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https://github.com/Doodle3D/Doodle3D-Slicer.git
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1618 lines
48 KiB
Python
Executable File
1618 lines
48 KiB
Python
Executable File
"""Convert Wavefront OBJ / MTL files into Three.js (JSON model version, to be used with ascii / binary loader)
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-------------------------
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How to use this converter
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-------------------------
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python convert_obj_three.py -i infile.obj -o outfile.js [-m "morphfiles*.obj"] [-c "morphcolors*.obj"] [-a center|centerxz|top|bottom|none] [-s smooth|flat] [-t ascii|binary] [-d invert|normal] [-b] [-e]
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Notes:
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- flags
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-i infile.obj input OBJ file
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-o outfile.js output JS file
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-m "morphfiles*.obj" morph OBJ files (can use wildcards, enclosed in quotes multiple patterns separate by space)
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-c "morphcolors*.obj" morph colors OBJ files (can use wildcards, enclosed in quotes multiple patterns separate by space)
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-a center|centerxz|top|bottom|none model alignment
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-s smooth|flat smooth = export vertex normals, flat = no normals (face normals computed in loader)
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-t ascii|binary export ascii or binary format (ascii has more features, binary just supports vertices, faces, normals, uvs and materials)
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-d invert|normal invert transparency
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-b bake material colors into face colors
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-x 10.0 scale and truncate
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-f 2 morph frame sampling step
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- by default:
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use smooth shading (if there were vertex normals in the original model)
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will be in ASCII format
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original model is assumed to use non-inverted transparency / dissolve (0.0 fully transparent, 1.0 fully opaque)
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no face colors baking
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no scale and truncate
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morph frame step = 1 (all files will be processed)
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- binary conversion will create two files:
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outfile.js (materials)
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outfile.bin (binary buffers)
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--------------------------------------------------
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How to use generated JS file in your HTML document
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--------------------------------------------------
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<script type="text/javascript" src="Three.js"></script>
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...
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<script type="text/javascript">
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...
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// load ascii model
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var jsonLoader = new THREE.JSONLoader();
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jsonLoader.load( "Model_ascii.js", createScene );
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// load binary model
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var binLoader = new THREE.BinaryLoader();
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binLoader.load( "Model_bin.js", createScene );
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function createScene( geometry, materials ) {
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var mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
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}
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...
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</script>
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-------------------------------------
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Parsers based on formats descriptions
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-------------------------------------
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http://en.wikipedia.org/wiki/Obj
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http://en.wikipedia.org/wiki/Material_Template_Library
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-------------------
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Current limitations
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-------------------
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- for the moment, only diffuse color and texture are used
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(will need to extend shaders / renderers / materials in Three)
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- texture coordinates can be wrong in canvas renderer
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(there is crude normalization, but it doesn't
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work for all cases)
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- smoothing can be turned on/off only for the whole mesh
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----------------------------------------------
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How to get proper OBJ + MTL files with Blender
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----------------------------------------------
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0. Remove default cube (press DEL and ENTER)
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1. Import / create model
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2. Select all meshes (Select -> Select All by Type -> Mesh)
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3. Export to OBJ (File -> Export -> Wavefront .obj)
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- enable following options in exporter
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Material Groups
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Rotate X90
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Apply Modifiers
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High Quality Normals
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Copy Images
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Selection Only
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Objects as OBJ Objects
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UVs
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Normals
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Materials
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- select empty folder
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- give your exported file name with "obj" extension
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- click on "Export OBJ" button
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4. Your model is now all files in this folder (OBJ, MTL, number of images)
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- this converter assumes all files staying in the same folder,
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(OBJ / MTL files use relative paths)
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- for WebGL, textures must be power of 2 sized
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------
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Author
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------
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AlteredQualia http://alteredqualia.com
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"""
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import fileinput
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import operator
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import random
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import os.path
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import getopt
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import sys
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import struct
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import math
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import glob
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# #####################################################
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# Configuration
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# #####################################################
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ALIGN = "none" # center centerxz bottom top none
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SHADING = "smooth" # smooth flat
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TYPE = "ascii" # ascii binary
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TRANSPARENCY = "normal" # normal invert
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TRUNCATE = False
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SCALE = 1.0
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FRAMESTEP = 1
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BAKE_COLORS = False
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# default colors for debugging (each material gets one distinct color):
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# white, red, green, blue, yellow, cyan, magenta
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COLORS = [0xeeeeee, 0xee0000, 0x00ee00, 0x0000ee, 0xeeee00, 0x00eeee, 0xee00ee]
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# #####################################################
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# Templates
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# #####################################################
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TEMPLATE_FILE_ASCII = u"""\
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{
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"metadata" :
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{
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"formatVersion" : 3.1,
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"sourceFile" : "%(fname)s",
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"generatedBy" : "OBJConverter",
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"vertices" : %(nvertex)d,
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"faces" : %(nface)d,
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"normals" : %(nnormal)d,
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"colors" : %(ncolor)d,
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"uvs" : %(nuv)d,
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"materials" : %(nmaterial)d
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},
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"scale" : %(scale)f,
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"materials": [%(materials)s],
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"vertices": [%(vertices)s],
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"morphTargets": [%(morphTargets)s],
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"morphColors": [%(morphColors)s],
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"normals": [%(normals)s],
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"colors": [%(colors)s],
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"uvs": [[%(uvs)s]],
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"faces": [%(faces)s]
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}
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"""
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TEMPLATE_FILE_BIN = u"""\
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{
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"metadata" :
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{
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"formatVersion" : 3.1,
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"sourceFile" : "%(fname)s",
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"generatedBy" : "OBJConverter",
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"vertices" : %(nvertex)d,
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"faces" : %(nface)d,
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"normals" : %(nnormal)d,
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"uvs" : %(nuv)d,
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"materials" : %(nmaterial)d
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},
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"materials": [%(materials)s],
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"buffers": "%(buffers)s"
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}
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"""
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TEMPLATE_VERTEX = "%f,%f,%f"
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TEMPLATE_VERTEX_TRUNCATE = "%d,%d,%d"
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TEMPLATE_N = "%.5g,%.5g,%.5g"
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TEMPLATE_UV = "%.5g,%.5g"
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TEMPLATE_COLOR = "%.3g,%.3g,%.3g"
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TEMPLATE_COLOR_DEC = "%d"
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TEMPLATE_MORPH_VERTICES = '\t{ "name": "%s", "vertices": [%s] }'
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TEMPLATE_MORPH_COLORS = '\t{ "name": "%s", "colors": [%s] }'
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# #####################################################
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# Utils
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# #####################################################
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def file_exists(filename):
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"""Return true if file exists and is accessible for reading.
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Should be safer than just testing for existence due to links and
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permissions magic on Unix filesystems.
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@rtype: boolean
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"""
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try:
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f = open(filename, 'r')
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f.close()
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return True
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except IOError:
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return False
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def get_name(fname):
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"""Create model name based of filename ("path/fname.js" -> "fname").
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"""
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return os.path.splitext(os.path.basename(fname))[0]
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def bbox(vertices):
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"""Compute bounding box of vertex array.
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"""
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if len(vertices)>0:
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minx = maxx = vertices[0][0]
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miny = maxy = vertices[0][1]
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minz = maxz = vertices[0][2]
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for v in vertices[1:]:
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if v[0]<minx:
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minx = v[0]
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elif v[0]>maxx:
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maxx = v[0]
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if v[1]<miny:
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miny = v[1]
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elif v[1]>maxy:
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maxy = v[1]
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if v[2]<minz:
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minz = v[2]
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elif v[2]>maxz:
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maxz = v[2]
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return { 'x':[minx,maxx], 'y':[miny,maxy], 'z':[minz,maxz] }
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else:
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return { 'x':[0,0], 'y':[0,0], 'z':[0,0] }
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def translate(vertices, t):
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"""Translate array of vertices by vector t.
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"""
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for i in xrange(len(vertices)):
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vertices[i][0] += t[0]
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vertices[i][1] += t[1]
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vertices[i][2] += t[2]
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def center(vertices):
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"""Center model (middle of bounding box).
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"""
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bb = bbox(vertices)
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cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
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cy = bb['y'][0] + (bb['y'][1] - bb['y'][0])/2.0
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cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
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translate(vertices, [-cx,-cy,-cz])
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def top(vertices):
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"""Align top of the model with the floor (Y-axis) and center it around X and Z.
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"""
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bb = bbox(vertices)
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cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
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cy = bb['y'][1]
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cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
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translate(vertices, [-cx,-cy,-cz])
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def bottom(vertices):
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"""Align bottom of the model with the floor (Y-axis) and center it around X and Z.
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"""
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bb = bbox(vertices)
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cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
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cy = bb['y'][0]
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cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
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translate(vertices, [-cx,-cy,-cz])
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def centerxz(vertices):
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"""Center model around X and Z.
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"""
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bb = bbox(vertices)
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cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
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cy = 0
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cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
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translate(vertices, [-cx,-cy,-cz])
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def normalize(v):
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"""Normalize 3d vector"""
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l = math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2])
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if l:
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v[0] /= l
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v[1] /= l
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v[2] /= l
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def veckey3(v):
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return round(v[0], 6), round(v[1], 6), round(v[2], 6)
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# #####################################################
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# MTL parser
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# #####################################################
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def texture_relative_path(fullpath):
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texture_file = os.path.basename(fullpath.replace("\\", "/"))
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return texture_file
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def parse_mtl(fname):
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"""Parse MTL file.
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"""
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materials = {}
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previous_line = ""
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for line in fileinput.input(fname):
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line = previous_line + line
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if line[-2:-1] == '\\':
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previous_line = line[:-2]
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continue
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previous_line = ""
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# Only split once initially for single-parameter tags that might have additional spaces in
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# their values (i.e. "newmtl Material with spaces").
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chunks = line.split(None, 1)
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if len(chunks) > 0:
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if len(chunks) > 1:
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chunks[1] = chunks[1].strip()
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# Material start
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# newmtl identifier
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if chunks[0] == "newmtl":
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if len(chunks) > 1:
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identifier = chunks[1]
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else:
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identifier = ""
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if not identifier in materials:
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materials[identifier] = {}
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# Diffuse texture
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# map_Kd texture_diffuse.jpg
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if chunks[0] == "map_Kd" and len(chunks) == 2:
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materials[identifier]["mapDiffuse"] = texture_relative_path(chunks[1])
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# Ambient texture
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# map_Ka texture_ambient.jpg
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if chunks[0] == "map_Ka" and len(chunks) == 2:
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materials[identifier]["mapAmbient"] = texture_relative_path(chunks[1])
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# Specular texture
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# map_Ks texture_specular.jpg
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if chunks[0] == "map_Ks" and len(chunks) == 2:
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materials[identifier]["mapSpecular"] = texture_relative_path(chunks[1])
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# Alpha texture
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# map_d texture_alpha.png
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if chunks[0] == "map_d" and len(chunks) == 2:
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materials[identifier]["transparent"] = True
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materials[identifier]["mapAlpha"] = texture_relative_path(chunks[1])
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# Bump texture
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# map_bump texture_bump.jpg or bump texture_bump.jpg
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if (chunks[0] == "map_bump" or chunks[0] == "bump") and len(chunks) == 2:
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materials[identifier]["mapBump"] = texture_relative_path(chunks[1])
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# Split the remaining parameters.
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if len(chunks) > 1:
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chunks = [chunks[0]] + chunks[1].split()
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# Diffuse color
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# Kd 1.000 1.000 1.000
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if chunks[0] == "Kd" and len(chunks) == 4:
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materials[identifier]["colorDiffuse"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
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# Ambient color
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# Ka 1.000 1.000 1.000
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if chunks[0] == "Ka" and len(chunks) == 4:
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materials[identifier]["colorAmbient"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
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# Specular color
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# Ks 1.000 1.000 1.000
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if chunks[0] == "Ks" and len(chunks) == 4:
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materials[identifier]["colorSpecular"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
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# Specular coefficient
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# Ns 154.000
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if chunks[0] == "Ns" and len(chunks) == 2:
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materials[identifier]["specularCoef"] = float(chunks[1])
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# Transparency
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# Tr 0.9 or d 0.9
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if (chunks[0] == "Tr" or chunks[0] == "d") and len(chunks) == 2:
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materials[identifier]["transparent"] = True
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if TRANSPARENCY == "invert":
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materials[identifier]["transparency"] = 1.0 - float(chunks[1])
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else:
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materials[identifier]["transparency"] = float(chunks[1])
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# Optical density
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# Ni 1.0
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if chunks[0] == "Ni" and len(chunks) == 2:
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materials[identifier]["opticalDensity"] = float(chunks[1])
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# Illumination
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# illum 2
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#
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# 0. Color on and Ambient off
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# 1. Color on and Ambient on
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# 2. Highlight on
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# 3. Reflection on and Ray trace on
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# 4. Transparency: Glass on, Reflection: Ray trace on
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# 5. Reflection: Fresnel on and Ray trace on
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# 6. Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
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# 7. Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
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# 8. Reflection on and Ray trace off
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# 9. Transparency: Glass on, Reflection: Ray trace off
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# 10. Casts shadows onto invisible surfaces
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if chunks[0] == "illum" and len(chunks) == 2:
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materials[identifier]["illumination"] = int(chunks[1])
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return materials
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# #####################################################
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# OBJ parser
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# #####################################################
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def parse_vertex(text):
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"""Parse text chunk specifying single vertex.
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Possible formats:
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vertex index
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vertex index / texture index
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vertex index / texture index / normal index
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vertex index / / normal index
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"""
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v = 0
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t = 0
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n = 0
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chunks = text.split("/")
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v = int(chunks[0])
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if len(chunks) > 1:
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if chunks[1]:
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t = int(chunks[1])
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if len(chunks) > 2:
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if chunks[2]:
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n = int(chunks[2])
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return { 'v':v, 't':t, 'n':n }
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def parse_obj(fname):
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"""Parse OBJ file.
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"""
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vertices = []
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normals = []
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uvs = []
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faces = []
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materials = {}
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material = ""
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mcounter = 0
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mcurrent = 0
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mtllib = ""
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# current face state
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group = 0
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object = 0
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smooth = 0
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previous_line = ""
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for line in fileinput.input(fname):
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line = previous_line + line
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if line[-2:-1] == '\\':
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previous_line = line[:-2]
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continue
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previous_line = ""
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# Only split once initially for single-parameter tags that might have additional spaces in
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# their values (i.e. "usemtl Material with spaces").
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chunks = line.split(None, 1)
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if len(chunks) > 0:
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if len(chunks) > 1:
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chunks[1] = chunks[1].strip()
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# Group
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if chunks[0] == "g" and len(chunks) == 2:
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group = chunks[1]
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# Object
|
|
if chunks[0] == "o" and len(chunks) == 2:
|
|
object = chunks[1]
|
|
|
|
# Materials definition
|
|
if chunks[0] == "mtllib" and len(chunks) == 2:
|
|
mtllib = chunks[1]
|
|
|
|
# Material
|
|
if chunks[0] == "usemtl":
|
|
if len(chunks) > 1:
|
|
material = chunks[1]
|
|
else:
|
|
material = ""
|
|
if not material in materials:
|
|
mcurrent = mcounter
|
|
materials[material] = mcounter
|
|
mcounter += 1
|
|
else:
|
|
mcurrent = materials[material]
|
|
|
|
# Split the remaining parameters.
|
|
if len(chunks) > 1:
|
|
chunks = [chunks[0]] + chunks[1].split()
|
|
|
|
# Vertices as (x,y,z) coordinates
|
|
# v 0.123 0.234 0.345
|
|
if chunks[0] == "v" and len(chunks) == 4:
|
|
x = float(chunks[1])
|
|
y = float(chunks[2])
|
|
z = float(chunks[3])
|
|
vertices.append([x,y,z])
|
|
|
|
# Normals in (x,y,z) form; normals might not be unit
|
|
# vn 0.707 0.000 0.707
|
|
if chunks[0] == "vn" and len(chunks) == 4:
|
|
x = float(chunks[1])
|
|
y = float(chunks[2])
|
|
z = float(chunks[3])
|
|
normals.append([x,y,z])
|
|
|
|
# Texture coordinates in (u,v[,w]) coordinates, w is optional
|
|
# vt 0.500 -1.352 [0.234]
|
|
if chunks[0] == "vt" and len(chunks) >= 3:
|
|
u = float(chunks[1])
|
|
v = float(chunks[2])
|
|
w = 0
|
|
if len(chunks)>3:
|
|
w = float(chunks[3])
|
|
uvs.append([u,v,w])
|
|
|
|
# Face
|
|
if chunks[0] == "f" and len(chunks) >= 4:
|
|
vertex_index = []
|
|
uv_index = []
|
|
normal_index = []
|
|
|
|
|
|
# Precompute vert / normal / uv lists
|
|
# for negative index lookup
|
|
vertlen = len(vertices) + 1
|
|
normlen = len(normals) + 1
|
|
uvlen = len(uvs) + 1
|
|
|
|
for v in chunks[1:]:
|
|
vertex = parse_vertex(v)
|
|
if vertex['v']:
|
|
if vertex['v'] < 0:
|
|
vertex['v'] += vertlen
|
|
vertex_index.append(vertex['v'])
|
|
if vertex['t']:
|
|
if vertex['t'] < 0:
|
|
vertex['t'] += uvlen
|
|
uv_index.append(vertex['t'])
|
|
if vertex['n']:
|
|
if vertex['n'] < 0:
|
|
vertex['n'] += normlen
|
|
normal_index.append(vertex['n'])
|
|
faces.append({
|
|
'vertex':vertex_index,
|
|
'uv':uv_index,
|
|
'normal':normal_index,
|
|
|
|
'material':mcurrent,
|
|
'group':group,
|
|
'object':object,
|
|
'smooth':smooth,
|
|
})
|
|
|
|
# Smooth shading
|
|
if chunks[0] == "s" and len(chunks) == 2:
|
|
smooth = chunks[1]
|
|
|
|
return faces, vertices, uvs, normals, materials, mtllib
|
|
|
|
# #####################################################
|
|
# Generator - faces
|
|
# #####################################################
|
|
def setBit(value, position, on):
|
|
if on:
|
|
mask = 1 << position
|
|
return (value | mask)
|
|
else:
|
|
mask = ~(1 << position)
|
|
return (value & mask)
|
|
|
|
def generate_face(f, fc):
|
|
isTriangle = ( len(f['vertex']) == 3 )
|
|
|
|
if isTriangle:
|
|
nVertices = 3
|
|
else:
|
|
nVertices = 4
|
|
|
|
hasMaterial = True # for the moment OBJs without materials get default material
|
|
|
|
hasFaceUvs = False # not supported in OBJ
|
|
hasFaceVertexUvs = ( len(f['uv']) >= nVertices )
|
|
|
|
hasFaceNormals = False # don't export any face normals (as they are computed in engine)
|
|
hasFaceVertexNormals = ( len(f["normal"]) >= nVertices and SHADING == "smooth" )
|
|
|
|
hasFaceColors = BAKE_COLORS
|
|
hasFaceVertexColors = False # not supported in OBJ
|
|
|
|
faceType = 0
|
|
faceType = setBit(faceType, 0, not isTriangle)
|
|
faceType = setBit(faceType, 1, hasMaterial)
|
|
faceType = setBit(faceType, 2, hasFaceUvs)
|
|
faceType = setBit(faceType, 3, hasFaceVertexUvs)
|
|
faceType = setBit(faceType, 4, hasFaceNormals)
|
|
faceType = setBit(faceType, 5, hasFaceVertexNormals)
|
|
faceType = setBit(faceType, 6, hasFaceColors)
|
|
faceType = setBit(faceType, 7, hasFaceVertexColors)
|
|
|
|
faceData = []
|
|
|
|
# order is important, must match order in JSONLoader
|
|
|
|
# face type
|
|
# vertex indices
|
|
# material index
|
|
# face uvs index
|
|
# face vertex uvs indices
|
|
# face normal index
|
|
# face vertex normals indices
|
|
# face color index
|
|
# face vertex colors indices
|
|
|
|
faceData.append(faceType)
|
|
|
|
# must clamp in case on polygons bigger than quads
|
|
|
|
for i in xrange(nVertices):
|
|
index = f['vertex'][i] - 1
|
|
faceData.append(index)
|
|
|
|
faceData.append( f['material'] )
|
|
|
|
if hasFaceVertexUvs:
|
|
for i in xrange(nVertices):
|
|
index = f['uv'][i] - 1
|
|
faceData.append(index)
|
|
|
|
if hasFaceVertexNormals:
|
|
for i in xrange(nVertices):
|
|
index = f['normal'][i] - 1
|
|
faceData.append(index)
|
|
|
|
if hasFaceColors:
|
|
index = fc['material']
|
|
faceData.append(index)
|
|
|
|
return ",".join( map(str, faceData) )
|
|
|
|
# #####################################################
|
|
# Generator - chunks
|
|
# #####################################################
|
|
def hexcolor(c):
|
|
return ( int(c[0] * 255) << 16 ) + ( int(c[1] * 255) << 8 ) + int(c[2] * 255)
|
|
|
|
def generate_vertex(v, option_vertices_truncate, scale):
|
|
if not option_vertices_truncate:
|
|
return TEMPLATE_VERTEX % (v[0], v[1], v[2])
|
|
else:
|
|
return TEMPLATE_VERTEX_TRUNCATE % (scale * v[0], scale * v[1], scale * v[2])
|
|
|
|
def generate_normal(n):
|
|
return TEMPLATE_N % (n[0], n[1], n[2])
|
|
|
|
def generate_uv(uv):
|
|
return TEMPLATE_UV % (uv[0], uv[1])
|
|
|
|
def generate_color_rgb(c):
|
|
return TEMPLATE_COLOR % (c[0], c[1], c[2])
|
|
|
|
def generate_color_decimal(c):
|
|
return TEMPLATE_COLOR_DEC % hexcolor(c)
|
|
|
|
# #####################################################
|
|
# Morphs
|
|
# #####################################################
|
|
def generate_morph_vertex(name, vertices):
|
|
vertex_string = ",".join(generate_vertex(v, TRUNCATE, SCALE) for v in vertices)
|
|
return TEMPLATE_MORPH_VERTICES % (name, vertex_string)
|
|
|
|
def generate_morph_color(name, colors):
|
|
color_string = ",".join(generate_color_rgb(c) for c in colors)
|
|
return TEMPLATE_MORPH_COLORS % (name, color_string)
|
|
|
|
def extract_material_colors(materials, mtlfilename, basename):
|
|
"""Extract diffuse colors from MTL materials
|
|
"""
|
|
|
|
if not materials:
|
|
materials = { 'default': 0 }
|
|
|
|
mtl = create_materials(materials, mtlfilename, basename)
|
|
|
|
mtlColorArraySrt = []
|
|
for m in mtl:
|
|
if m in materials:
|
|
index = materials[m]
|
|
color = mtl[m].get("colorDiffuse", [1,0,0])
|
|
mtlColorArraySrt.append([index, color])
|
|
|
|
mtlColorArraySrt.sort()
|
|
mtlColorArray = [x[1] for x in mtlColorArraySrt]
|
|
|
|
return mtlColorArray
|
|
|
|
def extract_face_colors(faces, material_colors):
|
|
"""Extract colors from materials and assign them to faces
|
|
"""
|
|
|
|
faceColors = []
|
|
|
|
for face in faces:
|
|
material_index = face['material']
|
|
faceColors.append(material_colors[material_index])
|
|
|
|
return faceColors
|
|
|
|
def generate_morph_targets(morphfiles, n_vertices, infile):
|
|
skipOriginalMorph = False
|
|
norminfile = os.path.normpath(infile)
|
|
|
|
morphVertexData = []
|
|
|
|
for mfilepattern in morphfiles.split():
|
|
|
|
matches = glob.glob(mfilepattern)
|
|
matches.sort()
|
|
|
|
indices = range(0, len(matches), FRAMESTEP)
|
|
for i in indices:
|
|
path = matches[i]
|
|
|
|
normpath = os.path.normpath(path)
|
|
|
|
if normpath != norminfile or not skipOriginalMorph:
|
|
|
|
name = os.path.basename(normpath)
|
|
|
|
morphFaces, morphVertices, morphUvs, morphNormals, morphMaterials, morphMtllib = parse_obj(normpath)
|
|
|
|
n_morph_vertices = len(morphVertices)
|
|
|
|
if n_vertices != n_morph_vertices:
|
|
|
|
print "WARNING: skipping morph [%s] with different number of vertices [%d] than the original model [%d]" % (name, n_morph_vertices, n_vertices)
|
|
|
|
else:
|
|
|
|
if ALIGN == "center":
|
|
center(morphVertices)
|
|
elif ALIGN == "centerxz":
|
|
centerxz(morphVertices)
|
|
elif ALIGN == "bottom":
|
|
bottom(morphVertices)
|
|
elif ALIGN == "top":
|
|
top(morphVertices)
|
|
|
|
morphVertexData.append((get_name(name), morphVertices))
|
|
print "adding [%s] with %d vertices" % (name, n_morph_vertices)
|
|
|
|
morphTargets = ""
|
|
if len(morphVertexData):
|
|
morphTargets = "\n%s\n\t" % ",\n".join(generate_morph_vertex(name, vertices) for name, vertices in morphVertexData)
|
|
|
|
return morphTargets
|
|
|
|
def generate_morph_colors(colorfiles, n_vertices, n_faces):
|
|
morphColorData = []
|
|
colorFaces = []
|
|
materialColors = []
|
|
|
|
for mfilepattern in colorfiles.split():
|
|
|
|
matches = glob.glob(mfilepattern)
|
|
matches.sort()
|
|
for path in matches:
|
|
normpath = os.path.normpath(path)
|
|
name = os.path.basename(normpath)
|
|
|
|
morphFaces, morphVertices, morphUvs, morphNormals, morphMaterials, morphMtllib = parse_obj(normpath)
|
|
|
|
n_morph_vertices = len(morphVertices)
|
|
n_morph_faces = len(morphFaces)
|
|
|
|
if n_vertices != n_morph_vertices:
|
|
|
|
print "WARNING: skipping morph color map [%s] with different number of vertices [%d] than the original model [%d]" % (name, n_morph_vertices, n_vertices)
|
|
|
|
elif n_faces != n_morph_faces:
|
|
|
|
print "WARNING: skipping morph color map [%s] with different number of faces [%d] than the original model [%d]" % (name, n_morph_faces, n_faces)
|
|
|
|
else:
|
|
|
|
morphMaterialColors = extract_material_colors(morphMaterials, morphMtllib, normpath)
|
|
morphFaceColors = extract_face_colors(morphFaces, morphMaterialColors)
|
|
morphColorData.append((get_name(name), morphFaceColors))
|
|
|
|
# take first color map for baking into face colors
|
|
|
|
if len(colorFaces) == 0:
|
|
colorFaces = morphFaces
|
|
materialColors = morphMaterialColors
|
|
|
|
print "adding [%s] with %d face colors" % (name, len(morphFaceColors))
|
|
|
|
morphColors = ""
|
|
if len(morphColorData):
|
|
morphColors = "\n%s\n\t" % ",\n".join(generate_morph_color(name, colors) for name, colors in morphColorData)
|
|
|
|
return morphColors, colorFaces, materialColors
|
|
|
|
# #####################################################
|
|
# Materials
|
|
# #####################################################
|
|
def generate_color(i):
|
|
"""Generate hex color corresponding to integer.
|
|
|
|
Colors should have well defined ordering.
|
|
First N colors are hardcoded, then colors are random
|
|
(must seed random number generator with deterministic value
|
|
before getting colors).
|
|
"""
|
|
|
|
if i < len(COLORS):
|
|
#return "0x%06x" % COLORS[i]
|
|
return COLORS[i]
|
|
else:
|
|
#return "0x%06x" % int(0xffffff * random.random())
|
|
return int(0xffffff * random.random())
|
|
|
|
def value2string(v):
|
|
if type(v)==str and v[0:2] != "0x":
|
|
return '"%s"' % v
|
|
elif type(v) == bool:
|
|
return str(v).lower()
|
|
return str(v)
|
|
|
|
def generate_materials(mtl, materials):
|
|
"""Generate JS array of materials objects
|
|
|
|
JS material objects are basically prettified one-to-one
|
|
mappings of MTL properties in JSON format.
|
|
"""
|
|
|
|
mtl_array = []
|
|
for m in mtl:
|
|
if m in materials:
|
|
index = materials[m]
|
|
|
|
# add debug information
|
|
# materials should be sorted according to how
|
|
# they appeared in OBJ file (for the first time)
|
|
# this index is identifier used in face definitions
|
|
mtl[m]['DbgName'] = m
|
|
mtl[m]['DbgIndex'] = index
|
|
mtl[m]['DbgColor'] = generate_color(index)
|
|
|
|
if BAKE_COLORS:
|
|
mtl[m]['vertexColors'] = "face"
|
|
|
|
mtl_raw = ",\n".join(['\t"%s" : %s' % (n, value2string(v)) for n,v in sorted(mtl[m].items())])
|
|
mtl_string = "\t{\n%s\n\t}" % mtl_raw
|
|
mtl_array.append([index, mtl_string])
|
|
|
|
return ",\n\n".join([m for i,m in sorted(mtl_array)])
|
|
|
|
def generate_mtl(materials):
|
|
"""Generate dummy materials (if there is no MTL file).
|
|
"""
|
|
|
|
mtl = {}
|
|
for m in materials:
|
|
index = materials[m]
|
|
mtl[m] = {
|
|
'DbgName': m,
|
|
'DbgIndex': index,
|
|
'DbgColor': generate_color(index)
|
|
}
|
|
return mtl
|
|
|
|
def generate_materials_string(materials, mtlfilename, basename):
|
|
"""Generate final materials string.
|
|
"""
|
|
|
|
if not materials:
|
|
materials = { 'default': 0 }
|
|
|
|
mtl = create_materials(materials, mtlfilename, basename)
|
|
return generate_materials(mtl, materials)
|
|
|
|
def create_materials(materials, mtlfilename, basename):
|
|
"""Parse MTL file and create mapping between its materials and OBJ materials.
|
|
Eventual edge cases are handled here (missing materials, missing MTL file).
|
|
"""
|
|
|
|
random.seed(42) # to get well defined color order for debug colors
|
|
|
|
# default materials with debug colors for when
|
|
# there is no specified MTL / MTL loading failed,
|
|
# or if there were no materials / null materials
|
|
|
|
mtl = generate_mtl(materials)
|
|
|
|
if mtlfilename:
|
|
|
|
# create full pathname for MTL (included from OBJ)
|
|
|
|
path = os.path.dirname(basename)
|
|
fname = os.path.join(path, mtlfilename)
|
|
|
|
if file_exists(fname):
|
|
|
|
# override default materials with real ones from MTL
|
|
# (where they exist, otherwise keep defaults)
|
|
|
|
mtl.update(parse_mtl(fname))
|
|
|
|
else:
|
|
|
|
print "Couldn't find [%s]" % fname
|
|
|
|
return mtl
|
|
|
|
# #####################################################
|
|
# Faces
|
|
# #####################################################
|
|
def is_triangle_flat(f):
|
|
return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and not f['uv']
|
|
|
|
def is_triangle_flat_uv(f):
|
|
return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==3
|
|
|
|
def is_triangle_smooth(f):
|
|
return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and not f['uv']
|
|
|
|
def is_triangle_smooth_uv(f):
|
|
return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and len(f['uv'])==3
|
|
|
|
def is_quad_flat(f):
|
|
return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and not f['uv']
|
|
|
|
def is_quad_flat_uv(f):
|
|
return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==4
|
|
|
|
def is_quad_smooth(f):
|
|
return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and not f['uv']
|
|
|
|
def is_quad_smooth_uv(f):
|
|
return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and len(f['uv'])==4
|
|
|
|
def sort_faces(faces):
|
|
data = {
|
|
'triangles_flat': [],
|
|
'triangles_flat_uv': [],
|
|
'triangles_smooth': [],
|
|
'triangles_smooth_uv': [],
|
|
|
|
'quads_flat': [],
|
|
'quads_flat_uv': [],
|
|
'quads_smooth': [],
|
|
'quads_smooth_uv': []
|
|
}
|
|
|
|
for f in faces:
|
|
if is_triangle_flat(f):
|
|
data['triangles_flat'].append(f)
|
|
elif is_triangle_flat_uv(f):
|
|
data['triangles_flat_uv'].append(f)
|
|
elif is_triangle_smooth(f):
|
|
data['triangles_smooth'].append(f)
|
|
elif is_triangle_smooth_uv(f):
|
|
data['triangles_smooth_uv'].append(f)
|
|
|
|
elif is_quad_flat(f):
|
|
data['quads_flat'].append(f)
|
|
elif is_quad_flat_uv(f):
|
|
data['quads_flat_uv'].append(f)
|
|
elif is_quad_smooth(f):
|
|
data['quads_smooth'].append(f)
|
|
elif is_quad_smooth_uv(f):
|
|
data['quads_smooth_uv'].append(f)
|
|
|
|
return data
|
|
|
|
# #####################################################
|
|
# API - ASCII converter
|
|
# #####################################################
|
|
def convert_ascii(infile, morphfiles, colorfiles, outfile):
|
|
"""Convert infile.obj to outfile.js
|
|
|
|
Here is where everything happens. If you need to automate conversions,
|
|
just import this file as Python module and call this method.
|
|
"""
|
|
|
|
if not file_exists(infile):
|
|
print "Couldn't find [%s]" % infile
|
|
return
|
|
|
|
# parse OBJ / MTL files
|
|
|
|
faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
|
|
|
|
n_vertices = len(vertices)
|
|
n_faces = len(faces)
|
|
|
|
# align model
|
|
|
|
if ALIGN == "center":
|
|
center(vertices)
|
|
elif ALIGN == "centerxz":
|
|
centerxz(vertices)
|
|
elif ALIGN == "bottom":
|
|
bottom(vertices)
|
|
elif ALIGN == "top":
|
|
top(vertices)
|
|
|
|
# generate normals string
|
|
|
|
nnormal = 0
|
|
normals_string = ""
|
|
if SHADING == "smooth":
|
|
normals_string = ",".join(generate_normal(n) for n in normals)
|
|
nnormal = len(normals)
|
|
|
|
# extract morph vertices
|
|
|
|
morphTargets = generate_morph_targets(morphfiles, n_vertices, infile)
|
|
|
|
# extract morph colors
|
|
|
|
morphColors, colorFaces, materialColors = generate_morph_colors(colorfiles, n_vertices, n_faces)
|
|
|
|
# generate colors string
|
|
|
|
ncolor = 0
|
|
colors_string = ""
|
|
|
|
if len(colorFaces) < len(faces):
|
|
colorFaces = faces
|
|
materialColors = extract_material_colors(materials, mtllib, infile)
|
|
|
|
if BAKE_COLORS:
|
|
colors_string = ",".join(generate_color_decimal(c) for c in materialColors)
|
|
ncolor = len(materialColors)
|
|
|
|
# generate ascii model string
|
|
|
|
text = TEMPLATE_FILE_ASCII % {
|
|
"name" : get_name(outfile),
|
|
"fname" : os.path.basename(infile),
|
|
"nvertex" : len(vertices),
|
|
"nface" : len(faces),
|
|
"nuv" : len(uvs),
|
|
"nnormal" : nnormal,
|
|
"ncolor" : ncolor,
|
|
"nmaterial" : len(materials),
|
|
|
|
"materials" : generate_materials_string(materials, mtllib, infile),
|
|
|
|
"normals" : normals_string,
|
|
"colors" : colors_string,
|
|
"uvs" : ",".join(generate_uv(uv) for uv in uvs),
|
|
"vertices" : ",".join(generate_vertex(v, TRUNCATE, SCALE) for v in vertices),
|
|
|
|
"morphTargets" : morphTargets,
|
|
"morphColors" : morphColors,
|
|
|
|
"faces" : ",".join(generate_face(f, fc) for f, fc in zip(faces, colorFaces)),
|
|
|
|
"scale" : SCALE
|
|
}
|
|
|
|
out = open(outfile, "w")
|
|
out.write(text)
|
|
out.close()
|
|
|
|
print "%d vertices, %d faces, %d materials" % (len(vertices), len(faces), len(materials))
|
|
|
|
|
|
# #############################################################################
|
|
# API - Binary converter
|
|
# #############################################################################
|
|
def dump_materials_to_buffer(faces, buffer):
|
|
for f in faces:
|
|
data = struct.pack('<H',
|
|
f['material'])
|
|
buffer.append(data)
|
|
|
|
def dump_vertices3_to_buffer(faces, buffer):
|
|
for f in faces:
|
|
vi = f['vertex']
|
|
data = struct.pack('<III',
|
|
vi[0]-1, vi[1]-1, vi[2]-1)
|
|
buffer.append(data)
|
|
|
|
def dump_vertices4_to_buffer(faces, buffer):
|
|
for f in faces:
|
|
vi = f['vertex']
|
|
data = struct.pack('<IIII',
|
|
vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1)
|
|
buffer.append(data)
|
|
|
|
def dump_normals3_to_buffer(faces, buffer):
|
|
for f in faces:
|
|
ni = f['normal']
|
|
data = struct.pack('<III',
|
|
ni[0]-1, ni[1]-1, ni[2]-1)
|
|
buffer.append(data)
|
|
|
|
def dump_normals4_to_buffer(faces, buffer):
|
|
for f in faces:
|
|
ni = f['normal']
|
|
data = struct.pack('<IIII',
|
|
ni[0]-1, ni[1]-1, ni[2]-1, ni[3]-1)
|
|
buffer.append(data)
|
|
|
|
def dump_uvs3_to_buffer(faces, buffer):
|
|
for f in faces:
|
|
ui = f['uv']
|
|
data = struct.pack('<III',
|
|
ui[0]-1, ui[1]-1, ui[2]-1)
|
|
buffer.append(data)
|
|
|
|
def dump_uvs4_to_buffer(faces, buffer):
|
|
for f in faces:
|
|
ui = f['uv']
|
|
data = struct.pack('<IIII',
|
|
ui[0]-1, ui[1]-1, ui[2]-1, ui[3]-1)
|
|
buffer.append(data)
|
|
|
|
def add_padding(buffer, n):
|
|
if n % 4:
|
|
for i in range(4 - n % 4):
|
|
data = struct.pack('<B', 0)
|
|
buffer.append(data)
|
|
|
|
def convert_binary(infile, outfile):
|
|
"""Convert infile.obj to outfile.js + outfile.bin
|
|
"""
|
|
|
|
if not file_exists(infile):
|
|
print "Couldn't find [%s]" % infile
|
|
return
|
|
|
|
binfile = get_name(outfile) + ".bin"
|
|
|
|
faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
|
|
|
|
if ALIGN == "center":
|
|
center(vertices)
|
|
elif ALIGN == "centerxz":
|
|
centerxz(vertices)
|
|
elif ALIGN == "bottom":
|
|
bottom(vertices)
|
|
elif ALIGN == "top":
|
|
top(vertices)
|
|
|
|
sfaces = sort_faces(faces)
|
|
|
|
if SHADING == "smooth":
|
|
nnormals = len(normals)
|
|
else:
|
|
nnormals = 0
|
|
|
|
# ###################
|
|
# generate JS file
|
|
# ###################
|
|
|
|
text = TEMPLATE_FILE_BIN % {
|
|
"name" : get_name(outfile),
|
|
|
|
"materials" : generate_materials_string(materials, mtllib, infile),
|
|
"buffers" : binfile,
|
|
|
|
"fname" : os.path.basename(infile),
|
|
"nvertex" : len(vertices),
|
|
"nface" : len(faces),
|
|
"nmaterial" : len(materials),
|
|
"nnormal" : nnormals,
|
|
"nuv" : len(uvs)
|
|
}
|
|
|
|
out = open(outfile, "w")
|
|
out.write(text)
|
|
out.close()
|
|
|
|
# ###################
|
|
# generate BIN file
|
|
# ###################
|
|
|
|
buffer = []
|
|
|
|
# header
|
|
# ------
|
|
header_bytes = struct.calcsize('<12s')
|
|
header_bytes += struct.calcsize('<BBBBBBBB')
|
|
header_bytes += struct.calcsize('<IIIIIIIIIII')
|
|
|
|
# signature
|
|
signature = struct.pack('<12s', 'Three.js 003')
|
|
|
|
# metadata (all data is little-endian)
|
|
vertex_coordinate_bytes = 4
|
|
normal_coordinate_bytes = 1
|
|
uv_coordinate_bytes = 4
|
|
|
|
vertex_index_bytes = 4
|
|
normal_index_bytes = 4
|
|
uv_index_bytes = 4
|
|
material_index_bytes = 2
|
|
|
|
# header_bytes unsigned char 1
|
|
|
|
# vertex_coordinate_bytes unsigned char 1
|
|
# normal_coordinate_bytes unsigned char 1
|
|
# uv_coordinate_bytes unsigned char 1
|
|
|
|
# vertex_index_bytes unsigned char 1
|
|
# normal_index_bytes unsigned char 1
|
|
# uv_index_bytes unsigned char 1
|
|
# material_index_bytes unsigned char 1
|
|
bdata = struct.pack('<BBBBBBBB', header_bytes,
|
|
vertex_coordinate_bytes,
|
|
normal_coordinate_bytes,
|
|
uv_coordinate_bytes,
|
|
vertex_index_bytes,
|
|
normal_index_bytes,
|
|
uv_index_bytes,
|
|
material_index_bytes)
|
|
|
|
ntri_flat = len(sfaces['triangles_flat'])
|
|
ntri_smooth = len(sfaces['triangles_smooth'])
|
|
ntri_flat_uv = len(sfaces['triangles_flat_uv'])
|
|
ntri_smooth_uv = len(sfaces['triangles_smooth_uv'])
|
|
|
|
nquad_flat = len(sfaces['quads_flat'])
|
|
nquad_smooth = len(sfaces['quads_smooth'])
|
|
nquad_flat_uv = len(sfaces['quads_flat_uv'])
|
|
nquad_smooth_uv = len(sfaces['quads_smooth_uv'])
|
|
|
|
# nvertices unsigned int 4
|
|
# nnormals unsigned int 4
|
|
# nuvs unsigned int 4
|
|
|
|
# ntri_flat unsigned int 4
|
|
# ntri_smooth unsigned int 4
|
|
# ntri_flat_uv unsigned int 4
|
|
# ntri_smooth_uv unsigned int 4
|
|
|
|
# nquad_flat unsigned int 4
|
|
# nquad_smooth unsigned int 4
|
|
# nquad_flat_uv unsigned int 4
|
|
# nquad_smooth_uv unsigned int 4
|
|
ndata = struct.pack('<IIIIIIIIIII', len(vertices),
|
|
nnormals,
|
|
len(uvs),
|
|
ntri_flat,
|
|
ntri_smooth,
|
|
ntri_flat_uv,
|
|
ntri_smooth_uv,
|
|
nquad_flat,
|
|
nquad_smooth,
|
|
nquad_flat_uv,
|
|
nquad_smooth_uv)
|
|
buffer.append(signature)
|
|
buffer.append(bdata)
|
|
buffer.append(ndata)
|
|
|
|
# 1. vertices
|
|
# ------------
|
|
# x float 4
|
|
# y float 4
|
|
# z float 4
|
|
for v in vertices:
|
|
data = struct.pack('<fff', v[0], v[1], v[2])
|
|
buffer.append(data)
|
|
|
|
# 2. normals
|
|
# ---------------
|
|
# x signed char 1
|
|
# y signed char 1
|
|
# z signed char 1
|
|
if SHADING == "smooth":
|
|
for n in normals:
|
|
normalize(n)
|
|
data = struct.pack('<bbb', math.floor(n[0]*127+0.5),
|
|
math.floor(n[1]*127+0.5),
|
|
math.floor(n[2]*127+0.5))
|
|
buffer.append(data)
|
|
|
|
add_padding(buffer, nnormals * 3)
|
|
|
|
# 3. uvs
|
|
# -----------
|
|
# u float 4
|
|
# v float 4
|
|
for uv in uvs:
|
|
data = struct.pack('<ff', uv[0], uv[1])
|
|
buffer.append(data)
|
|
|
|
# padding
|
|
#data = struct.pack('<BB', 0, 0)
|
|
#buffer.append(data)
|
|
|
|
# 4. flat triangles (vertices + materials)
|
|
# ------------------
|
|
# a unsigned int 4
|
|
# b unsigned int 4
|
|
# c unsigned int 4
|
|
# ------------------
|
|
# m unsigned short 2
|
|
|
|
dump_vertices3_to_buffer(sfaces['triangles_flat'], buffer)
|
|
|
|
dump_materials_to_buffer(sfaces['triangles_flat'], buffer)
|
|
add_padding(buffer, ntri_flat * 2)
|
|
|
|
# 5. smooth triangles (vertices + materials + normals)
|
|
# -------------------
|
|
# a unsigned int 4
|
|
# b unsigned int 4
|
|
# c unsigned int 4
|
|
# -------------------
|
|
# na unsigned int 4
|
|
# nb unsigned int 4
|
|
# nc unsigned int 4
|
|
# -------------------
|
|
# m unsigned short 2
|
|
|
|
dump_vertices3_to_buffer(sfaces['triangles_smooth'], buffer)
|
|
dump_normals3_to_buffer(sfaces['triangles_smooth'], buffer)
|
|
|
|
dump_materials_to_buffer(sfaces['triangles_smooth'], buffer)
|
|
add_padding(buffer, ntri_smooth * 2)
|
|
|
|
# 6. flat triangles uv (vertices + materials + uvs)
|
|
# --------------------
|
|
# a unsigned int 4
|
|
# b unsigned int 4
|
|
# c unsigned int 4
|
|
# --------------------
|
|
# ua unsigned int 4
|
|
# ub unsigned int 4
|
|
# uc unsigned int 4
|
|
# --------------------
|
|
# m unsigned short 2
|
|
|
|
dump_vertices3_to_buffer(sfaces['triangles_flat_uv'], buffer)
|
|
dump_uvs3_to_buffer(sfaces['triangles_flat_uv'], buffer)
|
|
|
|
dump_materials_to_buffer(sfaces['triangles_flat_uv'], buffer)
|
|
add_padding(buffer, ntri_flat_uv * 2)
|
|
|
|
# 7. smooth triangles uv (vertices + materials + normals + uvs)
|
|
# ----------------------
|
|
# a unsigned int 4
|
|
# b unsigned int 4
|
|
# c unsigned int 4
|
|
# --------------------
|
|
# na unsigned int 4
|
|
# nb unsigned int 4
|
|
# nc unsigned int 4
|
|
# --------------------
|
|
# ua unsigned int 4
|
|
# ub unsigned int 4
|
|
# uc unsigned int 4
|
|
# --------------------
|
|
# m unsigned short 2
|
|
|
|
dump_vertices3_to_buffer(sfaces['triangles_smooth_uv'], buffer)
|
|
dump_normals3_to_buffer(sfaces['triangles_smooth_uv'], buffer)
|
|
dump_uvs3_to_buffer(sfaces['triangles_smooth_uv'], buffer)
|
|
|
|
dump_materials_to_buffer(sfaces['triangles_smooth_uv'], buffer)
|
|
add_padding(buffer, ntri_smooth_uv * 2)
|
|
|
|
# 8. flat quads (vertices + materials)
|
|
# ------------------
|
|
# a unsigned int 4
|
|
# b unsigned int 4
|
|
# c unsigned int 4
|
|
# d unsigned int 4
|
|
# --------------------
|
|
# m unsigned short 2
|
|
|
|
dump_vertices4_to_buffer(sfaces['quads_flat'], buffer)
|
|
|
|
dump_materials_to_buffer(sfaces['quads_flat'], buffer)
|
|
add_padding(buffer, nquad_flat * 2)
|
|
|
|
# 9. smooth quads (vertices + materials + normals)
|
|
# -------------------
|
|
# a unsigned int 4
|
|
# b unsigned int 4
|
|
# c unsigned int 4
|
|
# d unsigned int 4
|
|
# --------------------
|
|
# na unsigned int 4
|
|
# nb unsigned int 4
|
|
# nc unsigned int 4
|
|
# nd unsigned int 4
|
|
# --------------------
|
|
# m unsigned short 2
|
|
|
|
dump_vertices4_to_buffer(sfaces['quads_smooth'], buffer)
|
|
dump_normals4_to_buffer(sfaces['quads_smooth'], buffer)
|
|
|
|
dump_materials_to_buffer(sfaces['quads_smooth'], buffer)
|
|
add_padding(buffer, nquad_smooth * 2)
|
|
|
|
# 10. flat quads uv (vertices + materials + uvs)
|
|
# ------------------
|
|
# a unsigned int 4
|
|
# b unsigned int 4
|
|
# c unsigned int 4
|
|
# d unsigned int 4
|
|
# --------------------
|
|
# ua unsigned int 4
|
|
# ub unsigned int 4
|
|
# uc unsigned int 4
|
|
# ud unsigned int 4
|
|
# --------------------
|
|
# m unsigned short 2
|
|
|
|
dump_vertices4_to_buffer(sfaces['quads_flat_uv'], buffer)
|
|
dump_uvs4_to_buffer(sfaces['quads_flat_uv'], buffer)
|
|
|
|
dump_materials_to_buffer(sfaces['quads_flat_uv'], buffer)
|
|
add_padding(buffer, nquad_flat_uv * 2)
|
|
|
|
# 11. smooth quads uv
|
|
# -------------------
|
|
# a unsigned int 4
|
|
# b unsigned int 4
|
|
# c unsigned int 4
|
|
# d unsigned int 4
|
|
# --------------------
|
|
# na unsigned int 4
|
|
# nb unsigned int 4
|
|
# nc unsigned int 4
|
|
# nd unsigned int 4
|
|
# --------------------
|
|
# ua unsigned int 4
|
|
# ub unsigned int 4
|
|
# uc unsigned int 4
|
|
# ud unsigned int 4
|
|
# --------------------
|
|
# m unsigned short 2
|
|
|
|
dump_vertices4_to_buffer(sfaces['quads_smooth_uv'], buffer)
|
|
dump_normals4_to_buffer(sfaces['quads_smooth_uv'], buffer)
|
|
dump_uvs4_to_buffer(sfaces['quads_smooth_uv'], buffer)
|
|
|
|
dump_materials_to_buffer(sfaces['quads_smooth_uv'], buffer)
|
|
add_padding(buffer, nquad_smooth_uv * 2)
|
|
|
|
path = os.path.dirname(outfile)
|
|
fname = os.path.join(path, binfile)
|
|
|
|
out = open(fname, "wb")
|
|
out.write("".join(buffer))
|
|
out.close()
|
|
|
|
# #############################################################################
|
|
# Helpers
|
|
# #############################################################################
|
|
def usage():
|
|
print "Usage: %s -i filename.obj -o filename.js [-m morphfiles*.obj] [-c morphcolors*.obj] [-a center|top|bottom] [-s flat|smooth] [-t binary|ascii] [-d invert|normal]" % os.path.basename(sys.argv[0])
|
|
|
|
# #####################################################
|
|
# Main
|
|
# #####################################################
|
|
if __name__ == "__main__":
|
|
|
|
# get parameters from the command line
|
|
try:
|
|
opts, args = getopt.getopt(sys.argv[1:], "hbi:m:c:b:o:a:s:t:d:x:f:", ["help", "bakecolors", "input=", "morphs=", "colors=", "output=", "align=", "shading=", "type=", "dissolve=", "truncatescale=", "framestep="])
|
|
|
|
except getopt.GetoptError:
|
|
usage()
|
|
sys.exit(2)
|
|
|
|
infile = outfile = ""
|
|
morphfiles = ""
|
|
colorfiles = ""
|
|
|
|
for o, a in opts:
|
|
if o in ("-h", "--help"):
|
|
usage()
|
|
sys.exit()
|
|
|
|
elif o in ("-i", "--input"):
|
|
infile = a
|
|
|
|
elif o in ("-m", "--morphs"):
|
|
morphfiles = a
|
|
|
|
elif o in ("-c", "--colors"):
|
|
colorfiles = a
|
|
|
|
elif o in ("-o", "--output"):
|
|
outfile = a
|
|
|
|
elif o in ("-a", "--align"):
|
|
if a in ("top", "bottom", "center", "centerxz", "none"):
|
|
ALIGN = a
|
|
|
|
elif o in ("-s", "--shading"):
|
|
if a in ("flat", "smooth"):
|
|
SHADING = a
|
|
|
|
elif o in ("-t", "--type"):
|
|
if a in ("binary", "ascii"):
|
|
TYPE = a
|
|
|
|
elif o in ("-d", "--dissolve"):
|
|
if a in ("normal", "invert"):
|
|
TRANSPARENCY = a
|
|
|
|
elif o in ("-b", "--bakecolors"):
|
|
BAKE_COLORS = True
|
|
|
|
elif o in ("-x", "--truncatescale"):
|
|
TRUNCATE = True
|
|
SCALE = float(a)
|
|
|
|
elif o in ("-f", "--framestep"):
|
|
FRAMESTEP = int(a)
|
|
|
|
if infile == "" or outfile == "":
|
|
usage()
|
|
sys.exit(2)
|
|
|
|
print "Converting [%s] into [%s] ..." % (infile, outfile)
|
|
|
|
if morphfiles:
|
|
print "Morphs [%s]" % morphfiles
|
|
|
|
if colorfiles:
|
|
print "Colors [%s]" % colorfiles
|
|
|
|
if TYPE == "ascii":
|
|
convert_ascii(infile, morphfiles, colorfiles, outfile)
|
|
elif TYPE == "binary":
|
|
convert_binary(infile, outfile)
|
|
|