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machinery
Printrun
Commits
552a04f9
Commit
552a04f9
authored
May 21, 2013
by
Guillaume Seguin
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Drop StlModel from imported libtatlin.actors
parent
0762728f
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-180
actors.py
printrun/libtatlin/actors.py
+1
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printrun/libtatlin/actors.py
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552a04f9
# -*- coding: utf-8 -*-
# -*- coding: utf-8 -*-
# Copyright (C) 2013 Guillaume Seguin
# Copyright (C) 2011 Denis Kobozev
# Copyright (C) 2011 Denis Kobozev
#
#
# This program is free software; you can redistribute it and/or modify
# This program is free software; you can redistribute it and/or modify
...
@@ -332,183 +333,3 @@ class GcodeModel(Model):
...
@@ -332,183 +333,3 @@ class GcodeModel(Model):
self
.
arrow_buffer
.
unbind
()
self
.
arrow_buffer
.
unbind
()
self
.
arrow_color_buffer
.
unbind
()
self
.
arrow_color_buffer
.
unbind
()
class
StlModel
(
Model
):
"""
Model for displaying and manipulating STL data.
"""
def
load_data
(
self
,
model_data
,
callback
=
None
):
t_start
=
time
.
time
()
vertices
,
normals
=
model_data
# convert python lists to numpy arrays for constructing vbos
self
.
vertices
=
numpy
.
require
(
vertices
,
'f'
)
self
.
normals
=
numpy
.
require
(
normals
,
'f'
)
self
.
scaling_factor
=
1.0
self
.
rotation_angle
=
{
self
.
AXIS_X
:
0.0
,
self
.
AXIS_Y
:
0.0
,
self
.
AXIS_Z
:
0.0
,
}
self
.
mat_specular
=
(
1.0
,
1.0
,
1.0
,
1.0
)
self
.
mat_shininess
=
50.0
self
.
light_position
=
(
20.0
,
20.0
,
20.0
)
self
.
initialized
=
False
t_end
=
time
.
time
()
logging
.
info
(
'Initialized STL model in
%.2
f seconds'
%
(
t_end
-
t_start
))
logging
.
info
(
'Vertex count:
%
d'
%
len
(
self
.
vertices
))
def
normal_data_empty
(
self
):
"""
Return true if the model has no normal data.
"""
empty
=
(
self
.
normals
.
max
()
==
0
and
self
.
normals
.
min
()
==
0
)
return
empty
def
calculate_normals
(
self
):
"""
Calculate surface normals for model vertices.
"""
a
=
self
.
vertices
[
0
::
3
]
-
self
.
vertices
[
1
::
3
]
b
=
self
.
vertices
[
1
::
3
]
-
self
.
vertices
[
2
::
3
]
cross
=
numpy
.
cross
(
a
,
b
)
# normalize the cross product
magnitudes
=
numpy
.
apply_along_axis
(
numpy
.
linalg
.
norm
,
1
,
cross
)
.
reshape
(
-
1
,
1
)
normals
=
cross
/
magnitudes
# each of 3 facet vertices shares the same normal
normals
=
normals
.
repeat
(
3
,
0
)
return
normals
# ------------------------------------------------------------------------
# DRAWING
# ------------------------------------------------------------------------
def
init
(
self
):
"""
Create vertex buffer objects (VBOs).
"""
self
.
vertex_buffer
=
VBO
(
self
.
vertices
,
'GL_STATIC_DRAW'
)
if
self
.
normal_data_empty
():
logging
.
info
(
'STL model has no normal data'
)
self
.
normals
=
self
.
calculate_normals
()
self
.
normal_buffer
=
VBO
(
self
.
normals
,
'GL_STATIC_DRAW'
)
self
.
initialized
=
True
def
draw_facets
(
self
):
glPushMatrix
()
glEnable
(
GL_LIGHT0
)
glEnable
(
GL_LIGHT1
)
glShadeModel
(
GL_SMOOTH
)
# material properties (white plastic)
glMaterial
(
GL_FRONT
,
GL_AMBIENT
,
(
0.0
,
0.0
,
0.0
,
1.0
))
glMaterial
(
GL_FRONT
,
GL_DIFFUSE
,
(
0.55
,
0.55
,
0.55
,
1.0
))
glMaterial
(
GL_FRONT
,
GL_SPECULAR
,
(
0.7
,
0.7
,
0.7
,
1.0
))
glMaterial
(
GL_FRONT
,
GL_SHININESS
,
32.0
)
# lights properties
glLight
(
GL_LIGHT0
,
GL_AMBIENT
,
(
0.3
,
0.3
,
0.3
,
1.0
))
glLight
(
GL_LIGHT0
,
GL_DIFFUSE
,
(
0.3
,
0.3
,
0.3
,
1.0
))
glLight
(
GL_LIGHT1
,
GL_DIFFUSE
,
(
0.3
,
0.3
,
0.3
,
1.0
))
# lights position
glLightfv
(
GL_LIGHT0
,
GL_POSITION
,
self
.
light_position
)
glLightfv
(
GL_LIGHT1
,
GL_POSITION
,
(
-
20.0
,
-
20.0
,
20.0
))
glColor
(
1.0
,
1.0
,
1.0
)
### VBO stuff
self
.
vertex_buffer
.
bind
()
glVertexPointer
(
3
,
GL_FLOAT
,
0
,
None
)
self
.
normal_buffer
.
bind
()
glNormalPointer
(
GL_FLOAT
,
0
,
None
)
glEnableClientState
(
GL_VERTEX_ARRAY
)
glEnableClientState
(
GL_NORMAL_ARRAY
)
glDrawArrays
(
GL_TRIANGLES
,
0
,
len
(
self
.
vertices
))
glDisableClientState
(
GL_NORMAL_ARRAY
)
glDisableClientState
(
GL_VERTEX_ARRAY
)
self
.
normal_buffer
.
unbind
()
self
.
vertex_buffer
.
unbind
()
### end VBO stuff
glDisable
(
GL_LIGHT1
)
glDisable
(
GL_LIGHT0
)
glPopMatrix
()
def
display
(
self
,
mode_2d
=
False
):
glEnable
(
GL_LIGHTING
)
self
.
draw_facets
()
glDisable
(
GL_LIGHTING
)
# ------------------------------------------------------------------------
# TRANSFORMATIONS
# ------------------------------------------------------------------------
def
scale
(
self
,
factor
):
if
factor
!=
self
.
scaling_factor
:
logging
.
info
(
'actually scaling vertices'
)
self
.
vertices
*=
(
factor
/
self
.
scaling_factor
)
self
.
scaling_factor
=
factor
self
.
invalidate_bounding_box
()
self
.
modified
=
True
def
translate
(
self
,
x
,
y
,
z
):
self
.
vertices
=
vector
.
translate
(
self
.
vertices
,
x
,
y
,
z
)
self
.
invalidate_bounding_box
()
self
.
modified
=
True
def
rotate_rel
(
self
,
angle
,
axis
):
logging
.
info
(
'rotating vertices by a relative angle of '
'
%.2
f degrees along the
%
s axis'
%
(
angle
,
self
.
axis_letter_map
[
axis
]))
angle
=
angle
%
360
self
.
vertices
=
vector
.
rotate
(
self
.
vertices
,
angle
,
*
axis
)
self
.
rotation_angle
[
axis
]
+=
angle
self
.
invalidate_bounding_box
()
self
.
modified
=
True
def
rotate_abs
(
self
,
angle
,
axis
):
angle
=
angle
%
360
if
self
.
rotation_angle
[
axis
]
==
angle
:
return
logging
.
info
(
'rotating vertices by an absolute angle of '
'
%.2
f degrees along the
%
s axis'
%
(
angle
,
self
.
axis_letter_map
[
axis
]))
final_matrix
=
vector
.
identity_matrix
()
# modify matrix to rotate to initial position
for
v
in
[
self
.
AXIS_Z
,
self
.
AXIS_Y
,
self
.
AXIS_X
]:
matrix
=
vector
.
rotation_matrix
(
-
self
.
rotation_angle
[
v
],
*
v
)
final_matrix
=
final_matrix
.
dot
(
matrix
)
# change the angle
self
.
rotation_angle
[
axis
]
=
angle
# modify matrix to rotate to new position
for
v
in
[
self
.
AXIS_X
,
self
.
AXIS_Y
,
self
.
AXIS_Z
]:
matrix
=
vector
.
rotation_matrix
(
self
.
rotation_angle
[
v
],
*
v
)
final_matrix
=
final_matrix
.
dot
(
matrix
)
self
.
vertices
=
self
.
vertices
.
dot
(
final_matrix
)
self
.
invalidate_bounding_box
()
self
.
modified
=
True
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