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328 lines
9.4 KiB
Python
328 lines
9.4 KiB
Python
from uuid import uuid4
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import os
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import gzip
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import bz2
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import zipfile
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import six
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from six.moves import range
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from pyglet.gl import *
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from punyverse.texture import load_texture
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def zip_open(file):
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zip = zipfile.ZipFile(file)
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return zip.open(zip.namelist()[0])
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openers = {
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'gz': gzip.open,
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'bz2': bz2.BZ2File,
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'zip': zip_open,
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}
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FACE_TRIANGLES = 0
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FACE_QUADS = 1
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class Face(object):
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def __init__(self, type, verts, norms, texs, vertices, normals, textures):
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self.type = type
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self.verts = verts
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self.norms = norms
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self.texs = texs
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self.vertices = vertices
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self.normals = normals
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self.textures = textures
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class Material(object):
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def __init__(self, name, texture=None, Ka=(0, 0, 0), Kd=(0, 0, 0), Ks=(0, 0, 0), shininess=0.0):
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self.name = name
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self.texture = texture
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self.Ka = Ka
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self.Kd = Kd
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self.Ks = Ks
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self.shininess = shininess
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class Group(object):
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def __init__(self, name=None):
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if name is None:
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self.name = str(uuid4())
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else:
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self.name = name
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self.min = ()
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self.material = None
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self.faces = []
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self.indices = []
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self.vertices = []
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self.normals = []
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self.textures = []
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self.idx_count = 0
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def pack(self):
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min_x, min_y, min_z = 0, 0, 0
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for face in self.faces:
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for x, y, z in face.vertices:
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min_x = max(min_x, abs(x))
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min_y = max(min_y, abs(y))
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min_z = max(min_x, abs(z))
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self.min = (min_x, min_y, min_z)
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class WavefrontObject(object):
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def __init__(self, path):
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self.path = path
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self.root = os.path.abspath(os.path.dirname(path))
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self.vertices = []
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self.normals = []
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self.textures = []
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self.groups = []
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self.materials = {}
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self.perform_io(self.path)
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def new_material(self, words):
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name = words[1].decode('utf-8')
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material = Material(name)
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self.materials[name] = material
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self.current_material = material
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def Ka(self, words):
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self.current_material.Ka = (float(words[1]), float(words[2]), float(words[3]))
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def Kd(self, words):
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self.current_material.Kd = (float(words[1]), float(words[2]), float(words[3]))
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def Ks(self, words):
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self.current_material.Ks = (float(words[1]), float(words[2]), float(words[3]))
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def material_shininess(self, words):
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self.current_material.shininess = min(float(words[1]), 125)
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def material_texture(self, words):
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self.current_material.texture = words[-1].decode('utf-8')
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def vertex(self, words):
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self.vertices.append((float(words[1]), float(words[2]), float(words[3])))
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def normal(self, words):
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self.normals.append((float(words[1]), float(words[2]), float(words[3])))
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def texture(self, words):
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l = len(words)
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x, y, z = 0, 0, 0
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if l >= 2:
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x = float(words[1])
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if l >= 3:
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# OBJ origin is at upper left, OpenGL origin is at lower left
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y = 1 - float(words[2])
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if l >= 4:
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z = float(words[3])
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self.textures.append((x, y, z))
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def face(self, words):
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l = len(words)
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type = -1
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vertex_count = l - 1
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face_vertices = []
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face_normals = []
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face_textures = []
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if vertex_count == 3:
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type = FACE_TRIANGLES
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else:
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type = FACE_QUADS
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current_value = -1
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texture_len = len(self.textures)
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vindices = []
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nindices = []
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tindices = []
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for i in range(1, vertex_count + 1):
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raw_faces = words[i].split(b'/')
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l = len(raw_faces)
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current_value = int(raw_faces[0])
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vindices.append(current_value - 1)
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face_vertices.append(self.vertices[current_value - 1])
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if l == 1:
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continue
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if l >= 2 and raw_faces[1]:
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current_value = int(raw_faces[1])
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if current_value <= texture_len:
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tindices.append(current_value - 1)
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face_textures.append(self.textures[current_value - 1])
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if l >= 3 and raw_faces[2]:
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current_value = int(raw_faces[2])
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nindices.append(current_value - 1)
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face_normals.append(self.normals[current_value - 1])
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if self.current_group is None:
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self.current_group = group = Group()
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self.groups.append(group)
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else:
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group = self.current_group
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group.vertices += face_vertices
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group.normals += face_normals
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group.textures += face_textures
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idx_count = group.idx_count
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group.indices += (idx_count + 1, idx_count + 2, idx_count + 3)
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group.idx_count += 3
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group.faces.append(Face(type, vindices, nindices, tindices, face_vertices, face_normals, face_textures))
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def material(self, words):
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self.perform_io(os.path.join(self.root, words[1].decode('utf-8')))
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def use_material(self, words):
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mat = words[1].decode('utf-8')
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try:
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self.current_group.material = self.materials[mat]
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except KeyError:
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print("Warning: material %s undefined, only %s defined." % (mat, self.materials))
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except AttributeError:
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print("Warning: no group")
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def group(self, words):
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name = words[1].decode('utf-8')
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group = Group(name)
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if self.groups:
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self.current_group.pack()
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self.groups.append(group)
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self.current_group = group
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def perform_io(self, file):
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ext = os.path.splitext(file)[1].lstrip('.')
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reader = openers.get(ext, lambda x: open(x, 'rb'))(file)
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dispatcher = {
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b'v': self.vertex,
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b'vn': self.normal,
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b'vt': self.texture,
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b'f': self.face,
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b'mtllib': self.material,
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b'usemtl': self.use_material,
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b'g': self.group,
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b'o': self.group,
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b'newmtl': self.new_material,
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b'Ka': self.Ka,
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b'Kd': self.Kd,
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b'Ks': self.Ks,
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b'Ns': self.material_shininess,
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b'map_Kd': self.material_texture,
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}
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default = lambda words: None
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with reader:
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for buf in reader:
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if not buf or buf.startswith((b'\r', b'\n', b'#')):
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continue # Empty or comment
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words = buf.split()
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type = words[0]
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dispatcher.get(type, default)(words)
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return True
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import sys
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if hasattr(sys, 'frozen'):
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model_base = os.path.dirname(sys.executable)
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else:
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model_base = os.path.join(os.path.dirname(__file__), 'assets', 'models')
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def load_model(path):
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if not os.path.isabs(path):
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path = os.path.join(model_base, path)
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if isinstance(path, six.binary_type):
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path = path.decode('mbcs' if os.name == 'nt' else 'utf8')
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return WavefrontObject(path)
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def model_list(model, sx=1, sy=1, sz=1, rotation=(0, 0, 0)):
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for m, text in six.iteritems(model.materials):
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if text.texture:
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load_texture(os.path.join(model.root, text.texture))
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display = glGenLists(1)
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glNewList(display, GL_COMPILE)
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glPushMatrix()
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glPushAttrib(GL_CURRENT_BIT)
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pitch, yaw, roll = rotation
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glPushAttrib(GL_TRANSFORM_BIT)
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glRotatef(pitch, 1, 0, 0)
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glRotatef(yaw, 0, 1, 0)
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glRotatef(roll, 0, 0, 1)
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glPopAttrib()
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vertices = model.vertices
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textures = model.textures
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normals = model.normals
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for g in model.groups:
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material = g.material
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tex_id = load_texture(os.path.join(model.root, material.texture)) if (material and material.texture) else 0
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if tex_id:
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, tex_id)
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else:
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glBindTexture(GL_TEXTURE_2D, 0)
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glDisable(GL_TEXTURE_2D)
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if material:
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fv4 = GLfloat * 4
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if material.Ka:
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kx, ky, kz = material.Ka
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, fv4(kx, ky, kz, 1))
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if material.Kd:
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kx, ky, kz = material.Kd
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, fv4(kx, ky, kz, 1))
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if material.Ks:
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kx, ky, kz = material.Ks
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, fv4(kx, ky, kz, 1))
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess)
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type = -1
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def point(f, vertices, normals, textures, n):
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if f.norms:
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glNormal3f(*normals[f.norms[n]])
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if tex_id:
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glTexCoord2f(*textures[f.texs[n]][:2])
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x, y, z = vertices[f.verts[n]]
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glVertex3f(x * sx, y * sy, z * sz)
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glBegin(GL_TRIANGLES)
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for f in g.faces:
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point(f, vertices, normals, textures, 0)
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point(f, vertices, normals, textures, 1)
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point(f, vertices, normals, textures, 2)
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if f.type == FACE_QUADS:
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point(f, vertices, normals, textures, 2)
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point(f, vertices, normals, textures, 3)
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point(f, vertices, normals, textures, 0)
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glEnd()
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if tex_id:
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glBindTexture(GL_TEXTURE_2D, 0)
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glDisable(GL_TEXTURE_2D)
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glPopAttrib()
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glPopMatrix()
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glEndList()
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return display
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