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

303 lines
8.7 KiB
Python

#!/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
try:
self.texture = int(arr[1]) if len(arr) > 1 else None
except:
self.texture = 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, 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
self.vertex_vbo = None
self.tex_coord_vbo = None
self.normal_vbo = None
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)
if self.vertex_vbo is not None:
self.vertex_vbo.bind()
gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
gl.glVertexPointerf(self.vertex_vbo)
self.vertex_vbo.unbind()
self.normal_vbo.bind()
gl.glEnableClientState(gl.GL_NORMAL_ARRAY);
gl.glNormalPointerf(self.normal_vbo)
self.normal_vbo.unbind()
gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.vertex_vbo.data) * 9)
else:
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.b.normal is not None:
gl.glNormal3f(n2.x, n2.y, n2.z)
gl.glVertex3f(v2.x, v2.y, v2.z)
if face.c.normal is not None:
gl.glNormal3f(n3.x, n3.y, n3.z)
gl.glVertex3f(v3.x, v3.y, v3.z)
gl.glEnd()
# Draw the normals
# gl.glDisable(gl.GL_LIGHTING)
# gl.glColor3f(1,0,0)
# gl.glBegin(gl.GL_LINES)
# for index in range(len(self.vertices)):
# origin = self.vertices[index]
# target = self.vertices[index] + self.normals[index]
# gl.glVertex3f(origin.x, origin.y, origin.z)
# gl.glVertex3f(target.x, target.y, target.z)
# gl.glEnd()
# gl.glEnable(gl.GL_LIGHTING)
if self.center_and_scale:
gl.glPopMatrix()
def generate_vbos(self):
from OpenGL.arrays import vbo
from numpy import array
# Build VBO
v = []
n = []
for face in self.faces:
v1 = self.vertices[face.a.vertex]
v2 = self.vertices[face.b.vertex]
v3 = self.vertices[face.c.vertex]
v += [[v1.x, v1.y, v1.z], [v2.x, v2.y, v2.z], [v3.x, v3.y, v3.z]]
n1 = self.normals[face.a.normal]
n2 = self.normals[face.b.normal]
n3 = self.normals[face.c.normal]
n += [[n1.x, n1.y, n1.z], [n2.x, n2.y, n2.z], [n3.x, n3.y, n3.z]]
self.vertex_vbo = vbo.VBO(array(v, 'f'))
self.normal_vbo = vbo.VBO(array(n, 'f'))
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