Added bounding box and scaling options
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967c5523a1
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@ -88,3 +88,6 @@ ENV/
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# Rope project settings
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# Rope project settings
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.ropeproject
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.ropeproject
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# Models
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examples
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@ -48,9 +48,12 @@ class ModelParser:
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self.normals = []
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self.normals = []
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self.tex_coords = []
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self.tex_coords = []
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self.faces = []
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self.faces = []
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self.bounding_box = BoundingBox()
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self.center_and_scale = True
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def add_vertex(self, vertex):
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def add_vertex(self, vertex):
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self.vertices.append(vertex)
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self.vertices.append(vertex)
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self.bounding_box.add(vertex)
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def add_tex_coord(self, tex_coord):
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def add_tex_coord(self, tex_coord):
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self.tex_coords.append(tex_coord)
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self.tex_coords.append(tex_coord)
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@ -75,6 +78,14 @@ class ModelParser:
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import OpenGL.GL as gl
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import OpenGL.GL as gl
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gl.glColor3f(1.0,0.0,0.0)
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gl.glColor3f(1.0,0.0,0.0)
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if self.center_and_scale:
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center = self.bounding_box.get_center()
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scale = self.bounding_box.get_scale() / 2
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gl.glPushMatrix()
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gl.glScalef(1/scale, 1/scale, 1/scale)
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gl.glTranslatef(-center.x, -center.y, -center.z)
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gl.glBegin(gl.GL_TRIANGLES)
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gl.glBegin(gl.GL_TRIANGLES)
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for face in self.faces:
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for face in self.faces:
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v1 = self.vertices[face.a.vertex]
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v1 = self.vertices[face.a.vertex]
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@ -85,6 +96,49 @@ class ModelParser:
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gl.glVertex3f(v3.x, v3.y, v3.z)
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gl.glVertex3f(v3.x, v3.y, v3.z)
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gl.glEnd()
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gl.glEnd()
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if self.center_and_scale:
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gl.glPopMatrix()
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class BoundingBox:
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def __init__(self):
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self.min_x = +float('inf')
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self.min_y = +float('inf')
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self.min_z = +float('inf')
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self.max_x = -float('inf')
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self.max_y = -float('inf')
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self.max_z = -float('inf')
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def add(self, vertex):
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self.min_x = min(self.min_x, vertex.x)
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self.min_y = min(self.min_y, vertex.y)
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self.min_z = min(self.min_z, vertex.z)
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self.max_x = max(self.max_x, vertex.x)
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self.max_y = max(self.max_y, vertex.y)
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self.max_z = max(self.max_z, vertex.z)
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def __str__(self):
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return "[{},{}],[{},{}],[{},{}]".format(
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self.min_x,
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self.min_y,
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self.min_z,
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self.max_x,
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self.max_y,
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self.max_z)
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def get_center(self):
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return Vertex(
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(self.min_x + self.max_x) / 2,
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(self.min_y + self.max_y) / 2,
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(self.min_z + self.max_z) / 2)
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def get_scale(self):
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return max(
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abs(self.max_x - self.min_x),
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abs(self.max_y - self.min_y),
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abs(self.max_z - self.min_z))
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class Exporter:
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class Exporter:
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def __init__(self, model):
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def __init__(self, model):
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@ -45,7 +45,7 @@ def main(args = {}):
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running = True
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running = True
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model = load_model('./examples/cube.obj')
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model = load_model('./examples/link.obj')
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while running:
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while running:
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for event in pygame.event.get():
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for event in pygame.event.get():
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