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#!/usr/bin/env python3
# This file is part of the Printrun suite.
#
# Printrun is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Printrun is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Printrun. If not, see <http://www.gnu.org/licenses/>.
import wx
import time
import numpy
import pyglet
pyglet.options['debug_gl'] = True
from pyglet.gl import GL_AMBIENT_AND_DIFFUSE, glBegin, glClearColor, \
glColor3f, GL_CULL_FACE, GL_DEPTH_TEST, GL_DIFFUSE, GL_EMISSION, \
glEnable, glEnd, GL_FILL, GLfloat, GL_FRONT_AND_BACK, GL_LIGHT0, \
GL_LIGHT1, glLightfv, GL_LIGHTING, GL_LINE, glMaterialf, glMaterialfv, \
glMultMatrixd, glNormal3f, glPolygonMode, glPopMatrix, GL_POSITION, \
glPushMatrix, glRotatef, glScalef, glShadeModel, GL_SHININESS, \
GL_SMOOTH, GL_SPECULAR, glTranslatef, GL_TRIANGLES, glVertex3f, \
glGetDoublev, GL_MODELVIEW_MATRIX, GLdouble, glClearDepth, glDepthFunc, \
GL_LEQUAL, GL_BLEND, glBlendFunc, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, \
GL_LINE_LOOP, glGetFloatv, GL_LINE_WIDTH, glLineWidth, glDisable, \
GL_LINE_SMOOTH
from pyglet import gl
from .gl.panel import wxGLPanel
from .gl.trackball import build_rotmatrix
from .gl.libtatlin import actors
def vec(*args):
return (GLfloat * len(args))(*args)
class stlview:
def __init__(self, facets, batch):
# Create the vertex and normal arrays.
vertices = []
normals = []
for i in facets:
for j in i[1]:
vertices.extend(j)
normals.extend(i[0])
# Create a list of triangle indices.
indices = list(range(3 * len(facets))) # [[3*i, 3*i+1, 3*i+2] for i in xrange(len(facets))]
self.vertex_list = batch.add_indexed(len(vertices) // 3,
GL_TRIANGLES,
None, # group,
indices,
('v3f/static', vertices),
('n3f/static', normals))
def delete(self):
self.vertex_list.delete()
class StlViewPanel(wxGLPanel):
do_lights = False
def __init__(self, parent, size,
build_dimensions = None, circular = False,
antialias_samples = 0,
grid = (1, 10), perspective=False):
if perspective:
self.orthographic=False
super().__init__(parent, wx.DefaultPosition, size, 0,
antialias_samples = antialias_samples)
self.batches = []
self.rot = 0
self.canvas.Bind(wx.EVT_MOUSE_EVENTS, self.move)
self.canvas.Bind(wx.EVT_MOUSEWHEEL, self.wheel)
self.canvas.Bind(wx.EVT_LEFT_DCLICK, self.double_click)
self.initialized = True
self.parent = parent
self.initpos = None
if build_dimensions:
self.build_dimensions = build_dimensions
else:
self.build_dimensions = [200, 200, 100, 0, 0, 0]
self.platform = actors.Platform(self.build_dimensions,
circular = circular,
grid = grid)
self.dist = max(self.build_dimensions[0], self.build_dimensions[1])
self.basequat = [0, 0, 0, 1]
wx.CallAfter(self.forceresize) #why needed
self.mousepos = (0, 0)
def OnReshape(self):
self.mview_initialized = False
super(StlViewPanel, self).OnReshape()
# ==========================================================================
# GLFrame OpenGL Event Handlers
# ==========================================================================
def OnInitGL(self, call_reshape = True):
'''Initialize OpenGL for use in the window.'''
if self.GLinitialized:
return
self.GLinitialized = True
# create a pyglet context for this panel
self.pygletcontext = gl.Context(gl.current_context)
self.pygletcontext.canvas = self
self.pygletcontext.set_current()
# normal gl init
glClearColor(0, 0, 0, 1)
glColor3f(1, 0, 0)
glEnable(GL_DEPTH_TEST)
glClearDepth(1.0)
glDepthFunc(GL_LEQUAL)
glEnable(GL_CULL_FACE)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
# Uncomment this line for a wireframe view
# glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
# Simple light setup. On Windows GL_LIGHT0 is enabled by default,
# but this is not the case on Linux or Mac, so remember to always
# include it.
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_LIGHT1)
glLightfv(GL_LIGHT0, GL_POSITION, vec(.5, .5, 1, 0))
glLightfv(GL_LIGHT0, GL_SPECULAR, vec(.5, .5, 1, 1))
glLightfv(GL_LIGHT0, GL_DIFFUSE, vec(1, 1, 1, 1))
glLightfv(GL_LIGHT1, GL_POSITION, vec(1, 0, .5, 0))
glLightfv(GL_LIGHT1, GL_DIFFUSE, vec(.5, .5, .5, 1))
glLightfv(GL_LIGHT1, GL_SPECULAR, vec(1, 1, 1, 1))
glShadeModel(GL_SMOOTH)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec(0.5, 0, 0.3, 1))
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vec(1, 1, 1, 1))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50)
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, vec(0, 0.1, 0, 0.9))
if call_reshape:
self.OnReshape()
if hasattr(self.parent, "filenames") and self.parent.filenames:
for filename in self.parent.filenames:
self.parent.load_file(filename)
self.parent.autoplate()
if hasattr(self.parent, "loadcb"):
self.parent.loadcb()
self.parent.filenames = None
def double_click(self, event):
if hasattr(self.parent, "clickcb") and self.parent.clickcb:
self.parent.clickcb(event)
def forceresize(self):
#print('forceresize')
x, y = self.GetClientSize()
#TODO: probably not needed
self.SetClientSize((x, y+1))
self.SetClientSize((x, y))
self.initialized = False
def move(self, event):
"""react to mouse actions:
no mouse: show red mousedrop
LMB: move active object,
with shift rotate viewport
RMB: nothing
with shift move viewport
"""
self.mousepos = event.GetPosition()
if event.Dragging():
if event.LeftIsDown():
self.handle_rotation(event)
elif event.RightIsDown():
self.handle_translation(event)
self.Refresh(False)
elif event.ButtonUp(wx.MOUSE_BTN_LEFT) or \
event.ButtonUp(wx.MOUSE_BTN_RIGHT):
self.initpos = None
event.Skip()
def handle_wheel(self, event):
delta = event.GetWheelRotation()
factor = 1.05
x, y = event.GetPosition()
x, y, _ = self.mouse_to_3d(x, y, local_transform = True)
if delta > 0:
self.zoom(factor, (x, y))
else:
self.zoom(1 / factor, (x, y))
def wheel(self, event):
"""react to mouse wheel actions:
rotate object
with shift zoom viewport
"""
self.handle_wheel(event)
wx.CallAfter(self.Refresh)
def keypress(self, event):
"""gets keypress events and moves/rotates active shape"""
keycode = event.GetKeyCode()
step = 5
angle = 18
if event.ControlDown():
step = 1
angle = 1
# h
if keycode == 72:
self.parent.move_shape((-step, 0))
# l
if keycode == 76:
self.parent.move_shape((step, 0))
# j
if keycode == 75:
self.parent.move_shape((0, step))
# k
if keycode == 74:
self.parent.move_shape((0, -step))
# [
if keycode == 91:
self.parent.rotate_shape(-angle)
# ]
if keycode == 93:
self.parent.rotate_shape(angle)
event.Skip()
wx.CallAfter(self.Refresh)
def anim(self, obj):
g = 50 * 9.8
v = 20
dt = 0.05
basepos = obj.offsets[2]
obj.offsets[2] += obj.animoffset
while obj.offsets[2] > -1:
time.sleep(dt)
obj.offsets[2] -= v * dt
v += g * dt
if obj.offsets[2] < 0:
obj.scale[2] *= 1 - 3 * dt
# return
v = v / 4
while obj.offsets[2] < basepos:
time.sleep(dt)
obj.offsets[2] += v * dt
v -= g * dt
obj.scale[2] *= 1 + 5 * dt
obj.scale[2] = 1.0
def create_objects(self):
'''create opengl objects when opengl is initialized'''
if not self.platform.initialized:
self.platform.init()
self.initialized = 1
#TODO: this probably creates constant redraw
# create_objects is called during OnDraw, remove
wx.CallAfter(self.Refresh)
def prepare_model(self, m, scale):
batch = pyglet.graphics.Batch()
stlview(m.facets, batch = batch)
m.batch = batch
# m.animoffset = 300
# threading.Thread(target = self.anim, args = (m, )).start()
wx.CallAfter(self.Refresh)
def update_object_resize(self):
'''called when the window receives only if opengl is initialized'''
pass
def draw_objects(self):
'''called in the middle of ondraw after the buffer has been cleared'''
self.create_objects()
glPushMatrix()
glTranslatef(0, 0, -self.dist)
glMultMatrixd(build_rotmatrix(self.basequat)) # Rotate according to trackball
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec(0.2, 0.2, 0.2, 1))
glTranslatef(- self.build_dimensions[3] - self.platform.width / 2,
- self.build_dimensions[4] - self.platform.depth / 2, 0) # Move origin to bottom left of platform
# Draw platform
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glDisable(GL_LIGHTING)
self.platform.draw()
glEnable(GL_LIGHTING)
# Draw mouse
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
inter = self.mouse_to_plane(self.mousepos[0], self.mousepos[1],
plane_normal = (0, 0, 1), plane_offset = 0,
local_transform = False)
if inter is not None:
glPushMatrix()
glTranslatef(inter[0], inter[1], inter[2])
glBegin(GL_TRIANGLES)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec(1, 0, 0, 1))
glNormal3f(0, 0, 1)
glVertex3f(2, 2, 0)
glVertex3f(-2, 2, 0)
glVertex3f(-2, -2, 0)
glVertex3f(2, -2, 0)
glVertex3f(2, 2, 0)
glVertex3f(-2, -2, 0)
glEnd()
glPopMatrix()
# Draw objects
glDisable(GL_CULL_FACE)
glPushMatrix()
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec(0.3, 0.7, 0.5, 1))
for i in self.parent.models:
model = self.parent.models[i]
glPushMatrix()
glTranslatef(*(model.offsets))
glRotatef(model.rot, 0.0, 0.0, 1.0)
glTranslatef(*(model.centeroffset))
glScalef(*model.scale)
model.batch.draw()
glPopMatrix()
glPopMatrix()
glEnable(GL_CULL_FACE)
# Draw cutting plane
if self.parent.cutting:
# FIXME: make this a proper Actor
axis = self.parent.cutting_axis
fixed_dist = self.parent.cutting_dist
dist, plane_width, plane_height = self.get_cutting_plane(axis, fixed_dist)
if dist is not None:
glPushMatrix()
if axis == "x":
glRotatef(90, 0, 1, 0)
glRotatef(90, 0, 0, 1)
glTranslatef(0, 0, dist)
elif axis == "y":
glRotatef(90, 1, 0, 0)
glTranslatef(0, 0, -dist)
elif axis == "z":
glTranslatef(0, 0, dist)
glDisable(GL_CULL_FACE)
glBegin(GL_TRIANGLES)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec(0, 0.9, 0.15, 0.3))
glNormal3f(0, 0, self.parent.cutting_direction)
glVertex3f(plane_width, plane_height, 0)
glVertex3f(0, plane_height, 0)
glVertex3f(0, 0, 0)
glVertex3f(plane_width, 0, 0)
glVertex3f(plane_width, plane_height, 0)
glVertex3f(0, 0, 0)
glEnd()
glEnable(GL_CULL_FACE)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glEnable(GL_LINE_SMOOTH)
orig_linewidth = (GLfloat)()
glGetFloatv(GL_LINE_WIDTH, orig_linewidth)
glLineWidth(4.0)
glBegin(GL_LINE_LOOP)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec(0, 0.8, 0.15, 1))
glVertex3f(0, 0, 0)
glVertex3f(0, plane_height, 0)
glVertex3f(plane_width, plane_height, 0)
glVertex3f(plane_width, 0, 0)
glEnd()
glLineWidth(orig_linewidth)
glDisable(GL_LINE_SMOOTH)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glPopMatrix()
glPopMatrix()
# ==========================================================================
# Utils
# ==========================================================================
def get_modelview_mat(self, local_transform):
mvmat = (GLdouble * 16)()
if local_transform:
glPushMatrix()
# Rotate according to trackball
glTranslatef(0, 0, -self.dist)
glMultMatrixd(build_rotmatrix(self.basequat)) # Rotate according to trackball
glTranslatef(- self.build_dimensions[3] - self.platform.width / 2,
- self.build_dimensions[4] - self.platform.depth / 2, 0) # Move origin to bottom left of platform
glGetDoublev(GL_MODELVIEW_MATRIX, mvmat)
glPopMatrix()
else:
glGetDoublev(GL_MODELVIEW_MATRIX, mvmat)
return mvmat
def get_cutting_plane(self, cutting_axis, fixed_dist, local_transform = False):
cutting_plane_sizes = {"x": (self.platform.depth, self.platform.height),
"y": (self.platform.width, self.platform.height),
"z": (self.platform.width, self.platform.depth)}
plane_width, plane_height = cutting_plane_sizes[cutting_axis]
if fixed_dist is not None:
return fixed_dist, plane_width, plane_height
ref_sizes = {"x": self.platform.width,
"y": self.platform.depth,
"z": self.platform.height,
}
ref_planes = {"x": (0, 0, 1),
"y": (0, 0, 1),
"z": (0, 1, 0)
}
ref_offsets = {"x": 0,
"y": 0,
"z": - self.platform.depth / 2
}
translate_axis = {"x": 0,
"y": 1,
"z": 2
}
fallback_ref_planes = {"x": (0, 1, 0),
"y": (1, 0, 0),
"z": (1, 0, 0)
}
fallback_ref_offsets = {"x": - self.platform.height / 2,
"y": - self.platform.width / 2,
"z": - self.platform.width / 2,
}
ref_size = ref_sizes[cutting_axis]
ref_plane = ref_planes[cutting_axis]
ref_offset = ref_offsets[cutting_axis]
inter = self.mouse_to_plane(self.mousepos[0], self.mousepos[1],
plane_normal = ref_plane,
plane_offset = ref_offset,
local_transform = local_transform)
max_size = max((self.platform.width,
self.platform.depth,
self.platform.height))
dist = None
if inter is not None and numpy.fabs(inter).max() + max_size / 2 < 2 * max_size:
dist = inter[translate_axis[cutting_axis]]
if dist is None or dist < -0.5 * ref_size or dist > 1.5 * ref_size:
ref_plane = fallback_ref_planes[cutting_axis]
ref_offset = fallback_ref_offsets[cutting_axis]
inter = self.mouse_to_plane(self.mousepos[0], self.mousepos[1],
plane_normal = ref_plane,
plane_offset = ref_offset,
local_transform = False)
if inter is not None and numpy.fabs(inter).max() + max_size / 2 < 2 * max_size:
dist = inter[translate_axis[cutting_axis]]
if dist is not None:
dist = min(1.5 * ref_size, max(-0.5 * ref_size, dist))
return dist, plane_width, plane_height
def main():
app = wx.App(redirect = False)
frame = wx.Frame(None, -1, "GL Window", size = (400, 400))
StlViewPanel(frame)
frame.Show(True)
app.MainLoop()
app.Destroy()
if __name__ == "__main__":
main()
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