#!/usr/bin/env python3 from math import sqrt class Vertex: def __init__(self, x = 0.0, y = 0.0, z = 0.0): 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 return self def __add__(self, other): return Vertex(self.x + other.x, self.y + other.y, self.z + other.z) def __mul__(self, other): return Vertex(self.x * other, self.y * other, self.z * other) def __rmul__(self, other): return self.__mul__(other) 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)]) + ")" def dot(self, other): return self.x * other.x + self.y * other.y + self.z * other.z 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 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 = [] self.bounding_box = BoundingBox() self.center_and_scale = True def add_vertex(self, vertex): self.vertices.append(vertex) self.bounding_box.add(vertex) def add_tex_coord(self, tex_coord): self.tex_coords.append(tex_coord) def add_normal(self, normal): self.normals.append(normal) def add_face(self, face): 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) 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) 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] 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') 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)) class Exporter: def __init__(self, model): self.model = model