#!/usr/bin/env python3 from math import sqrt from ..geometry import Vector from .mesh import Material, MeshPart Vertex = Vector Normal = Vertex TexCoord = Vertex class FaceVertex: def __init__(self, vertex = None, tex_coord = None, normal = None): self.vertex = vertex self.tex_coord = tex_coord self.normal = normal def from_array(self, arr): self.vertex = int(arr[0]) if len(arr) > 0 else None try: self.tex_coord = int(arr[1]) if len(arr) > 1 else None except: self.tex_coord = None try: self.normal = int(arr[2]) if len(arr) > 2 else None except: self.normal = None return self class Face: def __init__(self, a = None, b = None, c = None, material = None): self.a = a self.b = b self.c = c self.material = material # 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 self.bounding_box = BoundingBox() self.center_and_scale = True self.vertex_vbo = None self.tex_coord_vbo = None self.normal_vbo = None self.path = None def init_textures(self): for part in self.parts: part.init_texture() 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): if self.current_part is None or face.material != self.current_part.material: self.current_part = MeshPart(self) self.current_part.material = face.material self.parts.append(self.current_part) self.current_part.add_face(face) def parse_line(self, string): pass def parse_file(self, path): self.path = path with open(path) as f: for line in f.readlines(): line = line.rstrip() self.parse_line(line) def draw(self): import OpenGL.GL as gl 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() if self.center_and_scale: gl.glPopMatrix() def generate_vbos(self): for part in self.parts: part.generate_vbos() def generate_vertex_normals(self): 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 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 def generate_face_normals(self): self.normals = [Normal() for i in sum(list(map(lambda x: len(x), self.faces)))] for (index, face) in enumerate(sum(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