def _saveCombinedSTL(self, filename): totalCount = 0 for item in self.list: totalCount += item.mesh.vertexCount output = mesh.mesh() output._prepareVertexCount(totalCount) for item in self.list: offset = numpy.array([item.centerX, item.centerY, 0]) for v in item.mesh.vertexes: v0 = v * item.scale + offset output.addVertex(v0[0], v0[1], v0[2]) stl.saveAsSTL(output, filename)
def _saveCombinedSTL(self, filename): totalCount = 0 for item in self.list: totalCount += item.mesh.vertexCount output = mesh.mesh() output._prepareVertexCount(totalCount) for item in self.list: vMin = item.getMinimum() vMax = item.getMaximum() offset = - vMin - (vMax - vMin) / 2 offset += numpy.array([item.centerX, item.centerY, (vMax[2] - vMin[2]) / 2]) vertexes = (item.mesh.vertexes * item.matrix).getA() + offset for v in vertexes: output.addVertex(v[0], v[1], v[2]) stl.saveAsSTL(output, filename)
def _saveCombinedSTL(self, filename): totalCount = 0 for item in self.list: totalCount += item.mesh.vertexCount output = mesh.mesh() output._prepareVertexCount(totalCount) for item in self.list: vMin = item.getMinimum() vMax = item.getMaximum() offset = -vMin - (vMax - vMin) / 2 offset += numpy.array( [item.centerX, item.centerY, (vMax[2] - vMin[2]) / 2]) vertexes = (item.mesh.vertexes * item.matrix).getA() + offset for v in vertexes: output.addVertex(v[0], v[1], v[2]) stl.saveAsSTL(output, filename)
def OnImport(self, e): if self.level is None or self.selectArea is None: return xMin = min(self.selectArea[0], self.selectArea[2]) + (self.playerPos[0] - 16) * 16 xMax = max(self.selectArea[0], self.selectArea[2]) + (self.playerPos[0] - 16) * 16 yMin = min(self.selectArea[1], self.selectArea[3]) + (self.playerPos[1] - 16) * 16 yMax = max(self.selectArea[1], self.selectArea[3]) + (self.playerPos[1] - 16) * 16 sx = (xMax - xMin + 1) sy = (yMax - yMin + 1) blocks = numpy.zeros((sx, sy, 256), numpy.int32) cxMin = int(xMin / 16) cxMax = int((xMax + 15) / 16) cyMin = int(yMin / 16) cyMax = int((yMax + 15) / 16) for cx in xrange(cxMin, cxMax + 1): for cy in xrange(cyMin, cyMax + 1): chunk = self.level.getChunk(cx, cy) for x in xrange(0, 16): bx = x + cx * 16 if xMin <= bx <= xMax: for y in xrange(0, 16): by = y + cy * 16 if yMin <= by <= yMax: blocks[bx - xMin, by - yMin] = chunk.Blocks[x, y] minZ = 256 maxZ = 0 for x in xrange(0, sx): for y in xrange(0, sy): minZ = min(minZ, numpy.max(numpy.where(blocks[x, y] != 0))) maxZ = max(maxZ, numpy.max(numpy.where(blocks[x, y] != 0))) minZ += 1 faceCount = 0 for x in xrange(0, sx): for y in xrange(0, sy): for z in xrange(minZ, maxZ + 1): if self.isSolid[blocks[x, y, z]]: if z == maxZ or not self.isSolid[blocks[x, y, z + 1]]: faceCount += 1 if z == minZ or not self.isSolid[blocks[x, y, z - 1]]: faceCount += 1 if x == 0 or not self.isSolid[blocks[x - 1, y, z]]: faceCount += 1 if x == sx - 1 or not self.isSolid[blocks[x + 1, y, z]]: faceCount += 1 if y == 0 or not self.isSolid[blocks[x, y - 1, z]]: faceCount += 1 if y == sy - 1 or not self.isSolid[blocks[x, y + 1, z]]: faceCount += 1 m = mesh.mesh() m._prepareVertexCount(faceCount * 2 * 3) for x in xrange(0, sx): for y in xrange(0, sy): for z in xrange(minZ, maxZ + 1): if self.isSolid[blocks[x, y, z]]: if z == maxZ or not self.isSolid[blocks[x, y, z + 1]]: m.addVertex(x, y, z+1) m.addVertex(x+1, y, z+1) m.addVertex(x, y+1, z+1) m.addVertex(x+1, y+1, z+1) m.addVertex(x, y+1, z+1) m.addVertex(x+1, y, z+1) if z == minZ or not self.isSolid[blocks[x, y, z - 1]]: m.addVertex(x, y, z) m.addVertex(x, y+1, z) m.addVertex(x+1, y, z) m.addVertex(x+1, y+1, z) m.addVertex(x+1, y, z) m.addVertex(x, y+1, z) if x == 0 or not self.isSolid[blocks[x - 1, y, z]]: m.addVertex(x, y, z) m.addVertex(x, y, z+1) m.addVertex(x, y+1, z) m.addVertex(x, y+1, z+1) m.addVertex(x, y+1, z) m.addVertex(x, y, z+1) if x == sx - 1 or not self.isSolid[blocks[x + 1, y, z]]: m.addVertex(x+1, y, z) m.addVertex(x+1, y+1, z) m.addVertex(x+1, y, z+1) m.addVertex(x+1, y+1, z+1) m.addVertex(x+1, y, z+1) m.addVertex(x+1, y+1, z) if y == 0 or not self.isSolid[blocks[x, y - 1, z]]: m.addVertex(x, y, z) m.addVertex(x+1, y, z) m.addVertex(x, y, z+1) m.addVertex(x+1, y, z+1) m.addVertex(x, y, z+1) m.addVertex(x+1, y, z) if y == sy - 1 or not self.isSolid[blocks[x, y + 1, z]]: m.addVertex(x, y+1, z) m.addVertex(x, y+1, z+1) m.addVertex(x+1, y+1, z) m.addVertex(x+1, y+1, z+1) m.addVertex(x+1, y+1, z) m.addVertex(x, y+1, z+1) stlFilename = os.path.join(os.path.dirname(self.level.filename), 'export.stl') stl.saveAsSTL(m, stlFilename) self.GetParent()._loadModels([stlFilename])