def _generateSceneNode(self, file_name, xz_size, peak_height, base_height, blur_iterations, max_size, image_color_invert): mesh = None scene_node = None scene_node = SceneNode() mesh = MeshData() scene_node.setMeshData(mesh) img = QImage(file_name) if img.isNull(): Logger.log("e", "Image is corrupt.") return None width = max(img.width(), 2) height = max(img.height(), 2) aspect = height / width if img.width() < 2 or img.height() < 2: img = img.scaled(width, height, Qt.IgnoreAspectRatio) base_height = max(base_height, 0) peak_height = max(peak_height, -base_height) xz_size = max(xz_size, 1) scale_vector = Vector(xz_size, peak_height, xz_size) if width > height: scale_vector.setZ(scale_vector.z * aspect) elif height > width: scale_vector.setX(scale_vector.x / aspect) if width > max_size or height > max_size: scale_factor = max_size / width if height > width: scale_factor = max_size / height width = int(max(round(width * scale_factor), 2)) height = int(max(round(height * scale_factor), 2)) img = img.scaled(width, height, Qt.IgnoreAspectRatio) width_minus_one = width - 1 height_minus_one = height - 1 Job.yieldThread() texel_width = 1.0 / (width_minus_one) * scale_vector.x texel_height = 1.0 / (height_minus_one) * scale_vector.z height_data = numpy.zeros((height, width), dtype=numpy.float32) for x in range(0, width): for y in range(0, height): qrgb = img.pixel(x, y) avg = float(qRed(qrgb) + qGreen(qrgb) + qBlue(qrgb)) / (3 * 255) height_data[y, x] = avg Job.yieldThread() if image_color_invert: height_data = 1 - height_data for i in range(0, blur_iterations): copy = numpy.pad(height_data, ((1, 1), (1, 1)), mode="edge") height_data += copy[1:-1, 2:] height_data += copy[1:-1, :-2] height_data += copy[2:, 1:-1] height_data += copy[:-2, 1:-1] height_data += copy[2:, 2:] height_data += copy[:-2, 2:] height_data += copy[2:, :-2] height_data += copy[:-2, :-2] height_data /= 9 Job.yieldThread() height_data *= scale_vector.y height_data += base_height heightmap_face_count = 2 * height_minus_one * width_minus_one total_face_count = heightmap_face_count + (width_minus_one * 2) * ( height_minus_one * 2) + 2 mesh.reserveFaceCount(total_face_count) # initialize to texel space vertex offsets. # 6 is for 6 vertices for each texel quad. heightmap_vertices = numpy.zeros( (width_minus_one * height_minus_one, 6, 3), dtype=numpy.float32) heightmap_vertices = heightmap_vertices + numpy.array( [[[0, base_height, 0], [0, base_height, texel_height], [texel_width, base_height, texel_height], [texel_width, base_height, texel_height], [texel_width, base_height, 0], [0, base_height, 0]]], dtype=numpy.float32) offsetsz, offsetsx = numpy.mgrid[0:height_minus_one, 0:width - 1] offsetsx = numpy.array(offsetsx, numpy.float32).reshape( -1, 1) * texel_width offsetsz = numpy.array(offsetsz, numpy.float32).reshape( -1, 1) * texel_height # offsets for each texel quad heightmap_vertex_offsets = numpy.concatenate([ offsetsx, numpy.zeros((offsetsx.shape[0], offsetsx.shape[1]), dtype=numpy.float32), offsetsz ], 1) heightmap_vertices += heightmap_vertex_offsets.repeat(6, 0).reshape( -1, 6, 3) # apply height data to y values heightmap_vertices[:, 0, 1] = heightmap_vertices[:, 5, 1] = height_data[:-1, : -1].reshape( -1) heightmap_vertices[:, 1, 1] = height_data[1:, :-1].reshape(-1) heightmap_vertices[:, 2, 1] = heightmap_vertices[:, 3, 1] = height_data[ 1:, 1:].reshape(-1) heightmap_vertices[:, 4, 1] = height_data[:-1, 1:].reshape(-1) heightmap_indices = numpy.array(numpy.mgrid[0:heightmap_face_count * 3], dtype=numpy.int32).reshape(-1, 3) mesh._vertices[0:(heightmap_vertices.size // 3), :] = heightmap_vertices.reshape(-1, 3) mesh._indices[0:(heightmap_indices.size // 3), :] = heightmap_indices mesh._vertex_count = heightmap_vertices.size // 3 mesh._face_count = heightmap_indices.size // 3 geo_width = width_minus_one * texel_width geo_height = height_minus_one * texel_height # bottom mesh.addFace(0, 0, 0, 0, 0, geo_height, geo_width, 0, geo_height) mesh.addFace(geo_width, 0, geo_height, geo_width, 0, 0, 0, 0, 0) # north and south walls for n in range(0, width_minus_one): x = n * texel_width nx = (n + 1) * texel_width hn0 = height_data[0, n] hn1 = height_data[0, n + 1] hs0 = height_data[height_minus_one, n] hs1 = height_data[height_minus_one, n + 1] mesh.addFace(x, 0, 0, nx, 0, 0, nx, hn1, 0) mesh.addFace(nx, hn1, 0, x, hn0, 0, x, 0, 0) mesh.addFace(x, 0, geo_height, nx, 0, geo_height, nx, hs1, geo_height) mesh.addFace(nx, hs1, geo_height, x, hs0, geo_height, x, 0, geo_height) # west and east walls for n in range(0, height_minus_one): y = n * texel_height ny = (n + 1) * texel_height hw0 = height_data[n, 0] hw1 = height_data[n + 1, 0] he0 = height_data[n, width_minus_one] he1 = height_data[n + 1, width_minus_one] mesh.addFace(0, 0, y, 0, 0, ny, 0, hw1, ny) mesh.addFace(0, hw1, ny, 0, hw0, y, 0, 0, y) mesh.addFace(geo_width, 0, y, geo_width, 0, ny, geo_width, he1, ny) mesh.addFace(geo_width, he1, ny, geo_width, he0, y, geo_width, 0, y) mesh.calculateNormals(fast=True) return scene_node
def read(self, file_name): result = None extension = os.path.splitext(file_name)[1] if extension.lower() == self._supported_extension: result = SceneNode() # The base object of 3mf is a zipped archive. archive = zipfile.ZipFile(file_name, 'r') try: root = ET.parse(archive.open("3D/3dmodel.model")) # There can be multiple objects, try to load all of them. objects = root.findall("./3mf:resources/3mf:object", self._namespaces) for object in objects: mesh = MeshData() node = SceneNode() vertex_list = [] #for vertex in object.mesh.vertices.vertex: for vertex in object.findall(".//3mf:vertex", self._namespaces): vertex_list.append([vertex.get("x"), vertex.get("y"), vertex.get("z")]) triangles = object.findall(".//3mf:triangle", self._namespaces) mesh.reserveFaceCount(len(triangles)) #for triangle in object.mesh.triangles.triangle: for triangle in triangles: v1 = int(triangle.get("v1")) v2 = int(triangle.get("v2")) v3 = int(triangle.get("v3")) mesh.addFace(vertex_list[v1][0],vertex_list[v1][1],vertex_list[v1][2],vertex_list[v2][0],vertex_list[v2][1],vertex_list[v2][2],vertex_list[v3][0],vertex_list[v3][1],vertex_list[v3][2]) #TODO: We currently do not check for normals and simply recalculate them. mesh.calculateNormals() node.setMeshData(mesh) node.setSelectable(True) transformation = root.findall("./3mf:build/3mf:item[@objectid='{0}']".format(object.get("id")), self._namespaces) if transformation: transformation = transformation[0] if transformation.get("transform"): splitted_transformation = transformation.get("transform").split() ## Transformation is saved as: ## M00 M01 M02 0.0 ## M10 M11 M12 0.0 ## M20 M21 M22 0.0 ## M30 M31 M32 1.0 ## We switch the row & cols as that is how everyone else uses matrices! temp_mat = Matrix() # Rotation & Scale temp_mat._data[0,0] = splitted_transformation[0] temp_mat._data[1,0] = splitted_transformation[1] temp_mat._data[2,0] = splitted_transformation[2] temp_mat._data[0,1] = splitted_transformation[3] temp_mat._data[1,1] = splitted_transformation[4] temp_mat._data[2,1] = splitted_transformation[5] temp_mat._data[0,2] = splitted_transformation[6] temp_mat._data[1,2] = splitted_transformation[7] temp_mat._data[2,2] = splitted_transformation[8] # Translation temp_mat._data[0,3] = splitted_transformation[9] temp_mat._data[1,3] = splitted_transformation[10] temp_mat._data[2,3] = splitted_transformation[11] node.setPosition(Vector(temp_mat.at(0,3), temp_mat.at(1,3), temp_mat.at(2,3))) temp_quaternion = Quaternion() temp_quaternion.setByMatrix(temp_mat) node.setOrientation(temp_quaternion) # Magical scale extraction S2 = temp_mat.getTransposed().multiply(temp_mat) scale_x = math.sqrt(S2.at(0,0)) scale_y = math.sqrt(S2.at(1,1)) scale_z = math.sqrt(S2.at(2,2)) node.setScale(Vector(scale_x,scale_y,scale_z)) # We use a different coordinate frame, so rotate. rotation = Quaternion.fromAngleAxis(-0.5 * math.pi, Vector(1,0,0)) node.rotate(rotation) result.addChild(node) #If there is more then one object, group them. try: if len(objects) > 1: group_decorator = GroupDecorator() result.addDecorator(group_decorator) except: pass except Exception as e: Logger.log("e" ,"exception occured in 3mf reader: %s" , e) return result
def _generateSceneNode(self, file_name, xz_size, peak_height, base_height, blur_iterations, max_size, image_color_invert): mesh = None scene_node = None scene_node = SceneNode() mesh = MeshData() scene_node.setMeshData(mesh) img = QImage(file_name) if img.isNull(): Logger.log("e", "Image is corrupt.") return None width = max(img.width(), 2) height = max(img.height(), 2) aspect = height / width if img.width() < 2 or img.height() < 2: img = img.scaled(width, height, Qt.IgnoreAspectRatio) base_height = max(base_height, 0) peak_height = max(peak_height, -base_height) xz_size = max(xz_size, 1) scale_vector = Vector(xz_size, peak_height, xz_size) if width > height: scale_vector.setZ(scale_vector.z * aspect) elif height > width: scale_vector.setX(scale_vector.x / aspect) if width > max_size or height > max_size: scale_factor = max_size / width if height > width: scale_factor = max_size / height width = int(max(round(width * scale_factor), 2)) height = int(max(round(height * scale_factor), 2)) img = img.scaled(width, height, Qt.IgnoreAspectRatio) width_minus_one = width - 1 height_minus_one = height - 1 Job.yieldThread() texel_width = 1.0 / (width_minus_one) * scale_vector.x texel_height = 1.0 / (height_minus_one) * scale_vector.z height_data = numpy.zeros((height, width), dtype=numpy.float32) for x in range(0, width): for y in range(0, height): qrgb = img.pixel(x, y) avg = float(qRed(qrgb) + qGreen(qrgb) + qBlue(qrgb)) / (3 * 255) height_data[y, x] = avg Job.yieldThread() if image_color_invert: height_data = 1 - height_data for i in range(0, blur_iterations): copy = numpy.pad(height_data, ((1, 1), (1, 1)), mode= "edge") height_data += copy[1:-1, 2:] height_data += copy[1:-1, :-2] height_data += copy[2:, 1:-1] height_data += copy[:-2, 1:-1] height_data += copy[2:, 2:] height_data += copy[:-2, 2:] height_data += copy[2:, :-2] height_data += copy[:-2, :-2] height_data /= 9 Job.yieldThread() height_data *= scale_vector.y height_data += base_height heightmap_face_count = 2 * height_minus_one * width_minus_one total_face_count = heightmap_face_count + (width_minus_one * 2) * (height_minus_one * 2) + 2 mesh.reserveFaceCount(total_face_count) # initialize to texel space vertex offsets. # 6 is for 6 vertices for each texel quad. heightmap_vertices = numpy.zeros((width_minus_one * height_minus_one, 6, 3), dtype = numpy.float32) heightmap_vertices = heightmap_vertices + numpy.array([[ [0, base_height, 0], [0, base_height, texel_height], [texel_width, base_height, texel_height], [texel_width, base_height, texel_height], [texel_width, base_height, 0], [0, base_height, 0] ]], dtype = numpy.float32) offsetsz, offsetsx = numpy.mgrid[0: height_minus_one, 0: width - 1] offsetsx = numpy.array(offsetsx, numpy.float32).reshape(-1, 1) * texel_width offsetsz = numpy.array(offsetsz, numpy.float32).reshape(-1, 1) * texel_height # offsets for each texel quad heightmap_vertex_offsets = numpy.concatenate([offsetsx, numpy.zeros((offsetsx.shape[0], offsetsx.shape[1]), dtype=numpy.float32), offsetsz], 1) heightmap_vertices += heightmap_vertex_offsets.repeat(6, 0).reshape(-1, 6, 3) # apply height data to y values heightmap_vertices[:, 0, 1] = heightmap_vertices[:, 5, 1] = height_data[:-1, :-1].reshape(-1) heightmap_vertices[:, 1, 1] = height_data[1:, :-1].reshape(-1) heightmap_vertices[:, 2, 1] = heightmap_vertices[:, 3, 1] = height_data[1:, 1:].reshape(-1) heightmap_vertices[:, 4, 1] = height_data[:-1, 1:].reshape(-1) heightmap_indices = numpy.array(numpy.mgrid[0:heightmap_face_count * 3], dtype=numpy.int32).reshape(-1, 3) mesh._vertices[0:(heightmap_vertices.size // 3), :] = heightmap_vertices.reshape(-1, 3) mesh._indices[0:(heightmap_indices.size // 3), :] = heightmap_indices mesh._vertex_count = heightmap_vertices.size // 3 mesh._face_count = heightmap_indices.size // 3 geo_width = width_minus_one * texel_width geo_height = height_minus_one * texel_height # bottom mesh.addFace(0, 0, 0, 0, 0, geo_height, geo_width, 0, geo_height) mesh.addFace(geo_width, 0, geo_height, geo_width, 0, 0, 0, 0, 0) # north and south walls for n in range(0, width_minus_one): x = n * texel_width nx = (n + 1) * texel_width hn0 = height_data[0, n] hn1 = height_data[0, n + 1] hs0 = height_data[height_minus_one, n] hs1 = height_data[height_minus_one, n + 1] mesh.addFace(x, 0, 0, nx, 0, 0, nx, hn1, 0) mesh.addFace(nx, hn1, 0, x, hn0, 0, x, 0, 0) mesh.addFace(x, 0, geo_height, nx, 0, geo_height, nx, hs1, geo_height) mesh.addFace(nx, hs1, geo_height, x, hs0, geo_height, x, 0, geo_height) # west and east walls for n in range(0, height_minus_one): y = n * texel_height ny = (n + 1) * texel_height hw0 = height_data[n, 0] hw1 = height_data[n + 1, 0] he0 = height_data[n, width_minus_one] he1 = height_data[n + 1, width_minus_one] mesh.addFace(0, 0, y, 0, 0, ny, 0, hw1, ny) mesh.addFace(0, hw1, ny, 0, hw0, y, 0, 0, y) mesh.addFace(geo_width, 0, y, geo_width, 0, ny, geo_width, he1, ny) mesh.addFace(geo_width, he1, ny, geo_width, he0, y, geo_width, 0, y) mesh.calculateNormals(fast=True) return scene_node
def read(self, file_name, storage_device): mesh = None extension = os.path.splitext(file_name)[1] if extension.lower() == self._supported_extension: vertex_list = [] normal_list = [] uv_list = [] face_list = [] mesh = MeshData() f = storage_device.openFile(file_name, "rt") for line in f: parts = line.split() if len(parts) < 1: continue if parts[0] == "v": vertex_list.append([float(parts[1]), float(parts[3]), -float(parts[2])]) if parts[0] == "vn": normal_list.append([float(parts[1]), float(parts[3]), -float(parts[2])]) if parts[0] == "vt": uv_list.append([float(parts[1]), float(parts[2])]) if parts[0] == "f": parts = [i for i in map(lambda p: p.split("/"), parts)] for idx in range(1, len(parts)-2): data = [int(parts[1][0]), int(parts[idx+1][0]), int(parts[idx+2][0])] if len(parts[1]) > 2: data += [int(parts[1][2]), int(parts[idx+1][2]), int(parts[idx+2][2])] if parts[1][1] and parts[idx+1][1] and parts[idx+2][1]: data += [int(parts[1][1]), int(parts[idx+1][1]), int(parts[idx+2][1])] face_list.append(data) storage_device.closeFile(f) mesh.reserveFaceCount(len(face_list)) num_vertices = len(vertex_list) num_normals = len(normal_list) for face in face_list: # Substract 1 from index, as obj starts counting at 1 instead of 0 i = face[0] - 1 j = face[1] - 1 k = face[2] - 1 if len(face) > 3: ni = face[3] - 1 nj = face[4] - 1 nk = face[5] - 1 else: ni = -1 nj = -1 nk = -1 if len(face) > 6: ui = face[6] - 1 uj = face[7] - 1 uk = face[8] - 1 else: ui = -1 uj = -1 uk = -1 #TODO: improve this handling, this can cause weird errors if i < 0 or i >= num_vertices: i = 0 if j < 0 or j >= num_vertices: j = 0 if k < 0 or k >= num_vertices: k = 0 if(ni != -1 and nj != -1 and nk != -1): mesh.addFaceWithNormals(vertex_list[i][0], vertex_list[i][1], vertex_list[i][2], normal_list[ni][0], normal_list[ni][1], normal_list[ni][2], vertex_list[j][0], vertex_list[j][1], vertex_list[j][2], normal_list[nj][0], normal_list[nj][1], normal_list[nj][2], vertex_list[k][0], vertex_list[k][1], vertex_list[k][2],normal_list[nk][0], normal_list[nk][1], normal_list[nk][2]) else: mesh.addFace(vertex_list[i][0], vertex_list[i][1], vertex_list[i][2], vertex_list[j][0], vertex_list[j][1], vertex_list[j][2], vertex_list[k][0], vertex_list[k][1], vertex_list[k][2]) if ui != -1: mesh.setVertexUVCoordinates(mesh.getVertexCount() - 3, uv_list[ui][0], uv_list[ui][1]) if uj != -1: mesh.setVertexUVCoordinates(mesh.getVertexCount() - 2, uv_list[uj][0], uv_list[uj][1]) if uk != -1: mesh.setVertexUVCoordinates(mesh.getVertexCount() - 1, uv_list[uk][0], uv_list[uk][1]) if not mesh.hasNormals(): mesh.calculateNormals() return mesh
def read(self, file_name): result = None extension = os.path.splitext(file_name)[1] if extension.lower() == self._supported_extension: result = SceneNode() # The base object of 3mf is a zipped archive. archive = zipfile.ZipFile(file_name, "r") try: root = ET.parse(archive.open("3D/3dmodel.model")) # There can be multiple objects, try to load all of them. objects = root.findall("./3mf:resources/3mf:object", self._namespaces) if len(objects) == 0: Logger.log( "w", "No objects found in 3MF file %s, either the file is corrupt or you are using an outdated format", file_name) return None for object in objects: mesh = MeshData() node = SceneNode() vertex_list = [] #for vertex in object.mesh.vertices.vertex: for vertex in object.findall(".//3mf:vertex", self._namespaces): vertex_list.append([ vertex.get("x"), vertex.get("y"), vertex.get("z") ]) Job.yieldThread() triangles = object.findall(".//3mf:triangle", self._namespaces) mesh.reserveFaceCount(len(triangles)) #for triangle in object.mesh.triangles.triangle: for triangle in triangles: v1 = int(triangle.get("v1")) v2 = int(triangle.get("v2")) v3 = int(triangle.get("v3")) mesh.addFace(vertex_list[v1][0], vertex_list[v1][1], vertex_list[v1][2], vertex_list[v2][0], vertex_list[v2][1], vertex_list[v2][2], vertex_list[v3][0], vertex_list[v3][1], vertex_list[v3][2]) Job.yieldThread() #TODO: We currently do not check for normals and simply recalculate them. mesh.calculateNormals() node.setMeshData(mesh) node.setSelectable(True) transformation = root.findall( "./3mf:build/3mf:item[@objectid='{0}']".format( object.get("id")), self._namespaces) if transformation: transformation = transformation[0] if transformation.get("transform"): splitted_transformation = transformation.get( "transform").split() ## Transformation is saved as: ## M00 M01 M02 0.0 ## M10 M11 M12 0.0 ## M20 M21 M22 0.0 ## M30 M31 M32 1.0 ## We switch the row & cols as that is how everyone else uses matrices! temp_mat = Matrix() # Rotation & Scale temp_mat._data[0, 0] = splitted_transformation[0] temp_mat._data[1, 0] = splitted_transformation[1] temp_mat._data[2, 0] = splitted_transformation[2] temp_mat._data[0, 1] = splitted_transformation[3] temp_mat._data[1, 1] = splitted_transformation[4] temp_mat._data[2, 1] = splitted_transformation[5] temp_mat._data[0, 2] = splitted_transformation[6] temp_mat._data[1, 2] = splitted_transformation[7] temp_mat._data[2, 2] = splitted_transformation[8] # Translation temp_mat._data[0, 3] = splitted_transformation[9] temp_mat._data[1, 3] = splitted_transformation[10] temp_mat._data[2, 3] = splitted_transformation[11] node.setPosition( Vector(temp_mat.at(0, 3), temp_mat.at(1, 3), temp_mat.at(2, 3))) temp_quaternion = Quaternion() temp_quaternion.setByMatrix(temp_mat) node.setOrientation(temp_quaternion) # Magical scale extraction scale = temp_mat.getTransposed().multiply(temp_mat) scale_x = math.sqrt(scale.at(0, 0)) scale_y = math.sqrt(scale.at(1, 1)) scale_z = math.sqrt(scale.at(2, 2)) node.setScale(Vector(scale_x, scale_y, scale_z)) # We use a different coordinate frame, so rotate. #rotation = Quaternion.fromAngleAxis(-0.5 * math.pi, Vector(1,0,0)) #node.rotate(rotation) result.addChild(node) Job.yieldThread() #If there is more then one object, group them. try: if len(objects) > 1: group_decorator = GroupDecorator() result.addDecorator(group_decorator) except: pass except Exception as e: Logger.log("e", "exception occured in 3mf reader: %s", e) return result
def read(self, file_name): result = SceneNode() # The base object of 3mf is a zipped archive. archive = zipfile.ZipFile(file_name, "r") try: root = ET.parse(archive.open("3D/3dmodel.model")) # There can be multiple objects, try to load all of them. objects = root.findall("./3mf:resources/3mf:object", self._namespaces) if len(objects) == 0: Logger.log("w", "No objects found in 3MF file %s, either the file is corrupt or you are using an outdated format", file_name) return None for entry in objects: mesh = MeshData() node = SceneNode() vertex_list = [] #for vertex in entry.mesh.vertices.vertex: for vertex in entry.findall(".//3mf:vertex", self._namespaces): vertex_list.append([vertex.get("x"), vertex.get("y"), vertex.get("z")]) Job.yieldThread() triangles = entry.findall(".//3mf:triangle", self._namespaces) mesh.reserveFaceCount(len(triangles)) #for triangle in object.mesh.triangles.triangle: for triangle in triangles: v1 = int(triangle.get("v1")) v2 = int(triangle.get("v2")) v3 = int(triangle.get("v3")) mesh.addFace(vertex_list[v1][0],vertex_list[v1][1],vertex_list[v1][2],vertex_list[v2][0],vertex_list[v2][1],vertex_list[v2][2],vertex_list[v3][0],vertex_list[v3][1],vertex_list[v3][2]) Job.yieldThread() # Rotate the model; We use a different coordinate frame. rotation = Matrix() rotation.setByRotationAxis(-0.5 * math.pi, Vector(1,0,0)) mesh = mesh.getTransformed(rotation) #TODO: We currently do not check for normals and simply recalculate them. mesh.calculateNormals() node.setMeshData(mesh) node.setSelectable(True) transformation = root.findall("./3mf:build/3mf:item[@objectid='{0}']".format(entry.get("id")), self._namespaces) if transformation: transformation = transformation[0] try: if transformation.get("transform"): splitted_transformation = transformation.get("transform").split() ## Transformation is saved as: ## M00 M01 M02 0.0 ## M10 M11 M12 0.0 ## M20 M21 M22 0.0 ## M30 M31 M32 1.0 ## We switch the row & cols as that is how everyone else uses matrices! temp_mat = Matrix() # Rotation & Scale temp_mat._data[0,0] = splitted_transformation[0] temp_mat._data[1,0] = splitted_transformation[1] temp_mat._data[2,0] = splitted_transformation[2] temp_mat._data[0,1] = splitted_transformation[3] temp_mat._data[1,1] = splitted_transformation[4] temp_mat._data[2,1] = splitted_transformation[5] temp_mat._data[0,2] = splitted_transformation[6] temp_mat._data[1,2] = splitted_transformation[7] temp_mat._data[2,2] = splitted_transformation[8] # Translation temp_mat._data[0,3] = splitted_transformation[9] temp_mat._data[1,3] = splitted_transformation[10] temp_mat._data[2,3] = splitted_transformation[11] node.setTransformation(temp_mat) except AttributeError: pass # Empty list was found. Getting transformation is not possible result.addChild(node) Job.yieldThread() #If there is more then one object, group them. try: if len(objects) > 1: group_decorator = GroupDecorator() result.addDecorator(group_decorator) except: pass except Exception as e: Logger.log("e" ,"exception occured in 3mf reader: %s" , e) return result