Exemple #1
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    def generateNormals(self):
        """If :attr:`normals` is `None` or you wish for normals to be
        recomputed, call this method to recompute them."""
        norms = numpy.zeros(self._vertex.shape, dtype=self._vertex.dtype)
        tris = self._vertex[self._vertex_index]
        n = numpy.cross(tris[::, 1] - tris[::, 0], tris[::, 2] - tris[::, 0])
        normalize_v3(n)
        norms[self._vertex_index[:, 0]] += n
        norms[self._vertex_index[:, 1]] += n
        norms[self._vertex_index[:, 2]] += n
        normalize_v3(norms)

        self._normal = norms
        self._normal_index = self._vertex_index
Exemple #2
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    def generateNormals(self):
        """If :attr:`normals` is `None` or you wish for normals to be
        recomputed, call this method to recompute them."""
        norms = numpy.zeros(self._vertex.shape, dtype=self._vertex.dtype)
        tris = self._vertex[self._vertex_index]
        n = numpy.cross(tris[::, 1] - tris[::, 0], tris[::, 2] - tris[::, 0])
        normalize_v3(n)
        norms[self._vertex_index[:, 0]] += n
        norms[self._vertex_index[:, 1]] += n
        norms[self._vertex_index[:, 2]] += n
        normalize_v3(norms)

        self._normal = norms
        self._normal_index = self._vertex_index
Exemple #3
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    def __init__(self, inFileName):
        # 	inputFilename = sys.argv[1]
        col = collada.Collada(
            inFileName,
            ignore=[collada.DaeUnsupportedError, collada.DaeBrokenRefError])
        if col.scene is not None:
            for geom in col.scene.objects('geometry'):
                for prim in geom.primitives():
                    # use primitive-specific ways to get triangles
                    prim_type = type(prim).__name__
                    if prim_type == 'BoundTriangleSet':
                        triangles = prim
                    elif prim_type == 'BoundPolylist':
                        triangles = prim.triangleset()
                    else:
                        print 'Unsupported mesh used:', prim_type
                        triangles = None
                    if triangles is not None:

                        # # triangles.generateNormals()
                        vertices = triangles.vertex  #.flatten().tolist()
                        vertex_indices = triangles.vertex_index  #.flatten().tolist()
                        VERTICES = vertices[vertex_indices]

                        normals = triangles.normal
                        normal_indices = triangles.normal_index  # .flatten().tolist()
                        NORMALS = normals[normal_indices]

                        uv = triangles.texcoordset[0]
                        uv_indices = triangles.texcoord_indexset[0]
                        UV = uv[uv_indices]

                        x1 = VERTICES[:, 1, 0] - VERTICES[:, 0, 0]
                        x2 = VERTICES[:, 2, 0] - VERTICES[:, 0, 0]
                        y1 = VERTICES[:, 1, 1] - VERTICES[:, 0, 1]
                        y2 = VERTICES[:, 2, 1] - VERTICES[:, 0, 1]
                        z1 = VERTICES[:, 1, 2] - VERTICES[:, 0, 2]
                        z2 = VERTICES[:, 2, 2] - VERTICES[:, 0, 2]

                        s1 = UV[:, 1, 0] - UV[:, 0, 0]
                        s2 = UV[:, 2, 0] - UV[:, 0, 0]
                        t1 = UV[:, 1, 1] - UV[:, 0, 1]
                        t2 = UV[:, 2, 1] - UV[:, 0, 1]

                        f = 1.0 / (s1 * t2 - s2 * t1)
                        tanX = (x1 * t2 - x2 * t1) * f
                        tanY = (y1 * t2 - y2 * t1) * f
                        tanZ = (z1 * t2 - z2 * t1) * f

                        tangent = numpy.vstack((tanX, tanY, tanZ)).T
                        TANGENTS = normalize_v3(
                            tangent)  # one tangent   for triangle face
                        BINORMALS = numpy.cross(
                            NORMALS,
                            tangent)  # one BINORMALS for triangle face
                        self.VERTICES = VERTICES
                        self.NORMALS = NORMALS
                        self.UV = UV
                        self.TANGENTS = TANGENTS
                        self.BINORMALS = BINORMALS
	def __init__(self, inFileName):
	# 	inputFilename = sys.argv[1]
		col = collada.Collada(inFileName, ignore=[collada.DaeUnsupportedError, collada.DaeBrokenRefError])
		if col.scene is not None:
			for geom in col.scene.objects('geometry'):
				for prim in geom.primitives():
					# use primitive-specific ways to get triangles
					prim_type = type(prim).__name__
					if prim_type == 'BoundTriangleSet':
						triangles = prim										
					elif prim_type == 'BoundPolylist':
						triangles = prim.triangleset()
					else:
						print 'Unsupported mesh used:', prim_type
						triangles = None					
					if triangles is not None:							
	
						# # triangles.generateNormals()								
						vertices = triangles.vertex #.flatten().tolist()						
						vertex_indices = triangles.vertex_index #.flatten().tolist()							
						VERTICES = vertices[vertex_indices]		
						
						normals = triangles.normal					
						normal_indices = triangles.normal_index # .flatten().tolist()
						NORMALS = normals[normal_indices]					
	

						uv = triangles.texcoordset[0]
						uv_indices = triangles.texcoord_indexset[0]
						UV = uv[uv_indices]
						
						x1 = VERTICES[:,1,0] - VERTICES[:,0,0]
						x2 = VERTICES[:,2,0] - VERTICES[:,0,0]
						y1 = VERTICES[:,1,1] - VERTICES[:,0,1]
						y2 = VERTICES[:,2,1] - VERTICES[:,0,1]
						z1 = VERTICES[:,1,2] - VERTICES[:,0,2]
						z2 = VERTICES[:,2,2] - VERTICES[:,0,2]
	
						s1 = UV[:,1,0] - UV[:,0,0]
						s2 = UV[:,2,0] - UV[:,0,0]
						t1 = UV[:,1,1] - UV[:,0,1]
						t2 = UV[:,2,1] - UV[:,0,1]	       			
	
						f = 1.0 / (s1 * t2 - s2 * t1)
						tanX = (x1 * t2 - x2 * t1) * f
						tanY = (y1 * t2 - y2 * t1) * f
						tanZ = (z1 * t2 - z2 * t1) * f
					
						tangent = numpy.vstack((tanX, tanY, tanZ)).T					
						TANGENTS = normalize_v3(tangent)    			# one tangent   for triangle face				
						BINORMALS = numpy.cross(NORMALS, tangent)		# one BINORMALS for triangle face					
						self.VERTICES 	= VERTICES 	 
						self.NORMALS 	= NORMALS
						self.UV 		= UV
						self.TANGENTS 	= TANGENTS
						self.BINORMALS 	= BINORMALS
Exemple #5
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    def generateTexTangentsAndBinormals(self):
        """If there are no texture tangents, this method will compute them.
        Texture coordinates must exist and it uses the first texture coordinate set."""

        #The following is taken from:
        # http://www.terathon.com/code/tangent.html
        # It's pretty much a direct translation, using numpy arrays

        tris = self._vertex[self._vertex_index]
        uvs = self._texcoordset[0][self._texcoord_indexset[0]]

        x1 = tris[:, 1, 0] - tris[:, 0, 0]
        x2 = tris[:, 2, 0] - tris[:, 1, 0]
        y1 = tris[:, 1, 1] - tris[:, 0, 1]
        y2 = tris[:, 2, 1] - tris[:, 1, 1]
        z1 = tris[:, 1, 2] - tris[:, 0, 2]
        z2 = tris[:, 2, 2] - tris[:, 1, 2]

        s1 = uvs[:, 1, 0] - uvs[:, 0, 0]
        s2 = uvs[:, 2, 0] - uvs[:, 1, 0]
        t1 = uvs[:, 1, 1] - uvs[:, 0, 1]
        t2 = uvs[:, 2, 1] - uvs[:, 1, 1]

        r = 1.0 / (s1 * t2 - s2 * t1)

        sdirx = (t2 * x1 - t1 * x2) * r
        sdiry = (t2 * y1 - t1 * y2) * r
        sdirz = (t2 * z1 - t1 * z2) * r
        sdir = numpy.vstack((sdirx, sdiry, sdirz)).T

        tans1 = numpy.zeros(self._vertex.shape, dtype=self._vertex.dtype)
        tans1[self._vertex_index[:, 0]] += sdir
        tans1[self._vertex_index[:, 1]] += sdir
        tans1[self._vertex_index[:, 2]] += sdir

        norm = self._normal[self._normal_index]
        norm.shape = (-1, 3)
        tan1 = tans1[self._vertex_index]
        tan1.shape = (-1, 3)

        tangent = normalize_v3(tan1 -
                               norm * dot_v3(norm, tan1)[:, numpy.newaxis])

        self._textangentset = (tangent, )
        self._textangent_indexset = (numpy.arange(
            len(self._vertex_index) * 3, dtype=self._vertex_index.dtype), )
        self._textangent_indexset[0].shape = (len(self._vertex_index), 3)

        tdirx = (s1 * x2 - s2 * x1) * r
        tdiry = (s1 * y2 - s2 * y1) * r
        tdirz = (s1 * z2 - s2 * z1) * r
        tdir = numpy.vstack((tdirx, tdiry, tdirz)).T

        tans2 = numpy.zeros(self._vertex.shape, dtype=self._vertex.dtype)
        tans2[self._vertex_index[:, 0]] += tdir
        tans2[self._vertex_index[:, 1]] += tdir
        tans2[self._vertex_index[:, 2]] += tdir

        tan2 = tans2[self._vertex_index]
        tan2.shape = (-1, 3)

        tanw = dot_v3(numpy.cross(norm, tan1), tan2)
        tanw = numpy.sign(tanw)

        binorm = numpy.cross(norm, tangent).flatten()
        binorm.shape = (-1, 3)
        binorm = binorm * tanw[:, numpy.newaxis]

        self._texbinormalset = (binorm, )
        self._texbinormal_indexset = (numpy.arange(
            len(self._vertex_index) * 3, dtype=self._vertex_index.dtype), )
        self._texbinormal_indexset[0].shape = (len(self._vertex_index), 3)
Exemple #6
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    def generateTexTangentsAndBinormals(self):
        """If there are no texture tangents, this method will compute them.
        Texture coordinates must exist and it uses the first texture coordinate set."""

        # The following is taken from:
        # http://www.terathon.com/code/tangent.html
        # It's pretty much a direct translation, using numpy arrays

        tris = self._vertex[self._vertex_index]
        uvs = self._texcoordset[0][self._texcoord_indexset[0]]

        x1 = tris[:, 1, 0] - tris[:, 0, 0]
        x2 = tris[:, 2, 0] - tris[:, 1, 0]
        y1 = tris[:, 1, 1] - tris[:, 0, 1]
        y2 = tris[:, 2, 1] - tris[:, 1, 1]
        z1 = tris[:, 1, 2] - tris[:, 0, 2]
        z2 = tris[:, 2, 2] - tris[:, 1, 2]

        s1 = uvs[:, 1, 0] - uvs[:, 0, 0]
        s2 = uvs[:, 2, 0] - uvs[:, 1, 0]
        t1 = uvs[:, 1, 1] - uvs[:, 0, 1]
        t2 = uvs[:, 2, 1] - uvs[:, 1, 1]

        r = 1.0 / (s1 * t2 - s2 * t1)

        sdirx = (t2 * x1 - t1 * x2) * r
        sdiry = (t2 * y1 - t1 * y2) * r
        sdirz = (t2 * z1 - t1 * z2) * r
        sdir = numpy.vstack((sdirx, sdiry, sdirz)).T

        tans1 = numpy.zeros(self._vertex.shape, dtype=self._vertex.dtype)
        tans1[self._vertex_index[:, 0]] += sdir
        tans1[self._vertex_index[:, 1]] += sdir
        tans1[self._vertex_index[:, 2]] += sdir

        norm = self._normal[self._normal_index]
        norm.shape = (-1, 3)
        tan1 = tans1[self._vertex_index]
        tan1.shape = (-1, 3)

        tangent = normalize_v3(tan1 - norm * dot_v3(norm, tan1)[:, numpy.newaxis])

        self._textangentset = (tangent,)
        self._textangent_indexset = (numpy.arange(len(self._vertex_index) * 3, dtype=self._vertex_index.dtype),)
        self._textangent_indexset[0].shape = (len(self._vertex_index), 3)

        tdirx = (s1 * x2 - s2 * x1) * r
        tdiry = (s1 * y2 - s2 * y1) * r
        tdirz = (s1 * z2 - s2 * z1) * r
        tdir = numpy.vstack((tdirx, tdiry, tdirz)).T

        tans2 = numpy.zeros(self._vertex.shape, dtype=self._vertex.dtype)
        tans2[self._vertex_index[:, 0]] += tdir
        tans2[self._vertex_index[:, 1]] += tdir
        tans2[self._vertex_index[:, 2]] += tdir

        tan2 = tans2[self._vertex_index]
        tan2.shape = (-1, 3)

        tanw = dot_v3(numpy.cross(norm, tan1), tan2)
        tanw = numpy.sign(tanw)

        binorm = numpy.cross(norm, tangent).flatten()
        binorm.shape = (-1, 3)
        binorm = binorm * tanw[:, numpy.newaxis]

        self._texbinormalset = (binorm,)
        self._texbinormal_indexset = (numpy.arange(len(self._vertex_index) * 3, dtype=self._vertex_index.dtype),)
        self._texbinormal_indexset[0].shape = (len(self._vertex_index), 3)
def normal_vector(a, b, c):
    direction = numpy.cross(b - a, c - a)
    normalize_v3(direction[None, :])
    return direction
def normal_vector(a, b, c):
    direction = numpy.cross(b - a, c - a)
    normalize_v3(direction[None, :])
    return direction