diff options
author | Jack Ha <jackha@gmail.com> | 2017-11-09 19:03:20 +0300 |
---|---|---|
committer | Jack Ha <jackha@gmail.com> | 2017-11-09 19:03:20 +0300 |
commit | e21acd1a07da8bd40031c0039dc5abc831f276ec (patch) | |
tree | 8ca4a870265924ea4392f21059a8cd21ebfc9999 /plugins/X3DReader | |
parent | 41d5ec86a305d4fc0d5f85e159631d4936032b93 (diff) |
CURA-4525 first multi slice + multi layer data, added filter on build plate, added option arrange on load, visuals like convex hull are now correct
Diffstat (limited to 'plugins/X3DReader')
-rw-r--r-- | plugins/X3DReader/X3DReader.py | 303 |
1 files changed, 152 insertions, 151 deletions
diff --git a/plugins/X3DReader/X3DReader.py b/plugins/X3DReader/X3DReader.py index e4a59dcdaa..a0d530c78c 100644 --- a/plugins/X3DReader/X3DReader.py +++ b/plugins/X3DReader/X3DReader.py @@ -11,7 +11,8 @@ 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 UM.Scene.SceneNode import SceneNode +#from UM.Scene.SceneNode import SceneNode +from cura.Scene.CuraSceneNode import CuraSceneNode as SceneNode MYPY = False try: @@ -19,63 +20,63 @@ try: 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 - +# 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.index_base = index_base self.name = name - + class X3DReader(MeshReader): def __init__(self): super().__init__() 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 + 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 + 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])) @@ -95,20 +96,20 @@ class X3DReader(MeshReader): 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) @@ -120,8 +121,8 @@ class X3DReader(MeshReader): 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 @@ -130,21 +131,21 @@ class X3DReader(MeshReader): 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... + + # TODO: appearance is completely ignored. At least apply the material color... if not geometry is None: try: - self.verts = self.faces = [] # Safeguard + 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. @@ -155,34 +156,34 @@ class X3DReader(MeshReader): if USE: return self.defs.get(USE, None) - DEF = node.attrib.get("DEF") + DEF = node.attrib.get("DEF") if DEF: - self.defs[DEF] = node + 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. + # 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 + + # 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) @@ -202,13 +203,13 @@ class X3DReader(MeshReader): 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): @@ -228,14 +229,14 @@ class X3DReader(MeshReader): 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) @@ -247,16 +248,16 @@ class X3DReader(MeshReader): (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): @@ -264,12 +265,12 @@ class X3DReader(MeshReader): 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) @@ -277,7 +278,7 @@ class X3DReader(MeshReader): 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): @@ -288,24 +289,24 @@ class X3DReader(MeshReader): 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): @@ -313,7 +314,7 @@ class X3DReader(MeshReader): 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) @@ -321,13 +322,13 @@ class X3DReader(MeshReader): 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): @@ -335,18 +336,18 @@ class X3DReader(MeshReader): 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): @@ -356,21 +357,21 @@ class X3DReader(MeshReader): 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) @@ -384,23 +385,23 @@ class X3DReader(MeshReader): # This converts X3D's axis/angle rotation to a 3x3 numpy matrix def toRotationMatrix(rot): (x, y, z) = rot[:3] - a = 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))) - + (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 @@ -413,14 +414,14 @@ class X3DReader(MeshReader): 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, @@ -442,7 +443,7 @@ class X3DReader(MeshReader): 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() + (x, y, z) = a.normalized().getData() s = a.length()/v.length() c = sqrt(1-s*s) t = 1-c @@ -452,7 +453,7 @@ class X3DReader(MeshReader): (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 @@ -482,151 +483,151 @@ class X3DReader(MeshReader): 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 + # 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): + 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): + 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) @@ -635,11 +636,11 @@ class X3DReader(MeshReader): 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) @@ -648,7 +649,7 @@ class X3DReader(MeshReader): 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; @@ -656,25 +657,25 @@ class X3DReader(MeshReader): 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, @@ -695,7 +696,7 @@ class X3DReader(MeshReader): "Cylinder": processGeometryCylinder, "Cone": processGeometryCone } - + # Parses the Coordinate.@point field, fills the verts array. def readVertices(self, node): for c in node: @@ -704,9 +705,9 @@ class X3DReader(MeshReader): 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 + # 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 @@ -715,57 +716,57 @@ class X3DReader(MeshReader): # 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) - - + 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: @@ -776,13 +777,13 @@ class X3DReader(MeshReader): 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 @@ -807,17 +808,17 @@ class X3DReader(MeshReader): 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 # ------------------------------------------------------------ @@ -844,7 +845,7 @@ def readInt(node, attr, default): if not s: return default return int(s, 0) - + def readBoolean(node, attr, default): s = node.attrib.get(attr) if not s: @@ -873,8 +874,8 @@ def readIndex(node, attr): chunk.append(v[i]) if chunk: chunks.append(chunk) - return chunks - + 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): @@ -894,25 +895,25 @@ def findOuterNormal(face): 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 + 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. +# 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... +# 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 - + return a.z / b.z + def pointInsideTriangle(vx, next, prev, nextXprev): vxXprev = vx.cross(prev) r = ratio(vxXprev, nextXprev) @@ -921,4 +922,4 @@ def pointInsideTriangle(vx, next, prev, nextXprev): vxXnext = vx.cross(next); s = -ratio(vxXnext, nextXprev) return s > 0 and (s + r) < 1 - + |