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