211 lines
6.4 KiB
Python
211 lines
6.4 KiB
Python
#from wxPython.glcanvas import wxGLCanvas
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import wx
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import sys,math,threading
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from wx.glcanvas import GLCanvas
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try:
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from OpenGL.GLUT import *
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from OpenGL.GLU import *
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from OpenGL.GL import *
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hasOpenGLlibs = True
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except:
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print "Failed to find PyOpenGL: http://pyopengl.sourceforge.net/"
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hasOpenGLlibs = False
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from fabmetheus_utilities.fabmetheus_tools import fabmetheus_interpret
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from fabmetheus_utilities.vector3 import Vector3
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class myGLCanvas(GLCanvas):
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def __init__(self, parent):
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GLCanvas.__init__(self, parent,-1)
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wx.EVT_PAINT(self, self.OnPaint)
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wx.EVT_SIZE(self, self.OnSize)
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wx.EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
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wx.EVT_MOTION(self, self.OnMouseMotion)
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self.init = 0
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self.triangleMesh = None
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self.modelDisplayList = None
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self.yaw = 30
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self.pitch = 60
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self.zoom = 150
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self.renderTransparent = False
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self.machineSize = Vector3(210, 210, 200)
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self.machineCenter = Vector3(100, 100, 0)
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configButton = wx.Button(self, -1, '', (3,3), (10,10))
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self.Bind(wx.EVT_BUTTON, self.OnConfigClick, configButton)
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def loadFile(self, filename):
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self.filename = filename
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#Do the STL file loading in a background thread so we don't block the UI.
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thread = threading.Thread(target=self.DoLoad)
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thread.setDaemon(True)
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thread.start()
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def DoLoad(self):
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self.modelDirty = False
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self.triangleMesh = fabmetheus_interpret.getCarving(self.filename)
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self.moveModel()
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self.Refresh()
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def OnConfigClick(self, e):
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self.renderTransparent = not self.renderTransparent
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self.Refresh()
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def moveModel(self):
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if self.triangleMesh == None:
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return
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minZ = self.triangleMesh.getMinimumZ()
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min = self.triangleMesh.getCarveCornerMinimum()
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max = self.triangleMesh.getCarveCornerMaximum()
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for v in self.triangleMesh.vertexes:
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v.z -= minZ
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v.x -= min.x + (max.x - min.x) / 2
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v.y -= min.y + (max.y - min.y) / 2
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v.x += self.machineCenter.x
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v.y += self.machineCenter.y
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self.triangleMesh.getMinimumZ()
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self.modelDirty = True
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def OnMouseMotion(self,e):
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if e.Dragging() and e.LeftIsDown():
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self.yaw += e.GetX() - self.oldX
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self.pitch -= e.GetY() - self.oldY
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if self.pitch > 170:
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self.pitch = 170
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if self.pitch < 10:
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self.pitch = 10
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self.Refresh()
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if e.Dragging() and e.RightIsDown():
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self.zoom += e.GetY() - self.oldY
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self.Refresh()
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self.oldX = e.GetX()
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self.oldY = e.GetY()
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def OnEraseBackground(self,event):
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pass
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def OnSize(self,event):
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self.Refresh()
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return
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def OnPaint(self,event):
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dc = wx.PaintDC(self)
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if not hasOpenGLlibs:
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dc.Clear()
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dc.DrawText("No PyOpenGL installation found.\nNo preview window available.", 10, 10)
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return
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self.SetCurrent()
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self.InitGL()
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self.OnDraw()
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return
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def OnDraw(self):
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glTranslate(-self.machineCenter.x, -self.machineCenter.y, 0)
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glLineWidth(4)
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glDisable(GL_LIGHTING)
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glBegin(GL_LINE_LOOP)
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glVertex3f(0, 0, 0)
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glVertex3f(self.machineSize.x, 0, 0)
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glVertex3f(self.machineSize.x, self.machineSize.y, 0)
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glVertex3f(0, self.machineSize.y, 0)
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glEnd()
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glLineWidth(2)
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glBegin(GL_LINES)
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for i in xrange(0, self.machineSize.x, 10):
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glVertex3f(i, 0, 0)
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glVertex3f(i, self.machineSize.y, 0)
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for i in xrange(0, self.machineSize.y, 10):
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glVertex3f(0, i, 0)
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glVertex3f(self.machineSize.x, i, 0)
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glEnd()
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glLineWidth(1)
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glBegin(GL_LINE_LOOP)
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glVertex3f(0, 0, self.machineSize.z)
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glVertex3f(self.machineSize.x, 0, self.machineSize.z)
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glVertex3f(self.machineSize.x, self.machineSize.y, self.machineSize.z)
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glVertex3f(0, self.machineSize.y, self.machineSize.z)
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glEnd()
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glBegin(GL_LINES)
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glVertex3f(0, 0, 0)
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glVertex3f(0, 0, self.machineSize.z)
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glVertex3f(self.machineSize.x, 0, 0)
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glVertex3f(self.machineSize.x, 0, self.machineSize.z)
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glVertex3f(self.machineSize.x, self.machineSize.y, 0)
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glVertex3f(self.machineSize.x, self.machineSize.y, self.machineSize.z)
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glVertex3f(0, self.machineSize.y, 0)
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glVertex3f(0, self.machineSize.y, self.machineSize.z)
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glEnd()
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if self.triangleMesh != None:
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if self.modelDisplayList == None:
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self.modelDisplayList = glGenLists(1);
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if self.modelDirty:
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self.modelDirty = False
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glNewList(self.modelDisplayList, GL_COMPILE)
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glBegin(GL_TRIANGLES)
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for face in self.triangleMesh.faces:
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v1 = self.triangleMesh.vertexes[face.vertexIndexes[0]]
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v2 = self.triangleMesh.vertexes[face.vertexIndexes[1]]
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v3 = self.triangleMesh.vertexes[face.vertexIndexes[2]]
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normal = (v2 - v1).cross(v3 - v1)
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normal.normalize()
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glNormal3f(normal.x, normal.y, normal.z)
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glVertex3f(v1.x, v1.y, v1.z)
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glVertex3f(v2.x, v2.y, v2.z)
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glVertex3f(v3.x, v3.y, v3.z)
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glEnd()
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glEndList()
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if self.renderTransparent:
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#If we want transparent, then first render a solid black model to remove the printer size lines.
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glDisable(GL_BLEND)
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glDisable(GL_LIGHTING)
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glColor3f(0,0,0)
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glCallList(self.modelDisplayList)
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glColor3f(1,1,1)
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#After the black model is rendered, render the model again but now with lighting and no depth testing.
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glDisable(GL_DEPTH_TEST)
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glEnable(GL_LIGHTING)
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glEnable(GL_BLEND)
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glBlendFunc(GL_ONE, GL_ONE)
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glEnable(GL_LIGHTING)
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glCallList(self.modelDisplayList)
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else:
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glEnable(GL_LIGHTING)
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glCallList(self.modelDisplayList)
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self.SwapBuffers()
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return
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def InitGL(self):
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# set viewing projection
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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glViewport(0,0, self.GetSize().GetWidth(), self.GetSize().GetHeight())
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glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 0.8, 0.6, 1.0])
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glLightfv(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
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glLightfv(GL_LIGHT0, GL_AMBIENT, [0.2, 0.2, 0.2, 0.0])
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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glEnable(GL_DEPTH_TEST)
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glDisable(GL_BLEND)
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glClearColor(0.0, 0.0, 0.0, 1.0)
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glClearDepth(1.0)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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gluPerspective(90.0, float(self.GetSize().GetWidth()) / float(self.GetSize().GetHeight()), 1.0, 1000.0)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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glTranslate(0,0,-self.zoom)
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glRotate(-self.pitch, 1,0,0)
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glRotate(self.yaw, 0,0,1)
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if self.triangleMesh != None:
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glTranslate(0,0,-self.triangleMesh.getCarveCornerMaximum().z / 2)
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return
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