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- # Contributed by Seva Alekseyev <sevaa@nih.gov> with National Institutes of Health, 2016
- # Cura is released under the terms of the LGPLv3 or higher.
- from math import pi, sin, cos, sqrt
- import numpy
- from UM.Job import Job
- from UM.Logger import Logger
- from UM.Math.Matrix import Matrix
- from UM.Math.Vector import Vector
- from UM.Mesh.MeshBuilder import MeshBuilder
- from UM.Mesh.MeshReader import MeshReader
- from cura.Scene.CuraSceneNode import CuraSceneNode as SceneNode
- MYPY = False
- try:
- if not MYPY:
- import xml.etree.cElementTree as ET
- except ImportError:
- import xml.etree.ElementTree as ET
- # TODO: preserve the structure of scenes that contain several objects
- # Use CADPart, for example, to distinguish between separate objects
- DEFAULT_SUBDIV = 16 # Default subdivision factor for spheres, cones, and cylinders
- EPSILON = 0.000001
- class Shape:
- # Expects verts in MeshBuilder-ready format, as a n by 3 mdarray
- # with vertices stored in rows
- def __init__(self, verts, faces, index_base, name):
- self.verts = verts
- self.faces = faces
- # Those are here for debugging purposes only
- self.index_base = index_base
- self.name = name
- class X3DReader(MeshReader):
- def __init__(self, application):
- super().__init__(application)
- self._supported_extensions = [".x3d"]
- self._namespaces = {}
- # Main entry point
- # Reads the file, returns a SceneNode (possibly with nested ones), or None
- def _read(self, file_name):
- try:
- self.defs = {}
- self.shapes = []
- tree = ET.parse(file_name)
- xml_root = tree.getroot()
- if xml_root.tag != "X3D":
- return None
- scale = 1000 # Default X3D unit it one meter, while Cura's is one millimeters
- if xml_root[0].tag == "head":
- for head_node in xml_root[0]:
- if head_node.tag == "unit" and head_node.attrib.get("category") == "length":
- scale *= float(head_node.attrib["conversionFactor"])
- break
- xml_scene = xml_root[1]
- else:
- xml_scene = xml_root[0]
- if xml_scene.tag != "Scene":
- return None
- self.transform = Matrix()
- self.transform.setByScaleFactor(scale)
- self.index_base = 0
- # Traverse the scene tree, populate the shapes list
- self.processChildNodes(xml_scene)
- if self.shapes:
- builder = MeshBuilder()
- builder.setVertices(numpy.concatenate([shape.verts for shape in self.shapes]))
- builder.setIndices(numpy.concatenate([shape.faces for shape in self.shapes]))
- builder.calculateNormals()
- builder.setFileName(file_name)
- mesh_data = builder.build()
- # Manually try and get the extents of the mesh_data. This should prevent nasty NaN issues from
- # leaving the reader.
- mesh_data.getExtents()
- node = SceneNode()
- node.setMeshData(mesh_data)
- node.setSelectable(True)
- node.setName(file_name)
- else:
- return None
- except Exception:
- Logger.logException("e", "Exception in X3D reader")
- return None
- return node
- # ------------------------- XML tree traversal
- def processNode(self, xml_node):
- xml_node = self.resolveDefUse(xml_node)
- if xml_node is None:
- return
- tag = xml_node.tag
- if tag in ("Group", "StaticGroup", "CADAssembly", "CADFace", "CADLayer", "Collision"):
- self.processChildNodes(xml_node)
- if tag == "CADPart":
- self.processTransform(xml_node) # TODO: split the parts
- elif tag == "LOD":
- self.processNode(xml_node[0])
- elif tag == "Transform":
- self.processTransform(xml_node)
- elif tag == "Shape":
- self.processShape(xml_node)
- def processShape(self, xml_node):
- # Find the geometry and the appearance inside the Shape
- geometry = appearance = None
- for sub_node in xml_node:
- if sub_node.tag == "Appearance" and not appearance:
- appearance = self.resolveDefUse(sub_node)
- elif sub_node.tag in self.geometry_importers and not geometry:
- geometry = self.resolveDefUse(sub_node)
- # TODO: appearance is completely ignored. At least apply the material color...
- if not geometry is None:
- try:
- self.verts = self.faces = [] # Safeguard
- self.geometry_importers[geometry.tag](self, geometry)
- m = self.transform.getData()
- verts = m.dot(self.verts)[:3].transpose()
- self.shapes.append(Shape(verts, self.faces, self.index_base, geometry.tag))
- self.index_base += len(verts)
- except Exception:
- Logger.logException("e", "Exception in X3D reader while reading %s", geometry.tag)
- # Returns the referenced node if the node has USE, the same node otherwise.
- # May return None is USE points at a nonexistent node
- # In X3DOM, when both DEF and USE are in the same node, DEF is ignored.
- # Big caveat: XML element objects may evaluate to boolean False!!!
- # Don't ever use "if node:", use "if not node is None:" instead
- def resolveDefUse(self, node):
- USE = node.attrib.get("USE")
- if USE:
- return self.defs.get(USE, None)
- DEF = node.attrib.get("DEF")
- if DEF:
- self.defs[DEF] = node
- return node
- def processChildNodes(self, node):
- for c in node:
- self.processNode(c)
- Job.yieldThread()
- # Since this is a grouping node, will recurse down the tree.
- # According to the spec, the final transform matrix is:
- # T * C * R * SR * S * -SR * -C
- # Where SR corresponds to the rotation matrix to scaleOrientation
- # C and SR are rather exotic. S, slightly less so.
- def processTransform(self, node):
- rot = readRotation(node, "rotation", (0, 0, 1, 0)) # (angle, axisVactor) tuple
- trans = readVector(node, "translation", (0, 0, 0)) # Vector
- scale = readVector(node, "scale", (1, 1, 1)) # Vector
- center = readVector(node, "center", (0, 0, 0)) # Vector
- scale_orient = readRotation(node, "scaleOrientation", (0, 0, 1, 0)) # (angle, axisVactor) tuple
- # Store the previous transform; in Cura, the default matrix multiplication is in place
- prev = Matrix(self.transform.getData()) # It's deep copy, I've checked
- # The rest of transform manipulation will be applied in place
- got_center = (center.x != 0 or center.y != 0 or center.z != 0)
- T = self.transform
- if trans.x != 0 or trans.y != 0 or trans.z != 0:
- T.translate(trans)
- if got_center:
- T.translate(center)
- if rot[0] != 0:
- T.rotateByAxis(*rot)
- if scale.x != 1 or scale.y != 1 or scale.z != 1:
- got_scale_orient = scale_orient[0] != 0
- if got_scale_orient:
- T.rotateByAxis(*scale_orient)
- # No scale by vector in place operation in UM
- S = Matrix()
- S.setByScaleVector(scale)
- T.multiply(S)
- if got_scale_orient:
- T.rotateByAxis(-scale_orient[0], scale_orient[1])
- if got_center:
- T.translate(-center)
- self.processChildNodes(node)
- self.transform = prev
- # ------------------------- Geometry importers
- # They are supposed to fill the self.verts and self.faces arrays, the caller will do the rest
- # Primitives
- def processGeometryBox(self, node):
- (dx, dy, dz) = readFloatArray(node, "size", [2, 2, 2])
- dx /= 2
- dy /= 2
- dz /= 2
- self.reserveFaceAndVertexCount(12, 8)
- # xz plane at +y, ccw
- self.addVertex(dx, dy, dz)
- self.addVertex(-dx, dy, dz)
- self.addVertex(-dx, dy, -dz)
- self.addVertex(dx, dy, -dz)
- # xz plane at -y
- self.addVertex(dx, -dy, dz)
- self.addVertex(-dx, -dy, dz)
- self.addVertex(-dx, -dy, -dz)
- self.addVertex(dx, -dy, -dz)
- self.addQuad(0, 1, 2, 3) # +y
- self.addQuad(4, 0, 3, 7) # +x
- self.addQuad(7, 3, 2, 6) # -z
- self.addQuad(6, 2, 1, 5) # -x
- self.addQuad(5, 1, 0, 4) # +z
- self.addQuad(7, 6, 5, 4) # -y
- # The sphere is subdivided into nr rings and ns segments
- def processGeometrySphere(self, node):
- r = readFloat(node, "radius", 0.5)
- subdiv = readIntArray(node, "subdivision", None)
- if subdiv:
- if len(subdiv) == 1:
- nr = ns = subdiv[0]
- else:
- (nr, ns) = subdiv
- else:
- nr = ns = DEFAULT_SUBDIV
- lau = pi / nr # Unit angle of latitude (rings) for the given tesselation
- lou = 2 * pi / ns # Unit angle of longitude (segments)
- self.reserveFaceAndVertexCount(ns*(nr*2 - 2), 2 + (nr - 1)*ns)
- # +y and -y poles
- self.addVertex(0, r, 0)
- self.addVertex(0, -r, 0)
- # The non-polar vertices go from x=0, negative z plane counterclockwise -
- # to -x, to +z, to +x, back to -z
- for ring in range(1, nr):
- for seg in range(ns):
- self.addVertex(-r*sin(lou * seg) * sin(lau * ring),
- r*cos(lau * ring),
- -r*cos(lou * seg) * sin(lau * ring))
- vb = 2 + (nr - 2) * ns # First vertex index for the bottom cap
- # Faces go in order: top cap, sides, bottom cap.
- # Sides go by ring then by segment.
- # Caps
- # Top cap face vertices go in order: down right up
- # (starting from +y pole)
- # Bottom cap goes: up left down (starting from -y pole)
- for seg in range(ns):
- self.addTri(0, seg + 2, (seg + 1) % ns + 2)
- self.addTri(1, vb + (seg + 1) % ns, vb + seg)
- # Sides
- # Side face vertices go in order: down right upleft, downright up left
- for ring in range(nr - 2):
- tvb = 2 + ring * ns
- # First vertex index for the top edge of the ring
- bvb = tvb + ns
- # First vertex index for the bottom edge of the ring
- for seg in range(ns):
- nseg = (seg + 1) % ns
- self.addQuad(tvb + seg, bvb + seg, bvb + nseg, tvb + nseg)
- def processGeometryCone(self, node):
- r = readFloat(node, "bottomRadius", 1)
- height = readFloat(node, "height", 2)
- bottom = readBoolean(node, "bottom", True)
- side = readBoolean(node, "side", True)
- n = readInt(node, "subdivision", DEFAULT_SUBDIV)
- d = height / 2
- angle = 2 * pi / n
- self.reserveFaceAndVertexCount((n if side else 0) + (n-2 if bottom else 0), n+1)
- # Vertex 0 is the apex, vertices 1..n are the bottom
- self.addVertex(0, d, 0)
- for i in range(n):
- self.addVertex(-r * sin(angle * i), -d, -r * cos(angle * i))
- # Side face vertices go: up down right
- if side:
- for i in range(n):
- self.addTri(1 + (i + 1) % n, 0, 1 + i)
- if bottom:
- for i in range(2, n):
- self.addTri(1, i, i+1)
- def processGeometryCylinder(self, node):
- r = readFloat(node, "radius", 1)
- height = readFloat(node, "height", 2)
- bottom = readBoolean(node, "bottom", True)
- side = readBoolean(node, "side", True)
- top = readBoolean(node, "top", True)
- n = readInt(node, "subdivision", DEFAULT_SUBDIV)
- nn = n * 2
- angle = 2 * pi / n
- hh = height/2
- self.reserveFaceAndVertexCount((nn if side else 0) + (n - 2 if top else 0) + (n - 2 if bottom else 0), nn)
- # The seam is at x=0, z=-r, vertices go ccw -
- # to pos x, to neg z, to neg x, back to neg z
- for i in range(n):
- rs = -r * sin(angle * i)
- rc = -r * cos(angle * i)
- self.addVertex(rs, hh, rc)
- self.addVertex(rs, -hh, rc)
- if side:
- for i in range(n):
- ni = (i + 1) % n
- self.addQuad(ni * 2 + 1, ni * 2, i * 2, i * 2 + 1)
- for i in range(2, nn-3, 2):
- if top:
- self.addTri(0, i, i+2)
- if bottom:
- self.addTri(1, i+1, i+3)
- # Semi-primitives
- def processGeometryElevationGrid(self, node):
- dx = readFloat(node, "xSpacing", 1)
- dz = readFloat(node, "zSpacing", 1)
- nx = readInt(node, "xDimension", 0)
- nz = readInt(node, "zDimension", 0)
- height = readFloatArray(node, "height", False)
- ccw = readBoolean(node, "ccw", True)
- if nx <= 0 or nz <= 0 or len(height) < nx*nz:
- return # That's weird, the wording of the standard suggests grids with zero quads are somehow valid
- self.reserveFaceAndVertexCount(2*(nx-1)*(nz-1), nx*nz)
- for z in range(nz):
- for x in range(nx):
- self.addVertex(x * dx, height[z*nx + x], z * dz)
- for z in range(1, nz):
- for x in range(1, nx):
- self.addTriFlip((z - 1)*nx + x - 1, z*nx + x, (z - 1)*nx + x, ccw)
- self.addTriFlip((z - 1)*nx + x - 1, z*nx + x - 1, z*nx + x, ccw)
- def processGeometryExtrusion(self, node):
- ccw = readBoolean(node, "ccw", True)
- begin_cap = readBoolean(node, "beginCap", True)
- end_cap = readBoolean(node, "endCap", True)
- cross = readFloatArray(node, "crossSection", (1, 1, 1, -1, -1, -1, -1, 1, 1, 1))
- cross = [(cross[i], cross[i+1]) for i in range(0, len(cross), 2)]
- spine = readFloatArray(node, "spine", (0, 0, 0, 0, 1, 0))
- spine = [(spine[i], spine[i+1], spine[i+2]) for i in range(0, len(spine), 3)]
- orient = readFloatArray(node, "orientation", None)
- if orient:
- # This converts X3D's axis/angle rotation to a 3x3 numpy matrix
- def toRotationMatrix(rot):
- (x, y, z) = rot[:3]
- a = rot[3]
- s = sin(a)
- c = cos(a)
- t = 1-c
- return numpy.array((
- (x * x * t + c, x * y * t - z*s, x * z * t + y * s),
- (x * y * t + z*s, y * y * t + c, y * z * t - x * s),
- (x * z * t - y * s, y * z * t + x * s, z * z * t + c)))
- orient = [toRotationMatrix(orient[i:i+4]) if orient[i+3] != 0 else None for i in range(0, len(orient), 4)]
- scale = readFloatArray(node, "scale", None)
- if scale:
- scale = [numpy.array(((scale[i], 0, 0), (0, 1, 0), (0, 0, scale[i+1])))
- if scale[i] != 1 or scale[i+1] != 1 else None for i in range(0, len(scale), 2)]
- # Special treatment for the closed spine and cross section.
- # Let's save some memory by not creating identical but distinct vertices;
- # later we'll introduce conditional logic to link the last vertex with
- # the first one where necessary.
- crossClosed = cross[0] == cross[-1]
- if crossClosed:
- cross = cross[:-1]
- nc = len(cross)
- cross = [numpy.array((c[0], 0, c[1])) for c in cross]
- ncf = nc if crossClosed else nc - 1
- # Face count along the cross; for closed cross, it's the same as the
- # respective vertex count
- spine_closed = spine[0] == spine[-1]
- if spine_closed:
- spine = spine[:-1]
- ns = len(spine)
- spine = [Vector(*s) for s in spine]
- nsf = ns if spine_closed else ns - 1
- # This will be used for fallback, where the current spine point joins
- # two collinear spine segments. No need to recheck the case of the
- # closed spine/last-to-first point juncture; if there's an angle there,
- # it would kick in on the first iteration of the main loop by spine.
- def findFirstAngleNormal():
- for i in range(1, ns - 1):
- spt = spine[i]
- z = (spine[i + 1] - spt).cross(spine[i - 1] - spt)
- if z.length() > EPSILON:
- return z
- # All the spines are collinear. Fallback to the rotated source
- # XZ plane.
- # TODO: handle the situation where the first two spine points match
- if len(spine) < 2:
- return Vector(0, 0, 1)
- v = spine[1] - spine[0]
- orig_y = Vector(0, 1, 0)
- orig_z = Vector(0, 0, 1)
- if v.cross(orig_y).length() > EPSILON:
- # Spine at angle with global y - rotate the z accordingly
- a = v.cross(orig_y) # Axis of rotation to get to the Z
- (x, y, z) = a.normalized().getData()
- s = a.length()/v.length()
- c = sqrt(1-s*s)
- t = 1-c
- m = numpy.array((
- (x * x * t + c, x * y * t + z*s, x * z * t - y * s),
- (x * y * t - z*s, y * y * t + c, y * z * t + x * s),
- (x * z * t + y * s, y * z * t - x * s, z * z * t + c)))
- orig_z = Vector(*m.dot(orig_z.getData()))
- return orig_z
- self.reserveFaceAndVertexCount(2*nsf*ncf + (nc - 2 if begin_cap else 0) + (nc - 2 if end_cap else 0), ns*nc)
- z = None
- for i, spt in enumerate(spine):
- if (i > 0 and i < ns - 1) or spine_closed:
- snext = spine[(i + 1) % ns]
- sprev = spine[(i - 1 + ns) % ns]
- y = snext - sprev
- vnext = snext - spt
- vprev = sprev - spt
- try_z = vnext.cross(vprev)
- # Might be zero, then all kinds of fallback
- if try_z.length() > EPSILON:
- if z is not None and try_z.dot(z) < 0:
- try_z = -try_z
- z = try_z
- elif not z: # No z, and no previous z.
- # Look ahead, see if there's at least one point where
- # spines are not collinear.
- z = findFirstAngleNormal()
- elif i == 0: # And non-crossed
- snext = spine[i + 1]
- y = snext - spt
- z = findFirstAngleNormal()
- else: # last point and not crossed
- sprev = spine[i - 1]
- y = spt - sprev
- # If there's more than one point in the spine, z is already set.
- # One point in the spline is an error anyway.
- z = z.normalized()
- y = y.normalized()
- x = y.cross(z) # Already normalized
- m = numpy.array(((x.x, y.x, z.x), (x.y, y.y, z.y), (x.z, y.z, z.z)))
- # Columns are the unit vectors for the xz plane for the cross-section
- if orient:
- mrot = orient[i] if len(orient) > 1 else orient[0]
- if not mrot is None:
- m = m.dot(mrot) # Tested against X3DOM, the result matches, still not sure :(
- if scale:
- mscale = scale[i] if len(scale) > 1 else scale[0]
- if not mscale is None:
- m = m.dot(mscale)
- # First the cross-section 2-vector is scaled,
- # then rotated (which may make it a 3-vector),
- # then applied to the xz plane unit vectors
- sptv3 = numpy.array(spt.getData()[:3])
- for cpt in cross:
- v = sptv3 + m.dot(cpt)
- self.addVertex(*v)
- if begin_cap:
- self.addFace([x for x in range(nc - 1, -1, -1)], ccw)
- # Order of edges in the face: forward along cross, forward along spine,
- # backward along cross, backward along spine, flipped if now ccw.
- # This order is assumed later in the texture coordinate assignment;
- # please don't change without syncing.
- for s in range(ns - 1):
- for c in range(ncf):
- self.addQuadFlip(s * nc + c, s * nc + (c + 1) % nc,
- (s + 1) * nc + (c + 1) % nc, (s + 1) * nc + c, ccw)
- if spine_closed:
- # The faces between the last and the first spine points
- b = (ns - 1) * nc
- for c in range(ncf):
- self.addQuadFlip(b + c, b + (c + 1) % nc,
- (c + 1) % nc, c, ccw)
- if end_cap:
- self.addFace([(ns - 1) * nc + x for x in range(0, nc)], ccw)
- # Triangle meshes
- # Helper for numerous nodes with a Coordinate subnode holding vertices
- # That all triangle meshes and IndexedFaceSet
- # num_faces can be a function, in case the face count is a function of vertex count
- def startCoordMesh(self, node, num_faces):
- ccw = readBoolean(node, "ccw", True)
- self.readVertices(node) # This will allocate and fill the vertex array
- if hasattr(num_faces, "__call__"):
- num_faces = num_faces(self.getVertexCount())
- self.reserveFaceCount(num_faces)
- return ccw
- def processGeometryIndexedTriangleSet(self, node):
- index = readIntArray(node, "index", [])
- num_faces = len(index) // 3
- ccw = int(self.startCoordMesh(node, num_faces))
- for i in range(0, num_faces*3, 3):
- self.addTri(index[i + 1 - ccw], index[i + ccw], index[i+2])
- def processGeometryIndexedTriangleStripSet(self, node):
- strips = readIndex(node, "index")
- ccw = int(self.startCoordMesh(node, sum([len(strip) - 2 for strip in strips])))
- for strip in strips:
- sccw = ccw # Running CCW value, reset for each strip
- for i in range(len(strip) - 2):
- self.addTri(strip[i + 1 - sccw], strip[i + sccw], strip[i+2])
- sccw = 1 - sccw
- def processGeometryIndexedTriangleFanSet(self, node):
- fans = readIndex(node, "index")
- ccw = int(self.startCoordMesh(node, sum([len(fan) - 2 for fan in fans])))
- for fan in fans:
- for i in range(1, len(fan) - 1):
- self.addTri(fan[0], fan[i + 1 - ccw], fan[i + ccw])
- def processGeometryTriangleSet(self, node):
- ccw = int(self.startCoordMesh(node, lambda num_vert: num_vert // 3))
- for i in range(0, self.getVertexCount(), 3):
- self.addTri(i + 1 - ccw, i + ccw, i+2)
- def processGeometryTriangleStripSet(self, node):
- strips = readIntArray(node, "stripCount", [])
- ccw = int(self.startCoordMesh(node, sum([n-2 for n in strips])))
- vb = 0
- for n in strips:
- sccw = ccw
- for i in range(n-2):
- self.addTri(vb + i + 1 - sccw, vb + i + sccw, vb + i + 2)
- sccw = 1 - sccw
- vb += n
- def processGeometryTriangleFanSet(self, node):
- fans = readIntArray(node, "fanCount", [])
- ccw = int(self.startCoordMesh(node, sum([n-2 for n in fans])))
- vb = 0
- for n in fans:
- for i in range(1, n-1):
- self.addTri(vb, vb + i + 1 - ccw, vb + i + ccw)
- vb += n
- # Quad geometries from the CAD module, might be relevant for printing
- def processGeometryQuadSet(self, node):
- ccw = self.startCoordMesh(node, lambda num_vert: 2*(num_vert // 4))
- for i in range(0, self.getVertexCount(), 4):
- self.addQuadFlip(i, i+1, i+2, i+3, ccw)
- def processGeometryIndexedQuadSet(self, node):
- index = readIntArray(node, "index", [])
- num_quads = len(index) // 4
- ccw = self.startCoordMesh(node, num_quads*2)
- for i in range(0, num_quads*4, 4):
- self.addQuadFlip(index[i], index[i+1], index[i+2], index[i+3], ccw)
- # 2D polygon geometries
- # Won't work for now, since Cura expects every mesh to have a nontrivial convex hull
- # The only way around that is merging meshes.
- def processGeometryDisk2D(self, node):
- innerRadius = readFloat(node, "innerRadius", 0)
- outerRadius = readFloat(node, "outerRadius", 1)
- n = readInt(node, "subdivision", DEFAULT_SUBDIV)
- angle = 2 * pi / n
- self.reserveFaceAndVertexCount(n*4 if innerRadius else n-2, n*2 if innerRadius else n)
- for i in range(n):
- s = sin(angle * i)
- c = cos(angle * i)
- self.addVertex(outerRadius*c, outerRadius*s, 0)
- if innerRadius:
- self.addVertex(innerRadius*c, innerRadius*s, 0)
- ni = (i+1) % n
- self.addQuad(2*i, 2*ni, 2*ni+1, 2*i+1)
- if not innerRadius:
- for i in range(2, n):
- self.addTri(0, i-1, i)
- def processGeometryRectangle2D(self, node):
- (x, y) = readFloatArray(node, "size", (2, 2))
- self.reserveFaceAndVertexCount(2, 4)
- self.addVertex(-x/2, -y/2, 0)
- self.addVertex(x/2, -y/2, 0)
- self.addVertex(x/2, y/2, 0)
- self.addVertex(-x/2, y/2, 0)
- self.addQuad(0, 1, 2, 3)
- def processGeometryTriangleSet2D(self, node):
- verts = readFloatArray(node, "vertices", ())
- num_faces = len(verts) // 6;
- verts = [(verts[i], verts[i+1], 0) for i in range(0, 6 * num_faces, 2)]
- self.reserveFaceAndVertexCount(num_faces, num_faces * 3)
- for vert in verts:
- self.addVertex(*vert)
- # The front face is on the +Z side, so CCW is a variable
- for i in range(0, num_faces*3, 3):
- a = Vector(*verts[i+2]) - Vector(*verts[i])
- b = Vector(*verts[i+1]) - Vector(*verts[i])
- self.addTriFlip(i, i+1, i+2, a.x*b.y > a.y*b.x)
- # General purpose polygon mesh
- def processGeometryIndexedFaceSet(self, node):
- faces = readIndex(node, "coordIndex")
- ccw = self.startCoordMesh(node, sum([len(face) - 2 for face in faces]))
- for face in faces:
- if len(face) == 3:
- self.addTriFlip(face[0], face[1], face[2], ccw)
- elif len(face) > 3:
- self.addFace(face, ccw)
- geometry_importers = {
- "IndexedFaceSet": processGeometryIndexedFaceSet,
- "IndexedTriangleSet": processGeometryIndexedTriangleSet,
- "IndexedTriangleStripSet": processGeometryIndexedTriangleStripSet,
- "IndexedTriangleFanSet": processGeometryIndexedTriangleFanSet,
- "TriangleSet": processGeometryTriangleSet,
- "TriangleStripSet": processGeometryTriangleStripSet,
- "TriangleFanSet": processGeometryTriangleFanSet,
- "QuadSet": processGeometryQuadSet,
- "IndexedQuadSet": processGeometryIndexedQuadSet,
- "TriangleSet2D": processGeometryTriangleSet2D,
- "Rectangle2D": processGeometryRectangle2D,
- "Disk2D": processGeometryDisk2D,
- "ElevationGrid": processGeometryElevationGrid,
- "Extrusion": processGeometryExtrusion,
- "Sphere": processGeometrySphere,
- "Box": processGeometryBox,
- "Cylinder": processGeometryCylinder,
- "Cone": processGeometryCone
- }
- # Parses the Coordinate.@point field, fills the verts array.
- def readVertices(self, node):
- for c in node:
- if c.tag == "Coordinate":
- c = self.resolveDefUse(c)
- if not c is None:
- pt = c.attrib.get("point")
- if pt:
- # allow the list of float values in 'point' attribute to
- # be separated by commas or whitespace as per spec of
- # XML encoding of X3D
- # Ref ISO/IEC 19776-1:2015 : Section 5.1.2
- co = [float(x) for vec in pt.split(',') for x in vec.split()]
- num_verts = len(co) // 3
- self.verts = numpy.empty((4, num_verts), dtype=numpy.float32)
- self.verts[3,:] = numpy.ones((num_verts), dtype=numpy.float32)
- # Group by three
- for i in range(num_verts):
- self.verts[:3,i] = co[3*i:3*i+3]
- # Mesh builder helpers
- def reserveFaceAndVertexCount(self, num_faces, num_verts):
- # Unlike the Cura MeshBuilder, we use 4-vectors stored as columns for easier transform
- self.verts = numpy.zeros((4, num_verts), dtype=numpy.float32)
- self.verts[3,:] = numpy.ones((num_verts), dtype=numpy.float32)
- self.num_verts = 0
- self.reserveFaceCount(num_faces)
- def reserveFaceCount(self, num_faces):
- self.faces = numpy.zeros((num_faces, 3), dtype=numpy.int32)
- self.num_faces = 0
- def getVertexCount(self):
- return self.verts.shape[1]
- def addVertex(self, x, y, z):
- self.verts[0, self.num_verts] = x
- self.verts[1, self.num_verts] = y
- self.verts[2, self.num_verts] = z
- self.num_verts += 1
- # Indices are 0-based for this shape, but they won't be zero-based in the merged mesh
- def addTri(self, a, b, c):
- self.faces[self.num_faces, 0] = self.index_base + a
- self.faces[self.num_faces, 1] = self.index_base + b
- self.faces[self.num_faces, 2] = self.index_base + c
- self.num_faces += 1
- def addTriFlip(self, a, b, c, ccw):
- if ccw:
- self.addTri(a, b, c)
- else:
- self.addTri(b, a, c)
- # Needs to be convex, but not necessaily planar
- # Assumed ccw, cut along the ac diagonal
- def addQuad(self, a, b, c, d):
- self.addTri(a, b, c)
- self.addTri(c, d, a)
- def addQuadFlip(self, a, b, c, d, ccw):
- if ccw:
- self.addTri(a, b, c)
- self.addTri(c, d, a)
- else:
- self.addTri(a, c, b)
- self.addTri(c, a, d)
- # Arbitrary polygon triangulation.
- # Doesn't assume convexity and doesn't check the "convex" flag in the file.
- # Works by the "cutting of ears" algorithm:
- # - Find an outer vertex with the smallest angle and no vertices inside its adjacent triangle
- # - Remove the triangle at that vertex
- # - Repeat until done
- # Vertex coordinates are supposed to be already set
- def addFace(self, indices, ccw):
- # Resolve indices to coordinates for faster math
- face = [Vector(data=self.verts[0:3, i]) for i in indices]
- # Need a normal to the plane so that we can know which vertices form inner angles
- normal = findOuterNormal(face)
- if not normal: # Couldn't find an outer edge, non-planar polygon maybe?
- return
- # Find the vertex with the smallest inner angle and no points inside, cut off. Repeat until done
- n = len(face)
- vi = [i for i in range(n)] # We'll be using this to kick vertices from the face
- while n > 3:
- max_cos = EPSILON # We don't want to check anything on Pi angles
- i_min = 0 # max cos corresponds to min angle
- for i in range(n):
- inext = (i + 1) % n
- iprev = (i + n - 1) % n
- v = face[vi[i]]
- next = face[vi[inext]] - v
- prev = face[vi[iprev]] - v
- nextXprev = next.cross(prev)
- if nextXprev.dot(normal) > EPSILON: # If it's an inner angle
- cos = next.dot(prev) / (next.length() * prev.length())
- if cos > max_cos:
- # Check if there are vertices inside the triangle
- no_points_inside = True
- for j in range(n):
- if j != i and j != iprev and j != inext:
- vx = face[vi[j]] - v
- if pointInsideTriangle(vx, next, prev, nextXprev):
- no_points_inside = False
- break
- if no_points_inside:
- max_cos = cos
- i_min = i
- self.addTriFlip(indices[vi[(i_min + n - 1) % n]], indices[vi[i_min]], indices[vi[(i_min + 1) % n]], ccw)
- vi.pop(i_min)
- n -= 1
- self.addTriFlip(indices[vi[0]], indices[vi[1]], indices[vi[2]], ccw)
- # ------------------------------------------------------------
- # X3D field parsers
- # ------------------------------------------------------------
- def readFloatArray(node, attr, default):
- s = node.attrib.get(attr)
- if not s:
- return default
- return [float(x) for x in s.split()]
- def readIntArray(node, attr, default):
- s = node.attrib.get(attr)
- if not s:
- return default
- return [int(x, 0) for x in s.split()]
- def readFloat(node, attr, default):
- s = node.attrib.get(attr)
- if not s:
- return default
- return float(s)
- def readInt(node, attr, default):
- s = node.attrib.get(attr)
- if not s:
- return default
- return int(s, 0)
- def readBoolean(node, attr, default):
- s = node.attrib.get(attr)
- if not s:
- return default
- return s.lower() == "true"
- def readVector(node, attr, default):
- v = readFloatArray(node, attr, default)
- return Vector(v[0], v[1], v[2])
- def readRotation(node, attr, default):
- v = readFloatArray(node, attr, default)
- return (v[3], Vector(v[0], v[1], v[2]))
- # Returns the -1-separated runs
- def readIndex(node, attr):
- v = readIntArray(node, attr, [])
- chunks = []
- chunk = []
- for i in range(len(v)):
- if v[i] == -1:
- if chunk:
- chunks.append(chunk)
- chunk = []
- else:
- chunk.append(v[i])
- if chunk:
- chunks.append(chunk)
- return chunks
- # Given a face as a sequence of vectors, returns a normal to the polygon place that forms a right triple
- # with a vector along the polygon sequence and a vector backwards
- def findOuterNormal(face):
- n = len(face)
- for i in range(n):
- for j in range(i+1, n):
- edge = face[j] - face[i]
- if edge.length() > EPSILON:
- edge = edge.normalized()
- prev_rejection = Vector()
- is_outer = True
- for k in range(n):
- if k != i and k != j:
- pt = face[k] - face[i]
- pte = pt.dot(edge)
- rejection = pt - edge*pte
- if rejection.dot(prev_rejection) < -EPSILON: # points on both sides of the edge - not an outer one
- is_outer = False
- break
- elif rejection.length() > prev_rejection.length(): # Pick a greater rejection for numeric stability
- prev_rejection = rejection
- if is_outer: # Found an outer edge, prev_rejection is the rejection inside the face. Generate a normal.
- return edge.cross(prev_rejection)
- return False
- # Given two *collinear* vectors a and b, returns the coefficient that takes b to a.
- # No error handling.
- # For stability, taking the ration between the biggest coordinates would be better...
- def ratio(a, b):
- if b.x > EPSILON or b.x < -EPSILON:
- return a.x / b.x
- elif b.y > EPSILON or b.y < -EPSILON:
- return a.y / b.y
- else:
- return a.z / b.z
- def pointInsideTriangle(vx, next, prev, nextXprev):
- vxXprev = vx.cross(prev)
- r = ratio(vxXprev, nextXprev)
- if r < 0:
- return False
- vxXnext = vx.cross(next);
- s = -ratio(vxXnext, nextXprev)
- return s > 0 and (s + r) < 1
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