Added normals generation

This commit is contained in:
Thomas FORGIONE 2016-11-22 15:13:35 +01:00
parent e223695914
commit ecc8cc8ac6
2 changed files with 91 additions and 2 deletions

View File

@ -1,7 +1,9 @@
#!/usr/bin/env python3
from math import sqrt
class Vertex:
def __init__(self, x = None, y = None, z = None):
def __init__(self, x = 0.0, y = 0.0, z = 0.0):
self.x = x
self.y = y
self.z = z
@ -12,6 +14,37 @@ class Vertex:
self.z = float(arr[2]) if len(arr) > 2 else None
return self
def __add__(self, other):
return Vertex(self.x + other.x, self.y + other.y, self.z + other.z)
def norm2(self):
return self.x * self.x + self.y * self.y + self.z * self.z
def norm(self):
return sqrt(self.norm2())
def normalize(self):
norm = self.norm()
if abs(norm) > 0.0001:
self.x /= norm
self.y /= norm
self.z /= norm
def cross_product(v1, v2):
return Vertex(
v1.y * v2.z - v1.z * v2.y,
v1.z * v2.x - v1.x * v2.z,
v1.x * v2.y - v1.y * v2.x)
def from_points(v1, v2):
return Vertex(
v2.x - v1.x,
v2.y - v1.y,
v2.z - v1.z)
def __str__(self):
return '(' + ", ".join([str(self.x), str(self.y), str(self.z)]) + ")"
Normal = Vertex
TexCoord = Vertex
@ -91,14 +124,65 @@ class ModelParser:
v1 = self.vertices[face.a.vertex]
v2 = self.vertices[face.b.vertex]
v3 = self.vertices[face.c.vertex]
if face.a.normal is not None:
n1 = self.normals[face.a.normal]
n2 = self.normals[face.b.normal]
n3 = self.normals[face.c.normal]
if face.a.normal is not None:
gl.glNormal3f(n1.x, n1.y, n1.z)
gl.glVertex3f(v1.x, v1.y, v1.z)
if face.a.normal is not None:
gl.glNormal3f(n2.x, n2.y, n2.z)
gl.glVertex3f(v2.x, v2.y, v2.z)
if face.a.normal is not None:
gl.glNormal3f(n3.x, n3.y, n3.z)
gl.glVertex3f(v3.x, v3.y, v3.z)
gl.glEnd()
if self.center_and_scale:
gl.glPopMatrix()
def generate_vertex_normals(self):
self.normals = [Normal() for i in self.vertices]
for face in self.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
for normal in self.normals:
normal.normalize()
for face in self.faces:
face.a.normal = face.a.vertex
face.b.normal = face.b.vertex
face.c.normal = face.c.vertex
def generate_face_normals(self):
self.normals = [Normal() for i in self.faces]
for (index, face) in enumerate(self.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)
cross.normalize()
self.normals[index] = cross
face.a.normal = index
face.b.normal = index
face.c.normal = index
class BoundingBox:
def __init__(self):
self.min_x = +float('inf')

View File

@ -43,9 +43,14 @@ def main(args = {}):
glEnable(GL_BLEND)
glClearColor(0, 0, 0, 0)
glLightfv(GL_LIGHT0, GL_POSITION, [10,5,7])
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
running = True
model = load_model('./examples/link.obj')
model = load_model('./examples/cube.obj')
model.generate_face_normals()
while running:
for event in pygame.event.get():