MrDraw/SkeinPyPy_NewUI/newui/preview3d.py

460 lines
14 KiB
Python

import sys
import math
import threading
import re
from wx import glcanvas
import wx
try:
from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
hasOpenGLlibs = True
except:
print "Failed to find PyOpenGL: http://pyopengl.sourceforge.net/"
hasOpenGLlibs = False
from fabmetheus_utilities.fabmetheus_tools import fabmetheus_interpret
from fabmetheus_utilities.vector3 import Vector3
from fabmetheus_utilities import settings
from newui import gcodeInterpreter
class previewPanel(wx.Panel):
def __init__(self, parent):
wx.Panel.__init__(self, parent,-1)
self.SetBackgroundColour(wx.SystemSettings.GetColour(wx.SYS_COLOUR_3DDKSHADOW))
self.SetMinSize((400,300))
self.glCanvas = PreviewGLCanvas(self)
self.init = 0
self.triangleMesh = None
self.gcode = None
self.machineSize = Vector3(210, 210, 200)
self.machineCenter = Vector3(0, 0, 0)
tb = wx.ToolBar( self, -1 )
self.ToolBar = tb
tb.SetToolBitmapSize( ( 21, 21 ) )
button = wx.Button(tb, -1, "3D", size=(21*2,21))
tb.AddControl(button)
self.Bind(wx.EVT_BUTTON, self.On3DClick, button)
button = wx.Button(tb, -1, "Top", size=(21*2,21))
tb.AddControl(button)
self.Bind(wx.EVT_BUTTON, self.OnTopClick, button)
self.transparentButton = wx.Button(tb, -1, "T", size=(21,21))
tb.AddControl(self.transparentButton)
self.Bind(wx.EVT_BUTTON, self.OnTransparentClick, self.transparentButton)
self.depthComplexityButton = wx.Button(tb, -1, "DC", size=(21*2,21))
tb.AddControl(self.depthComplexityButton)
self.Bind(wx.EVT_BUTTON, self.OnDepthComplexityClick, self.depthComplexityButton)
self.layerSpin = wx.SpinCtrl(tb, -1, '', size=(21*4,21), style=wx.SP_ARROW_KEYS)
tb.AddControl(self.layerSpin)
self.Bind(wx.EVT_SPINCTRL, self.OnLayerNrChange, self.layerSpin)
self.transparentButton.Show(False)
self.layerSpin.Show(False)
tb.Realize()
sizer = wx.BoxSizer(wx.VERTICAL)
sizer.Add(tb, 0, flag=wx.EXPAND|wx.TOP|wx.LEFT|wx.RIGHT, border=1)
sizer.Add(self.glCanvas, 1, flag=wx.EXPAND)
self.SetSizer(sizer)
def On3DClick(self, e):
self.glCanvas.yaw = 30
self.glCanvas.pitch = 60
self.glCanvas.zoom = 150
self.glCanvas.view3D = True
self.glCanvas.Refresh()
def OnTopClick(self, e):
self.glCanvas.view3D = False
self.glCanvas.zoom = 100
self.glCanvas.offsetX = 0
self.glCanvas.offsetY = 0
self.glCanvas.Refresh()
def OnLayerNrChange(self, e):
self.modelDirty = True
self.glCanvas.Refresh()
def updateCenterX(self, x):
self.machineCenter.x = x
self.moveModel()
self.glCanvas.Refresh()
def updateCenterY(self, y):
self.machineCenter.y = y
self.moveModel()
self.glCanvas.Refresh()
def updateWallLineWidth(self, setting):
self.glCanvas.lineWidth = settings.calculateEdgeWidth(setting)
def updateInfillLineWidth(self, setting):
self.glCanvas.infillLineWidth = settings.getSetting('nozzle_size')
def loadModelFile(self, filename):
self.modelFilename = filename
#Do the STL file loading in a background thread so we don't block the UI.
thread = threading.Thread(target=self.DoModelLoad)
thread.start()
def loadGCodeFile(self, filename):
self.gcodeFilename = filename
#Do the STL file loading in a background thread so we don't block the UI.
thread = threading.Thread(target=self.DoGCodeLoad)
thread.start()
def DoModelLoad(self):
self.modelDirty = False
self.triangleMesh = fabmetheus_interpret.getCarving(self.modelFilename)
self.gcode = None
self.moveModel()
wx.CallAfter(self.updateToolbar)
wx.CallAfter(self.glCanvas.Refresh)
def DoGCodeLoad(self):
gcode = gcodeInterpreter.gcode(self.gcodeFilename)
self.modelDirty = False
self.gcode = gcode
self.triangleMesh = None
self.modelDirty = True
wx.CallAfter(self.updateToolbar)
wx.CallAfter(self.glCanvas.Refresh)
def updateToolbar(self):
self.transparentButton.Show(self.triangleMesh != None)
self.layerSpin.Show(self.gcode != None)
if self.gcode != None:
self.layerSpin.SetRange(1, self.gcode.layerCount)
def OnTransparentClick(self, e):
self.glCanvas.renderTransparent = not self.glCanvas.renderTransparent
if self.glCanvas.renderTransparent:
self.glCanvas.renderDepthComplexity = False
self.glCanvas.Refresh()
def OnDepthComplexityClick(self, e):
self.glCanvas.renderDepthComplexity = not self.glCanvas.renderDepthComplexity
if self.glCanvas.renderDepthComplexity:
self.glCanvas.renderTransparent = False
self.glCanvas.Refresh()
def moveModel(self):
if self.triangleMesh == None:
return
minZ = self.triangleMesh.getMinimumZ()
min = self.triangleMesh.getCarveCornerMinimum()
max = self.triangleMesh.getCarveCornerMaximum()
for v in self.triangleMesh.vertexes:
v.z -= minZ
v.x -= min.x + (max.x - min.x) / 2
v.y -= min.y + (max.y - min.y) / 2
v.x += self.machineCenter.x
v.y += self.machineCenter.y
self.triangleMesh.getMinimumZ()
self.modelDirty = True
class PreviewGLCanvas(glcanvas.GLCanvas):
def __init__(self, parent):
attribList = (glcanvas.WX_GL_RGBA, glcanvas.WX_GL_DOUBLEBUFFER, glcanvas.WX_GL_DEPTH_SIZE, 24, glcanvas.WX_GL_STENCIL_SIZE, 8)
glcanvas.GLCanvas.__init__(self, parent, attribList = attribList)
self.parent = parent
wx.EVT_PAINT(self, self.OnPaint)
wx.EVT_SIZE(self, self.OnSize)
wx.EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
wx.EVT_MOTION(self, self.OnMouseMotion)
wx.EVT_MOUSEWHEEL(self, self.OnMouseWheel)
self.yaw = 30
self.pitch = 60
self.zoom = 150
self.offsetX = 0
self.offsetY = 0
self.lineWidth = 0.4
self.fillLineWidth = 0.4
self.view3D = True
self.renderTransparent = False
self.renderDepthComplexity = False
self.modelDisplayList = None
def OnMouseMotion(self,e):
if e.Dragging() and e.LeftIsDown():
if self.view3D:
self.yaw += e.GetX() - self.oldX
self.pitch -= e.GetY() - self.oldY
if self.pitch > 170:
self.pitch = 170
if self.pitch < 10:
self.pitch = 10
else:
self.offsetX += float(e.GetX() - self.oldX) * self.zoom / self.GetSize().GetHeight() * 2
self.offsetY -= float(e.GetY() - self.oldY) * self.zoom / self.GetSize().GetHeight() * 2
self.Refresh()
if e.Dragging() and e.RightIsDown():
self.zoom += e.GetY() - self.oldY
if self.zoom < 1:
self.zoom = 1
self.Refresh()
self.oldX = e.GetX()
self.oldY = e.GetY()
def OnMouseWheel(self,e):
self.zoom *= 1 - float(e.GetWheelRotation() / e.GetWheelDelta()) / 10
if self.zoom < 1:
self.zoom = 1
self.Refresh()
def OnEraseBackground(self,event):
pass
def OnSize(self,event):
self.Refresh()
return
def OnPaint(self,event):
dc = wx.PaintDC(self)
if not hasOpenGLlibs:
dc.Clear()
dc.DrawText("No PyOpenGL installation found.\nNo preview window available.", 10, 10)
return
self.SetCurrent()
self.InitGL()
self.OnDraw()
return
def OnDraw(self):
machineSize = self.parent.machineSize
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glTranslate(-self.parent.machineCenter.x, -self.parent.machineCenter.y, 0)
glColor3f(1,1,1)
glLineWidth(4)
glDisable(GL_LIGHTING)
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0, 0)
glVertex3f(machineSize.x, 0, 0)
glVertex3f(machineSize.x, machineSize.y, 0)
glVertex3f(0, machineSize.y, 0)
glEnd()
glLineWidth(2)
glBegin(GL_LINES)
for i in xrange(0, machineSize.x, 10):
glVertex3f(i, 0, 0)
glVertex3f(i, machineSize.y, 0)
for i in xrange(0, machineSize.y, 10):
glVertex3f(0, i, 0)
glVertex3f(machineSize.x, i, 0)
glEnd()
glLineWidth(1)
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0, machineSize.z)
glVertex3f(machineSize.x, 0, machineSize.z)
glVertex3f(machineSize.x, machineSize.y, machineSize.z)
glVertex3f(0, machineSize.y, machineSize.z)
glEnd()
glBegin(GL_LINES)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, machineSize.z)
glVertex3f(machineSize.x, 0, 0)
glVertex3f(machineSize.x, 0, machineSize.z)
glVertex3f(machineSize.x, machineSize.y, 0)
glVertex3f(machineSize.x, machineSize.y, machineSize.z)
glVertex3f(0, machineSize.y, 0)
glVertex3f(0, machineSize.y, machineSize.z)
glEnd()
if self.parent.gcode != None:
if self.modelDisplayList == None:
self.modelDisplayList = glGenLists(1);
if self.parent.modelDirty:
self.parent.modelDirty = False
glNewList(self.modelDisplayList, GL_COMPILE)
for path in self.parent.gcode.pathList:
c = 1.0
if path['layerNr'] != self.parent.layerSpin.GetValue():
if path['layerNr'] < self.parent.layerSpin.GetValue():
c = 0.5 - (self.parent.layerSpin.GetValue() - path['layerNr']) * 0.1
if c < -0.5:
continue
if c < 0.1:
c = 0.1
else:
break
if path['type'] == 'move':
glColor3f(0,0,c)
if path['type'] == 'extrude':
if path['pathType'] == 'FILL':
glColor3f(c/2,c/2,0)
elif path['pathType'] == 'WALL-INNER':
glColor3f(0,c,0)
else:
glColor3f(c,0,0)
if path['type'] == 'retract':
glColor3f(0,c,c)
if path['type'] == 'extrude':
if path['pathType'] == 'FILL':
lineWidth = self.fillLineWidth / 2
else:
lineWidth = self.lineWidth / 2
for i in xrange(0, len(path['list'])-1):
v0 = path['list'][i]
v1 = path['list'][i+1]
normal = (v0 - v1).cross(Vector3(0,0,1))
normal.normalize()
v2 = v0 + normal * lineWidth
v3 = v1 + normal * lineWidth
v0 = v0 - normal * lineWidth
v1 = v1 - normal * lineWidth
glBegin(GL_QUADS)
glVertex3f(v0.x, v0.y, v0.z - 0.001)
glVertex3f(v1.x, v1.y, v1.z - 0.001)
glVertex3f(v3.x, v3.y, v3.z - 0.001)
glVertex3f(v2.x, v2.y, v2.z - 0.001)
glEnd()
for v in path['list']:
glBegin(GL_TRIANGLE_FAN)
glVertex3f(v.x, v.y, v.z - 0.001)
for i in xrange(0, 16+1):
glVertex3f(v.x + math.cos(math.pi*2/16*i) * lineWidth, v.y + math.sin(math.pi*2/16*i) * lineWidth, v.z - 0.001)
glEnd()
else:
glBegin(GL_LINE_STRIP)
for v in path['list']:
glVertex3f(v.x, v.y, v.z)
glEnd()
glEndList()
glCallList(self.modelDisplayList)
if self.parent.triangleMesh != None:
if self.modelDisplayList == None:
self.modelDisplayList = glGenLists(1);
if self.parent.modelDirty:
self.parent.modelDirty = False
glNewList(self.modelDisplayList, GL_COMPILE)
glBegin(GL_TRIANGLES)
for face in self.parent.triangleMesh.faces:
v1 = self.parent.triangleMesh.vertexes[face.vertexIndexes[0]]
v2 = self.parent.triangleMesh.vertexes[face.vertexIndexes[1]]
v3 = self.parent.triangleMesh.vertexes[face.vertexIndexes[2]]
if not hasattr(face, 'normal'):
face.normal = (v2 - v1).cross(v3 - v1)
face.normal.normalize()
glNormal3f(face.normal.x, face.normal.y, face.normal.z)
glVertex3f(v1.x, v1.y, v1.z)
glVertex3f(v2.x, v2.y, v2.z)
glVertex3f(v3.x, v3.y, v3.z)
glEnd()
glEndList()
if self.renderTransparent:
#If we want transparent, then first render a solid black model to remove the printer size lines.
glDisable(GL_BLEND)
glDisable(GL_LIGHTING)
glColor3f(0,0,0)
glCallList(self.modelDisplayList)
glColor3f(1,1,1)
#After the black model is rendered, render the model again but now with lighting and no depth testing.
glDisable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE)
glEnable(GL_LIGHTING)
glCallList(self.modelDisplayList)
elif self.renderDepthComplexity:
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
glDisable(GL_DEPTH_TEST)
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 1)
glStencilOp(GL_INCR, GL_INCR, GL_INCR)
glCallList(self.modelDisplayList)
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
glStencilFunc(GL_EQUAL, 0, 1);
glColor(0, 1, 0)
glCallList(self.modelDisplayList)
glStencilFunc(GL_EQUAL, 1, 1);
glColor(1, 0, 0)
glCallList(self.modelDisplayList)
glPushMatrix()
glLoadIdentity()
for i in xrange(2, 20, 2):
glStencilFunc(GL_EQUAL, i, 0xFF);
glColor(0, float(i)/10, 0)
glBegin(GL_QUADS)
glVertex3f(-10,-10,-1)
glVertex3f( 10,-10,-1)
glVertex3f( 10, 10,-1)
glVertex3f(-10, 10,-1)
glEnd()
for i in xrange(1, 20, 2):
glStencilFunc(GL_EQUAL, i, 0xFF);
glColor(float(i)/10, 0, 0)
glBegin(GL_QUADS)
glVertex3f(-10,-10,-1)
glVertex3f( 10,-10,-1)
glVertex3f( 10, 10,-1)
glVertex3f(-10, 10,-1)
glEnd()
glPopMatrix()
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST)
else:
glEnable(GL_LIGHTING)
glCallList(self.modelDisplayList)
self.SwapBuffers()
return
def InitGL(self):
# set viewing projection
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
size = self.GetSize()
glViewport(0,0, size.GetWidth(), size.GetHeight())
if self.renderTransparent:
glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.5, 0.4, 0.3, 1.0])
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.1, 0.1, 0.1, 0.0])
else:
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 0.8, 0.6, 1.0])
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.2, 0.2, 0.2, 0.0])
glLightfv(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_DEPTH_TEST)
glDisable(GL_BLEND)
glClearColor(0.0, 0.0, 0.0, 1.0)
glClearStencil(0)
glClearDepth(1.0)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
aspect = float(self.GetSize().GetWidth()) / float(self.GetSize().GetHeight())
if self.view3D:
gluPerspective(90.0, aspect, 1.0, 1000.0)
else:
glOrtho(-self.zoom * aspect, self.zoom * aspect, -self.zoom, self.zoom, -1000.0, 1000.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
if self.view3D:
glTranslate(0,0,-self.zoom)
glRotate(-self.pitch, 1,0,0)
glRotate(self.yaw, 0,0,1)
if self.parent.triangleMesh != None:
glTranslate(0,0,-self.parent.triangleMesh.getCarveCornerMaximum().z / 2)
else:
glTranslate(self.offsetX, self.offsetY, 0)