model-converter-python/conv3d/model.py

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#!/usr/bin/env python3
class Vertex:
def __init__(self, x = None, y = None, z = None):
self.x = x
self.y = y
self.z = z
def from_array(self, arr):
self.x = float(arr[0]) if len(arr) > 0 else None
self.y = float(arr[1]) if len(arr) > 1 else None
self.z = float(arr[2]) if len(arr) > 2 else None
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return self
Normal = Vertex
TexCoord = Vertex
class FaceVertex:
def __init__(self, vertex = None, texture = None, normal = None):
self.vertex = vertex
self.texture = texture
self.normal = normal
def from_array(self, arr):
self.vertex = int(arr[0]) if len(arr) > 0 else None
self.texture = int(arr[1]) if len(arr) > 1 else None
self.normal = int(arr[2]) if len(arr) > 2 else None
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return self
class Face:
def __init__(self, a = None, b = None, c = None, mtl = None):
self.a = a
self.b = b
self.c = c
self.mtl = mtl
# Expects array of array
def from_array(self, arr):
self.a = FaceVertex().from_array(arr[0])
self.b = FaceVertex().from_array(arr[1])
self.c = FaceVertex().from_array(arr[2])
return self
class ModelParser:
def __init__(self):
self.vertices = []
self.normals = []
self.tex_coords = []
self.faces = []
def add_vertex(self, vertex):
self.vertices.append(vertex)
def add_tex_coord(self, tex_coord):
self.tex_coords.append(tex_coord)
def add_normal(self, normal):
self.normals.append(normal)
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def add_face(self, face):
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self.faces.append(face)
def parse_line(self, string):
pass
def parse_file(self, path):
with open(path) as f:
for line in f.readlines():
line = line.rstrip()
self.parse_line(line)
def gl_draw(self):
import OpenGL.GL as gl
gl.glColor3f(1.0,0.0,0.0)
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gl.glBegin(gl.GL_TRIANGLES)
for face in self.faces:
v1 = self.vertices[face.a.vertex]
v2 = self.vertices[face.b.vertex]
v3 = self.vertices[face.c.vertex]
gl.glVertex3f(v1.x, v1.y, v1.z)
gl.glVertex3f(v2.x, v2.y, v2.z)
gl.glVertex3f(v3.x, v3.y, v3.z)
gl.glEnd()
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class Exporter:
def __init__(self, model):
self.model = model
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