ImageReader.py 8.2 KB

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  1. # Copyright (c) 2015 Ultimaker B.V.
  2. # Cura is released under the terms of the LGPLv3 or higher.
  3. import numpy
  4. import math
  5. from PyQt5.QtGui import QImage, qRed, qGreen, qBlue
  6. from PyQt5.QtCore import Qt
  7. from UM.Mesh.MeshReader import MeshReader
  8. from UM.Mesh.MeshBuilder import MeshBuilder
  9. from UM.Math.Vector import Vector
  10. from UM.Job import Job
  11. from UM.Logger import Logger
  12. from .ImageReaderUI import ImageReaderUI
  13. from cura.Scene.CuraSceneNode import CuraSceneNode as SceneNode
  14. class ImageReader(MeshReader):
  15. def __init__(self) -> None:
  16. super().__init__()
  17. self._supported_extensions = [".jpg", ".jpeg", ".bmp", ".gif", ".png"]
  18. self._ui = ImageReaderUI(self)
  19. def preRead(self, file_name, *args, **kwargs):
  20. img = QImage(file_name)
  21. if img.isNull():
  22. Logger.log("e", "Image is corrupt.")
  23. return MeshReader.PreReadResult.failed
  24. width = img.width()
  25. depth = img.height()
  26. largest = max(width, depth)
  27. width = width / largest * self._ui.default_width
  28. depth = depth / largest * self._ui.default_depth
  29. self._ui.setWidthAndDepth(width, depth)
  30. self._ui.showConfigUI()
  31. self._ui.waitForUIToClose()
  32. if self._ui.getCancelled():
  33. return MeshReader.PreReadResult.cancelled
  34. return MeshReader.PreReadResult.accepted
  35. def _read(self, file_name):
  36. size = max(self._ui.getWidth(), self._ui.getDepth())
  37. return self._generateSceneNode(file_name, size, self._ui.peak_height, self._ui.base_height, self._ui.smoothing, 512, self._ui.lighter_is_higher, self._ui.use_logarithmic_function)
  38. def _generateSceneNode(self, file_name, xz_size, peak_height, base_height, blur_iterations, max_size, lighter_is_higher, use_logarithmic_function):
  39. scene_node = SceneNode()
  40. mesh = MeshBuilder()
  41. img = QImage(file_name)
  42. if img.isNull():
  43. Logger.log("e", "Image is corrupt.")
  44. return None
  45. width = max(img.width(), 2)
  46. height = max(img.height(), 2)
  47. aspect = height / width
  48. if img.width() < 2 or img.height() < 2:
  49. img = img.scaled(width, height, Qt.IgnoreAspectRatio)
  50. base_height = max(base_height, 0)
  51. peak_height = max(peak_height, -base_height)
  52. xz_size = max(xz_size, 1)
  53. scale_vector = Vector(xz_size, peak_height, xz_size)
  54. if width > height:
  55. scale_vector = scale_vector.set(z=scale_vector.z * aspect)
  56. elif height > width:
  57. scale_vector = scale_vector.set(x=scale_vector.x / aspect)
  58. if width > max_size or height > max_size:
  59. scale_factor = max_size / width
  60. if height > width:
  61. scale_factor = max_size / height
  62. width = int(max(round(width * scale_factor), 2))
  63. height = int(max(round(height * scale_factor), 2))
  64. img = img.scaled(width, height, Qt.IgnoreAspectRatio)
  65. width_minus_one = width - 1
  66. height_minus_one = height - 1
  67. Job.yieldThread()
  68. texel_width = 1.0 / (width_minus_one) * scale_vector.x
  69. texel_height = 1.0 / (height_minus_one) * scale_vector.z
  70. height_data = numpy.zeros((height, width), dtype=numpy.float32)
  71. for x in range(0, width):
  72. for y in range(0, height):
  73. qrgb = img.pixel(x, y)
  74. luminance = (0.2126 * qRed(qrgb) + 0.7152 * qGreen(qrgb) + 0.0722 * qBlue(qrgb)) / 255 # fast computation ignoring gamma
  75. height_data[y, x] = luminance
  76. Job.yieldThread()
  77. if not lighter_is_higher:
  78. height_data = 1 - height_data
  79. for _ in range(0, blur_iterations):
  80. copy = numpy.pad(height_data, ((1, 1), (1, 1)), mode= "edge")
  81. height_data += copy[1:-1, 2:]
  82. height_data += copy[1:-1, :-2]
  83. height_data += copy[2:, 1:-1]
  84. height_data += copy[:-2, 1:-1]
  85. height_data += copy[2:, 2:]
  86. height_data += copy[:-2, 2:]
  87. height_data += copy[2:, :-2]
  88. height_data += copy[:-2, :-2]
  89. height_data /= 9
  90. Job.yieldThread()
  91. if use_logarithmic_function:
  92. min_luminance = 2.0 ** (peak_height - base_height)
  93. for (y, x) in numpy.ndindex(height_data.shape):
  94. mapped_luminance = min_luminance + (1.0 - min_luminance) * height_data[y, x]
  95. height_data[y, x] = peak_height - math.log(mapped_luminance, 2)
  96. else:
  97. height_data *= scale_vector.y
  98. height_data += base_height
  99. heightmap_face_count = 2 * height_minus_one * width_minus_one
  100. total_face_count = heightmap_face_count + (width_minus_one * 2) * (height_minus_one * 2) + 2
  101. mesh.reserveFaceCount(total_face_count)
  102. # initialize to texel space vertex offsets.
  103. # 6 is for 6 vertices for each texel quad.
  104. heightmap_vertices = numpy.zeros((width_minus_one * height_minus_one, 6, 3), dtype = numpy.float32)
  105. heightmap_vertices = heightmap_vertices + numpy.array([[
  106. [0, base_height, 0],
  107. [0, base_height, texel_height],
  108. [texel_width, base_height, texel_height],
  109. [texel_width, base_height, texel_height],
  110. [texel_width, base_height, 0],
  111. [0, base_height, 0]
  112. ]], dtype = numpy.float32)
  113. offsetsz, offsetsx = numpy.mgrid[0: height_minus_one, 0: width - 1]
  114. offsetsx = numpy.array(offsetsx, numpy.float32).reshape(-1, 1) * texel_width
  115. offsetsz = numpy.array(offsetsz, numpy.float32).reshape(-1, 1) * texel_height
  116. # offsets for each texel quad
  117. heightmap_vertex_offsets = numpy.concatenate([offsetsx, numpy.zeros((offsetsx.shape[0], offsetsx.shape[1]), dtype=numpy.float32), offsetsz], 1)
  118. heightmap_vertices += heightmap_vertex_offsets.repeat(6, 0).reshape(-1, 6, 3)
  119. # apply height data to y values
  120. heightmap_vertices[:, 0, 1] = heightmap_vertices[:, 5, 1] = height_data[:-1, :-1].reshape(-1)
  121. heightmap_vertices[:, 1, 1] = height_data[1:, :-1].reshape(-1)
  122. heightmap_vertices[:, 2, 1] = heightmap_vertices[:, 3, 1] = height_data[1:, 1:].reshape(-1)
  123. heightmap_vertices[:, 4, 1] = height_data[:-1, 1:].reshape(-1)
  124. heightmap_indices = numpy.array(numpy.mgrid[0:heightmap_face_count * 3], dtype=numpy.int32).reshape(-1, 3)
  125. mesh._vertices[0:(heightmap_vertices.size // 3), :] = heightmap_vertices.reshape(-1, 3)
  126. mesh._indices[0:(heightmap_indices.size // 3), :] = heightmap_indices
  127. mesh._vertex_count = heightmap_vertices.size // 3
  128. mesh._face_count = heightmap_indices.size // 3
  129. geo_width = width_minus_one * texel_width
  130. geo_height = height_minus_one * texel_height
  131. # bottom
  132. mesh.addFaceByPoints(0, 0, 0, 0, 0, geo_height, geo_width, 0, geo_height)
  133. mesh.addFaceByPoints(geo_width, 0, geo_height, geo_width, 0, 0, 0, 0, 0)
  134. # north and south walls
  135. for n in range(0, width_minus_one):
  136. x = n * texel_width
  137. nx = (n + 1) * texel_width
  138. hn0 = height_data[0, n]
  139. hn1 = height_data[0, n + 1]
  140. hs0 = height_data[height_minus_one, n]
  141. hs1 = height_data[height_minus_one, n + 1]
  142. mesh.addFaceByPoints(x, 0, 0, nx, 0, 0, nx, hn1, 0)
  143. mesh.addFaceByPoints(nx, hn1, 0, x, hn0, 0, x, 0, 0)
  144. mesh.addFaceByPoints(x, 0, geo_height, nx, 0, geo_height, nx, hs1, geo_height)
  145. mesh.addFaceByPoints(nx, hs1, geo_height, x, hs0, geo_height, x, 0, geo_height)
  146. # west and east walls
  147. for n in range(0, height_minus_one):
  148. y = n * texel_height
  149. ny = (n + 1) * texel_height
  150. hw0 = height_data[n, 0]
  151. hw1 = height_data[n + 1, 0]
  152. he0 = height_data[n, width_minus_one]
  153. he1 = height_data[n + 1, width_minus_one]
  154. mesh.addFaceByPoints(0, 0, y, 0, 0, ny, 0, hw1, ny)
  155. mesh.addFaceByPoints(0, hw1, ny, 0, hw0, y, 0, 0, y)
  156. mesh.addFaceByPoints(geo_width, 0, y, geo_width, 0, ny, geo_width, he1, ny)
  157. mesh.addFaceByPoints(geo_width, he1, ny, geo_width, he0, y, geo_width, 0, y)
  158. mesh.calculateNormals(fast=True)
  159. scene_node.setMeshData(mesh.build())
  160. return scene_node