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Merge pull request #19827 from pskowronskiTDx/tdx-integration
NavLib integration test
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import pynavlib.pynavlib_interface as pynav | ||
from UM.Math.Matrix import Matrix | ||
from UM.Math.Vector import Vector | ||
from UM.Math.AxisAlignedBox import AxisAlignedBox | ||
from cura.PickingPass import PickingPass | ||
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator | ||
from cura.Scene.OverlayNode import OverlayNode, SceneNode | ||
from UM.Resources import Resources | ||
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class NavlibClient(pynav.NavlibNavigationModel): | ||
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def __init__(self, scene, renderer) -> None: | ||
super().__init__(True, pynav.NavlibOptions.RowMajorOrder) | ||
self._scene = scene | ||
self._renderer = renderer | ||
self._pointer_pick = None | ||
self._was_pick = False | ||
self._hit_selection_only = False | ||
self._picking_pass = None | ||
self._pivot_node = OverlayNode(node=SceneNode(), image_path=Resources.getPath(Resources.Images, "3dx_pivot.png"), size=3.) | ||
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def pick(self, x, y, check_selection = False, radius = 0.): | ||
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if self._picking_pass is None or radius < 0.: | ||
return None | ||
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step = 0. | ||
if radius == 0.: | ||
grid_resolution = 0 | ||
else: | ||
grid_resolution = 5 | ||
step = (2. * radius) / float(grid_resolution) | ||
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min_depth = 99999. | ||
result_position = None | ||
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for i in range(grid_resolution + 1): | ||
for j in range(grid_resolution + 1): | ||
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coord_x = (x - radius) + i * step | ||
coord_y = (y - radius) + j * step | ||
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picked_depth = self._picking_pass.getPickedDepth(coord_x, coord_y) | ||
max_depth = 16777.215 | ||
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if 0. < picked_depth < max_depth: | ||
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valid_hit = True | ||
if check_selection: | ||
selection_pass = self._renderer.getRenderPass("selection") | ||
picked_object_id = selection_pass.getIdAtPosition(coord_x, coord_y) | ||
picked_object = self._scene.findObject(picked_object_id) | ||
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from UM.Scene.Selection import Selection | ||
valid_hit = Selection.isSelected(picked_object) | ||
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if not valid_hit and grid_resolution > 0.: | ||
continue | ||
elif not valid_hit and grid_resolution == 0.: | ||
return None | ||
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if picked_depth < min_depth: | ||
min_depth = picked_depth | ||
result_position = self._picking_pass.getPickedPosition(coord_x, coord_y) | ||
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return result_position | ||
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def get_pointer_position(self)->pynav.NavlibVector: | ||
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from UM.Qt.QtApplication import QtApplication | ||
main_window = QtApplication.getInstance().getMainWindow() | ||
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x_n = 2. * main_window._mouse_x / self._scene.getActiveCamera().getViewportWidth() - 1. | ||
y_n = 2. * main_window._mouse_y / self._scene.getActiveCamera().getViewportHeight() - 1. | ||
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if self.get_is_view_perspective(): | ||
self._was_pick = True | ||
from cura.Utils.Threading import call_on_qt_thread | ||
wrapped_pick = call_on_qt_thread(self.pick) | ||
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self._pointer_pick = wrapped_pick(x_n, y_n) | ||
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return pynav.NavlibVector(0., 0., 0.) | ||
else: | ||
ray = self._scene.getActiveCamera().getRay(x_n, y_n) | ||
pointer_position = ray.origin + ray.direction | ||
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return pynav.NavlibVector(pointer_position.x, pointer_position.y, pointer_position.z) | ||
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def get_view_extents(self)->pynav.NavlibBox: | ||
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view_width = self._scene.getActiveCamera().getViewportWidth() | ||
view_height = self._scene.getActiveCamera().getViewportHeight() | ||
horizontal_zoom = view_width * self._scene.getActiveCamera().getZoomFactor() | ||
vertical_zoom = view_height * self._scene.getActiveCamera().getZoomFactor() | ||
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pt_min = pynav.NavlibVector(-view_width / 2 - horizontal_zoom, -view_height / 2 - vertical_zoom, -9001) | ||
pt_max = pynav.NavlibVector(view_width / 2 + horizontal_zoom, view_height / 2 + vertical_zoom, 9001) | ||
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return pynav.NavlibBox(pt_min, pt_max) | ||
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def get_view_frustum(self)->pynav.NavlibFrustum: | ||
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projection_matrix = self._scene.getActiveCamera().getProjectionMatrix() | ||
half_height = 2. / projection_matrix.getData()[1,1] | ||
half_width = half_height * (projection_matrix.getData()[1,1] / projection_matrix.getData()[0,0]) | ||
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return pynav.NavlibFrustum(-half_width, half_width, -half_height, half_height, 1., 5000.) | ||
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def get_is_view_perspective(self)->bool: | ||
return self._scene.getActiveCamera().isPerspective() | ||
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def get_selection_extents(self)->pynav.NavlibBox: | ||
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from UM.Scene.Selection import Selection | ||
bounding_box = Selection.getBoundingBox() | ||
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if(bounding_box is not None) : | ||
pt_min = pynav.NavlibVector(bounding_box.minimum.x, bounding_box.minimum.y, bounding_box.minimum.z) | ||
pt_max = pynav.NavlibVector(bounding_box.maximum.x, bounding_box.maximum.y, bounding_box.maximum.z) | ||
return pynav.NavlibBox(pt_min, pt_max) | ||
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def get_selection_transform(self)->pynav.NavlibMatrix: | ||
return pynav.NavlibMatrix() | ||
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def get_is_selection_empty(self)->bool: | ||
from UM.Scene.Selection import Selection | ||
return not Selection.hasSelection() | ||
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def get_pivot_visible(self)->bool: | ||
return False | ||
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def get_camera_matrix(self)->pynav.NavlibMatrix: | ||
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transformation = self._scene.getActiveCamera().getLocalTransformation() | ||
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return pynav.NavlibMatrix([[transformation.at(0, 0), transformation.at(0, 1), transformation.at(0, 2), transformation.at(0, 3)], | ||
[transformation.at(1, 0), transformation.at(1, 1), transformation.at(1, 2), transformation.at(1, 3)], | ||
[transformation.at(2, 0), transformation.at(2, 1), transformation.at(2, 2), transformation.at(2, 3)], | ||
[transformation.at(3, 0), transformation.at(3, 1), transformation.at(3, 2), transformation.at(3, 3)]]) | ||
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def get_coordinate_system(self)->pynav.NavlibMatrix: | ||
return pynav.NavlibMatrix() | ||
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def get_front_view(self)->pynav.NavlibMatrix: | ||
return pynav.NavlibMatrix() | ||
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def get_model_extents(self)->pynav.NavlibBox: | ||
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result_bbox = AxisAlignedBox() | ||
build_volume_bbox = None | ||
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for node in DepthFirstIterator(self._scene.getRoot()): | ||
node.setCalculateBoundingBox(True) | ||
if node.__class__.__qualname__ == "CuraSceneNode" : | ||
result_bbox = result_bbox + node.getBoundingBox() | ||
elif node.__class__.__qualname__ == "BuildVolume": | ||
build_volume_bbox = node.getBoundingBox() | ||
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if not result_bbox.isValid(): | ||
result_bbox = build_volume_bbox | ||
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if result_bbox is not None: | ||
pt_min = pynav.NavlibVector(result_bbox.minimum.x, result_bbox.minimum.y, result_bbox.minimum.z) | ||
pt_max = pynav.NavlibVector(result_bbox.maximum.x, result_bbox.maximum.y, result_bbox.maximum.z) | ||
self._scene_center = result_bbox.center | ||
self._scene_radius = (result_bbox.maximum - self._scene_center).length() | ||
return pynav.NavlibBox(pt_min, pt_max) | ||
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def get_pivot_position(self)->pynav.NavlibVector: | ||
return pynav.NavlibVector() | ||
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def get_hit_look_at(self)->pynav.NavlibVector: | ||
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if self._was_pick and self._pointer_pick is not None: | ||
return pynav.NavlibVector(self._pointer_pick.x, self._pointer_pick.y, self._pointer_pick.z) | ||
elif self._was_pick and self._pointer_pick is None: | ||
return None | ||
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from cura.Utils.Threading import call_on_qt_thread | ||
wrapped_pick = call_on_qt_thread(self.pick) | ||
picked_position = wrapped_pick(0, 0, self._hit_selection_only, 0.5) | ||
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if picked_position is not None: | ||
return pynav.NavlibVector(picked_position.x, picked_position.y, picked_position.z) | ||
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def get_units_to_meters(self)->float: | ||
return 0.05 | ||
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def is_user_pivot(self)->bool: | ||
return False | ||
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def set_camera_matrix(self, matrix : pynav.NavlibMatrix): | ||
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# !!!!!! | ||
# Hit testing in Orthographic view is not reliable | ||
# Picking starts in camera position, not on near plane | ||
# which results in wrong depth values (visible geometry | ||
# cannot be picked properly) - Workaround needed (camera position offset) | ||
# !!!!!! | ||
if not self.get_is_view_perspective(): | ||
affine = matrix._matrix | ||
direction = Vector(-affine[0][2], -affine[1][2], -affine[2][2]) | ||
distance = self._scene_center - Vector(affine[0][3], affine[1][3], affine[2][3]) | ||
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cos_value = direction.dot(distance.normalized()) | ||
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offset = 0. | ||
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if (distance.length() < self._scene_radius) and (cos_value > 0.): | ||
offset = self._scene_radius | ||
elif (distance.length() < self._scene_radius) and (cos_value < 0.): | ||
offset = 2. * self._scene_radius | ||
elif (distance.length() > self._scene_radius) and (cos_value < 0.): | ||
offset = 2. * distance.length() | ||
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matrix._matrix[0][3] = matrix._matrix[0][3] - offset * direction.x | ||
matrix._matrix[1][3] = matrix._matrix[1][3] - offset * direction.y | ||
matrix._matrix[2][3] = matrix._matrix[2][3] - offset * direction.z | ||
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transformation = Matrix(data = matrix._matrix) | ||
self._scene.getActiveCamera().setTransformation(transformation) | ||
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active_camera = self._scene.getActiveCamera() | ||
if active_camera.isPerspective(): | ||
camera_position = active_camera.getWorldPosition() | ||
dist = (camera_position - self._pivot_node.getWorldPosition()).length() | ||
scale = dist / 400. | ||
if scale < 1.: | ||
scale = scale * scale | ||
else: | ||
view_width = active_camera.getViewportWidth() | ||
current_size = view_width + (2. * active_camera.getZoomFactor() * view_width) | ||
scale = current_size / view_width * 5. | ||
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self._pivot_node.scale(scale) | ||
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def set_view_extents(self, extents: pynav.NavlibBox): | ||
view_width = self._scene.getActiveCamera().getViewportWidth() | ||
new_zoom = (extents._min._x + view_width / 2.) / - view_width | ||
self._scene.getActiveCamera().setZoomFactor(new_zoom) | ||
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def set_hit_selection_only(self, onlySelection : bool): | ||
self._hit_selection_only = onlySelection | ||
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def set_motion_flag(self, motion : bool): | ||
if motion: | ||
width = self._scene.getActiveCamera().getViewportWidth() | ||
height = self._scene.getActiveCamera().getViewportHeight() | ||
self._picking_pass = PickingPass(width, height) | ||
self._renderer.addRenderPass(self._picking_pass) | ||
else: | ||
self._was_pick = False | ||
self._renderer.removeRenderPass(self._picking_pass) | ||
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def set_pivot_position(self, position): | ||
self._pivot_node._target_node.setPosition(position=Vector(position._x, position._y, position._z), transform_space = SceneNode.TransformSpace.World) | ||
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def set_pivot_visible(self, visible): | ||
if visible: | ||
self._scene.getRoot().addChild(self._pivot_node) | ||
else: | ||
self._scene.getRoot().removeChild(self._pivot_node) | ||
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# Copyright (c) 2016 Ultimaker B.V. | ||
# Cura is released under the terms of the AGPLv3 or higher. | ||
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from UM.Scene.SceneNode import SceneNode | ||
from UM.View.GL.OpenGL import OpenGL | ||
from UM.Mesh.MeshBuilder import MeshBuilder # To create the overlay quad | ||
from UM.Resources import Resources # To find shader locations | ||
from UM.Math.Matrix import Matrix | ||
from UM.Application import Application | ||
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try: | ||
from PyQt6.QtGui import QImage | ||
except: | ||
from PyQt5.QtGui import QImage | ||
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class OverlayNode(SceneNode): | ||
def __init__(self, node, image_path, size, parent=None): | ||
super().__init__(parent) | ||
self._target_node = node | ||
self.setCalculateBoundingBox(False) | ||
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self._overlay_mesh = self._createOverlayQuad(size) | ||
self._drawed_mesh = self._overlay_mesh | ||
self._shader = None | ||
self._scene = Application.getInstance().getController().getScene() | ||
self._scale = 1. | ||
self._image_path = image_path | ||
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def scale(self, factor): | ||
scale_matrix = Matrix() | ||
scale_matrix.setByScaleFactor(factor) | ||
self._drawed_mesh = self._overlay_mesh.getTransformed(scale_matrix) | ||
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def _createOverlayQuad(self, size): | ||
mb = MeshBuilder() | ||
mb.addFaceByPoints(-size / 2, -size / 2, 0, -size / 2, size / 2, 0, size / 2, -size / 2, 0) | ||
mb.addFaceByPoints(size / 2, size / 2, 0, -size / 2, size / 2, 0, size / 2, -size / 2, 0) | ||
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# Set UV coordinates so a texture can be created | ||
mb.setVertexUVCoordinates(0, 0, 1) | ||
mb.setVertexUVCoordinates(1, 0, 0) | ||
mb.setVertexUVCoordinates(4, 0, 0) | ||
mb.setVertexUVCoordinates(2, 1, 1) | ||
mb.setVertexUVCoordinates(5, 1, 1) | ||
mb.setVertexUVCoordinates(3, 1, 0) | ||
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return mb.build() | ||
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def render(self, renderer): | ||
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if not self._shader: | ||
# We now misuse the platform shader, as it actually supports textures | ||
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "platform.shader")) | ||
# Set the opacity to 0, so that the template is in full control. | ||
self._shader.setUniformValue("u_opacity", 0) | ||
self._texture = OpenGL.getInstance().createTexture() | ||
texture_image = QImage(self._image_path) | ||
self._texture.setImage(texture_image) | ||
self._shader.setTexture(0, self._texture) | ||
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node_position = self._target_node.getWorldPosition() | ||
position_matrix = Matrix() | ||
position_matrix.setByTranslation(node_position) | ||
camera_orientation = self._scene.getActiveCamera().getOrientation().toMatrix() | ||
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renderer.queueNode(self._scene.getRoot(), shader=self._shader, mesh=self._drawed_mesh.getTransformed(position_matrix.multiply(camera_orientation)), overlay=True) | ||
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return True # This node does it's own rendering. |
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