# Copyright (c) 2015 Ultimaker B.V. # Cura is released under the terms of the AGPLv3 or higher. from UM.Mesh.MeshReader import MeshReader from UM.Mesh.MeshData import MeshData from UM.Logger import Logger from UM.Math.Matrix import Matrix from UM.Math.Vector import Vector from UM.Scene.SceneNode import SceneNode from UM.Scene.GroupDecorator import GroupDecorator from UM.Math.Quaternion import Quaternion import os import struct import math from os import listdir import untangle import zipfile ## Base implementation for reading 3MF files. Has no support for textures. Only loads meshes! class ThreeMFReader(MeshReader): def __init__(self): super(ThreeMFReader, self).__init__() self._supported_extension = ".3mf" 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: # The model is always stored in this place. root = untangle.parse(archive.read("3D/3dmodel.model").decode("utf-8")) for object in root.model.resources.object: # There can be multiple objects, try to load all of them. mesh = MeshData() node = SceneNode() vertex_list = [] for vertex in object.mesh.vertices.vertex: vertex_list.append([vertex['x'],vertex['y'],vertex['z']]) mesh.reserveFaceCount(len(object.mesh.triangles.triangle)) for triangle in object.mesh.triangles.triangle: v1 = int(triangle["v1"]) v2 = int(triangle["v2"]) v3 = int(triangle["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) # Magical python comprehension; looks for the matching transformation transformation = next((x for x in root.model.build.item if x["objectid"] == object["id"]), None) if transformation["transform"]: splitted_transformation = transformation["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(root.model.resources.object) > 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