Files
FlatCAM/VisPyVisuals.py
HDR 3d5beed488 Added titles to toolbars.
Fixed FlatCAM object deletion during plotting.
2016-07-18 14:11:48 +06:00

394 lines
12 KiB
Python

from vispy.visuals import CompoundVisual, LineVisual, MeshVisual
from vispy.scene.visuals import create_visual_node
from vispy.gloo import set_state
from vispy.geometry.triangulation import Triangulation
from vispy.color import Color
from shapely.geometry import Polygon, LineString, LinearRing
from multiprocessing import Pool
import threading
import numpy as np
import Polygon as gpc
def _update_shape_buffers(data, triangulation='gpc'):
"""
Translates Shapely geometry to internal buffers for speedup redraws
:param data: dict
Input shape data
:param triangulation:
Triangulation engine
"""
mesh_vertices = [] # Vertices for mesh
mesh_tris = [] # Faces for mesh
mesh_colors = [] # Face colors
line_pts = [] # Vertices for line
line_colors = [] # Line color
geo, color, face_color = data['geometry'], data['color'], data['face_color']
if geo is not None and not geo.is_empty:
simple = geo.simplify(0.01) # Simplified shape
pts = [] # Shape line points
tri_pts = [] # Mesh vertices
tri_tris = [] # Mesh faces
if type(geo) == LineString:
# Prepare lines
pts = _linestring_to_segments(list(simple.coords))
elif type(geo) == LinearRing:
# Prepare lines
pts = _linearring_to_segments(list(simple.coords))
elif type(geo) == Polygon:
# Prepare polygon faces
if face_color is not None:
if triangulation == 'vispy':
# VisPy triangulation
# Concatenated arrays of external & internal line rings
vertices = _open_ring(np.asarray(simple.exterior))
edges = _generate_edges(len(vertices))
for ints in simple.interiors:
v = _open_ring(np.asarray(ints))
edges = np.append(edges, _generate_edges(len(v)) + len(vertices), 0)
vertices = np.append(vertices, v, 0)
tri = Triangulation(vertices, edges)
tri.triangulate()
tri_pts, tri_tris = tri.pts.tolist(), tri.tris.tolist()
elif triangulation == 'gpc':
# GPC triangulation
p = gpc.Polygon(list(simple.exterior.coords))
# Exclude all internal rings from polygon
for ints in simple.interiors:
q = gpc.Polygon(list(ints.coords))
p -= q
# Triangulate polygon
for strip in p.triStrip():
# Generate tris indexes for triangle strip [[0, 1, 2], [1, 2, 3], [2, 3, 4], ... ]
ti = [[x + y + len(tri_pts) for x in range(0, 3)] for y in range(0, len(strip) - 2)]
# Append vertices & tris
tri_tris += ti
tri_pts += strip
# Prepare polygon edges
if color is not None:
pts = _linearring_to_segments(list(simple.exterior.coords))
for ints in simple.interiors:
pts += _linearring_to_segments(list(ints.coords))
# Appending data for mesh
if len(tri_pts) > 0 and len(tri_tris) > 0:
mesh_tris += tri_tris
mesh_vertices += tri_pts
mesh_colors += [Color(face_color).rgba] * len(tri_tris)
# Appending data for line
if len(pts) > 0:
line_pts += pts
line_colors += [Color(color).rgba] * len(pts)
# Store buffers
data['line_pts'] = line_pts
data['line_colors'] = line_colors
data['mesh_vertices'] = mesh_vertices
data['mesh_tris'] = mesh_tris
data['mesh_colors'] = mesh_colors
return data
def _open_ring(vertices):
"""
Make lines ring open
:param vertices: numpy.array
Array of lines vertices
:return: numpy.array
Opened line strip
"""
return vertices[:-1] if not vertices[0] != vertices[-1] else vertices
def _generate_edges(count):
"""
Generates edges indexes in form: [[0, 1], [1, 2], [2, 3], ... ]
:param count: int
Edges count
:return: numpy.array
Edges
"""
edges = np.empty((count, 2), dtype=np.uint32)
edges[:, 0] = np.arange(count)
edges[:, 1] = edges[:, 0] + 1
edges[-1, 1] = 0
return edges
def _linearring_to_segments(arr):
# Close linear ring
"""
Translates linear ring to line segments
:param arr: numpy.array
Array of linear ring vertices
:return: numpy.array
Line segments
"""
if arr[0] != arr[-1]:
arr.append(arr[0])
return _linestring_to_segments(arr)
def _linestring_to_segments(arr):
"""
Translates line strip to segments
:param arr: numpy.array
Array of line strip vertices
:return: numpy.array
Line segments
"""
return [arr[i / 2] for i in range(0, len(arr) * 2)][1:-1]
class ShapeGroup(object):
def __init__(self, collection):
"""
Represents group of shapes in collection
:param collection: ShapeCollection
Collection to work with
"""
self._collection = collection
self._indexes = []
self._results = {}
self._visible = True
def add(self, shape, color=None, face_color=None, visible=True, update=False, layer=1):
"""
Adds shape to collection and store index in group
:param shape: shapely.geometry
Shapely geometry object
:param color: str, tuple
Line/edge color
:param face_color: str, tuple
Polygon face color
:param visible: bool
Shape visibility
:param update: bool
Set True to redraw collection
:param layer: int
Layer number. 0 - lowest.
"""
self._indexes.append(self._collection.add(shape, color, face_color, visible, update, layer))
def clear(self, update=False):
"""
Removes group shapes from collection, clear indexes
:param update: bool
Set True to redraw collection
"""
for i in self._indexes:
self._collection.remove(i, False)
del self._indexes[:]
if update:
self._collection.redraw([]) # Skip waiting results
def redraw(self):
"""
Redraws shape collection
"""
self._collection.redraw(self._indexes)
@property
def visible(self):
"""
Visibility of group
:return: bool
"""
return self._visible
@visible.setter
def visible(self, value):
"""
Visibility of group
:param value: bool
"""
self._visible = value
for i in self._indexes:
self._collection.data[i]['visible'] = value
self._collection.redraw([])
class ShapeCollectionVisual(CompoundVisual):
pool = None
def __init__(self, line_width=1, triangulation='gpc', layers=3, **kwargs):
"""
Represents collection of shapes to draw on VisPy scene
:param line_width: float
Width of lines/edges
:param triangulation: str
Triangulation method used for polygons translation
'vispy' - VisPy lib triangulation
'gpc' - Polygon2 lib
:param layers: int
Layers count
Each layer adds 2 visuals on VisPy scene. Be careful: more layers cause less fps
:param kwargs:
"""
self.data = {}
self.last_key = -1
self.lock = threading.Lock()
if ShapeCollection.pool == None:
ShapeCollection.pool = Pool()
self.results = {}
self._meshes = [MeshVisual() for _ in range(0, layers)]
self._lines = [LineVisual(antialias=True) for _ in range(0, layers)]
self._line_width = line_width
self._triangulation = triangulation
visuals = [self._lines[i / 2] if i % 2 else self._meshes[i / 2] for i in range(0, layers * 2)]
CompoundVisual.__init__(self, visuals, **kwargs)
for m in self._meshes:
pass
m.set_gl_state(polygon_offset_fill=True, polygon_offset=(1, 1), cull_face=False)
for l in self._lines:
pass
l.set_gl_state(blend=True)
self.freeze()
def add(self, shape, color=None, face_color=None, visible=True, update=False, layer=1):
"""
Adds shape to collection
:param shape: shapely.geometry
Shapely geometry object
:param color: str, tuple
Line/edge color
:param face_color: str, tuple
Polygon face color
:param visible: bool
Shape visibility
:param update: bool
Set True to redraw collection
:param layer: int
Layer number. 0 - lowest.
:return: int
Index of shape
"""
self.lock.acquire(True)
self.last_key += 1
key = self.last_key
self.lock.release()
self.data[key] = {'geometry': shape, 'color': color, 'face_color': face_color,
'visible': visible, 'layer': layer}
self.results[key] = self.pool.apply_async(_update_shape_buffers, [self.data[key]])
if update:
self.redraw() # redraw() waits for pool process end
return key
def remove(self, key, update=False):
"""
Removes shape from collection
:param key: int
Shape index to remove
:param update:
Set True to redraw collection
"""
self.data.pop(key)
if update:
self.__update()
def clear(self, update=False):
"""
Removes all shapes from colleciton
:param update: bool
Set True to redraw collection
"""
self.data.clear()
if update:
self.__update()
def __update(self):
"""
Merges internal buffers, sets data to visuals, redraws collection on scene
"""
mesh_vertices = [[] for _ in range(0, len(self._meshes))] # Vertices for mesh
mesh_tris = [[] for _ in range(0, len(self._meshes))] # Faces for mesh
mesh_colors = [[] for _ in range(0, len(self._meshes))] # Face colors
line_pts = [[] for _ in range(0, len(self._lines))] # Vertices for line
line_colors = [[] for _ in range(0, len(self._lines))] # Line color
# Merge shapes buffers
for data in self.data.values():
if data['visible'] and 'line_pts' in data:
try:
line_pts[data['layer']] += data['line_pts']
line_colors[data['layer']] += data['line_colors']
mesh_tris[data['layer']] += [[x + len(mesh_vertices[data['layer']])
for x in y] for y in data['mesh_tris']]
mesh_vertices[data['layer']] += data['mesh_vertices']
mesh_colors[data['layer']] += data['mesh_colors']
except Exception as e:
pass
# print "Data error", e
# Updating meshes
for i, mesh in enumerate(self._meshes):
if len(mesh_vertices[i]) > 0:
set_state(polygon_offset_fill=False)
mesh.set_data(np.asarray(mesh_vertices[i]), np.asarray(mesh_tris[i], dtype=np.uint32),
face_colors=np.asarray(mesh_colors[i]))
else:
mesh.set_data()
mesh._bounds_changed()
# Updating lines
for i, line in enumerate(self._lines):
if len(line_pts[i]) > 0:
line.set_data(np.asarray(line_pts[i]), np.asarray(line_colors[i]), self._line_width, 'segments')
else:
line.clear_data()
line._bounds_changed()
self._bounds_changed()
def redraw(self, indexes=None):
"""
Redraws collection
"""
for i in self.data.keys() if not indexes else indexes:
try:
self.results[i].wait()
if i in self.data:
self.data[i] = self.results[i].get()
except Exception as e:
print e
self.__update()
ShapeCollection = create_visual_node(ShapeCollectionVisual)