2015-06-16 13:20:22 +02:00

215 lines
6.4 KiB
Python

# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
from UM.Mesh.MeshData import MeshData
from UM.Mesh.MeshBuilder import MeshBuilder
from UM.Math.Color import Color
from UM.Math.Vector import Vector
import numpy
import math
class LayerData(MeshData):
def __init__(self):
super().__init__()
self._layers = {}
self._element_counts = {}
def addLayer(self, layer):
if layer not in self._layers:
self._layers[layer] = Layer(layer)
def addPolygon(self, layer, type, data, line_width):
if layer not in self._layers:
self.addLayer(layer)
p = Polygon(self, type, data, line_width)
self._layers[layer].polygons.append(p)
def getLayer(self, layer):
return self._layers[layer]
def getLayers(self):
return self._layers
def getElementCounts(self):
return self._element_counts
def setLayerHeight(self, layer, height):
if layer not in self._layers:
self.addLayer(layer)
self._layers[layer].setHeight(height)
def setLayerThickness(self, layer, thickness):
if layer not in self._layers:
self.addLayer(layer)
self._layers[layer].setThickness(thickness)
def build(self):
for layer, data in self._layers.items():
data.build()
self._element_counts[layer] = data.elementCount
class Layer():
def __init__(self, id):
self._id = id
self._height = 0.0
self._thickness = 0.0
self._polygons = []
self._element_count = 0
@property
def height(self):
return self._height
@property
def thickness(self):
return self._thickness
@property
def polygons(self):
return self._polygons
@property
def elementCount(self):
return self._element_count
def setHeight(self, height):
self._height = height
def setThickness(self, thickness):
self._thickness = thickness
def build(self):
for polygon in self._polygons:
if polygon._type == Polygon.InfillType or polygon._type == Polygon.SupportInfillType:
continue
polygon.build()
self._element_count += polygon.elementCount
def createMesh(self):
builder = MeshBuilder()
for polygon in self._polygons:
poly_color = polygon.getColor()
poly_color = Color(poly_color[0], poly_color[1], poly_color[2], poly_color[3])
points = numpy.copy(polygon.data)
if polygon.type == Polygon.InfillType or polygon.type == Polygon.SkinType or polygon.type == Polygon.SupportInfillType:
points[:,1] -= 0.01
# Calculate normals for the entire polygon using numpy.
normals = numpy.copy(points)
normals[:,1] = 0.0 # We are only interested in 2D normals
# Calculate the edges between points.
# The call to numpy.roll shifts the entire array by one so that
# we end up subtracting each next point from the current, wrapping
# around. This gives us the edges from the next point to the current
# point.
normals[:] = normals[:] - numpy.roll(normals, -1, axis = 0)
# Calculate the length of each edge using standard Pythagoras
lengths = numpy.sqrt(normals[:,0] ** 2 + normals[:,2] ** 2)
# The normal of a 2D vector is equal to its x and y coordinates swapped
# and then x inverted. This code does that.
normals[:,[0, 2]] = normals[:,[2, 0]]
normals[:,0] *= -1
# Normalize the normals.
normals[:,0] /= lengths
normals[:,2] /= lengths
# Scale all by the line width of the polygon so we can easily offset.
normals *= (polygon.lineWidth / 2)
#TODO: Use numpy magic to perform the vertex creation to speed up things.
for i in range(len(points)):
start = points[i - 1]
end = points[i]
normal = normals[i - 1]
point1 = Vector(data = start - normal)
point2 = Vector(data = start + normal)
point3 = Vector(data = end + normal)
point4 = Vector(data = end - normal)
builder.addQuad(point1, point2, point3, point4, color = poly_color)
return builder.getData()
class Polygon():
NoneType = 0
Inset0Type = 1
InsetXType = 2
SkinType = 3
SupportType = 4
SkirtType = 5
InfillType = 6
SupportInfillType = 7
def __init__(self, mesh, type, data, line_width):
super().__init__()
self._mesh = mesh
self._type = type
self._data = data
self._line_width = line_width / 1000
def build(self):
self._begin = self._mesh._vertex_count
self._mesh.addVertices(self._data)
self._end = self._begin + len(self._data) - 1
color = self.getColor()
color[3] = 2.0
colors = [color for i in range(len(self._data))]
self._mesh.addColors(numpy.array(colors, dtype=numpy.float32) * 0.5)
indices = []
for i in range(self._begin, self._end):
indices.append(i)
indices.append(i + 1)
indices.append(self._end)
indices.append(self._begin)
self._mesh.addIndices(numpy.array(indices, dtype=numpy.int32))
def getColor(self):
if self._type == self.Inset0Type:
return [1.0, 0.0, 0.0, 1.0]
elif self._type == self.InsetXType:
return [0.0, 1.0, 0.0, 1.0]
elif self._type == self.SkinType:
return [1.0, 1.0, 0.0, 1.0]
elif self._type == self.SupportType:
return [0.0, 1.0, 1.0, 1.0]
elif self._type == self.SkirtType:
return [0.0, 1.0, 1.0, 1.0]
elif self._type == self.InfillType:
return [1.0, 1.0, 0.0, 1.0]
elif self._type == self.SupportInfillType:
return [0.0, 1.0, 1.0, 1.0]
else:
return [1.0, 1.0, 1.0, 1.0]
@property
def type(self):
return self._type
@property
def data(self):
return self._data
@property
def elementCount(self):
return ((self._end - self._begin) + 1) * 2 #The range of vertices multiplied by 2 since each vertex is used twice
@property
def lineWidth(self):
return self._line_width