MrDraw/SkeinPyPy_NewUI/newui/preview3d.py
Daid cc62bcae48 Add error message if pypy crashes
Position 3D model at given printer center
Add temperature/support headers so I do not forget those settings.
2012-02-24 23:01:22 +01:00

372 lines
10 KiB
Python

import sys
import math
import threading
import re
from wx.glcanvas 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
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.pathList = 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 ) )
transparentButton = wx.Button(tb, -1, "T", size=(21,21))
tb.AddControl(transparentButton)
self.Bind(wx.EVT_BUTTON, self.OnConfigClick, transparentButton)
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 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 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.moveModel()
self.glCanvas.Refresh()
def getCodeInt(self, str, id):
m = re.search(id + '([^\s]+)', str)
if m == None:
return None
try:
return int(m.group(1))
except:
return None
def getCodeFloat(self, str, id):
m = re.search(id + '([^\s]+)', str)
if m == None:
return None
try:
return float(m.group(1))
except:
return None
def DoGCodeLoad(self):
f = open(self.gcodeFilename, 'r')
pos = Vector3()
posOffset = Vector3()
currentE = 0
pathList = []
currentPath = {'type': 'move', 'list': [pos.copy()]}
scale = 1.0
posAbs = True
for line in f:
G = self.getCodeInt(line, 'G')
if G is not None:
if G == 0 or G == 1: #Move
x = self.getCodeFloat(line, 'X')
y = self.getCodeFloat(line, 'Y')
z = self.getCodeFloat(line, 'Z')
e = self.getCodeFloat(line, 'E')
if x is not None:
if posAbs:
pos.x = x * scale
else:
pos.x += x * scale
if y is not None:
if posAbs:
pos.y = y * scale
else:
pos.y += y * scale
if z is not None:
if posAbs:
pos.z = z * scale
else:
pos.z += z * scale
newPoint = pos.copy()
type = 'move'
if e is not None:
if e > currentE:
type = 'extrude'
if e < currentE:
type = 'retract'
currentE = e
if currentPath['type'] != type:
pathList.append(currentPath)
currentPath = {'type': type, 'list': [currentPath['list'][-1]]}
currentPath['list'].append(newPoint)
elif G == 20: #Units are inches
scale = 25.4
elif G == 21: #Units are mm
scale = 1.0
elif G == 28: #Home
x = self.getCodeFloat(line, 'X')
y = self.getCodeFloat(line, 'Y')
z = self.getCodeFloat(line, 'Z')
if x is None and y is None and z is None:
pos = Vector3()
else:
if x is not None:
pos.x = 0.0
if y is not None:
pos.y = 0.0
if z is not None:
pos.z = 0.0
elif G == 90: #Absolute position
posAbs = True
elif G == 91: #Relative position
posAbs = False
elif G == 92:
x = self.getCodeFloat(line, 'X')
y = self.getCodeFloat(line, 'Y')
z = self.getCodeFloat(line, 'Z')
e = self.getCodeFloat(line, 'E')
if e is not None:
currentE = e
if x is not None:
posOffset.x = pos.x + x
if y is not None:
posOffset.y = pos.y + y
if z is not None:
posOffset.z = pos.z + z
else:
print "Unknown G code:" + str(G)
self.pathList = pathList
self.triangleMesh = None
self.glCanvas.Refresh()
def OnConfigClick(self, e):
self.glCanvas.renderTransparent = not self.glCanvas.renderTransparent
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):
def __init__(self, parent):
GLCanvas.__init__(self, parent)
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)
self.yaw = 30
self.pitch = 60
self.zoom = 150
self.renderTransparent = False
self.modelDisplayList = None
def OnMouseMotion(self,e):
if e.Dragging() and e.LeftIsDown():
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
self.Refresh()
if e.Dragging() and e.RightIsDown():
self.zoom += e.GetY() - self.oldY
self.Refresh()
self.oldX = e.GetX()
self.oldY = e.GetY()
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)
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.pathList != None:
for path in self.parent.pathList:
if path['type'] == 'move':
glColor3f(0,0,1)
if path['type'] == 'extrude':
glColor3f(1,0,0)
if path['type'] == 'retract':
glColor3f(0,1,0)
glBegin(GL_LINE_STRIP)
for v in path['list']:
glVertex3f(v.x, v.y, v.z)
glEnd()
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]]
normal = (v2 - v1).cross(v3 - v1)
normal.normalize()
glNormal3f(normal.x, normal.y, 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)
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)
glClearDepth(1.0)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(90.0, float(self.GetSize().GetWidth()) / float(self.GetSize().GetHeight()), 1.0, 1000.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
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)
return