model-converter-python/d3/model/basemodel.py

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#!/usr/bin/env python3
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from math import sqrt
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from ..geometry import Vector
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from .mesh import Material, MeshPart
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Vertex = Vector
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Normal = Vertex
TexCoord = Vertex
class FaceVertex:
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def __init__(self, vertex = None, tex_coord = None, normal = None):
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self.vertex = vertex
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self.tex_coord = tex_coord
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self.normal = normal
def from_array(self, arr):
self.vertex = int(arr[0]) if len(arr) > 0 else None
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try:
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self.tex_coord = int(arr[1]) if len(arr) > 1 else None
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except:
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self.tex_coord = None
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try:
self.normal = int(arr[2]) if len(arr) > 2 else None
except:
self.normal = None
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return self
class Face:
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def __init__(self, a = None, b = None, c = None, material = None):
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self.a = a
self.b = b
self.c = c
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self.material = material
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# 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.parts = []
self.current_part = None
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self.bounding_box = BoundingBox()
self.center_and_scale = True
self.vertex_vbo = None
self.tex_coord_vbo = None
self.normal_vbo = None
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self.path = None
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def init_textures(self):
for part in self.parts:
part.init_texture()
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def add_vertex(self, vertex):
self.vertices.append(vertex)
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self.bounding_box.add(vertex)
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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):
if self.current_part is None or face.material != self.current_part.material:
self.current_part = MeshPart(self)
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self.current_part.material = face.material if face.material is not None else Material.DEFAULT_MATERIAL
self.parts.append(self.current_part)
self.current_part.add_face(face)
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def parse_line(self, string):
pass
def parse_file(self, path):
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self.path = path
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with open(path) as f:
for line in f.readlines():
line = line.rstrip()
self.parse_line(line)
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def draw(self):
import OpenGL.GL as gl
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if self.center_and_scale:
center = self.bounding_box.get_center()
scale = self.bounding_box.get_scale() / 2
gl.glPushMatrix()
gl.glScalef(1/scale, 1/scale, 1/scale)
gl.glTranslatef(-center.x, -center.y, -center.z)
for part in self.parts:
part.draw()
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if self.center_and_scale:
gl.glPopMatrix()
def generate_vbos(self):
for part in self.parts:
part.generate_vbos()
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def generate_vertex_normals(self):
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self.normals = [Normal() for i in self.vertices]
for part in self.parts:
for face in part.faces:
v1 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.b.vertex])
v2 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.c.vertex])
cross = Vertex.cross_product(v1, v2)
self.normals[face.a.vertex] += cross
self.normals[face.b.vertex] += cross
self.normals[face.c.vertex] += cross
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for normal in self.normals:
normal.normalize()
for part in self.parts:
for face in part.faces:
face.a.normal = face.a.vertex
face.b.normal = face.b.vertex
face.c.normal = face.c.vertex
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def generate_face_normals(self):
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# Build array of faces
faces = sum(map(lambda x: x.faces, self.parts), [])
self.normals = [Normal()] * len(faces)
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for (index, face) in enumerate(faces):
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v1 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.b.vertex])
v2 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.c.vertex])
cross = Vertex.cross_product(v1, v2)
cross.normalize()
self.normals[index] = cross
face.a.normal = index
face.b.normal = index
face.c.normal = index
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class BoundingBox:
def __init__(self):
self.min_x = +float('inf')
self.min_y = +float('inf')
self.min_z = +float('inf')
self.max_x = -float('inf')
self.max_y = -float('inf')
self.max_z = -float('inf')
def add(self, vertex):
self.min_x = min(self.min_x, vertex.x)
self.min_y = min(self.min_y, vertex.y)
self.min_z = min(self.min_z, vertex.z)
self.max_x = max(self.max_x, vertex.x)
self.max_y = max(self.max_y, vertex.y)
self.max_z = max(self.max_z, vertex.z)
def __str__(self):
return "[{},{}],[{},{}],[{},{}]".format(
self.min_x,
self.min_y,
self.min_z,
self.max_x,
self.max_y,
self.max_z)
def get_center(self):
return Vertex(
(self.min_x + self.max_x) / 2,
(self.min_y + self.max_y) / 2,
(self.min_z + self.max_z) / 2)
def get_scale(self):
return max(
abs(self.max_x - self.min_x),
abs(self.max_y - self.min_y),
abs(self.max_z - self.min_z))
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class Exporter:
def __init__(self, model):
self.model = model
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