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- from vispy.visuals import CompoundVisual, LineVisual, MeshVisual, TextVisual, MarkersVisual
- from vispy.scene.visuals import VisualNode, generate_docstring, visuals
- from vispy.gloo import set_state
- from vispy.color import Color
- from shapely.geometry import Polygon, LineString, LinearRing
- import threading
- import numpy as np
- from VisPyTesselators import GLUTess
- class FlatCAMLineVisual(LineVisual):
- def __init__(self, pos=None, color=(0.5, 0.5, 0.5, 1), width=1, connect='strip',
- method='gl', antialias=False):
- LineVisual.__init__(self, pos=None, color=(0.5, 0.5, 0.5, 1), width=1, connect='strip',
- method='gl', antialias=True)
- def clear_data(self):
- self._bounds = None
- self._pos = None
- self._changed['pos'] = True
- self.update()
- def _update_shape_buffers(data, triangulation='glu'):
- """
- Translates Shapely geometry to internal buffers for speedup redraws
- :param data: dict
- Input shape data
- :param triangulation: str
- 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, tolerance = data['geometry'], data['color'], data['face_color'], data['tolerance']
- if geo is not None and not geo.is_empty:
- simple = geo.simplify(tolerance) if tolerance else geo # 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 == 'glu':
- gt = GLUTess()
- tri_tris, tri_pts = gt.triangulate(simple)
- else:
- print("Triangulation type '%s' isn't implemented. Drawing only edges." % triangulation)
- # 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) // 3)
- # 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
- # Clear shapely geometry
- del data['geometry']
- return data
- 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._visible = True
- self._color = None
- def add(self, **kwargs):
- """
- Adds shape to collection and store index in group
- :param kwargs: keyword arguments
- Arguments for ShapeCollection.add function
- """
- self._indexes.append(self._collection.add(**kwargs))
- 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):
- def __init__(self, line_width=1, triangulation='gpc', layers=3, pool=None, **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
- # Thread locks
- self.key_lock = threading.Lock()
- self.results_lock = threading.Lock()
- self.update_lock = threading.Lock()
- # Process pool
- self.pool = pool
- self.results = {}
- self._meshes = [MeshVisual() for _ in range(0, layers)]
- # self._lines = [LineVisual(antialias=True) for _ in range(0, layers)]
- self._lines = [FlatCAMLineVisual(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=None, color=None, face_color=None, alpha=None, visible=True,
- update=False, layer=1, tolerance=0.01):
- """
- Adds shape to collection
- :return:
- :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.
- :param tolerance: float
- Geometry simplifying tolerance
- :return: int
- Index of shape
- """
- # Get new key
- self.key_lock.acquire(True)
- self.last_key += 1
- key = self.last_key
- self.key_lock.release()
- # Prepare data for translation
- self.data[key] = {'geometry': shape, 'color': color, 'alpha': alpha, 'face_color': face_color,
- 'visible': visible, 'layer': layer, 'tolerance': tolerance}
- # Add data to process pool if pool exists
- try:
- self.results[key] = self.pool.map_async(_update_shape_buffers, [self.data[key]])
- except:
- self.data[key] = _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
- """
- # Remove process result
- self.results_lock.acquire(True)
- if key in list(self.results.copy().keys()):
- del self.results[key]
- self.results_lock.release()
- # Remove data
- del self.data[key]
- if update:
- self.__update()
- def clear(self, update=False):
- """
- Removes all shapes from collection
- :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
- # Lock sub-visuals updates
- self.update_lock.acquire(True)
- # Merge shapes buffers
- for data in list(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 data['mesh_tris']]
- mesh_vertices[data['layer']] += data['mesh_vertices']
- mesh_colors[data['layer']] += data['mesh_colors']
- except Exception as e:
- 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)
- .reshape((-1, 3)), 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()
- self.update_lock.release()
- def redraw(self, indexes=None):
- """
- Redraws collection
- :param indexes: list
- Shape indexes to get from process pool
- """
- # Only one thread can update data
- self.results_lock.acquire(True)
- for i in list(self.data.copy().keys()) if not indexes else indexes:
- if i in list(self.results.copy().keys()):
- try:
- self.results[i].wait() # Wait for process results
- if i in self.data:
- self.data[i] = self.results[i].get()[0] # Store translated data
- del self.results[i]
- except Exception as e:
- print(e, indexes)
- self.results_lock.release()
- self.__update()
- def lock_updates(self):
- self.update_lock.acquire(True)
- def unlock_updates(self):
- self.update_lock.release()
- class TextGroup(object):
- def __init__(self, collection):
- self._collection = collection
- self._index = None
- self._visible = None
- def set(self, **kwargs):
- """
- Adds text to collection and store index
- :param kwargs: keyword arguments
- Arguments for TextCollection.add function
- """
- self._index = self._collection.add(**kwargs)
- def clear(self, update=False):
- """
- Removes text from collection, clear index
- :param update: bool
- Set True to redraw collection
- """
- if self._index is not None:
- self._collection.remove(self._index, False)
- self._index = None
- if update:
- self._collection.redraw()
- def redraw(self):
- """
- Redraws text collection
- """
- self._collection.redraw()
- @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
- self._collection.data[self._index]['visible'] = value
- self._collection.redraw()
- class TextCollectionVisual(TextVisual):
- def __init__(self, **kwargs):
- """
- Represents collection of shapes to draw on VisPy scene
- :param kwargs: keyword arguments
- Arguments to pass for TextVisual
- """
- self.data = {}
- self.last_key = -1
- self.lock = threading.Lock()
- super(TextCollectionVisual, self).__init__(**kwargs)
- self.freeze()
- def add(self, text, pos, visible=True, update=True):
- """
- Adds array of text to collection
- :param text: list
- Array of strings ['str1', 'str2', ... ]
- :param pos: list
- Array of string positions [(0, 0), (10, 10), ... ]
- :param update: bool
- Set True to redraw collection
- :return: int
- Index of array
- """
- # Get new key
- self.lock.acquire(True)
- self.last_key += 1
- key = self.last_key
- self.lock.release()
- # Prepare data for translation
- self.data[key] = {'text': text, 'pos': pos, 'visible': visible}
- if update:
- self.redraw()
- 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
- """
- del self.data[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
- """
- labels = []
- pos = []
- # Merge buffers
- for data in list(self.data.values()):
- if data['visible']:
- try:
- labels += data['text']
- pos += data['pos']
- except Exception as e:
- print("Data error", e)
- # Updating text
- if len(labels) > 0:
- self.text = labels
- self.pos = pos
- else:
- self.text = None
- self.pos = (0, 0)
- self._bounds_changed()
- def redraw(self):
- """
- Redraws collection
- """
- self.__update()
- # Add 'enabled' property to visual nodes
- def create_fast_node(subclass):
- # Create a new subclass of Node.
- # Decide on new class name
- clsname = subclass.__name__
- if not (clsname.endswith('Visual') and
- issubclass(subclass, visuals.BaseVisual)):
- raise RuntimeError('Class "%s" must end with Visual, and must '
- 'subclass BaseVisual' % clsname)
- clsname = clsname[:-6]
- # Generate new docstring based on visual docstring
- try:
- doc = generate_docstring(subclass, clsname)
- except Exception:
- # If parsing fails, just return the original Visual docstring
- doc = subclass.__doc__
- # New __init__ method
- def __init__(self, *args, **kwargs):
- parent = kwargs.pop('parent', None)
- name = kwargs.pop('name', None)
- self.name = name # to allow __str__ before Node.__init__
- self._visual_superclass = subclass
- # parent: property,
- # _parent: attribute of Node class
- # __parent: attribute of fast_node class
- self.__parent = parent
- self._enabled = False
- subclass.__init__(self, *args, **kwargs)
- self.unfreeze()
- VisualNode.__init__(self, parent=parent, name=name)
- self.freeze()
- # Create new class
- cls = type(clsname, (VisualNode, subclass),
- {'__init__': __init__, '__doc__': doc})
- # 'Enabled' property clears/restores 'parent' property of Node class
- # Scene will be painted quicker than when using 'visible' property
- def get_enabled(self):
- return self._enabled
- def set_enabled(self, enabled):
- if enabled:
- self.parent = self.__parent # Restore parent
- else:
- if self.parent: # Store parent
- self.__parent = self.parent
- self.parent = None
- cls.enabled = property(get_enabled, set_enabled)
- return cls
- ShapeCollection = create_fast_node(ShapeCollectionVisual)
- TextCollection = create_fast_node(TextCollectionVisual)
- Cursor = create_fast_node(MarkersVisual)
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