Add Dockerfile and modify generator script to change shapes and take a unique file id.

This commit is contained in:
jmsgrogan 2017-10-20 15:52:41 +01:00
parent 29ffa13092
commit c9c98f91dc
18 changed files with 166867 additions and 57 deletions

3
Dockerfile Normal file
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@ -0,0 +1,3 @@
FROM ubuntu:latest
RUN apt-get update
RUN apt-get install --no-install-recommends --no-install-suggests -y freecad python-vtk6 python-numpy

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@ -1 +1,18 @@
# gen-backend
# gen-backend
Requirements:
```bash
docker pull jmsgrogan/python-generator
```
Launch:
```bash
python generate_image.py -height 120.0 -radius 150.0 -r 100.0 -g 0.0 -b 0.0 -o 1 -s 0
```
`-o` is a unique output identifier added to file names.
`-s` is the generation stage. Stage 0 generates shapes. Stage 1 generates textures.
The output is a file `lamp_$o.png` in the launch directory, where `$o` is the unique output identifier. Three temporary files with suffix `_$o.stl` are also created.

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@ -8,41 +8,6 @@ import numpy as np
import FreeCAD
import Part
# def generate_bulb(height, radius, thickness):
#
# light_angle = np.arcsin(0.25) + np.pi/2.0
# light_arc_length = radius*light_angle+np.pi/2.0
# num_divisions = 25
# segment_length = light_arc_length/float(num_divisions)
#
# edges = []
# for idx in range(1, num_divisions):
# angle0 = float(idx-1)/float(num_divisions)*light_angle
# angle1 = float(idx)/float(num_divisions)*light_angle
# x0 = -radius*np.sin(angle0)
# y0 = -radius*np.cos(angle0)
# x1 = -radius*np.sin(angle1)
# y1 = -radius*np.cos(angle1)
# edges.append(Part.makeLine((x0, y0, 0),
# (x1, y1, 0)))
#
# edge0 = Part.makeLine((0.0, height, 0),
# (-radius, 0.0, 0))
# edge1 = Part.makeLine((-radius, 0.0, 0),
# (-radius -thickness, 0.0, 0))
# edge2 = Part.makeLine((-radius -thickness, 0.0, 0),
# (-radius -thickness, height, 0))
# edge3 = Part.makeLine((-radius -thickness, height, 0),
# (0.0, height, 0))
# wire1 = Part.Wire([edge0, edge1, edge2, edge3])
# face = Part.Face([wire1,])
#
# pos = FreeCAD.Vector(0.0, 0.0, 0.0)
# vec = FreeCAD.Vector(0.0, 1.0, 0.0)
# angle = 360
# solid = face.revolve(pos, vec, angle)
# return solid
def generate_chord(height, radius, thickness):
edge0 = Part.makeLine((0.0, height, 0),

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@ -30,6 +30,10 @@ def render_lamp(shade_file_path,
shade_actor = vtk.vtkActor()
shade_actor.SetMapper(shade_mapper)
shade_actor.GetProperty().SetColor(np.array(color)/255.0)
shade_actor.GetProperty().SetAmbient(0.3)
shade_actor.GetProperty().SetDiffuse(0.75)
shade_actor.GetProperty().SetSpecular(0.5)
shade_actor.GetProperty().SetOpacity(0.4)
# base
base_reader = vtk.vtkSTLReader()
@ -56,6 +60,7 @@ def render_lamp(shade_file_path,
# Add a light
light = vtk.vtkLight()
light.SetPositional(True)
light.SetLightTypeToSceneLight()
light.SetFocalPoint(0.0,-100.0, 0.0)
light.SetIntensity(1.0)
lightActor = vtk.vtkLightActor()
@ -63,12 +68,29 @@ def render_lamp(shade_file_path,
light.SetColor(0.0,0.0,0.0)
light.SetSwitch(1)
light.SetConeAngle(60)
ren.AddViewProp(lightActor)
cone = vtk.vtkConeSource()
cone.SetResolution(60)
cone.SetCenter(0.0,-150.0,0)
cone.SetHeight(20.0)
cone.SetRadius(20.0)
cone_mapper = vtk.vtkPolyDataMapper()
cone_mapper.SetInputConnection(cone.GetOutputPort())
cone_mapper.SetScalarVisibility(0)
cone_actor = vtk.vtkActor()
cone_actor.SetMapper(cone_mapper)
cone_actor.SetVisibility(1)
cone_actor.GetProperty().SetColor(1.0, 1.0, 1.0)
# assign actor to the renderer
ren.AddActor(shade_actor)
ren.AddActor(base_actor)
ren.AddActor(chord_actor)
#ren.AddActor(cone_actor)
# Do render and output
#iren.Initialize()

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@ -4,37 +4,48 @@ import product_gen.render_lamp
from argparse import ArgumentParser
def run(color):
height = 150.0
radius = 100.0
def run(height, radius, color, output_id):
thickness = 3.0
shade = product_gen.generate_lamp.generate_shade(height, radius, thickness)
work_dir = os.getcwd()
shade.exportStl(work_dir + "/shade.stl")
shade.exportStl(work_dir + "/shade_" + output_id + ".stl")
height = 20.0
radius = 15.0
base_height = 20.0
base_radius = 15.0
thickness = 3.0
base = product_gen.generate_lamp.generate_base(height, radius, thickness)
base.exportStl(work_dir + "/base.stl")
base = product_gen.generate_lamp.generate_base(base_height,
base_radius,
thickness)
base.exportStl(work_dir + "/base_" + output_id + ".stl")
height = 150.0
radius = 2.0
chord_height = 150.0
chord_radius = 2.0
thickness = 1.0
chord = product_gen.generate_lamp.generate_chord(height, radius, thickness)
chord.exportStl(work_dir + "/chord.stl")
chord = product_gen.generate_lamp.generate_chord(chord_height,
chord_radius,
thickness)
chord.exportStl(work_dir + "/chord_" + output_id + ".stl")
product_gen.render_lamp.render_lamp(work_dir + "/shade.stl",
work_dir + "/base.stl",
work_dir + "/chord.stl",
work_dir + "/lamp.png",
product_gen.render_lamp.render_lamp(work_dir + "/shade_" + output_id + ".stl",
work_dir + "/base_" + output_id + ".stl",
work_dir + "/chord_" + output_id + ".stl",
work_dir + "/lamp_" + output_id + ".png",
color = color)
if __name__ == "__main__":
parser = ArgumentParser()
parser.add_argument('-height', type=float, help='Height.')
parser.add_argument('-radius', type=float, help='Radius.')
parser.add_argument('-r', type=float, help='Red intensity.')
parser.add_argument('-g', type=float, help='Red intensity.')
parser.add_argument('-b', type=float, help='Red intensity.')
parser.add_argument('-g', type=float, help='Green intensity.')
parser.add_argument('-b', type=float, help='Blue intensity.')
parser.add_argument('-o', type=str, help='Output identifier.')
parser.add_argument('-s', type=int, help='Stage identifier.')
args = parser.parse_args()
run([args.r, args.g, args.b])
color = [args.r, args.g, args.b]
if args.s == 0:
color = [18.0, 18.0, 18.0]
run(args.height, args.radius, color, args.o)

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@ -13,14 +13,12 @@ height = 20.0
radius = 15.0
thickness = 3.0
base = product_gen.generate_lamp.generate_base(height, radius, thickness)
work_dir = os.getcwd()
base.exportStl(work_dir + "/base.stl")
height = 150.0
radius = 2.0
thickness = 1.0
chord = product_gen.generate_lamp.generate_chord(height, radius, thickness)
work_dir = os.getcwd()
chord.exportStl(work_dir + "/chord.stl")
product_gen.render_lamp.render_lamp(work_dir + "/shade.stl",