335 lines
10 KiB
Python
335 lines
10 KiB
Python
|
from math import sqrt
|
||
|
from ..geometry import Vector
|
||
|
from .mesh import Material, MeshPart
|
||
|
|
||
|
Vertex = Vector
|
||
|
TexCoord = Vertex
|
||
|
Normal = Vertex
|
||
|
Color = Vertex
|
||
|
|
||
|
class FaceVertex:
|
||
|
"""Contains the information a vertex needs in a face
|
||
|
|
||
|
In contains the index of the vertex, the index of the texture coordinate
|
||
|
and the index of the normal. It is None if it is not available.
|
||
|
:param vertex: index of the vertex
|
||
|
:param tex_coord: index of the texture coordinate
|
||
|
:param normal: index of the normal
|
||
|
:param color: index of the color
|
||
|
"""
|
||
|
def __init__(self, vertex = None, tex_coord = None, normal = None, color = None):
|
||
|
"""Initializes a FaceVertex from its indices
|
||
|
"""
|
||
|
self.vertex = vertex
|
||
|
self.tex_coord = tex_coord
|
||
|
self.normal = normal
|
||
|
self.color = color
|
||
|
|
||
|
def from_array(self, arr):
|
||
|
"""Initializes a FaceVertex from an array
|
||
|
|
||
|
:param arr: can be an array of strings, the first value will be the
|
||
|
vertex index, the second will be the texture coordinate index, the
|
||
|
third will be the normal index, and the fourth will be the color index.
|
||
|
"""
|
||
|
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
|
||
|
|
||
|
try:
|
||
|
self.color = int(arr[3]) if len(arr) > 3 else None
|
||
|
except:
|
||
|
self.color = None
|
||
|
|
||
|
return self
|
||
|
|
||
|
class Face:
|
||
|
"""Represents a face with 3 vertices
|
||
|
|
||
|
Faces with more than 3 vertices are not supported in this class. You should
|
||
|
split your face first and then create the number needed of instances of
|
||
|
this class.
|
||
|
"""
|
||
|
def __init__(self, a = None, b = None, c = None, material = None):
|
||
|
"""Initializes a Face with its three FaceVertex and its Material
|
||
|
|
||
|
:param a: first FaceVertex element
|
||
|
:param b: second FaceVertex element
|
||
|
:param c: third FaceVertex element
|
||
|
:param material: the material to use with this face
|
||
|
"""
|
||
|
self.a = a
|
||
|
self.b = b
|
||
|
self.c = c
|
||
|
self.material = material
|
||
|
|
||
|
# Expects array of array
|
||
|
def from_array(self, arr):
|
||
|
"""Initializes a Face with an array
|
||
|
|
||
|
:param arr: should be an array of array of objects. Each array will
|
||
|
represent a FaceVertex
|
||
|
"""
|
||
|
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:
|
||
|
"""Represents a 3D model
|
||
|
"""
|
||
|
def __init__(self, up_conversion = None):
|
||
|
"""Initializes the model
|
||
|
|
||
|
:param up_conversion: couple of characters, can be y z or z y
|
||
|
"""
|
||
|
self.up_conversion = up_conversion
|
||
|
self.vertices = []
|
||
|
self.colors = []
|
||
|
self.normals = []
|
||
|
self.tex_coords = []
|
||
|
self.parts = []
|
||
|
self.materials = []
|
||
|
self.current_part = None
|
||
|
self.path = None
|
||
|
|
||
|
def init_textures(self):
|
||
|
"""Initializes the textures of the parts of the model
|
||
|
|
||
|
Basically, calls glGenTexture on each texture
|
||
|
"""
|
||
|
for part in self.parts:
|
||
|
part.init_texture()
|
||
|
|
||
|
def add_vertex(self, vertex):
|
||
|
"""Adds a vertex to the current model
|
||
|
|
||
|
Will also update its bounding box, and convert the up vector if
|
||
|
up_conversion was specified.
|
||
|
|
||
|
:param vertex: vertex to add to the model
|
||
|
"""
|
||
|
# Apply up_conversion to the vertex
|
||
|
new_vertex = vertex
|
||
|
if self.up_conversion is not None:
|
||
|
if self.up_conversion[0] == 'y' and self.up_conversion[1] == 'z':
|
||
|
new_vertex = Vector(vertex.y, vertex.z, vertex.x)
|
||
|
elif self.up_conversion[0] == 'z' and self.up_conversion[1] == 'y':
|
||
|
new_vertex = Vector(vertex.z, vertex.x, vertex.y)
|
||
|
|
||
|
self.vertices.append(new_vertex)
|
||
|
|
||
|
def add_tex_coord(self, tex_coord):
|
||
|
"""Adds a texture coordinate element to the current model
|
||
|
|
||
|
:param tex_coord: tex_coord to add to the model
|
||
|
"""
|
||
|
self.tex_coords.append(tex_coord)
|
||
|
|
||
|
def add_normal(self, normal):
|
||
|
"""Adds a normal element to the current model
|
||
|
|
||
|
:param normal: normal to add to the model
|
||
|
"""
|
||
|
self.normals.append(normal)
|
||
|
|
||
|
def add_color(self, color):
|
||
|
"""Adds a color element to the current model
|
||
|
|
||
|
:param color: color to add to the model
|
||
|
"""
|
||
|
self.colors.append(color)
|
||
|
|
||
|
def add_face(self, face):
|
||
|
"""Adds a face to the current model
|
||
|
|
||
|
If the face has a different material than the current material, it will
|
||
|
create a new mesh part and update the current material.
|
||
|
|
||
|
:param face: face to add to the model
|
||
|
"""
|
||
|
if self.current_part is None or (face.material != self.current_part.material and face.material is not None):
|
||
|
self.current_part = MeshPart(self)
|
||
|
self.current_part.material = face.material if face.material is not None else Material.DEFAULT_MATERIAL
|
||
|
self.parts.append(self.current_part)
|
||
|
|
||
|
self.current_part.add_face(face)
|
||
|
|
||
|
def parse_file(self, path, chunk_size = 512):
|
||
|
"""Sets the path of the model and parse bytes by chunk
|
||
|
|
||
|
:param path: path to the file to parse
|
||
|
:param chunk_size: the file will be read chunk by chunk, each chunk
|
||
|
having chunk_size bytes
|
||
|
"""
|
||
|
self.path = path
|
||
|
byte_counter = 0
|
||
|
with open(path, 'rb') as f:
|
||
|
while True:
|
||
|
bytes = f.read(chunk_size)
|
||
|
if bytes == b'':
|
||
|
return
|
||
|
self.parse_bytes(bytes, byte_counter)
|
||
|
byte_counter += chunk_size
|
||
|
|
||
|
def draw(self):
|
||
|
"""Draws each part of the model with OpenGL
|
||
|
"""
|
||
|
import OpenGL.GL as gl
|
||
|
|
||
|
for part in self.parts:
|
||
|
part.draw()
|
||
|
|
||
|
def generate_vbos(self):
|
||
|
"""Generates the VBOs of each part of the model
|
||
|
"""
|
||
|
for part in self.parts:
|
||
|
part.generate_vbos()
|
||
|
|
||
|
def generate_vertex_normals(self):
|
||
|
"""Generate the normals for each vertex of the model
|
||
|
|
||
|
A normal will be the average normal of the adjacent faces of a vertex.
|
||
|
"""
|
||
|
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])
|
||
|
v1.normalize()
|
||
|
v2.normalize()
|
||
|
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):
|
||
|
"""Generate the normals for each face of the model
|
||
|
|
||
|
A normal will be the normal of the face
|
||
|
"""
|
||
|
# Build array of faces
|
||
|
faces = sum(map(lambda x: x.faces, self.parts), [])
|
||
|
self.normals = [Normal()] * len(faces)
|
||
|
|
||
|
for (index, face) in enumerate(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
|
||
|
|
||
|
def get_material_index(self, material):
|
||
|
"""Finds the index of the given material
|
||
|
|
||
|
:param material: Material you want the index of
|
||
|
"""
|
||
|
return [i for (i,m) in enumerate(self.materials) if m.name == material.name][0]
|
||
|
|
||
|
class TextModelParser(ModelParser):
|
||
|
def parse_file(self, path):
|
||
|
"""Sets the path of the model and parse each line
|
||
|
|
||
|
:param path: path to the text file to parse
|
||
|
"""
|
||
|
self.path = path
|
||
|
with open(path) as f:
|
||
|
for line in f.readlines():
|
||
|
line = line.rstrip()
|
||
|
if line != '':
|
||
|
self.parse_line(line)
|
||
|
|
||
|
|
||
|
class BoundingBox:
|
||
|
"""Represents a bounding box of a 3D model
|
||
|
"""
|
||
|
def __init__(self):
|
||
|
"""Initializes the coordinates of the bounding box
|
||
|
"""
|
||
|
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, vector):
|
||
|
"""Adds a vector to a bounding box
|
||
|
|
||
|
If the vector is outside the bounding box, the bounding box will be
|
||
|
enlarged, otherwise, nothing will happen.
|
||
|
|
||
|
:param vector: the vector that will enlarge the bounding box
|
||
|
"""
|
||
|
self.min_x = min(self.min_x, vector.x)
|
||
|
self.min_y = min(self.min_y, vector.y)
|
||
|
self.min_z = min(self.min_z, vector.z)
|
||
|
|
||
|
self.max_x = max(self.max_x, vector.x)
|
||
|
self.max_y = max(self.max_y, vector.y)
|
||
|
self.max_z = max(self.max_z, vector.z)
|
||
|
|
||
|
def __str__(self):
|
||
|
"""Returns a string that represents the bounding box
|
||
|
"""
|
||
|
return "[{},{}],[{},{}],[{},{}]".format(
|
||
|
self.min_x,
|
||
|
self.min_y,
|
||
|
self.min_z,
|
||
|
self.max_x,
|
||
|
self.max_y,
|
||
|
self.max_z)
|
||
|
|
||
|
def get_center(self):
|
||
|
"""Returns the center of the bounding box
|
||
|
"""
|
||
|
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):
|
||
|
"""Returns the maximum edge of the bounding box
|
||
|
"""
|
||
|
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:
|
||
|
"""Represents an object that can export a model into a certain format
|
||
|
"""
|
||
|
def __init__(self, model):
|
||
|
"""Creates a exporter for the model
|
||
|
|
||
|
:param model: model to export
|
||
|
"""
|
||
|
self.model = model
|
||
|
|
||
|
|