punyverse/punyverse/model.py

328 lines
9.3 KiB
Python

from punyverse.texture import load_texture
from pyglet.gl import *
from uuid import uuid4
import os
import gzip
import bz2
import zipfile
def zip_open(file):
zip = zipfile.ZipFile(file)
return zip.open(zip.namelist()[0])
openers = {
'gz': gzip.open,
'bz2': bz2.BZ2File,
'zip': zip_open,
}
FACE_TRIANGLES = 0
FACE_QUADS = 1
class Face(object):
def __init__(self, type, verts, norms, texs, vertices, normals, textures):
self.type = type
self.verts = verts
self.norms = norms
self.texs = texs
self.vertices = vertices
self.normals = normals
self.textures = textures
class Material(object):
def __init__(self, name, texture=None, Ka=(0, 0, 0), Kd=(0, 0, 0), Ks=(0, 0, 0), shininess=0.0):
self.name = name
self.texture = texture
self.Ka = Ka
self.Kd = Kd
self.Ks = Ks
self.shininess = shininess
class Group(object):
def __init__(self, name=None):
if name is None:
self.name = str(uuid4())
else:
self.name = name
self.min = ()
self.material = None
self.faces = []
self.indices = []
self.vertices = []
self.normals = []
self.textures = []
self.idx_count = 0
def pack(self):
min_x, min_y, min_z = 0, 0, 0
for face in self.faces:
for x, y, z in face.vertices:
min_x = max(min_x, abs(x))
min_y = max(min_y, abs(y))
min_z = max(min_x, abs(z))
self.min = (min_x, min_y, min_z)
class WavefrontObject(object):
def __init__(self, path):
self.path = path
self.root = os.path.abspath(os.path.dirname(path))
self.vertices = []
self.normals = []
self.textures = []
self.groups = []
self.materials = {}
self.perform_io(self.path)
def new_material(self, words):
material = Material(words[1])
self.materials[words[1]] = material
self.current_material = material
def Ka(self, words):
self.current_material.Ka = (float(words[1]), float(words[2]), float(words[3]))
def Kd(self, words):
self.current_material.Kd = (float(words[1]), float(words[2]), float(words[3]))
def Ks(self, words):
self.current_material.Ks = (float(words[1]), float(words[2]), float(words[3]))
def material_shininess(self, words):
self.current_material.shininess = min(float(words[1]), 125)
def material_texture(self, words):
self.current_material.texture = words[-1]
def vertex(self, words):
self.vertices.append((float(words[1]), float(words[2]), float(words[3])))
def normal(self, words):
self.normals.append((float(words[1]), float(words[2]), float(words[3])))
def texture(self, words):
l = len(words)
x, y, z = 0, 0, 0
if l >= 2:
x = float(words[1])
if l >= 3:
# OBJ origin is at upper left, OpenGL origin is at lower left
y = 1 - float(words[2])
if l >= 4:
z = float(words[3])
self.textures.append((x, y, z))
def face(self, words):
l = len(words)
type = -1
vertex_count = l - 1
face_vertices = []
face_normals = []
face_textures = []
if vertex_count == 3:
type = FACE_TRIANGLES
else:
type = FACE_QUADS
current_value = -1
texture_len = len(self.textures)
vindices = []
nindices = []
tindices = []
for i in xrange(1, vertex_count + 1):
raw_faces = words[i].split('/')
l = len(raw_faces)
current_value = int(raw_faces[0])
vindices.append(current_value - 1)
face_vertices.append(self.vertices[current_value - 1])
if l == 1:
continue
if l >= 2 and raw_faces[1]:
current_value = int(raw_faces[1])
if current_value <= texture_len:
tindices.append(current_value - 1)
face_textures.append(self.textures[current_value - 1])
if l >= 3 and raw_faces[2]:
current_value = int(raw_faces[2])
nindices.append(current_value - 1)
face_normals.append(self.normals[current_value - 1])
if self.current_group is None:
self.current_group = group = Group()
self.groups.append(group)
else:
group = self.current_group
group.vertices += face_vertices
group.normals += face_normals
group.textures += face_textures
idx_count = group.idx_count
group.indices += (idx_count + 1, idx_count + 2, idx_count + 3)
group.idx_count += 3
group.faces.append(Face(type, vindices, nindices, tindices, face_vertices, face_normals, face_textures))
def material(self, words):
self.perform_io(os.path.join(self.root, words[1]))
def use_material(self, words):
mat = words[1]
try:
self.current_group.material = self.materials[mat]
except KeyError:
print "Warning: material %s undefined, only %s defined." % (mat, self.materials)
except AttributeError:
print "Warning: no group"
def group(self, words):
name = words[1]
group = Group(name)
if self.groups:
self.current_group.pack()
self.groups.append(group)
self.current_group = group
def perform_io(self, file):
ext = os.path.splitext(file)[1].lstrip('.')
reader = openers.get(ext, open)(file)
dispatcher = {
'v': self.vertex,
'vn': self.normal,
'vt': self.texture,
'f': self.face,
'mtllib': self.material,
'usemtl': self.use_material,
'g': self.group,
'o': self.group,
'newmtl': self.new_material,
'Ka': self.Ka,
'Kd': self.Kd,
'Ks': self.Ks,
'Ns': self.material_shininess,
'map_Kd': self.material_texture,
}
default = lambda words: None
with reader:
for buf in reader:
if not buf or buf.startswith(('\r', '\n', '#')):
continue # Empty or comment
words = buf.split()
type = words[0]
dispatcher.get(type, default)(words)
return True
import sys
if hasattr(sys, 'frozen'):
model_base = os.path.dirname(sys.executable)
else:
model_base = os.path.join(os.path.dirname(__file__), 'assets', 'models')
def load_model(path):
if not os.path.isabs(path):
path = os.path.join(model_base, path)
if not isinstance(path, unicode):
path = path.decode('mbcs')
return WavefrontObject(path)
def model_list(model, sx=1, sy=1, sz=1, rotation=(0, 0, 0)):
for m, text in model.materials.iteritems():
if text.texture:
load_texture(os.path.join(model.root, text.texture))
display = glGenLists(1)
glNewList(display, GL_COMPILE)
glPushMatrix()
glPushAttrib(GL_CURRENT_BIT)
pitch, yaw, roll = rotation
glPushAttrib(GL_TRANSFORM_BIT)
glRotatef(pitch, 1, 0, 0)
glRotatef(yaw, 0, 1, 0)
glRotatef(roll, 0, 0, 1)
glPopAttrib()
vertices = model.vertices
textures = model.textures
normals = model.normals
for g in model.groups:
material = g.material
tex_id = load_texture(os.path.join(model.root, material.texture)) if (material and material.texture) else 0
if tex_id:
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, tex_id)
else:
glBindTexture(GL_TEXTURE_2D, 0)
glDisable(GL_TEXTURE_2D)
if material:
fv4 = GLfloat * 4
if material.Ka:
kx, ky, kz = material.Ka
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, fv4(kx, ky, kz, 1))
if material.Kd:
kx, ky, kz = material.Kd
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, fv4(kx, ky, kz, 1))
if material.Ks:
kx, ky, kz = material.Ks
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, fv4(kx, ky, kz, 1))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess)
type = -1
def point(f, vertices, normals, textures, n):
if f.norms:
glNormal3f(*normals[f.norms[n]])
if tex_id:
glTexCoord2f(*textures[f.texs[n]][:2])
x, y, z = vertices[f.verts[n]]
glVertex3f(x * sx, y * sy, z * sz)
for f in g.faces:
if type != f.type:
if type != -1:
glEnd()
glBegin(GL_TRIANGLES)
type = f.type
point(f, vertices, normals, textures, 0)
point(f, vertices, normals, textures, 1)
point(f, vertices, normals, textures, 2)
if type == FACE_QUADS:
point(f, vertices, normals, textures, 2)
point(f, vertices, normals, textures, 3)
point(f, vertices, normals, textures, 0)
glEnd()
if tex_id:
glBindTexture(GL_TEXTURE_2D, 0)
glDisable(GL_TEXTURE_2D)
glPopAttrib()
glPopMatrix()
glEndList()
return display