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-rwxr-xr-x[-rw-r--r--]view.py143
1 files changed, 73 insertions, 70 deletions
diff --git a/view.py b/view.py
index 6ebf397..b3632de 100644..100755
--- a/view.py
+++ b/view.py
@@ -1,108 +1,111 @@
+#!/usr/bin/env python
import numpy as np
from stl import *
from geometry import *
from materials import *
from camera import *
from gpu import *
-
-import sys
-import optparse
+from transform import *
import pygame
from pygame.locals import *
-parser = optparse.OptionParser('%prog filename.stl')
-parser.add_option('-b', '--bits', type='int', dest='bits', help='number of bits for z ordering space axes', default=4)
-options, args = parser.parse_args()
+def view(geometry, name=''):
+ mesh = geometry.mesh
+ lower_bound = np.array([np.min(mesh[:,:,0]), np.min(mesh[:,:,1]), np.min(mesh[:,:,2])])
+ upper_bound = np.array([np.max(mesh[:,:,0]), np.max(mesh[:,:,1]), np.max(mesh[:,:,2])])
-if len(args) < 1:
- sys.exit(parser.format_help())
+ scale = np.linalg.norm(upper_bound-lower_bound)/10.0
-geometry = Geometry()
-geometry.add_solid(Solid(read_stl(args[0]), vacuum, vacuum))
-geometry.build(options.bits)
+ gpu = GPU()
+ gpu.load_geometry(geometry)
-mesh = geometry.mesh
-lower_bound = np.array([np.min(mesh[:,:,0]), np.min(mesh[:,:,1]), np.min(mesh[:,:,2])])
-upper_bound = np.array([np.max(mesh[:,:,0]), np.max(mesh[:,:,1]), np.max(mesh[:,:,2])])
+ pygame.init()
+ size = width, height = 800, 600
+ screen = pygame.display.set_mode(size)
+ pygame.display.set_caption(name)
-scale = np.linalg.norm(upper_bound-lower_bound)/10.0
+ camera = Camera(size)
+ camera.position((0, upper_bound[1]*5, np.mean([lower_bound[2], upper_bound[2]])))
-gpu = GPU()
-gpu.load_geometry(geometry)
+ origin, direction = camera.get_rays()
-pygame.init()
-size = width, height = 800, 600
-screen = pygame.display.set_mode(size)
-pygame.display.set_caption(os.path.split(args[0])[-1])
+ pixels = np.empty(width*height, dtype=np.int32)
+ states = np.empty(width*height, dtype=np.int32)
-camera = Camera(size)
-camera.position((0, upper_bound[1]*5, np.mean([lower_bound[2], upper_bound[2]])))
+ origin_gpu = cuda.to_device(make_vector(origin))
+ direction_gpu = cuda.to_device(make_vector(direction))
-origin, direction = camera.get_rays()
+ pixels_gpu = cuda.to_device(pixels)
+ states_gpu = cuda.to_device(states)
-pixels = np.empty(width*height, dtype=np.int32)
-states = np.empty(width*height, dtype=np.int32)
+ block_size = 64
+ gpu_kwargs = {'block': (block_size,1,1), 'grid': (pixels.size//block_size+1,1)}
-origin_gpu = cuda.to_device(make_vector(origin))
-direction_gpu = cuda.to_device(make_vector(direction))
+ def render():
+ gpu.call(np.int32(pixels.size), origin_gpu, direction_gpu, np.int32(geometry.first_leaf), states_gpu, pixels_gpu, **gpu_kwargs)
-pixels_gpu = cuda.to_device(pixels)
-states_gpu = cuda.to_device(states)
+ cuda.memcpy_dtoh(pixels, pixels_gpu)
-block_size = 64
-gpu_kwargs = {'block': (block_size,1,1), 'grid': (pixels.size//block_size+1,1)}
+ pygame.surfarray.blit_array(screen, pixels.reshape(size))
+ pygame.display.flip()
-def render():
- gpu.call(np.int32(pixels.size), origin_gpu, direction_gpu, np.int32(geometry.first_leaf), states_gpu, pixels_gpu, **gpu_kwargs)
+ render()
- cuda.memcpy_dtoh(pixels, pixels_gpu)
-
- pygame.surfarray.blit_array(screen, pixels.reshape(size))
- pygame.display.flip()
+ done = False
+ clicked = False
+ to_origin = np.array([0,-1,0])
+ while not done:
+ for event in pygame.event.get():
+ if event.type == MOUSEBUTTONDOWN:
+ if event.button == 4:
+ cuda_translate(np.int32(pixels.size), origin_gpu, gpuarray.vec.make_float3(*(scale*to_origin)), **gpu_kwargs)
+ render()
-render()
+ if event.button == 5:
+ cuda_translate(np.int32(pixels.size), origin_gpu, gpuarray.vec.make_float3(*(-scale*to_origin)), **gpu_kwargs)
+ render()
-from transform import *
+ if event.button == 1:
+ clicked = True
+ mouse_position = pygame.mouse.get_rel()
-done = False
-clicked = False
-to_origin = np.array([0,-1,0])
-while not done:
- for event in pygame.event.get():
- if event.type == MOUSEBUTTONDOWN:
- if event.button == 4:
- cuda_translate(np.int32(pixels.size), origin_gpu, gpuarray.vec.make_float3(*(scale*to_origin)), **gpu_kwargs)
- render()
+ if event.type == MOUSEBUTTONUP:
+ if event.button == 1:
+ clicked = False
- if event.button == 5:
- cuda_translate(np.int32(pixels.size), origin_gpu, gpuarray.vec.make_float3(*(-scale*to_origin)), **gpu_kwargs)
- render()
+ if event.type == MOUSEMOTION and clicked:
+ movement = pygame.mouse.get_rel()[0]/float(width)
+
+ if movement == 0:
+ continue
- if event.button == 1:
- clicked = True
- mouse_position = pygame.mouse.get_rel()
+ cuda_rotate(np.int32(pixels.size), origin_gpu, np.float32(movement*2*np.pi), gpuarray.vec.make_float3(0,0,1), **gpu_kwargs)
- if event.type == MOUSEBUTTONUP:
- if event.button == 1:
- clicked = False
+ cuda_rotate(np.int32(pixels.size), direction_gpu, np.float32(movement*2*np.pi), gpuarray.vec.make_float3(0,0,1), **gpu_kwargs)
- if event.type == MOUSEMOTION and clicked:
- movement = pygame.mouse.get_rel()[0]/float(width)
+ to_origin = rotate(to_origin, movement*2*np.pi, (0,0,1))
- if movement == 0:
- continue
+ render()
- cuda_rotate(np.int32(pixels.size), origin_gpu, np.float32(movement*2*np.pi), gpuarray.vec.make_float3(0,0,1), **gpu_kwargs)
+ if event.type == KEYUP or event.type == KEYDOWN:
+ if event.key == K_ESCAPE:
+ done = True
+ break
- cuda_rotate(np.int32(pixels.size), direction_gpu, np.float32(movement*2*np.pi), gpuarray.vec.make_float3(0,0,1), **gpu_kwargs)
+if __name__ == '__main__':
+ import sys
+ import optparse
- to_origin = rotate(to_origin, movement*2*np.pi, (0,0,1))
+ parser = optparse.OptionParser('%prog filename.stl')
+ parser.add_option('-b', '--bits', type='int', dest='bits', help='number of bits for z ordering space axes', default=4)
+ options, args = parser.parse_args()
- render()
+ if len(args) < 1:
+ sys.exit(parser.format_help())
- if event.type == KEYUP or event.type == KEYDOWN:
- if event.key == K_ESCAPE:
- done = True
- break
+ geometry = Geometry()
+ geometry.add_solid(Solid(read_stl(args[0]), vacuum, vacuum))
+ geometry.build(options.bits)
+ view(geometry, os.path.split(args[0])[-1])