OctoPrint/SkeinPyPy/newui/preview3d.py

525 lines
18 KiB
Python

import sys
import math
import threading
import re
import time
import os
from wx import glcanvas
import wx
try:
from OpenGL.GLU import *
from OpenGL.GL import *
hasOpenGLlibs = True
except:
print "Failed to find PyOpenGL: http://pyopengl.sourceforge.net/"
hasOpenGLlibs = False
from newui import profile
from newui import gcodeInterpreter
from newui import util3d
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.gcode = None
self.machineSize = Vector3(float(profile.getPreference('machine_width')), float(profile.getPreference('machine_depth')), float(profile.getPreference('machine_height')))
self.machineCenter = Vector3(0, 0, 0)
self.toolbar = wx.ToolBar( self, -1 )
self.toolbar.SetToolBitmapSize( ( 21, 21 ) )
button = wx.Button(self.toolbar, -1, "3D", size=(21*2,21))
self.toolbar.AddControl(button)
self.Bind(wx.EVT_BUTTON, self.On3DClick, button)
button = wx.Button(self.toolbar, -1, "Top", size=(21*2,21))
self.toolbar.AddControl(button)
self.Bind(wx.EVT_BUTTON, self.OnTopClick, button)
self.viewSelect = wx.ComboBox(self.toolbar, -1, 'Model - Normal', choices=['Model - Normal', 'Model - Transparent', 'Model - X-Ray', 'GCode', 'Mixed'], style=wx.CB_DROPDOWN|wx.CB_READONLY)
self.toolbar.AddControl(self.viewSelect)
self.viewSelect.Bind(wx.EVT_TEXT, self.OnViewChange)
self.glCanvas.viewMode = self.viewSelect.GetValue()
self.layerSpin = wx.SpinCtrl(self.toolbar, -1, '', size=(21*4,21), style=wx.SP_ARROW_KEYS)
self.toolbar.AddControl(self.layerSpin)
self.Bind(wx.EVT_SPINCTRL, self.OnLayerNrChange, self.layerSpin)
self.updateToolbar()
sizer = wx.BoxSizer(wx.VERTICAL)
sizer.Add(self.toolbar, 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.gcodeDirty = 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 loadModelFile(self, filename):
self.modelFilename = filename
self.gcodeFilename = filename[: filename.rfind('.')] + "_export.gcode"
#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
triangleMesh = fabmetheus_interpret.getCarving(self.modelFilename)
triangleMesh.origonalVertexes = list(triangleMesh.vertexes)
for i in xrange(0, len(triangleMesh.origonalVertexes)):
triangleMesh.origonalVertexes[i] = triangleMesh.origonalVertexes[i].copy()
triangleMesh.getMinimumZ()
self.triangleMesh = triangleMesh
self.updateModelTransform()
wx.CallAfter(self.updateToolbar)
wx.CallAfter(self.glCanvas.Refresh)
if os.path.isfile(self.gcodeFilename):
self.DoGCodeLoad()
def DoGCodeLoad(self):
gcode = gcodeInterpreter.gcode(self.gcodeFilename)
self.gcodeDirty = False
self.gcode = gcode
self.gcodeDirty = True
wx.CallAfter(self.updateToolbar)
wx.CallAfter(self.glCanvas.Refresh)
def updateToolbar(self):
self.layerSpin.Show(self.gcode != None)
if self.gcode != None:
self.layerSpin.SetRange(1, self.gcode.layerCount)
self.toolbar.Realize()
def OnViewChange(self, e):
self.glCanvas.viewMode = self.viewSelect.GetValue()
self.glCanvas.Refresh()
def updateModelTransform(self, f=0):
if self.triangleMesh == None:
return
scale = 1.0
rotate = 0.0
try:
scale = float(profile.getProfileSetting('model_scale'))
rotate = float(profile.getProfileSetting('model_rotate_base')) / 180 * math.pi
except:
pass
scaleX = scale
scaleY = scale
scaleZ = scale
if profile.getProfileSetting('flip_x') == 'True':
scaleX = -scaleX
if profile.getProfileSetting('flip_y') == 'True':
scaleY = -scaleY
if profile.getProfileSetting('flip_z') == 'True':
scaleZ = -scaleZ
mat00 = math.cos(rotate) * scaleX
mat01 =-math.sin(rotate) * scaleY
mat10 = math.sin(rotate) * scaleX
mat11 = math.cos(rotate) * scaleY
for i in xrange(0, len(self.triangleMesh.origonalVertexes)):
self.triangleMesh.vertexes[i].x = self.triangleMesh.origonalVertexes[i].x * mat00 + self.triangleMesh.origonalVertexes[i].y * mat01
self.triangleMesh.vertexes[i].y = self.triangleMesh.origonalVertexes[i].x * mat10 + self.triangleMesh.origonalVertexes[i].y * mat11
self.triangleMesh.vertexes[i].z = self.triangleMesh.origonalVertexes[i].z * scaleZ
for face in self.triangleMesh.faces:
v1 = self.triangleMesh.vertexes[face.vertexIndexes[0]]
v2 = self.triangleMesh.vertexes[face.vertexIndexes[1]]
v3 = self.triangleMesh.vertexes[face.vertexIndexes[2]]
face.normal = (v2 - v1).cross(v3 - v1)
face.normal.normalize()
self.moveModel()
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
self.glCanvas.Refresh()
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
self.context = glcanvas.GLContext(self)
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.view3D = True
self.modelDisplayList = None
self.gcodeDisplayList = 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 *= 1.0 - float(e.GetWheelRotation() / e.GetWheelDelta()) / 10.0
if self.zoom < 1.0:
self.zoom = 1.0
self.Refresh()
def OnEraseBackground(self,event):
#Workaround for windows background redraw flicker.
pass
def OnSize(self,event):
self.Refresh()
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.context)
self.InitGL()
self.OnDraw()
self.SwapBuffers()
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, int(machineSize.x), 10):
glVertex3f(i, 0, 0)
glVertex3f(i, machineSize.y, 0)
for i in xrange(0, int(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.gcodeDisplayList == None:
self.gcodeDisplayList = glGenLists(1);
if self.parent.gcodeDirty:
self.parent.gcodeDirty = False
glNewList(self.gcodeDisplayList, GL_COMPILE)
prevLayerZ = 0.0
curLayerZ = 0.0
layerThickness = 0.0
filamentRadius = float(profile.getProfileSetting('filament_diameter')) / 2
filamentArea = math.pi * filamentRadius * filamentRadius
lineWidth = float(profile.getProfileSetting('nozzle_size')) / 2
curLayerNum = 0
for path in self.parent.gcode.pathList:
if path['layerNr'] != curLayerNum:
prevLayerZ = curLayerZ
curLayerZ = path['list'][1].z
curLayerNum = path['layerNr']
layerThickness = curLayerZ - prevLayerZ
c = 1.0
if path['layerNr'] != self.parent.layerSpin.GetValue():
if path['layerNr'] < self.parent.layerSpin.GetValue():
c = 0.9 - (self.parent.layerSpin.GetValue() - path['layerNr']) * 0.1
if c < 0.4:
c = 0.4
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 c > 0.4 and path['type'] == 'extrude':
for i in xrange(0, len(path['list'])-1):
v0 = path['list'][i]
v1 = path['list'][i+1]
dist = (v0 - v1).vsize()
if dist > 0 and layerThickness > 0:
extrusionMMperDist = (v1.e - v0.e) / (v0 - v1).vsize()
lineWidth = extrusionMMperDist * filamentArea / layerThickness / 2
#TODO: Calculate line width from ePerDistance (needs layer thickness, steps_per_E and filament diameter)
normal = (v0 - v1).cross(util3d.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)
if path['pathType'] == 'FILL': #Remove depth buffer fighting on infill/wall overlap
glVertex3f(v0.x, v0.y, v0.z - 0.02)
glVertex3f(v1.x, v1.y, v1.z - 0.02)
glVertex3f(v3.x, v3.y, v3.z - 0.02)
glVertex3f(v2.x, v2.y, v2.z - 0.02)
else:
glVertex3f(v0.x, v0.y, v0.z - 0.01)
glVertex3f(v1.x, v1.y, v1.z - 0.01)
glVertex3f(v3.x, v3.y, v3.z - 0.01)
glVertex3f(v2.x, v2.y, v2.z - 0.01)
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):
if path['pathType'] == 'FILL': #Remove depth buffer fighting on infill/wall overlap
glVertex3f(v.x + math.cos(math.pi*2/16*i) * lineWidth, v.y + math.sin(math.pi*2/16*i) * lineWidth, v.z - 0.02)
else:
glVertex3f(v.x + math.cos(math.pi*2/16*i) * lineWidth, v.y + math.sin(math.pi*2/16*i) * lineWidth, v.z - 0.01)
glEnd()
else:
glBegin(GL_LINE_STRIP)
for v in path['list']:
glVertex3f(v.x, v.y, v.z)
glEnd()
glEndList()
if self.viewMode == "GCode" or self.viewMode == "Mixed":
glCallList(self.gcodeDisplayList)
if self.parent.triangleMesh != None:
if self.modelDisplayList == None:
self.modelDisplayList = glGenLists(1);
if self.parent.modelDirty:
self.parent.modelDirty = False
multiX = int(profile.getProfileSetting('model_multiply_x'))
multiY = int(profile.getProfileSetting('model_multiply_y'))
modelSize = self.parent.triangleMesh.getCarveCornerMaximum() - self.parent.triangleMesh.getCarveCornerMinimum()
glNewList(self.modelDisplayList, GL_COMPILE)
glPushMatrix()
glTranslate(-(modelSize.x+10)*(multiX-1)/2,-(modelSize.y+10)*(multiY-1)/2, 0)
for mx in xrange(0, multiX):
for my in xrange(0, multiY):
for face in self.parent.triangleMesh.faces:
glPushMatrix()
glTranslate((modelSize.x+10)*mx,(modelSize.y+10)*my, 0)
glBegin(GL_TRIANGLES)
v1 = self.parent.triangleMesh.vertexes[face.vertexIndexes[0]]
v2 = self.parent.triangleMesh.vertexes[face.vertexIndexes[1]]
v3 = self.parent.triangleMesh.vertexes[face.vertexIndexes[2]]
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)
glNormal3f(-face.normal.x, -face.normal.y, -face.normal.z)
glVertex3f(v1.x, v1.y, v1.z)
glVertex3f(v3.x, v3.y, v3.z)
glVertex3f(v2.x, v2.y, v2.z)
glEnd()
glPopMatrix()
glPopMatrix()
glEndList()
if self.viewMode == "Model - Transparent" or self.viewMode == "Mixed":
#If we want transparent, then first render a solid black model to remove the printer size lines.
if self.viewMode != "Mixed":
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.viewMode == "Model - X-Ray":
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(1, 1, 1)
glCallList(self.modelDisplayList)
glStencilFunc(GL_EQUAL, 1, 1);
glColor(1, 0, 0)
glCallList(self.modelDisplayList)
glPushMatrix()
glLoadIdentity()
for i in xrange(2, 15, 2):
glStencilFunc(GL_EQUAL, i, 0xFF);
glColor(float(i)/10, float(i)/10, float(i)/5)
glBegin(GL_QUADS)
glVertex3f(-1000,-1000,-1)
glVertex3f( 1000,-1000,-1)
glVertex3f( 1000, 1000,-1)
glVertex3f(-1000, 1000,-1)
glEnd()
for i in xrange(1, 15, 2):
glStencilFunc(GL_EQUAL, i, 0xFF);
glColor(float(i)/10, 0, 0)
glBegin(GL_QUADS)
glVertex3f(-1000,-1000,-1)
glVertex3f( 1000,-1000,-1)
glVertex3f( 1000, 1000,-1)
glVertex3f(-1000, 1000,-1)
glEnd()
glPopMatrix()
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST)
elif self.viewMode == "Model - Normal":
glEnable(GL_LIGHTING)
glCallList(self.modelDisplayList)
glFlush()
def InitGL(self):
# set viewing projection
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
size = self.GetSize()
glViewport(0,0, size.GetWidth(), size.GetHeight())
if self.viewMode == "Model - Transparent" or self.viewMode == "Mixed":
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)
glEnable(GL_CULL_FACE)
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)