MrDraw/SkeinPyPy/fabmetheus_utilities/geometry/solids/triangle_mesh.py
daid 77d04ceab8 Removed patches for different skeinforge versions. Only SF48 now.
Updated build script to create win32/linux/macos versions.
Fixed the defaults to they work with PLA.
Fixed the temperature plugin default "ON" problem.
Removed all profiles except for PLA.
2012-02-10 17:20:03 +01:00

939 lines
36 KiB
Python

"""
Triangle Mesh holds the faces and edges of a triangular mesh.
"""
from __future__ import absolute_import
#Init has to be imported first because it has code to workaround the python bug where relative imports don't work if the module is imported as a main module.
import __init__
from fabmetheus_utilities.geometry.geometry_tools import face
from fabmetheus_utilities.geometry.geometry_tools import dictionary
from fabmetheus_utilities.geometry.geometry_tools import vertex
from fabmetheus_utilities.geometry.geometry_utilities import evaluate
from fabmetheus_utilities.geometry.geometry_utilities import matrix
from fabmetheus_utilities.geometry.solids import group
from fabmetheus_utilities import xml_simple_writer
from fabmetheus_utilities.vector3 import Vector3
from fabmetheus_utilities.vector3index import Vector3Index
from fabmetheus_utilities import euclidean
from fabmetheus_utilities import intercircle
from fabmetheus_utilities import settings
import math
__author__ = 'Enrique Perez (perez_enrique@yahoo.com)'
__credits__ = 'Art of Illusion <http://www.artofillusion.org/>'
__date__ = '$Date: 2008/02/05 $'
__license__ = 'GNU Affero General Public License http://www.gnu.org/licenses/agpl.html'
def addEdgePair( edgePairTable, edges, faceEdgeIndex, remainingEdgeIndex, remainingEdgeTable ):
'Add edge pair to the edge pair table.'
if faceEdgeIndex == remainingEdgeIndex:
return
if not faceEdgeIndex in remainingEdgeTable:
return
edgePair = EdgePair().getFromIndexesEdges( [ remainingEdgeIndex, faceEdgeIndex ], edges )
edgePairTable[ str( edgePair ) ] = edgePair
def addFacesByConcaveLoop(faces, indexedLoop):
'Add faces from a polygon which is concave.'
if len(indexedLoop) < 3:
return
remainingLoop = indexedLoop[:]
while len(remainingLoop) > 2:
remainingLoop = getRemainingLoopAddFace(faces, remainingLoop)
def addFacesByConvex(faces, indexedLoop):
'Add faces from a convex polygon.'
if len(indexedLoop) < 3:
return
indexBegin = indexedLoop[0].index
for indexedPointIndex in xrange(1, len(indexedLoop) - 1):
indexCenter = indexedLoop[indexedPointIndex].index
indexEnd = indexedLoop[(indexedPointIndex + 1) % len(indexedLoop) ].index
if indexBegin != indexCenter and indexCenter != indexEnd and indexEnd != indexBegin:
faceFromConvex = face.Face()
faceFromConvex.index = len(faces)
faceFromConvex.vertexIndexes.append(indexBegin)
faceFromConvex.vertexIndexes.append(indexCenter)
faceFromConvex.vertexIndexes.append(indexEnd)
faces.append(faceFromConvex)
def addFacesByConvexBottomTopLoop(faces, indexedLoopBottom, indexedLoopTop):
'Add faces from loops.'
if len(indexedLoopBottom) == 0 or len(indexedLoopTop) == 0:
return
for indexedPointIndex in xrange(max(len(indexedLoopBottom), len(indexedLoopTop))):
indexedConvex = []
if len(indexedLoopBottom) > 1:
indexedConvex.append(indexedLoopBottom[indexedPointIndex])
indexedConvex.append(indexedLoopBottom[(indexedPointIndex + 1) % len(indexedLoopBottom)])
else:
indexedConvex.append(indexedLoopBottom[0])
if len(indexedLoopTop) > 1:
indexedConvex.append(indexedLoopTop[(indexedPointIndex + 1) % len(indexedLoopTop)])
indexedConvex.append(indexedLoopTop[indexedPointIndex])
else:
indexedConvex.append(indexedLoopTop[0])
addFacesByConvex(faces, indexedConvex)
def addFacesByConvexLoops(faces, indexedLoops):
'Add faces from loops.'
if len(indexedLoops) < 2:
return
for indexedLoopsIndex in xrange(len(indexedLoops) - 2):
addFacesByConvexBottomTopLoop(faces, indexedLoops[indexedLoopsIndex], indexedLoops[indexedLoopsIndex + 1])
indexedLoopBottom = indexedLoops[-2]
indexedLoopTop = indexedLoops[-1]
if len(indexedLoopTop) < 1:
indexedLoopTop = indexedLoops[0]
addFacesByConvexBottomTopLoop(faces, indexedLoopBottom, indexedLoopTop)
def addFacesByConvexReversed(faces, indexedLoop):
'Add faces from a reversed convex polygon.'
addFacesByConvex(faces, indexedLoop[: : -1])
def addFacesByGrid(faces, grid):
'Add faces from grid.'
cellTopLoops = getIndexedCellLoopsFromIndexedGrid(grid)
for cellTopLoop in cellTopLoops:
addFacesByConvex(faces, cellTopLoop)
def addFacesByLoop(faces, indexedLoop):
'Add faces from a polygon which may be concave.'
if len(indexedLoop) < 3:
return
lastNormal = None
for pointIndex, point in enumerate(indexedLoop):
center = indexedLoop[(pointIndex + 1) % len(indexedLoop)]
end = indexedLoop[(pointIndex + 2) % len(indexedLoop)]
normal = euclidean.getNormalWeighted(point, center, end)
if abs(normal) > 0.0:
if lastNormal != None:
if lastNormal.dot(normal) < 0.0:
addFacesByConcaveLoop(faces, indexedLoop)
return
lastNormal = normal
# totalNormal = Vector3()
# for pointIndex, point in enumerate(indexedLoop):
# center = indexedLoop[(pointIndex + 1) % len(indexedLoop)]
# end = indexedLoop[(pointIndex + 2) % len(indexedLoop)]
# totalNormal += euclidean.getNormalWeighted(point, center, end)
# totalNormal.normalize()
addFacesByConvex(faces, indexedLoop)
def addFacesByLoopReversed(faces, indexedLoop):
'Add faces from a reversed convex polygon.'
addFacesByLoop(faces, indexedLoop[: : -1])
def addFacesByMeldedConvexLoops(faces, indexedLoops):
'Add faces from melded loops.'
if len(indexedLoops) < 2:
return
for indexedLoopsIndex in xrange(len(indexedLoops) - 2):
FaceGenerator(faces, indexedLoops[indexedLoopsIndex], indexedLoops[indexedLoopsIndex + 1])
indexedLoopBottom = indexedLoops[-2]
indexedLoopTop = indexedLoops[-1]
if len(indexedLoopTop) < 1:
indexedLoopTop = indexedLoops[0]
FaceGenerator(faces, indexedLoopBottom, indexedLoopTop)
def addLoopToPointTable(loop, pointTable):
'Add the points in the loop to the point table.'
for point in loop:
pointTable[point] = None
def addMeldedPillarByLoops(faces, indexedLoops):
'Add melded pillar by loops which may be concave.'
if len(indexedLoops) < 1:
return
if len(indexedLoops[-1]) < 1:
addFacesByMeldedConvexLoops(faces, indexedLoops)
return
addFacesByLoopReversed(faces, indexedLoops[0])
addFacesByMeldedConvexLoops(faces, indexedLoops)
addFacesByLoop(faces, indexedLoops[-1])
def addPillarByLoops(faces, indexedLoops):
'Add pillar by loops which may be concave.'
if len(indexedLoops) < 1:
return
if len(indexedLoops[-1]) < 1:
addFacesByConvexLoops(faces, indexedLoops)
return
addFacesByLoopReversed(faces, indexedLoops[0])
addFacesByConvexLoops(faces, indexedLoops)
addFacesByLoop(faces, indexedLoops[-1])
def addPillarFromConvexLoopsGrids(faces, indexedGrids, indexedLoops):
'Add pillar from convex loops and grids.'
cellBottomLoops = getIndexedCellLoopsFromIndexedGrid(indexedGrids[0])
for cellBottomLoop in cellBottomLoops:
addFacesByConvexReversed(faces, cellBottomLoop)
addFacesByConvexLoops(faces, indexedLoops)
addFacesByGrid(faces, indexedGrids[-1])
def addPillarFromConvexLoopsGridTop(faces, indexedGridTop, indexedLoops):
'Add pillar from convex loops and grid top.'
addFacesByLoopReversed(faces, indexedLoops[0])
addFacesByConvexLoops(faces, indexedLoops)
addFacesByGrid(faces, indexedGridTop)
def addPointsAtZ(edgePair, points, radius, vertexes, z):
'Add point complexes on the segment between the edge intersections with z.'
carveIntersectionFirst = getCarveIntersectionFromEdge(edgePair.edges[0], vertexes, z)
carveIntersectionSecond = getCarveIntersectionFromEdge(edgePair.edges[1], vertexes, z)
# threshold radius above 0.8 can create extra holes on Screw Holder, 0.7 should be safe for everything
intercircle.addPointsFromSegment(carveIntersectionFirst, carveIntersectionSecond, points, radius, 0.7)
def addSymmetricXPath(outputs, path, x):
'Add x path output to outputs.'
vertexes = []
loops = [getSymmetricXLoop(path, vertexes, -x), getSymmetricXLoop(path, vertexes, x)]
outputs.append(getPillarOutput(loops))
def addSymmetricXPaths(outputs, paths, x):
'Add x paths outputs to outputs.'
for path in paths:
addSymmetricXPath(outputs, path, x)
def addSymmetricYPath(outputs, path, y):
'Add y path output to outputs.'
vertexes = []
loops = [getSymmetricYLoop(path, vertexes, -y), getSymmetricYLoop(path, vertexes, y)]
outputs.append(getPillarOutput(loops))
def addSymmetricYPaths(outputs, paths, y):
'Add y paths outputs to outputs.'
for path in paths:
addSymmetricYPath(outputs, path, y)
def addVector3Loop(loop, loops, vertexes, z):
'Add vector3Loop to loops if there is something in it, for inset and outset.'
vector3Loop = []
for point in loop:
vector3Index = Vector3Index(len(vertexes), point.real, point.imag, z)
vector3Loop.append(vector3Index)
vertexes.append(vector3Index)
if len(vector3Loop) > 0:
loops.append(vector3Loop)
def addWithLeastLength(importRadius, loops, point):
'Insert a point into a loop, at the index at which the loop would be shortest.'
close = 1.65 * importRadius # a bit over the experimental minimum additional loop length to restore a right angle
shortestAdditionalLength = close
shortestLoop = None
shortestPointIndex = None
for loop in loops:
if len(loop) > 3:
for pointIndex in xrange(len(loop)):
additionalLoopLength = getAdditionalLoopLength(loop, point, pointIndex)
if additionalLoopLength < shortestAdditionalLength:
if getIsPointCloseInline(close, loop, point, pointIndex):
shortestAdditionalLength = additionalLoopLength
shortestLoop = loop
shortestPointIndex = pointIndex
if shortestPointIndex != None:
shortestLoop.insert( shortestPointIndex, point )
def convertElementNode(elementNode, geometryOutput):
'Convert the xml element to a TriangleMesh xml element.'
elementNode.linkObject(TriangleMesh())
matrix.getBranchMatrixSetElementNode(elementNode)
vertex.addGeometryList(elementNode, geometryOutput['vertex'])
face.addGeometryList(elementNode, geometryOutput['face'])
elementNode.getXMLProcessor().processChildNodes(elementNode)
def getAddIndexedGrid( grid, vertexes, z ):
'Get and add an indexed grid.'
indexedGrid = []
for row in grid:
indexedRow = []
indexedGrid.append( indexedRow )
for pointComplex in row:
vector3index = Vector3Index( len(vertexes), pointComplex.real, pointComplex.imag, z )
indexedRow.append(vector3index)
vertexes.append(vector3index)
return indexedGrid
def getAddIndexedLoop(loop, vertexes, z):
'Get and add an indexed loop.'
indexedLoop = []
for index in xrange(len(loop)):
pointComplex = loop[index]
vector3index = Vector3Index(len(vertexes), pointComplex.real, pointComplex.imag, z)
indexedLoop.append(vector3index)
vertexes.append(vector3index)
return indexedLoop
def getAddIndexedLoops( loop, vertexes, zList ):
'Get and add indexed loops.'
indexedLoops = []
for z in zList:
indexedLoop = getAddIndexedLoop( loop, vertexes, z )
indexedLoops.append(indexedLoop)
return indexedLoops
def getAdditionalLoopLength(loop, point, pointIndex):
'Get the additional length added by inserting a point into a loop.'
afterPoint = loop[pointIndex]
beforePoint = loop[(pointIndex + len(loop) - 1) % len(loop)]
return abs(point - beforePoint) + abs(point - afterPoint) - abs(afterPoint - beforePoint)
def getCarveIntersectionFromEdge(edge, vertexes, z):
'Get the complex where the carve intersects the edge.'
firstVertex = vertexes[ edge.vertexIndexes[0] ]
firstVertexComplex = firstVertex.dropAxis()
secondVertex = vertexes[ edge.vertexIndexes[1] ]
secondVertexComplex = secondVertex.dropAxis()
zMinusFirst = z - firstVertex.z
up = secondVertex.z - firstVertex.z
return zMinusFirst * ( secondVertexComplex - firstVertexComplex ) / up + firstVertexComplex
def getClosestDistanceIndexToPoint(point, loop):
'Get the distance squared to the closest point of the loop and index of that point.'
smallestDistance = 987654321987654321.0
closestDistanceIndex = None
pointComplex = point.dropAxis()
for otherPointIndex, otherPoint in enumerate(loop):
distance = abs(pointComplex - otherPoint.dropAxis())
if distance < smallestDistance:
smallestDistance = distance
closestDistanceIndex = euclidean.DistanceIndex(distance, otherPointIndex)
return closestDistanceIndex
def getDescendingAreaLoops(allPoints, corners, importRadius):
'Get descending area loops which include most of the points.'
loops = intercircle.getCentersFromPoints(allPoints, importRadius)
descendingAreaLoops = []
sortLoopsInOrderOfArea(True, loops)
pointDictionary = {}
for loop in loops:
if len(loop) > 2 and getOverlapRatio(loop, pointDictionary) < 0.3:
intercircle.directLoop(not euclidean.getIsInFilledRegion(descendingAreaLoops, loop[0]), loop)
descendingAreaLoops.append(loop)
addLoopToPointTable(loop, pointDictionary)
descendingAreaLoops = euclidean.getSimplifiedLoops(descendingAreaLoops, importRadius)
return getLoopsWithCorners(corners, importRadius, descendingAreaLoops, pointDictionary)
def getDescendingAreaOrientedLoops(allPoints, corners, importRadius):
'Get descending area oriented loops which include most of the points.'
return getOrientedLoops(getDescendingAreaLoops(allPoints, corners, importRadius))
def getGeometryOutputByFacesVertexes(faces, vertexes):
'Get geometry output dictionary by faces and vertexes.'
return {'trianglemesh' : {'vertex' : vertexes, 'face' : faces}}
def getGeometryOutputCopy(object):
'Get the geometry output copy.'
objectClass = object.__class__
if objectClass == dict:
objectCopy = {}
for key in object:
objectCopy[key] = getGeometryOutputCopy(object[key])
return objectCopy
if objectClass == list:
objectCopy = []
for value in object:
objectCopy.append(getGeometryOutputCopy(value))
return objectCopy
if objectClass == face.Face or objectClass == Vector3 or objectClass == Vector3Index:
return object.copy()
return object
def getIndexedCellLoopsFromIndexedGrid( grid ):
'Get indexed cell loops from an indexed grid.'
indexedCellLoops = []
for rowIndex in xrange( len( grid ) - 1 ):
rowBottom = grid[ rowIndex ]
rowTop = grid[ rowIndex + 1 ]
for columnIndex in xrange( len( rowBottom ) - 1 ):
columnIndexEnd = columnIndex + 1
indexedConvex = []
indexedConvex.append( rowBottom[ columnIndex ] )
indexedConvex.append( rowBottom[ columnIndex + 1 ] )
indexedConvex.append( rowTop[ columnIndex + 1 ] )
indexedConvex.append( rowTop[ columnIndex ] )
indexedCellLoops.append( indexedConvex )
return indexedCellLoops
def getIndexedLoopFromIndexedGrid( indexedGrid ):
'Get indexed loop from around the indexed grid.'
indexedLoop = indexedGrid[0][:]
for row in indexedGrid[1 : -1]:
indexedLoop.append( row[-1] )
indexedLoop += indexedGrid[-1][: : -1]
for row in indexedGrid[ len( indexedGrid ) - 2 : 0 : - 1 ]:
indexedLoop.append( row[0] )
return indexedLoop
def getInfillDictionary(arounds, aroundWidth, infillInset, infillWidth, pixelTable, rotatedLoops, testLoops=None):
'Get combined fill loops which include most of the points.'
slightlyGreaterThanInfillInset = intercircle.globalIntercircleMultiplier * infillInset
allPoints = intercircle.getPointsFromLoops(rotatedLoops, infillInset, 0.7)
centers = intercircle.getCentersFromPoints(allPoints, slightlyGreaterThanInfillInset)
infillDictionary = {}
for center in centers:
insetCenter = intercircle.getSimplifiedInsetFromClockwiseLoop(center, infillInset)
insetPoint = insetCenter[0]
if len(insetCenter) > 2 and intercircle.getIsLarge(insetCenter, infillInset) and euclidean.getIsInFilledRegion(rotatedLoops, insetPoint):
around = euclidean.getSimplifiedLoop(center, infillInset)
euclidean.addLoopToPixelTable(around, pixelTable, aroundWidth)
arounds.append(around)
insetLoop = intercircle.getSimplifiedInsetFromClockwiseLoop(center, infillInset)
euclidean.addXIntersectionsFromLoopForTable(insetLoop, infillDictionary, infillWidth)
if testLoops != None:
testLoops.append(insetLoop)
return infillDictionary
def getInsetPoint( loop, tinyRadius ):
'Get the inset vertex.'
pointIndex = getWideAnglePointIndex(loop)
point = loop[ pointIndex % len(loop) ]
afterPoint = loop[(pointIndex + 1) % len(loop)]
beforePoint = loop[ ( pointIndex - 1 ) % len(loop) ]
afterSegmentNormalized = euclidean.getNormalized( afterPoint - point )
beforeSegmentNormalized = euclidean.getNormalized( beforePoint - point )
afterClockwise = complex( afterSegmentNormalized.imag, - afterSegmentNormalized.real )
beforeWiddershins = complex( - beforeSegmentNormalized.imag, beforeSegmentNormalized.real )
midpoint = afterClockwise + beforeWiddershins
midpointNormalized = midpoint / abs( midpoint )
return point + midpointNormalized * tinyRadius
def getIsPathEntirelyOutsideTriangle(begin, center, end, vector3Path):
'Determine if a path is entirely outside another loop.'
loop = [begin.dropAxis(), center.dropAxis(), end.dropAxis()]
for vector3 in vector3Path:
point = vector3.dropAxis()
if euclidean.isPointInsideLoop(loop, point):
return False
return True
def getIsPointCloseInline(close, loop, point, pointIndex):
'Insert a point into a loop, at the index at which the loop would be shortest.'
afterCenterComplex = loop[pointIndex]
if abs(afterCenterComplex - point) > close:
return False
afterEndComplex = loop[(pointIndex + 1) % len(loop)]
if not isInline( point, afterCenterComplex, afterEndComplex ):
return False
beforeCenterComplex = loop[(pointIndex + len(loop) - 1) % len(loop)]
if abs(beforeCenterComplex - point) > close:
return False
beforeEndComplex = loop[(pointIndex + len(loop) - 2) % len(loop)]
return isInline(point, beforeCenterComplex, beforeEndComplex)
def getLoopsFromCorrectMesh( edges, faces, vertexes, z ):
'Get loops from a carve of a correct mesh.'
remainingEdgeTable = getRemainingEdgeTable(edges, vertexes, z)
remainingValues = remainingEdgeTable.values()
for edge in remainingValues:
if len( edge.faceIndexes ) < 2:
print('This should never happen, there is a hole in the triangle mesh, each edge should have two faces.')
print(edge)
print('Something will still be printed, but there is no guarantee that it will be the correct shape.' )
print('Once the gcode is saved, you should check over the layer with a z of:')
print(z)
return []
loops = []
while isPathAdded( edges, faces, loops, remainingEdgeTable, vertexes, z ):
pass
if euclidean.isLoopListIntersecting(loops):
print('Warning, the triangle mesh slice intersects itself in getLoopsFromCorrectMesh in triangle_mesh.')
print('Something will still be printed, but there is no guarantee that it will be the correct shape.')
print('Once the gcode is saved, you should check over the layer with a z of:')
print(z)
return []
return loops
# untouchables = []
# for boundingLoop in boundingLoops:
# if not boundingLoop.isIntersectingList( untouchables ):
# untouchables.append( boundingLoop )
# if len( untouchables ) < len( boundingLoops ):
# print('This should never happen, the carve layer intersects itself. Something will still be printed, but there is no guarantee that it will be the correct shape.')
# print('Once the gcode is saved, you should check over the layer with a z of:')
# print(z)
# remainingLoops = []
# for untouchable in untouchables:
# remainingLoops.append( untouchable.loop )
# return remainingLoops
def getLoopsFromUnprovenMesh(edges, faces, importRadius, vertexes, z):
'Get loops from a carve of an unproven mesh.'
edgePairTable = {}
corners = []
remainingEdgeTable = getRemainingEdgeTable(edges, vertexes, z)
remainingEdgeTableKeys = remainingEdgeTable.keys()
for remainingEdgeIndexKey in remainingEdgeTable:
edge = remainingEdgeTable[remainingEdgeIndexKey]
carveIntersection = getCarveIntersectionFromEdge(edge, vertexes, z)
corners.append(carveIntersection)
for edgeFaceIndex in edge.faceIndexes:
face = faces[edgeFaceIndex]
for edgeIndex in face.edgeIndexes:
addEdgePair(edgePairTable, edges, edgeIndex, remainingEdgeIndexKey, remainingEdgeTable)
allPoints = corners[:]
for edgePairValue in edgePairTable.values():
addPointsAtZ(edgePairValue, allPoints, importRadius, vertexes, z)
pointTable = {}
return getDescendingAreaLoops(allPoints, corners, importRadius)
def getLoopLayerAppend(loopLayers, z):
'Get next z and add extruder loops.'
settings.printProgress(len(loopLayers), 'slice')
loopLayer = euclidean.LoopLayer(z)
loopLayers.append(loopLayer)
return loopLayer
def getLoopsWithCorners(corners, importRadius, loops, pointTable):
'Add corners to the loops.'
for corner in corners:
if corner not in pointTable:
addWithLeastLength(importRadius, loops, corner)
pointTable[corner] = None
return euclidean.getSimplifiedLoops(loops, importRadius)
def getMeldedPillarOutput(loops):
'Get melded pillar output.'
faces = []
vertexes = getUniqueVertexes(loops)
addMeldedPillarByLoops(faces, loops)
return getGeometryOutputByFacesVertexes(faces, vertexes)
def getNewDerivation(elementNode):
'Get new derivation.'
return evaluate.EmptyObject(elementNode)
def getNextEdgeIndexAroundZ(edge, faces, remainingEdgeTable):
'Get the next edge index in the mesh carve.'
for faceIndex in edge.faceIndexes:
face = faces[faceIndex]
for edgeIndex in face.edgeIndexes:
if edgeIndex in remainingEdgeTable:
return edgeIndex
return -1
def getOrientedLoops(loops):
'Orient the loops which must be in descending order.'
for loopIndex, loop in enumerate(loops):
leftPoint = euclidean.getLeftPoint(loop)
isInFilledRegion = euclidean.getIsInFilledRegion(loops[: loopIndex] + loops[loopIndex + 1 :], leftPoint)
if isInFilledRegion == euclidean.isWiddershins(loop):
loop.reverse()
return loops
def getOverlapRatio( loop, pointTable ):
'Get the overlap ratio between the loop and the point table.'
numberOfOverlaps = 0
for point in loop:
if point in pointTable:
numberOfOverlaps += 1
return float( numberOfOverlaps ) / float(len(loop))
def getPath( edges, pathIndexes, loop, z ):
'Get the path from the edge intersections.'
path = []
for pathIndexIndex in xrange( len( pathIndexes ) ):
pathIndex = pathIndexes[ pathIndexIndex ]
edge = edges[ pathIndex ]
carveIntersection = getCarveIntersectionFromEdge( edge, loop, z )
path.append( carveIntersection )
return path
def getPillarOutput(loops):
'Get pillar output.'
faces = []
vertexes = getUniqueVertexes(loops)
addPillarByLoops(faces, loops)
return getGeometryOutputByFacesVertexes(faces, vertexes)
def getPillarsOutput(loopLists):
'Get pillars output.'
pillarsOutput = []
for loopList in loopLists:
pillarsOutput.append(getPillarOutput(loopList))
return getUnifiedOutput(pillarsOutput)
def getRemainingEdgeTable(edges, vertexes, z):
'Get the remaining edge hashtable.'
remainingEdgeTable = {}
if len(edges) > 0:
if edges[0].zMinimum == None:
for edge in edges:
setEdgeMaximumMinimum(edge, vertexes)
for edgeIndex in xrange(len(edges)):
edge = edges[edgeIndex]
if (edge.zMinimum < z) and (edge.zMaximum > z):
remainingEdgeTable[edgeIndex] = edge
return remainingEdgeTable
def getRemainingLoopAddFace(faces, remainingLoop):
'Get the remaining loop and add face.'
for indexedVertexIndex, indexedVertex in enumerate(remainingLoop):
nextIndex = (indexedVertexIndex + 1) % len(remainingLoop)
previousIndex = (indexedVertexIndex + len(remainingLoop) - 1) % len(remainingLoop)
nextVertex = remainingLoop[nextIndex]
previousVertex = remainingLoop[previousIndex]
remainingPath = euclidean.getAroundLoop((indexedVertexIndex + 2) % len(remainingLoop), previousIndex, remainingLoop)
if len(remainingLoop) < 4 or getIsPathEntirelyOutsideTriangle(previousVertex, indexedVertex, nextVertex, remainingPath):
faceConvex = face.Face()
faceConvex.index = len(faces)
faceConvex.vertexIndexes.append(indexedVertex.index)
faceConvex.vertexIndexes.append(nextVertex.index)
faceConvex.vertexIndexes.append(previousVertex.index)
faces.append(faceConvex)
return euclidean.getAroundLoop(nextIndex, indexedVertexIndex, remainingLoop)
print('Warning, could not decompose polygon in getRemainingLoopAddFace in trianglemesh for:')
print(remainingLoop)
return []
def getSharedFace( firstEdge, faces, secondEdge ):
'Get the face which is shared by two edges.'
for firstEdgeFaceIndex in firstEdge.faceIndexes:
for secondEdgeFaceIndex in secondEdge.faceIndexes:
if firstEdgeFaceIndex == secondEdgeFaceIndex:
return faces[ firstEdgeFaceIndex ]
return None
def getSymmetricXLoop(path, vertexes, x):
'Get symmetrix x loop.'
loop = []
for point in path:
vector3Index = Vector3Index(len(vertexes), x, point.real, point.imag)
loop.append(vector3Index)
vertexes.append(vector3Index)
return loop
def getSymmetricYLoop(path, vertexes, y):
'Get symmetrix y loop.'
loop = []
for point in path:
vector3Index = Vector3Index(len(vertexes), point.real, y, point.imag)
loop.append(vector3Index)
vertexes.append(vector3Index)
return loop
def getUnifiedOutput(outputs):
'Get unified output.'
if len(outputs) < 1:
return {}
if len(outputs) == 1:
return outputs[0]
return {'union' : {'shapes' : outputs}}
def getUniqueVertexes(loops):
'Get unique vertexes.'
vertexDictionary = {}
uniqueVertexes = []
for loop in loops:
for vertexIndex, vertex in enumerate(loop):
vertexTuple = (vertex.x, vertex.y, vertex.z)
if vertexTuple in vertexDictionary:
loop[vertexIndex] = vertexDictionary[vertexTuple]
else:
if vertex.__class__ == Vector3Index:
loop[vertexIndex].index = len(vertexDictionary)
else:
loop[vertexIndex] = Vector3Index(len(vertexDictionary), vertex.x, vertex.y, vertex.z)
vertexDictionary[vertexTuple] = loop[vertexIndex]
uniqueVertexes.append(loop[vertexIndex])
return uniqueVertexes
def getWideAnglePointIndex(loop):
'Get a point index which has a wide enough angle, most point indexes have a wide enough angle, this is just to make sure.'
dotProductMinimum = 9999999.9
widestPointIndex = 0
for pointIndex in xrange(len(loop)):
point = loop[ pointIndex % len(loop) ]
afterPoint = loop[(pointIndex + 1) % len(loop)]
beforePoint = loop[ ( pointIndex - 1 ) % len(loop) ]
afterSegmentNormalized = euclidean.getNormalized( afterPoint - point )
beforeSegmentNormalized = euclidean.getNormalized( beforePoint - point )
dotProduct = euclidean.getDotProduct( afterSegmentNormalized, beforeSegmentNormalized )
if dotProduct < .99:
return pointIndex
if dotProduct < dotProductMinimum:
dotProductMinimum = dotProduct
widestPointIndex = pointIndex
return widestPointIndex
def isInline( beginComplex, centerComplex, endComplex ):
'Determine if the three complex points form a line.'
centerBeginComplex = beginComplex - centerComplex
centerEndComplex = endComplex - centerComplex
centerBeginLength = abs( centerBeginComplex )
centerEndLength = abs( centerEndComplex )
if centerBeginLength <= 0.0 or centerEndLength <= 0.0:
return False
centerBeginComplex /= centerBeginLength
centerEndComplex /= centerEndLength
return euclidean.getDotProduct( centerBeginComplex, centerEndComplex ) < -0.999
def isPathAdded( edges, faces, loops, remainingEdgeTable, vertexes, z ):
'Get the path indexes around a triangle mesh carve and add the path to the flat loops.'
if len( remainingEdgeTable ) < 1:
return False
pathIndexes = []
remainingEdgeIndexKey = remainingEdgeTable.keys()[0]
pathIndexes.append( remainingEdgeIndexKey )
del remainingEdgeTable[remainingEdgeIndexKey]
nextEdgeIndexAroundZ = getNextEdgeIndexAroundZ( edges[remainingEdgeIndexKey], faces, remainingEdgeTable )
while nextEdgeIndexAroundZ != - 1:
pathIndexes.append( nextEdgeIndexAroundZ )
del remainingEdgeTable[ nextEdgeIndexAroundZ ]
nextEdgeIndexAroundZ = getNextEdgeIndexAroundZ( edges[ nextEdgeIndexAroundZ ], faces, remainingEdgeTable )
if len( pathIndexes ) < 3:
print('Dangling edges, will use intersecting circles to get import layer at height %s' % z)
del loops[:]
return False
loops.append( getPath( edges, pathIndexes, vertexes, z ) )
return True
def processElementNode(elementNode):
'Process the xml element.'
evaluate.processArchivable(TriangleMesh, elementNode)
def setEdgeMaximumMinimum(edge, vertexes):
'Set the edge maximum and minimum.'
beginIndex = edge.vertexIndexes[0]
endIndex = edge.vertexIndexes[1]
if beginIndex >= len(vertexes) or endIndex >= len(vertexes):
print('Warning, there are duplicate vertexes in setEdgeMaximumMinimum in triangle_mesh.')
print('Something might still be printed, but there is no guarantee that it will be the correct shape.' )
edge.zMaximum = -987654321.0
edge.zMinimum = -987654321.0
return
beginZ = vertexes[beginIndex].z
endZ = vertexes[endIndex].z
edge.zMinimum = min(beginZ, endZ)
edge.zMaximum = max(beginZ, endZ)
def sortLoopsInOrderOfArea(isDescending, loops):
'Sort the loops in the order of area according isDescending.'
loops.sort(key=euclidean.getAreaLoopAbsolute, reverse=isDescending)
class EdgePair:
def __init__(self):
'Pair of edges on a face.'
self.edgeIndexes = []
self.edges = []
def __repr__(self):
'Get the string representation of this EdgePair.'
return str( self.edgeIndexes )
def getFromIndexesEdges( self, edgeIndexes, edges ):
'Initialize from edge indices.'
self.edgeIndexes = edgeIndexes[:]
self.edgeIndexes.sort()
for edgeIndex in self.edgeIndexes:
self.edges.append( edges[ edgeIndex ] )
return self
class FaceGenerator:
'A face generator.'
def __init__(self, faces, indexedLoopBottom, indexedLoopTop):
'Initialize.'
self.startTop = 0
if len(indexedLoopBottom) == 0 or len(indexedLoopTop) == 0:
return
smallestDistance = 987654321987654321.0
for pointIndex, point in enumerate(indexedLoopBottom):
distanceIndex = getClosestDistanceIndexToPoint(point, indexedLoopTop)
if distanceIndex.distance < smallestDistance:
smallestDistance = distanceIndex.distance
offsetBottom = pointIndex
offsetTop = distanceIndex.index
self.indexedLoopBottom = indexedLoopBottom[offsetBottom :] + indexedLoopBottom[: offsetBottom]
self.indexedLoopTop = indexedLoopTop[offsetTop :] + indexedLoopTop[: offsetTop]
for bottomIndex in xrange(len(self.indexedLoopBottom)):
self.addFacesByBottomIndex(bottomIndex, faces)
subsetTop = self.indexedLoopTop[self.startTop :]
subsetTop.append(self.indexedLoopTop[0])
addFacesByConvexBottomTopLoop(faces, [self.indexedLoopBottom[0]], subsetTop[: : -1])
def addFacesByBottomIndex(self, bottomIndex, faces):
'Add faces from the bottom index to the next index.'
bottomPoint = self.indexedLoopBottom[bottomIndex % len(self.indexedLoopBottom)]
bottomPointNext = self.indexedLoopBottom[(bottomIndex + 1) % len(self.indexedLoopBottom)]
topIndex = self.startTop + getClosestDistanceIndexToPoint(bottomPointNext, self.indexedLoopTop[self.startTop :]).index
topIndexPlusOne = topIndex + 1
betweenIndex = self.getBetweenIndex(bottomPoint, bottomPointNext, topIndexPlusOne)
betweenIndexPlusOne = betweenIndex + 1
subsetStart = self.indexedLoopTop[self.startTop : betweenIndexPlusOne]
subsetEnd = self.indexedLoopTop[betweenIndex : topIndexPlusOne]
addFacesByConvexBottomTopLoop(faces, [bottomPoint], subsetStart[: : -1])
addFacesByConvexBottomTopLoop(faces, [bottomPoint, bottomPointNext], [self.indexedLoopTop[betweenIndex]])
addFacesByConvexBottomTopLoop(faces, [bottomPointNext], subsetEnd[: : -1])
self.startTop = topIndex
def getBetweenIndex(self, bottomPoint, bottomPointNext, topIndexPlusOne):
'Get the index of the last point along the loop which is closer to the bottomPoint.'
betweenIndex = self.startTop
bottomPointComplex = bottomPoint.dropAxis()
bottomPointNextComplex = bottomPointNext.dropAxis()
for topPointIndex in xrange(self.startTop, topIndexPlusOne):
topPointComplex = self.indexedLoopTop[topPointIndex].dropAxis()
if abs(topPointComplex - bottomPointComplex) > abs(topPointComplex - bottomPointNextComplex):
return betweenIndex
betweenIndex = topPointIndex
return betweenIndex
class TriangleMesh( group.Group ):
'A triangle mesh.'
def __init__(self):
'Add empty lists.'
group.Group.__init__(self)
self.belowLoops = []
self.edges = []
self.faces = []
self.importCoarseness = 1.0
self.isCorrectMesh = True
self.loopLayers = []
self.oldChainTetragrid = None
self.transformedVertexes = None
self.vertexes = []
def addXMLSection(self, depth, output):
'Add the xml section for this object.'
xml_simple_writer.addXMLFromVertexes( depth, output, self.vertexes )
xml_simple_writer.addXMLFromObjects( depth, self.faces, output )
def getCarveBoundaryLayers(self):
'Get the boundary layers.'
if self.getMinimumZ() == None:
return []
halfHeight = 0.5 * self.layerHeight
self.zoneArrangement = ZoneArrangement(self.layerHeight, self.getTransformedVertexes())
layerTop = self.cornerMaximum.z - halfHeight * 0.5
z = self.cornerMinimum.z + halfHeight
while z < layerTop:
getLoopLayerAppend(self.loopLayers, z).loops = self.getLoopsFromMesh(self.zoneArrangement.getEmptyZ(z))
z += self.layerHeight
return self.loopLayers
def getCarveCornerMaximum(self):
'Get the corner maximum of the vertexes.'
return self.cornerMaximum
def getCarveCornerMinimum(self):
'Get the corner minimum of the vertexes.'
return self.cornerMinimum
def getCarveLayerHeight(self):
'Get the layer height.'
return self.layerHeight
def getFabmetheusXML(self):
'Return the fabmetheus XML.'
return None
def getGeometryOutput(self):
'Get geometry output dictionary.'
return getGeometryOutputByFacesVertexes(self.faces, self.vertexes)
def getInterpretationSuffix(self):
'Return the suffix for a triangle mesh.'
return 'xml'
def getLoops(self, importRadius, z):
'Get loops sliced through shape.'
self.importRadius = importRadius
return self.getLoopsFromMesh(z)
def getLoopsFromMesh( self, z ):
'Get loops from a carve of a mesh.'
originalLoops = []
self.setEdgesForAllFaces()
if self.isCorrectMesh:
originalLoops = getLoopsFromCorrectMesh( self.edges, self.faces, self.getTransformedVertexes(), z )
if len( originalLoops ) < 1:
originalLoops = getLoopsFromUnprovenMesh( self.edges, self.faces, self.importRadius, self.getTransformedVertexes(), z )
loops = euclidean.getSimplifiedLoops(originalLoops, self.importRadius)
sortLoopsInOrderOfArea(True, loops)
return getOrientedLoops(loops)
def getMinimumZ(self):
'Get the minimum z.'
self.cornerMaximum = Vector3(-987654321.0, -987654321.0, -987654321.0)
self.cornerMinimum = Vector3(987654321.0, 987654321.0, 987654321.0)
transformedVertexes = self.getTransformedVertexes()
if len(transformedVertexes) < 1:
return None
for point in transformedVertexes:
self.cornerMaximum.maximize(point)
self.cornerMinimum.minimize(point)
return self.cornerMinimum.z
def getTransformedVertexes(self):
'Get all transformed vertexes.'
if self.elementNode == None:
return self.vertexes
chainTetragrid = self.getMatrixChainTetragrid()
if self.oldChainTetragrid != chainTetragrid:
self.oldChainTetragrid = matrix.getTetragridCopy(chainTetragrid)
self.transformedVertexes = None
if self.transformedVertexes == None:
if len(self.edges) > 0:
self.edges[0].zMinimum = None
self.transformedVertexes = matrix.getTransformedVector3s(chainTetragrid, self.vertexes)
return self.transformedVertexes
def getTriangleMeshes(self):
'Get all triangleMeshes.'
return [self]
def getVertexes(self):
'Get all vertexes.'
self.transformedVertexes = None
return self.vertexes
def setCarveImportRadius( self, importRadius ):
'Set the import radius.'
self.importRadius = importRadius
def setCarveIsCorrectMesh( self, isCorrectMesh ):
'Set the is correct mesh flag.'
self.isCorrectMesh = isCorrectMesh
def setCarveLayerHeight( self, layerHeight ):
'Set the layer height.'
self.layerHeight = layerHeight
def setEdgesForAllFaces(self):
'Set the face edges of all the faces.'
edgeTable = {}
for face in self.faces:
face.setEdgeIndexesToVertexIndexes( self.edges, edgeTable )
class ZoneArrangement:
'A zone arrangement.'
def __init__(self, layerHeight, vertexes):
'Initialize the zone interval and the zZone table.'
self.zoneInterval = layerHeight / math.sqrt(len(vertexes)) / 1000.0
self.zZoneSet = set()
for point in vertexes:
zoneIndexFloat = point.z / self.zoneInterval
self.zZoneSet.add(math.floor(zoneIndexFloat))
self.zZoneSet.add(math.ceil(zoneIndexFloat ))
def getEmptyZ(self, z):
'Get the first z which is not in the zone table.'
zoneIndex = round(z / self.zoneInterval)
if zoneIndex not in self.zZoneSet:
return z
zoneAround = 1
while 1:
zoneDown = zoneIndex - zoneAround
if zoneDown not in self.zZoneSet:
return zoneDown * self.zoneInterval
zoneUp = zoneIndex + zoneAround
if zoneUp not in self.zZoneSet:
return zoneUp * self.zoneInterval
zoneAround += 1