Пример #1
0
 def groupSelected(self):
     group_node = SceneNode()
     group_decorator = GroupDecorator()
     group_node.addDecorator(group_decorator)
     group_node.setParent(self.getController().getScene().getRoot())
     
     for node in Selection.getAllSelectedObjects():
         node.setParent(group_node)
     
     for node in group_node.getChildren():
         Selection.remove(node)
     
     Selection.add(group_node)
Пример #2
0
    def groupSelected(self):
        group_node = SceneNode()
        group_decorator = GroupDecorator()
        group_node.addDecorator(group_decorator)
        group_node.setParent(self.getController().getScene().getRoot())

        for node in Selection.getAllSelectedObjects():
            node.setParent(group_node)

        for node in group_node.getChildren():
            Selection.remove(node)

        Selection.add(group_node)
Пример #3
0
    def groupSelected(self):
        group_node = SceneNode()
        group_decorator = GroupDecorator()
        group_node.addDecorator(group_decorator)
        group_node.setParent(self.getController().getScene().getRoot())

        for node in Selection.getAllSelectedObjects():
            node.setParent(group_node)
        group_node.setCenterPosition(group_node.getBoundingBox().center)
        #group_node.translate(Vector(0,group_node.getBoundingBox().center.y,0))
        group_node.translate(group_node.getBoundingBox().center)
        for node in group_node.getChildren():
            Selection.remove(node)

        Selection.add(group_node)
Пример #4
0
 def groupSelected(self):
     group_node = SceneNode()
     group_decorator = GroupDecorator()
     group_node.addDecorator(group_decorator)
     group_node.setParent(self.getController().getScene().getRoot())
     
     for node in Selection.getAllSelectedObjects():
         node.setParent(group_node)
     group_node.setCenterPosition(group_node.getBoundingBox().center)
     #group_node.translate(Vector(0,group_node.getBoundingBox().center.y,0))
     group_node.translate(group_node.getBoundingBox().center)
     for node in group_node.getChildren():
         Selection.remove(node)
     
     Selection.add(group_node)
Пример #5
0
    def groupSelected(self):
        # Create a group-node
        group_node = SceneNode()
        group_decorator = GroupDecorator()
        group_node.addDecorator(group_decorator)
        group_node.setParent(self.getController().getScene().getRoot())
        group_node.setSelectable(True)
        center = Selection.getSelectionCenter()
        group_node.setPosition(center)
        group_node.setCenterPosition(center)

        # Move selected nodes into the group-node
        Selection.applyOperation(SetParentOperation, group_node)

        # Deselect individual nodes and select the group-node instead
        for node in group_node.getChildren():
            Selection.remove(node)
        Selection.add(group_node)
Пример #6
0
    def groupSelected(self):
        # Create a group-node
        group_node = SceneNode()
        group_decorator = GroupDecorator()
        group_node.addDecorator(group_decorator)
        group_node.setParent(self.getController().getScene().getRoot())
        group_node.setSelectable(True)
        center = Selection.getSelectionCenter()
        group_node.setPosition(center)
        group_node.setCenterPosition(center)

        # Move selected nodes into the group-node
        Selection.applyOperation(SetParentOperation, group_node)

        # Deselect individual nodes and select the group-node instead
        for node in group_node.getChildren():
            Selection.remove(node)
        Selection.add(group_node)
Пример #7
0
    def groupSelected(self):
        group_node = SceneNode()
        group_decorator = GroupDecorator()
        group_node.addDecorator(group_decorator)
        group_node.setParent(self.getController().getScene().getRoot())
        center = Selection.getSelectionCenter()
        group_node.setPosition(center)
        group_node.setCenterPosition(center)

        for node in Selection.getAllSelectedObjects():
            world = node.getWorldPosition()
            node.setParent(group_node)
            node.setPosition(world - center)

        for node in group_node.getChildren():
            Selection.remove(node)

        Selection.add(group_node)
Пример #8
0
    def groupSelected(self):
        group_node = SceneNode()
        group_decorator = GroupDecorator()
        group_node.addDecorator(group_decorator)
        group_node.setParent(self.getController().getScene().getRoot())
        center = Selection.getSelectionCenter()
        group_node.setPosition(center)
        group_node.setCenterPosition(center)

        for node in Selection.getAllSelectedObjects():
            world = node.getWorldPosition()
            node.setParent(group_node)
            node.setPosition(world - center)

        for node in group_node.getChildren():
            Selection.remove(node)

        Selection.add(group_node)
Пример #9
0
    def _convertSavitarNodeToUMNode(self, savitar_node):
        um_node = SceneNode()
        transformation = self._createMatrixFromTransformationString(
            savitar_node.getTransformation())
        um_node.setTransformation(transformation)
        mesh_builder = MeshBuilder()

        data = numpy.fromstring(
            savitar_node.getMeshData().getFlatVerticesAsBytes(),
            dtype=numpy.float32)

        vertices = numpy.resize(data, (int(data.size / 3), 3))
        mesh_builder.setVertices(vertices)
        mesh_builder.calculateNormals(fast=True)
        mesh_data = mesh_builder.build()

        if len(mesh_data.getVertices()):
            um_node.setMeshData(mesh_data)

        for child in savitar_node.getChildren():
            child_node = self._convertSavitarNodeToUMNode(child)
            if child_node:
                um_node.addChild(child_node)

        if um_node.getMeshData() is None and len(um_node.getChildren()) == 0:
            return None

        settings = savitar_node.getSettings()

        # Add the setting override decorator, so we can add settings to this node.
        if settings:
            um_node.addDecorator(SettingOverrideDecorator())

            global_container_stack = Application.getInstance(
            ).getGlobalContainerStack()

            # Ensure the correct next container for the SettingOverride decorator is set.
            if global_container_stack:
                default_stack = ExtruderManager.getInstance().getExtruderStack(
                    0)

                if default_stack:
                    um_node.callDecoration("setActiveExtruder",
                                           default_stack.getId())

                # Get the definition & set it
                definition = QualityManager.getInstance(
                ).getParentMachineDefinition(
                    global_container_stack.getBottom())
                um_node.callDecoration("getStack").getTop().setDefinition(
                    definition.getId())

            setting_container = um_node.callDecoration("getStack").getTop()

            for key in settings:
                setting_value = settings[key]

                # Extruder_nr is a special case.
                if key == "extruder_nr":
                    extruder_stack = ExtruderManager.getInstance(
                    ).getExtruderStack(int(setting_value))
                    if extruder_stack:
                        um_node.callDecoration("setActiveExtruder",
                                               extruder_stack.getId())
                    else:
                        Logger.log("w",
                                   "Unable to find extruder in position %s",
                                   setting_value)
                    continue
                setting_container.setProperty(key, "value", setting_value)

        if len(um_node.getChildren()) > 0:
            group_decorator = GroupDecorator()
            um_node.addDecorator(group_decorator)
        um_node.setSelectable(True)
        if um_node.getMeshData():
            # Assuming that all nodes with mesh data are printable objects
            # affects (auto) slicing
            sliceable_decorator = SliceableObjectDecorator()
            um_node.addDecorator(sliceable_decorator)
        return um_node
Пример #10
0
    def _createNodeFromObject(self, object, name=""):
        node = SceneNode()
        node.setName(name)
        mesh_builder = MeshBuilder()
        vertex_list = []

        components = object.find(".//3mf:components", self._namespaces)
        if components:
            for component in components:
                id = component.get("objectid")
                new_object = self._root.find(
                    "./3mf:resources/3mf:object[@id='{0}']".format(id),
                    self._namespaces)
                new_node = self._createNodeFromObject(
                    new_object, self._base_name + "_" + str(id))
                node.addChild(new_node)
                transform = component.get("transform")
                if transform is not None:
                    new_node.setTransformation(
                        self._createMatrixFromTransformationString(transform))

        # for vertex in entry.mesh.vertices.vertex:
        for vertex in object.findall(".//3mf:vertex", self._namespaces):
            vertex_list.append(
                [vertex.get("x"),
                 vertex.get("y"),
                 vertex.get("z")])
            Job.yieldThread()

        xml_settings = list(object.findall(".//cura:setting",
                                           self._namespaces))

        # Add the setting override decorator, so we can add settings to this node.
        if xml_settings:
            node.addDecorator(SettingOverrideDecorator())

            global_container_stack = Application.getInstance(
            ).getGlobalContainerStack()
            # Ensure the correct next container for the SettingOverride decorator is set.
            if global_container_stack:
                multi_extrusion = global_container_stack.getProperty(
                    "machine_extruder_count", "value") > 1
                # Ensure that all extruder data is reset
                if not multi_extrusion:
                    default_stack_id = global_container_stack.getId()
                else:
                    default_stack = ExtruderManager.getInstance(
                    ).getExtruderStack(0)
                    if default_stack:
                        default_stack_id = default_stack.getId()
                    else:
                        default_stack_id = global_container_stack.getId()
                node.callDecoration("setActiveExtruder", default_stack_id)

                # Get the definition & set it
                definition = QualityManager.getInstance(
                ).getParentMachineDefinition(
                    global_container_stack.getBottom())
                node.callDecoration("getStack").getTop().setDefinition(
                    definition)

            setting_container = node.callDecoration("getStack").getTop()
            for setting in xml_settings:
                setting_key = setting.get("key")
                setting_value = setting.text

                # Extruder_nr is a special case.
                if setting_key == "extruder_nr":
                    extruder_stack = ExtruderManager.getInstance(
                    ).getExtruderStack(int(setting_value))
                    if extruder_stack:
                        node.callDecoration("setActiveExtruder",
                                            extruder_stack.getId())
                    else:
                        Logger.log("w",
                                   "Unable to find extruder in position %s",
                                   setting_value)
                    continue
                setting_container.setProperty(setting_key, "value",
                                              setting_value)

        if len(node.getChildren()) > 0:
            group_decorator = GroupDecorator()
            node.addDecorator(group_decorator)

        triangles = object.findall(".//3mf:triangle", self._namespaces)
        mesh_builder.reserveFaceCount(len(triangles))

        for triangle in triangles:
            v1 = int(triangle.get("v1"))
            v2 = int(triangle.get("v2"))
            v3 = int(triangle.get("v3"))

            mesh_builder.addFaceByPoints(
                vertex_list[v1][0], vertex_list[v1][1], vertex_list[v1][2],
                vertex_list[v2][0], vertex_list[v2][1], vertex_list[v2][2],
                vertex_list[v3][0], vertex_list[v3][1], vertex_list[v3][2])

            Job.yieldThread()

        # TODO: We currently do not check for normals and simply recalculate them.
        mesh_builder.calculateNormals(fast=True)
        mesh_builder.setFileName(name)
        mesh_data = mesh_builder.build()

        if len(mesh_data.getVertices()):
            node.setMeshData(mesh_data)

        node.setSelectable(True)
        return node
Пример #11
0
    def _createNodeFromObject(self, object, name = ""):
        node = SceneNode()
        node.setName(name)
        mesh_builder = MeshBuilder()
        vertex_list = []

        components = object.find(".//3mf:components", self._namespaces)
        if components:
            for component in components:
                id = component.get("objectid")
                new_object = self._root.find("./3mf:resources/3mf:object[@id='{0}']".format(id), self._namespaces)
                new_node = self._createNodeFromObject(new_object, self._base_name + "_" + str(id))
                node.addChild(new_node)
                transform = component.get("transform")
                if transform is not None:
                    new_node.setTransformation(self._createMatrixFromTransformationString(transform))

        # for vertex in entry.mesh.vertices.vertex:
        for vertex in object.findall(".//3mf:vertex", self._namespaces):
            vertex_list.append([vertex.get("x"), vertex.get("y"), vertex.get("z")])
            Job.yieldThread()

        xml_settings = list(object.findall(".//cura:setting", self._namespaces))

        # Add the setting override decorator, so we can add settings to this node.
        if xml_settings:
            node.addDecorator(SettingOverrideDecorator())

            global_container_stack = Application.getInstance().getGlobalContainerStack()
            # Ensure the correct next container for the SettingOverride decorator is set.
            if global_container_stack:
                multi_extrusion = global_container_stack.getProperty("machine_extruder_count", "value") > 1
                # Ensure that all extruder data is reset
                if not multi_extrusion:
                    default_stack_id = global_container_stack.getId()
                else:
                    default_stack = ExtruderManager.getInstance().getExtruderStack(0)
                    if default_stack:
                        default_stack_id = default_stack.getId()
                    else:
                        default_stack_id = global_container_stack.getId()
                node.callDecoration("setActiveExtruder", default_stack_id)

                # Get the definition & set it
                definition = QualityManager.getInstance().getParentMachineDefinition(global_container_stack.getBottom())
                node.callDecoration("getStack").getTop().setDefinition(definition)

            setting_container = node.callDecoration("getStack").getTop()
            for setting in xml_settings:
                setting_key = setting.get("key")
                setting_value = setting.text

                # Extruder_nr is a special case.
                if setting_key == "extruder_nr":
                    extruder_stack = ExtruderManager.getInstance().getExtruderStack(int(setting_value))
                    if extruder_stack:
                        node.callDecoration("setActiveExtruder", extruder_stack.getId())
                    else:
                        Logger.log("w", "Unable to find extruder in position %s", setting_value)
                    continue
                setting_container.setProperty(setting_key,"value", setting_value)

        if len(node.getChildren()) > 0:
            group_decorator = GroupDecorator()
            node.addDecorator(group_decorator)

        triangles = object.findall(".//3mf:triangle", self._namespaces)
        mesh_builder.reserveFaceCount(len(triangles))

        for triangle in triangles:
            v1 = int(triangle.get("v1"))
            v2 = int(triangle.get("v2"))
            v3 = int(triangle.get("v3"))

            mesh_builder.addFaceByPoints(vertex_list[v1][0], vertex_list[v1][1], vertex_list[v1][2],
                                         vertex_list[v2][0], vertex_list[v2][1], vertex_list[v2][2],
                                         vertex_list[v3][0], vertex_list[v3][1], vertex_list[v3][2])

            Job.yieldThread()

        # TODO: We currently do not check for normals and simply recalculate them.
        mesh_builder.calculateNormals()
        mesh_builder.setFileName(name)
        mesh_data = mesh_builder.build()

        if len(mesh_data.getVertices()):
            node.setMeshData(mesh_data)

        node.setSelectable(True)
        return node
Пример #12
0
    def _convertSavitarNodeToUMNode(self, savitar_node):
        um_node = SceneNode()
        transformation = self._createMatrixFromTransformationString(savitar_node.getTransformation())
        um_node.setTransformation(transformation)
        mesh_builder = MeshBuilder()

        data = numpy.fromstring(savitar_node.getMeshData().getFlatVerticesAsBytes(), dtype=numpy.float32)

        vertices = numpy.resize(data, (int(data.size / 3), 3))
        mesh_builder.setVertices(vertices)
        mesh_builder.calculateNormals(fast=True)
        mesh_data = mesh_builder.build()

        if len(mesh_data.getVertices()):
            um_node.setMeshData(mesh_data)

        for child in savitar_node.getChildren():
            child_node = self._convertSavitarNodeToUMNode(child)
            if child_node:
                um_node.addChild(child_node)

        if um_node.getMeshData() is None and len(um_node.getChildren()) == 0:
            return None

        settings = savitar_node.getSettings()

        # Add the setting override decorator, so we can add settings to this node.
        if settings:
            um_node.addDecorator(SettingOverrideDecorator())

            global_container_stack = Application.getInstance().getGlobalContainerStack()
            # Ensure the correct next container for the SettingOverride decorator is set.
            if global_container_stack:
                multi_extrusion = global_container_stack.getProperty("machine_extruder_count", "value") > 1

                # Ensure that all extruder data is reset
                if not multi_extrusion:
                    default_stack_id = global_container_stack.getId()
                else:
                    default_stack = ExtruderManager.getInstance().getExtruderStack(0)
                    if default_stack:
                        default_stack_id = default_stack.getId()
                    else:
                        default_stack_id = global_container_stack.getId()
                um_node.callDecoration("setActiveExtruder", default_stack_id)

                # Get the definition & set it
                definition = QualityManager.getInstance().getParentMachineDefinition(global_container_stack.getBottom())
                um_node.callDecoration("getStack").getTop().setDefinition(definition)

            setting_container = um_node.callDecoration("getStack").getTop()

            for key in settings:
                setting_value = settings[key]

                # Extruder_nr is a special case.
                if key == "extruder_nr":
                    extruder_stack = ExtruderManager.getInstance().getExtruderStack(int(setting_value))
                    if extruder_stack:
                        um_node.callDecoration("setActiveExtruder", extruder_stack.getId())
                    else:
                        Logger.log("w", "Unable to find extruder in position %s", setting_value)
                    continue
                setting_container.setProperty(key,"value", setting_value)

        if len(um_node.getChildren()) > 0:
            group_decorator = GroupDecorator()
            um_node.addDecorator(group_decorator)
        um_node.setSelectable(True)
        if um_node.getMeshData():
            # Assuming that all nodes with mesh data are printable objects
            # affects (auto) slicing
            sliceable_decorator = SliceableObjectDecorator()
            um_node.addDecorator(sliceable_decorator)
        return um_node
Пример #13
0
    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_builder = MeshBuilder()
                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_builder.reserveFaceCount(len(triangles))

                for triangle in triangles:
                    v1 = int(triangle.get("v1"))
                    v2 = int(triangle.get("v2"))
                    v3 = int(triangle.get("v3"))

                    mesh_builder.addFaceByPoints(
                        vertex_list[v1][0], vertex_list[v1][1],
                        vertex_list[v1][2], vertex_list[v2][0],
                        vertex_list[v2][1], vertex_list[v2][2],
                        vertex_list[v3][0], vertex_list[v3][1],
                        vertex_list[v3][2])

                    Job.yieldThread()

                # Rotate the model; We use a different coordinate frame.
                rotation = Matrix()
                rotation.setByRotationAxis(-0.5 * math.pi, Vector(1, 0, 0))

                # TODO: We currently do not check for normals and simply recalculate them.
                mesh_builder.calculateNormals()
                mesh_builder.setFileName(file_name)
                node.setMeshData(mesh_builder.build().getTransformed(rotation))
                node.setSelectable(True)

                transformations = root.findall(
                    "./3mf:build/3mf:item[@objectid='{0}']".format(
                        entry.get("id")), self._namespaces)
                transformation = transformations[0] if transformations else None
                if transformation is not None and 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)

                result.addChild(node)

                Job.yieldThread()

            # If there is more then one object, group them.
            if len(objects) > 1:
                group_decorator = GroupDecorator()
                result.addDecorator(group_decorator)
            elif len(objects) == 1:
                result = result.getChildren()[
                    0]  # Only one object found, return that.
        except Exception as e:
            Logger.log("e", "exception occured in 3mf reader: %s", e)

        try:  # Selftest - There might be more functions that should fail
            boundingBox = result.getBoundingBox()
            boundingBox.isValid()
        except:
            return None

        return result
Пример #14
0
    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_builder = MeshBuilder()
                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_builder.reserveFaceCount(len(triangles))

                for triangle in triangles:
                    v1 = int(triangle.get("v1"))
                    v2 = int(triangle.get("v2"))
                    v3 = int(triangle.get("v3"))

                    mesh_builder.addFaceByPoints(vertex_list[v1][0], vertex_list[v1][1], vertex_list[v1][2],
                                                 vertex_list[v2][0], vertex_list[v2][1], vertex_list[v2][2],
                                                 vertex_list[v3][0], vertex_list[v3][1], vertex_list[v3][2])

                    Job.yieldThread()

                # Rotate the model; We use a different coordinate frame.
                rotation = Matrix()
                rotation.setByRotationAxis(-0.5 * math.pi, Vector(1, 0, 0))

                # TODO: We currently do not check for normals and simply recalculate them.
                mesh_builder.calculateNormals()
                mesh_builder.setFileName(file_name)
                node.setMeshData(mesh_builder.build().getTransformed(rotation))
                node.setSelectable(True)

                transformations = root.findall("./3mf:build/3mf:item[@objectid='{0}']".format(entry.get("id")), self._namespaces)
                transformation = transformations[0] if transformations else None
                if transformation is not None and 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)

                result.addChild(node)

                Job.yieldThread()

            # If there is more then one object, group them.
            if len(objects) > 1:
                group_decorator = GroupDecorator()
                result.addDecorator(group_decorator)
            elif len(objects) == 1:
                result = result.getChildren()[0] # Only one object found, return that.
        except Exception as e:
            Logger.log("e", "exception occured in 3mf reader: %s", e)

        return result