self._position.b, # self._position.c, self._prime_speed, self._position.e, LayerPolygon.MoveRetractionType]) gcode_line += ";TYPE:SKIRT\n" points.pop(0) for point in points: new_position, new_gcode_position = point feedrate = self._raft_speed x, y, z, a, b, c, f, e = new_position self._position = Position(x, y, z, a, b, c, feedrate, e) gcode_command = self._generateGCodeCommand(1, new_gcode_position, feedrate) if gcode_command is not None: gcode_line += gcode_command gx, gy, gz, ga, gb, gc, gf, ge = new_gcode_position self._gcode_position = Position(gx, gy, gz, ga, gb, gc, feedrate, ge) self._addToPath( path, [x, y, z, a, b, c, feedrate, e, LayerPolygon.SkirtType]) return gcode_line def _generateHelix(self, radius: float, height: float, layer_number: int, reverse_twist: bool, chordal_err: float = 0.025): pitch = self._raft_base_line_width max_t = numpy.pi * 2 + height / pitch result = [] position = self._position gcode_position = self._gcode_position for t in numpy.arange(0, max_t, chordal_err): x = radius * cos(t) y = radius * (sin(t) if not reverse_twist else -sin(t)) z = -self._raft_base_line_width / 2 if max_t - t <= ( numpy.pi + chordal_err) * 2 else -(height - pitch * t) length = numpy.sqrt(x**2 + y**2) i = x / length if length != 0 else 0 j = y / length if length != 0 else 0 k = 0 new_position = Position(x, y, z, i, j, k, 0, [0]) new_gcode_position = self._transformCoordinates( x, y, z, i, j, k, gcode_position) new_position.e[self._extruder_number] = position.e[ self._extruder_number] + self._calculateExtrusion( [x, y, z], position) if t > 0.0 else position.e[self._extruder_number] new_gcode_position.e[self._extruder_number] = new_position.e[ self._extruder_number] position = new_position gcode_position = new_gcode_position result.append((new_position, new_gcode_position)) #if layer_number == 0: for t in numpy.arange(max_t, 2 * max_t - numpy.pi * 2, chordal_err): x = -radius * cos(t - numpy.pi) y = radius * (sin(t) if reverse_twist else -sin(t - numpy.pi)) z = -pitch * (t - max_t) length = numpy.sqrt(x**2 + y**2) i = x / length if length != 0 else 0 j = y / length if length != 0 else 0 k = 0 new_position = Position(x, y, z, i, j, k, 0, [0]) new_gcode_position = self._transformCoordinates( x, y, z, i, j, k, gcode_position) new_position.e[self._extruder_number] = position.e[ self._extruder_number] + self._calculateExtrusion( [x, y, z], position) if t > 0.0 else position.e[self._extruder_number] new_gcode_position.e[self._extruder_number] = new_position.e[ self._extruder_number] position = new_position gcode_position = new_gcode_position result.append((new_position, new_gcode_position)) return result def _transformCoordinates( self, x: float, y: float, z: float, i: float, j: float, k: float, position: Position) -> (float, float, float, float, float, float): a = position.a c = position.c # Get coordinate angles if abs(self._position.c - k) > 0.00001: a = numpy.arccos(k) self._rot_nwp = Matrix() self._setByRotationAxis(self._rot_nwp, -a, Vector.Unit_X) # self._rot_nwp.setByRotationAxis(-a, Vector.Unit_X) a = numpy.degrees(a) if abs(self._position.a - i) > 0.00001 or abs(self._position.b - j) > 0.00001: c = numpy.arctan2(j, i) if x != 0 and y != 0 else 0 angle = numpy.degrees(c + self._pi_faction * 2 * numpy.pi) if abs(angle - position.c) > 180: self._pi_faction += 1 if (angle - position.c) < 0 else -1 c += self._pi_faction * 2 * numpy.pi c -= numpy.pi / 2 self._rot_nws = Matrix() self._setByRotationAxis(self._rot_nws, c, Vector.Unit_Z) # self._rot_nws.setByRotationAxis(c, Vector.Unit_Z) c = numpy.degrees(c) tr = self._rot_nws.multiply(self._rot_nwp, True) tr.invert() pt = Vector(data=numpy.array([x, y, z, 1])) ret = tr.multiply(pt, True).getData() return Position(ret[0], ret[1], ret[2], a, 0, c, 0, [0]) def _setByRotationAxis(self, matrix, angle: float, direction: Vector, point: Optional[List[float]] = None) -> None: sina = numpy.sin(angle) cosa = numpy.cos(angle) direction_data = matrix._unitVector(direction.getData()) # rotation matrix around unit vector R = numpy.diag([cosa, cosa, cosa]) R += numpy.outer(direction_data, direction_data) * (1.0 - cosa) direction_data *= sina R += numpy.array([[0.0, -direction_data[2], direction_data[1]], [direction_data[2], 0.0, -direction_data[0]], [-direction_data[1], direction_data[0], 0.0]], dtype=numpy.float64) M = numpy.identity(4) M[:3, :3] = R if point is not None: # rotation not around origin point = numpy.array(point[:3], dtype=numpy.float64, copy=False) M[:3, 3] = point - numpy.dot(R, point) matrix._data = M def _calculateExtrusion(self, current_point: List[float], previous_point: Position) -> float: Af = (self._filament_diameter / 2)**2 * 3.14 Al = self._raft_base_line_width * self._raft_base_thickness de = numpy.sqrt((current_point[0] - previous_point[0])**2 + (current_point[1] - previous_point[1])**2 + (current_point[2] - previous_point[2])**2) dVe = Al * de self._material_amounts[self._extruder_number] += float(dVe) return dVe / Af def _createPolygon(self, layer_number: int, path: List[List[Union[float, int]]], extruder_offsets: List[float]) -> bool: countvalid = 0 for point in path: if point[8] > 0: countvalid += 1 if countvalid >= 2: # we know what to do now, no need to count further continue if countvalid < 2: return False try: self._layer_data_builder.addLayer(layer_number) self._layer_data_builder.setLayerHeight( layer_number, self._raft_base_thickness * (layer_number + 1)) self._layer_data_builder.setLayerThickness( layer_number, self._raft_base_thickness) this_layer = self._layer_data_builder.getLayer(layer_number) except ValueError: return False count = len(path) line_types = numpy.empty((count - 1, 1), numpy.int32) line_widths = numpy.empty((count - 1, 1), numpy.float32) line_thicknesses = numpy.empty((count - 1, 1), numpy.float32) line_feedrates = numpy.empty((count - 1, 1), numpy.float32) line_widths[:, 0] = self._raft_base_line_width line_thicknesses[:, 0] = self._raft_base_thickness points = numpy.empty((count, 6), numpy.float32) extrusion_values = numpy.empty((count, 1), numpy.float32) i = 0 for point in path: points[i, :] = [ point[0] + extruder_offsets[0], point[2], -point[1] - extruder_offsets[1], -point[4], point[5], -point[3] ] extrusion_values[i] = point[7] if i > 0: line_feedrates[i - 1] = point[6] line_types[i - 1] = point[8] if point[8] in [ LayerPolygon.MoveCombingType, LayerPolygon.MoveRetractionType ]: line_widths[i - 1] = 0.1 # Travels are set as zero thickness lines line_thicknesses[i - 1] = 0.0 else: line_widths[i - 1] = self._raft_base_line_width i += 1 this_poly = LayerPolygon(self._extruder_number, line_types, points, line_widths, line_thicknesses, line_feedrates) this_poly.buildCache() this_layer.polygons.append(this_poly) return True def _addToPath(self, path: List[List[Union[float, int]]], addition: List[Union[float, int]]): layer_type = addition[8] layer_type_to_times_type = { LayerPolygon.NoneType: "none", LayerPolygon.Inset0Type: "inset_0", LayerPolygon.InsetXType: "inset_x", LayerPolygon.SkinType: "skin", LayerPolygon.SupportType: "support", LayerPolygon.SkirtType: "skirt", LayerPolygon.InfillType: "infill", LayerPolygon.SupportInfillType: "support_infill", LayerPolygon.MoveCombingType: "travel", LayerPolygon.MoveRetractionType: "retract", LayerPolygon.SupportInterfaceType: "support_interface" } if len(path) > 0: last_point = path[-1] else: last_point = addition length = numpy.sqrt((last_point[0] - addition[0])**2 + (last_point[1] - addition[1])**2 + (last_point[2] - addition[2])**2) feedrate = addition[6] if feedrate == 0: feedrate = self._travel_speed self._times[layer_type_to_times_type[layer_type]] += (length / feedrate) * 2 path.append(addition) @staticmethod def _positionLength(start: Position, end: Position) -> float: return numpy.sqrt((start.x - end.x)**2 + (start.y - end.y)**2 + (start.z - end.z)**2) def _generateGCodeCommand(self, g: int, gcode_position: Position, feedrate: float) -> Optional[str]: gcode_command = "G%s" % g if numpy.abs(gcode_position.x - self._gcode_position.x) > 0.0001: gcode_command += " X%.2f" % gcode_position.x if numpy.abs(gcode_position.y - self._gcode_position.y) > 0.0001: gcode_command += " Y%.2f" % gcode_position.y if numpy.abs(gcode_position.z - self._gcode_position.z) > 0.0001: gcode_command += " Z%.2f" % gcode_position.z if numpy.abs(gcode_position.a - self._gcode_position.a) > 0.0001: gcode_command += " A%.2f" % (gcode_position.a * self._machine_a_axis_coefficient) if numpy.abs(gcode_position.b - self._gcode_position.b) > 0.0001: gcode_command += " B%.2f" % gcode_position.b if numpy.abs(gcode_position.c - self._gcode_position.c) > 0.0001: gcode_command += " C%.3f" % (gcode_position.c * self._machine_c_axis_coefficient) if numpy.abs(feedrate - self._gcode_position.f) > 0.0001: gcode_command += " F%.0f" % (feedrate * 60) if numpy.abs(gcode_position.e[self._extruder_number] - self._gcode_position.e[self._extruder_number] ) > 0.0001 and g > 0: gcode_command += " E%.5f" % gcode_position.e[self._extruder_number] gcode_command += "\n" if gcode_command != "G%s\n" % g: return gcode_command else: return None