def loadOBJ(self, filename, translate=(0, 0, 0), scale=(1, 1, 1), fill=True): """ cargar OBJ file, wireframe """ obj = OBJ(filename) obj.load() vertex = obj.getVertexList() faces = obj.getFaceList() nvertex = obj.getVertexNormalList() light = (0, 0, 1) for face in faces: cooList = [] for vertexN in face: coo = ((vertex[vertexN[0] - 1][0] + translate[0]) * scale[0], (vertex[vertexN[0] - 1][1] + translate[1]) * scale[1], (vertex[vertexN[0] - 1][2] + translate[2]) * scale[2]) cooList.append(coo) intensity = self.dot(nvertex[vertexN[1] - 1], light) if intensity < 0: continue if fill: self.glFilledPolygon(cooList, color=(intensity, intensity, intensity)) else: self.glPolygon(cooList) cooList = []
def load(self, filename, translate=(0, 0, 0), scale=(1, 1, 1), fill=True, textured=None, rotate=(0, 0, 0)): """ cargar OBJ file, wireframe """ self.modelMatrix(translate, scale, rotate) self.__obj = OBJ(filename) self.__obj.load() vertex = self.__obj.getVertexList() faces = self.__obj.getFaceList() nvertex = self.__obj.getVertexNormalList() materials = self.__obj.getMaterials() tvertex = self.__obj.getTextureVertex() light = (0, 0, 1) if materials and not textured: matIndex = self.__obj.getMaterialFaces() for mat in matIndex: difuseColor = materials[mat[1]].difuseColor for i in range(mat[0][0], mat[0][1]): cooList = [] textCoo = [] for face in faces[i]: coo = self.transform( vertex[face[0] - 1] ) #((vertex[face[0]-1][0] + translate[0]) * scale[0], (vertex[face[0]-1][1] + translate[1]) * scale[1], (vertex[face[0]-1][2] + translate[2]) * scale[2]) print(self.transform(vertex[face[0] - 1])) cooList.append(coo) if fill: inten = self.dot(nvertex[face[1] - 1], light) if inten < 0: continue self.glFilledPolygon(cooList, color=(inten * difuseColor[0], inten * difuseColor[1], inten * difuseColor[2])) else: self.glPolygon(cooList) elif textured and not materials: for face in faces: cooList = [] textCoo = [] for vertexN in face: coo = ((vertex[vertexN[0] - 1][0] + translate[0]) * scale[0], (vertex[vertexN[0] - 1][1] + translate[1]) * scale[1], (vertex[vertexN[0] - 1][2] + translate[2]) * scale[2]) cooList.append(coo) if len(vertexN) > 2: text = ((tvertex[vertexN[2] - 1][0] + translate[0]) * scale[0], (tvertex[vertexN[2] - 1][1] + translate[1]) * scale[1]) textCoo.append(text) if fill: inten = self.dot(nvertex[vertexN[1] - 1], light) if inten < 0: continue self.glFilledPolygon(cooList, intensity=inten, texture=textured, textureCoords=textCoo) else: self.glPolygon(cooList) cooList = [] else: for face in faces: cooList = [] textCoo = [] for vertexN in face: coo = vertex[vertexN[0] - 1] #self.transform(vertex[vertexN[0]-1]) print(coo) cooList.append(coo) if fill: inten = self.dot(nvertex[vertexN[1] - 1], light) if inten < 0: continue self.glFilledPolygon(cooList, color=(inten, inten, inten)) else: self.glPolygon(cooList) cooList = []
def loadOBJ(self, filename, translate=(0, 0, 0), scale=(1, 1, 1), fill=True, textured=None, rotate=(0, 0, 0)): """ Loads .obj file """ self.modelMatrix(translate, scale, rotate) self.__obj = OBJ(filename) self.__obj.load() light = self.norm((0, 0, 1)) faces = self.__obj.getFaceList() vertex = self.__obj.getVertexList() materials = self.__obj.getMaterials() tvertex = self.__obj.getTextureVertex() nvertex = self.__obj.getVertexNormalList() self.__text = Texture(textured) for face in faces: vcount = len(face) if vcount == 3: f1 = face[0][0] - 1 f2 = face[1][0] - 1 f3 = face[2][0] - 1 a = self.transform(vertex[f1]) b = self.transform(vertex[f2]) c = self.transform(vertex[f3]) normal = self.norm(self.cross(self.sub(b, a), self.sub(c, a))) intensity = self.dot(normal, light) if not textured: if intensity < 0: continue self.triangle(a, b, c, color=self.glColor(intensity, intensity, intensity)) else: if self.__text.isTextured(): t1 = face[0][-1] - 1 t2 = face[1][-1] - 1 t3 = face[2][-1] - 1 tA = tvertex[t1] tB = tvertex[t2] tC = tvertex[t3] self.triangle(a, b, c, texture=self.__text.isTextured(), texture_coords=(tA, tB, tC), intensity=intensity) else: f1 = face[0][0] - 1 f2 = face[1][0] - 1 f3 = face[2][0] - 1 f4 = face[3][0] - 1 vertexList = [ self.transform(vertex[f1]), self.transform(vertex[f2]), self.transform(vertex[f3]), self.transform(vertex[f4]) ] normal = self.norm( self.cross(self.sub(vertexList[0], vertexList[1]), self.sub(vertexList[1], vertexList[2]))) intensity = self.dot(normal, light) A, B, C, D = vertexList if not textured: if intensity < 0: continue self.triangle(A, B, C, color=self.glColor(intensity, intensity, intensity)) self.triangle(A, C, D, color=self.glColor(intensity, intensity, intensity)) else: if self.__text.isTextured(): t1 = face[0][-1] - 1 t2 = face[1][-1] - 1 t3 = face[2][-1] - 1 t4 = face[3][-1] - 1 tA = tvertex[t1] tB = tvertex[t2] tC = tvertex[t3] tD = tvertex[t4] self.triangle(A, B, C, texture=self.__text.isTextured(), texture_coords=(tA, tB, tC), intensity=intensity) self.triangle(A, C, D, texture=self.__text.isTextured(), texture_coords=(tA, tC, tD), intensity=intensity)
class SR(object): def glInit(self): """ Inicializa el rendering """ self.__image = BMP(0, 0) self.__viewPortStart = (0, 0) self.__viewPortSize = (0, 0) self.__color = self.__image.color(255, 255, 255) self.__filename = "output.bmp" self.__obj = None self.__text = None def setImage(self, bmp): self.__image = bmp def glCreateWindow(self, width, height): """ Define el tamano de la ventana sobre la cual se creara ña imagen """ self.__image = BMP(width, height) self.__viewPortSize = (width, height) def glViewPort(self, x, y, width, height): """ Define el tamano de la imagen qu se utilizara """ self.__viewPortStart = (x, y) self.__viewPortSize = (width, height) def glClear(self): """ Cambia todo el color de la ventana el color predeterminado """ self.__image.clear() def glClearColor(self, r, g, b): """ Cambia el color de la ventana al color ingresado por medio de rgb """ self.__image.clear(int(255 * r), int(255 * g), int(255 * b)) def glVertex(self, x, y): """ Cambia de color un pixel del viewport """ viewPortX = int(self.__viewPortSize[0] * (x + 1) * (1 / 2) + self.__viewPortStart[0]) viewPortY = int(self.__viewPortSize[1] * (y + 1) * (1 / 2) + self.__viewPortStart[1]) self.__image.point(viewPortX, viewPortY, self.__color) def glColor(self, r, g, b): """ Cambia el color predeterminado. """ self.__color = self.__image.color(int(255 * r), int(255 * g), int(255 * b)) return self.__image.color(int(255 * r), int(255 * g), int(255 * b)) def glFinish(self): """ Escribe archivo bmp final """ self.__image.write(self.__filename) def glLine(self, xo, yo, xf, yf): """ Dibuja una linea """ x1 = int(self.__viewPortSize[0] * (xo + 1) * (1 / 2) + self.__viewPortStart[0]) y1 = int(self.__viewPortSize[1] * (yo + 1) * (1 / 2) + self.__viewPortStart[1]) x2 = int(self.__viewPortSize[0] * (xf + 1) * (1 / 2) + self.__viewPortStart[0]) y2 = int(self.__viewPortSize[1] * (yf + 1) * (1 / 2) + self.__viewPortStart[1]) dy = abs(y2 - y1) dx = abs(x2 - x1) steep = dy > dx if steep: x1, y1 = y1, x1 x2, y2 = y2, x2 if (x1 > x2): x1, x2 = x2, x1 y1, y2 = y2, y1 dy = abs(y2 - y1) dx = abs(x2 - x1) offset = 0 threshold = dx y = y1 for x in range(x1, x2 + 1): if steep: self.__image.point(y, x, self.__color) else: self.__image.point(x, y, self.__color) offset += dy * 2 if offset >= threshold: y += 1 if y1 < y2 else -1 threshold += 2 * dx def setFileName(self, filename): """ Definimos el nombre del donde se guardan los archivos. """ self.__filename = filename def loadOBJ(self, filename, translate=(0, 0, 0), scale=(1, 1, 1), fill=True, textured=None, rotate=(0, 0, 0)): """ Loads .obj file """ self.modelMatrix(translate, scale, rotate) self.__obj = OBJ(filename) self.__obj.load() light = self.norm((0, 0, 1)) faces = self.__obj.getFaceList() vertex = self.__obj.getVertexList() materials = self.__obj.getMaterials() tvertex = self.__obj.getTextureVertex() nvertex = self.__obj.getVertexNormalList() self.__text = Texture(textured) for face in faces: vcount = len(face) if vcount == 3: f1 = face[0][0] - 1 f2 = face[1][0] - 1 f3 = face[2][0] - 1 a = self.transform(vertex[f1]) b = self.transform(vertex[f2]) c = self.transform(vertex[f3]) normal = self.norm(self.cross(self.sub(b, a), self.sub(c, a))) intensity = self.dot(normal, light) if not textured: if intensity < 0: continue self.triangle(a, b, c, color=self.glColor(intensity, intensity, intensity)) else: if self.__text.isTextured(): t1 = face[0][-1] - 1 t2 = face[1][-1] - 1 t3 = face[2][-1] - 1 tA = tvertex[t1] tB = tvertex[t2] tC = tvertex[t3] self.triangle(a, b, c, texture=self.__text.isTextured(), texture_coords=(tA, tB, tC), intensity=intensity) else: f1 = face[0][0] - 1 f2 = face[1][0] - 1 f3 = face[2][0] - 1 f4 = face[3][0] - 1 vertexList = [ self.transform(vertex[f1]), self.transform(vertex[f2]), self.transform(vertex[f3]), self.transform(vertex[f4]) ] normal = self.norm( self.cross(self.sub(vertexList[0], vertexList[1]), self.sub(vertexList[1], vertexList[2]))) intensity = self.dot(normal, light) A, B, C, D = vertexList if not textured: if intensity < 0: continue self.triangle(A, B, C, color=self.glColor(intensity, intensity, intensity)) self.triangle(A, C, D, color=self.glColor(intensity, intensity, intensity)) else: if self.__text.isTextured(): t1 = face[0][-1] - 1 t2 = face[1][-1] - 1 t3 = face[2][-1] - 1 t4 = face[3][-1] - 1 tA = tvertex[t1] tB = tvertex[t2] tC = tvertex[t3] tD = tvertex[t4] self.triangle(A, B, C, texture=self.__text.isTextured(), texture_coords=(tA, tB, tC), intensity=intensity) self.triangle(A, C, D, texture=self.__text.isTextured(), texture_coords=(tA, tC, tD), intensity=intensity) def triangle(self, A, B, C, color=None, texture=None, texture_coords=(), intensity=1): """ Draws a triangle ABC """ bbox_min, bbox_max = self.bbox(A, B, C) for x in range(bbox_min[0], bbox_max[0] + 1): for y in range(bbox_min[1], bbox_max[1] + 1): w, v, u = self.barycentric(A, B, C, x, y) if w < 0 or v < 0 or u < 0: continue if texture: tA, tB, tC = texture_coords tx = tA[0] * w + tB[0] * v + tC[0] * u ty = tA[1] * w + tB[1] * v + tC[1] * u color = self.__text.getColor(tx, ty, intensity) z = A[2] * w + B[2] * v + C[2] * u if x < 0 or y < 0: continue if z > self.__image.getZbufferValue(x, y): self.__image.point(x, y, color) self.__image.setZbufferValue(x, y, z) def bbox(self, *vertexList): """ Smallest possible bounding box """ xs = [vertex[0] for vertex in vertexList] ys = [vertex[1] for vertex in vertexList] xs.sort() ys.sort() return (xs[0], ys[0]), (xs[-1], ys[-1]) def load(self, filename, translate=(0, 0, 0), scale=(1, 1, 1), fill=True, textured=None, rotate=(0, 0, 0)): """ cargar OBJ file, wireframe """ self.modelMatrix(translate, scale, rotate) self.__obj = OBJ(filename) self.__obj.load() vertex = self.__obj.getVertexList() faces = self.__obj.getFaceList() nvertex = self.__obj.getVertexNormalList() materials = self.__obj.getMaterials() tvertex = self.__obj.getTextureVertex() light = (0, 0, 1) if materials and not textured: matIndex = self.__obj.getMaterialFaces() for mat in matIndex: difuseColor = materials[mat[1]].difuseColor for i in range(mat[0][0], mat[0][1]): cooList = [] textCoo = [] for face in faces[i]: coo = self.transform( vertex[face[0] - 1] ) #((vertex[face[0]-1][0] + translate[0]) * scale[0], (vertex[face[0]-1][1] + translate[1]) * scale[1], (vertex[face[0]-1][2] + translate[2]) * scale[2]) print(self.transform(vertex[face[0] - 1])) cooList.append(coo) if fill: inten = self.dot(nvertex[face[1] - 1], light) if inten < 0: continue self.glFilledPolygon(cooList, color=(inten * difuseColor[0], inten * difuseColor[1], inten * difuseColor[2])) else: self.glPolygon(cooList) elif textured and not materials: for face in faces: cooList = [] textCoo = [] for vertexN in face: coo = ((vertex[vertexN[0] - 1][0] + translate[0]) * scale[0], (vertex[vertexN[0] - 1][1] + translate[1]) * scale[1], (vertex[vertexN[0] - 1][2] + translate[2]) * scale[2]) cooList.append(coo) if len(vertexN) > 2: text = ((tvertex[vertexN[2] - 1][0] + translate[0]) * scale[0], (tvertex[vertexN[2] - 1][1] + translate[1]) * scale[1]) textCoo.append(text) if fill: inten = self.dot(nvertex[vertexN[1] - 1], light) if inten < 0: continue self.glFilledPolygon(cooList, intensity=inten, texture=textured, textureCoords=textCoo) else: self.glPolygon(cooList) cooList = [] else: for face in faces: cooList = [] textCoo = [] for vertexN in face: coo = vertex[vertexN[0] - 1] #self.transform(vertex[vertexN[0]-1]) print(coo) cooList.append(coo) if fill: inten = self.dot(nvertex[vertexN[1] - 1], light) if inten < 0: continue self.glFilledPolygon(cooList, color=(inten, inten, inten)) else: self.glPolygon(cooList) cooList = [] def glRenderTextureGrid(self, filename=None, newfile=True, translate=(0, 0), scale=(1, 1)): """ Render the grid of the textured """ if self.__obj: faces = self.__obj.getFaceList() materials = self.__obj.getMaterials() tvertex = self.__obj.getTextureVertex() if newfile and filename: canvas = SR() canvas.glInit() canvas.glCreateWindow(self.__image.width, self.__image.height) canvas.glViewPort(self.__viewPortStart[0], self.__viewPortStart[1], self.__viewPortSize[0], self.__viewPortSize[1]) canvas.setFileName(filename) else: canvas = self if materials: matIndex = self.__obj.getMaterialFaces() for mat in matIndex: difuseColor = materials[mat[1]].difuseColor for i in range(mat[0][0], mat[0][1]): textCoo = [] for face in faces[i]: if len(face) > 2: text = ( (tvertex[face[2] - 1][0] + translate[0]) * scale[0], (tvertex[face[2] - 1][1] + translate[1]) * scale[1], 0) textCoo.append(text) if len(textCoo) > 2: canvas.glPolygon(textCoo) else: for face in faces: textCoo = [] for vertexN in face: if len(vertexN) > 2: text = ( (tvertex[vertexN[2] - 1][0] + translate[0]) * scale[0], (tvertex[vertexN[2] - 1][1] + translate[1]) * scale[1], 0) textCoo.append(text) if len(textCoo) > 2: canvas.glPolygon(textCoo) return canvas def glPolygon(self, vertexList): """ poligono """ for i in range(len(vertexList)): if i == len(vertexList) - 1: st = vertexList[i] fi = vertexList[0] else: st = vertexList[i] fi = vertexList[i + 1] self.glLine(st[0], st[1], fi[0], fi[1]) def glFilledPolygon(self, vertexList, color=None, texture=None, intensity=1, textureCoords=(), zVal=True): """ Poligono relleno de fillcolor """ inten = intensity if not texture: color = self.__color if color == None else self.__image.color( int(255 * color[0]), int(255 * color[1]), int(255 * color[2])) else: if self.__text == None: text = Texture(texture) self.__text = text else: text = self.__text startX = (sorted(vertexList, key=lambda tup: tup[0])[0][0]) finishX = (sorted(vertexList, key=lambda tup: tup[0], reverse=True)[0][0]) startY = (sorted(vertexList, key=lambda tup: tup[1])[0][1]) finishY = (sorted(vertexList, key=lambda tup: tup[1], reverse=True)[0][1]) startX = int(self.__viewPortSize[0] * (startX + 1) * (1 / 2) + self.__viewPortStart[0]) finishX = int(self.__viewPortSize[0] * (finishX + 1) * (1 / 2) + self.__viewPortStart[0]) startY = int(self.__viewPortSize[0] * (startY + 1) * (1 / 2) + self.__viewPortStart[0]) finishY = int(self.__viewPortSize[0] * (finishY + 1) * (1 / 2) + self.__viewPortStart[0]) for x in range(startX, finishX + 1): for y in range(startY, finishY + 1): isInside = self.glPointInPolygon(self.norX(x), self.norY(y), vertexList) if isInside: if texture: A = (self.norInvX(vertexList[0][0]), self.norInvX(vertexList[0][1])) B = (self.norInvX(vertexList[1][0]), self.norInvX(vertexList[1][1])) C = (self.norInvX(vertexList[2][0]), self.norInvX(vertexList[2][1])) w, v, u = self.barycentric(A, B, C, x, y) A = textureCoords[0] B = textureCoords[1] C = textureCoords[2] tx = A[0] * w + B[0] * v + C[0] * u ty = A[1] * w + B[1] * v + C[1] * u color = text.getColor(tx, ty, intensity=inten) z = self.glPLaneZ(vertexList, x, y) if z > self.__image.getZbufferValue(x, y): self.__image.point(x, y, color) self.__image.setZbufferValue(x, y, z) def barycentric(self, A, B, C, x, y): """ Get barycentric coordenates """ v1 = (C[0] - A[0], B[0] - A[0], A[0] - x) v2 = (C[1] - A[1], B[1] - A[1], A[1] - y) bary = self.cross(v1, v2) if abs(bary[2]) < 1: return -1, -1, -1 return (1 - (bary[0] + bary[1]) / bary[2], bary[1] / bary[2], bary[0] / bary[2]) def norX(self, x): """ Normalizar coor """ norX = ((2 * x) / self.__viewPortSize[0]) - self.__viewPortStart[0] - 1 return norX def norY(self, y): """ Normalizar coor """ norY = ((2 * y) / self.__viewPortSize[1]) - self.__viewPortStart[1] - 1 return norY def norInvX(self, x): """ """ norX = int(self.__viewPortSize[0] * (x + 1) * (1 / 2) + self.__viewPortStart[0]) return norX def norInvY(self, y): """ """ norY = int(self.__viewPortSize[0] * (y + 1) * (1 / 2) + self.__viewPortStart[0]) return norY def norm(self, v0): v = self.length(v0) if not v: return [0, 0, 0] return [v0[0] / v, v0[1] / v, v0[2] / v] def length(self, v0): return (v0[0]**2 + v0[1]**2 + v0[2]**2)**0.5 def glPointInPolygon(self, x, y, vertexList): """ Verifica si un punto (x, y) se encuentra dentro de un poligono (basado en sus vertices) Algoritmo obtenido de: http://www.eecs.umich.edu/courses/eecs380/HANDOUTS/PROJ2/InsidePoly.html """ counter = 0 p1 = vertexList[0] n = len(vertexList) for i in range(n + 1): p2 = vertexList[i % n] if (y > min(p1[1], p2[1])): if (y <= max(p1[1], p2[1])): if (p1[1] != p2[1]): xinters = (y - p1[1]) * (p2[0] - p1[0]) / ( p2[1] - p1[1]) + p1[0] if (p1[0] == p2[0] or x <= xinters): counter += 1 p1 = p2 if (counter % 2 == 0): return False else: return True def dot(self, v0, v1): """ producto punto """ return v0[0] * v1[0] + v0[1] * v1[1] + v0[2] * v1[2] def cross(self, v0, v1): """ Producto cruz """ return [ v0[1] * v1[2] - v0[2] * v1[1], v0[2] * v1[0] - v0[0] * v1[2], v0[0] * v1[1] - v0[1] * v1[0] ] def vector(self, p, q): """ Vector pq """ return [q[0] - p[0], q[1] - p[1], q[2] - p[2]] def sub(self, v0, v1): return [v0[0] - v1[0], v0[1] - v1[1], v0[2] - v1[2]] def glPLaneZ(self, vertexList, x, y): """ Coordenada z en el punto (x,y,z) encontrada en el plano que pasa por los primeros 3 puntos de vertexlist """ pq = self.vector(vertexList[0], vertexList[1]) pr = self.vector(vertexList[0], vertexList[2]) normal = self.cross(pq, pr) if normal[2]: z = ((normal[0] * (x - vertexList[0][0])) + (normal[1] * (y - vertexList[0][1])) - (normal[2] * vertexList[0][2])) / (-normal[2]) return z else: return -float("inf") def glRenderZBuffer(self, filename=None): """ Renders the z buffer stored """ if filename == None: filename = self.__filename.split(".")[0] + "ZBuffer.bmp" self.__image.write(filename, zbuffer=True) def matMult(self, m1, m2): if len(m1[0]) == len(m2): filas1 = len(m1) col1 = len(m1[0]) filas2 = len(m2) col2 = len(m2[0]) matResult = [] for i in range(filas1): matResult.append([0] * col2) for i in range(filas1): for j in range(col2): for k in range(col1): matResult[i][j] = m1[i][k] * m2[k][j] return matResult else: print("Error " + str(len(m1[0])) + " and " + str(len(m2))) return 0 def modelMatrix(self, translate=(0, 0, 0), scale=(1, 1, 1), rotate=(0, 0, 0)): """ Generates model matrix """ translation_matrix = Matrix([ [1, 0, 0, translate[0]], [0, 1, 0, translate[1]], [0, 0, 1, translate[2]], [0, 0, 0, 1], ]) a = rotate[0] rotation_matrix_x = Matrix([[1, 0, 0, 0], [0, cos(a), -sin(a), 0], [0, sin(a), cos(a), 0], [0, 0, 0, 1]]) a = rotate[1] rotation_matrix_y = Matrix([[cos(a), 0, sin(a), 0], [0, 1, 0, 0], [-sin(a), 0, cos(a), 0], [0, 0, 0, 1]]) a = rotate[2] rotation_matrix_z = Matrix([[cos(a), -sin(a), 0, 0], [sin(a), cos(a), 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]]) rotation_matrix = rotation_matrix_x * rotation_matrix_y * rotation_matrix_z scale_matrix = Matrix([ [scale[0], 0, 0, 0], [0, scale[1], 0, 0], [0, 0, scale[2], 0], [0, 0, 0, 1], ]) self.Model = translation_matrix * rotation_matrix * scale_matrix def viewMatrix(self, x, y, z, center): """ Generates view matrix """ m = Matrix([[x[0], x[1], x[2], 0], [y[0], y[1], y[2], 0], [z[0], z[1], z[2], 0], [0, 0, 0, 1]]) o = Matrix([[1, 0, 0, -center[0]], [0, 1, 0, -center[1]], [0, 0, 1, -center[2]], [0, 0, 0, 1]]) self.View = m * o def projectionMatrix(self, coeff): """ Generates projection matrix """ self.Projection = Matrix([[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, coeff, 1]]) def viewportMatrix(self, x=0, y=0): """ Generates viewport matrix """ self.Viewport = Matrix( [[self.__image.width / 2, 0, 0, x + self.__image.width / 2], [0, self.__image.height / 2, 0, y + self.__image.height / 2], [0, 0, 128, 128], [0, 0, 0, 1]]) def lookAt(self, eye, center, up): """ Defines the position of the camera """ z = self.norm(self.sub(eye, center)) x = self.norm(self.cross(up, z)) y = self.norm(self.cross(z, x)) self.viewMatrix(x, y, z, center) self.projectionMatrix(-1 / self.length(self.sub(eye, center))) self.viewportMatrix() def transform(self, vertex): agv = Matrix([[vertex[0]], [vertex[1]], [vertex[2]], [1]]) transformed_vertex = self.Viewport * self.Projection * self.View * self.Model * agv transformed_vertex = transformed_vertex.tolist() tra = [ round(transformed_vertex[0][0] / transformed_vertex[3][0]), round(transformed_vertex[1][0] / transformed_vertex[3][0]), round(transformed_vertex[2][0] / transformed_vertex[3][0]) ] return tra
def loadOBJ(self, filename, translate=(0, 0, 0), scale=(1, 1, 1), fill=True, textured=None, rotate=(0, 0, 0), shader=None): """ Loads .obj file """ self.modelMatrix(translate, scale, rotate) self.__obj = OBJ(filename) self.__obj.load() light = self.norm((0, 0, 1)) faces = self.__obj.getFaceList() vertex = self.__obj.getVertexList() materials = self.__obj.getMaterials() tvertex = self.__obj.getTextureVertex() nvertex = self.__obj.getVertexNormalList() matFaces = self.__obj.getMaterialFaces() self.__text = Texture(textured) print("Rendering... " + filename) if materials: for mats in matFaces: start, stop = mats[0] color = materials[mats[1]].difuseColor for index in range(start, stop): face = faces[index] vcount = len(face) if vcount == 3: f1 = face[0][0] - 1 f2 = face[1][0] - 1 f3 = face[2][0] - 1 a = self.transform(vertex[f1]) b = self.transform(vertex[f2]) c = self.transform(vertex[f3]) if shader: t1 = face[0][1] - 1 t2 = face[1][1] - 1 t3 = face[2][1] - 1 nA = nvertex[t1] nB = nvertex[t2] nC = nvertex[t3] self.triangle(a, b, c, baseColor=color, shader=shader, normals=(nA, nB, nC)) else: normal = self.norm( self.cross(self.sub(b, a), self.sub(c, a))) intensity = self.dot(normal, light) if not self.__text.isTextured(): if intensity < 0: continue self.triangle(a, b, c, color=self.glColor( color[0] * intensity, color[1] * intensity, color[2] * intensity)) else: print("No materials") for face in faces: vcount = len(face) if vcount == 3: f1 = face[0][0] - 1 f2 = face[1][0] - 1 f3 = face[2][0] - 1 a = self.transform(vertex[f1]) b = self.transform(vertex[f2]) c = self.transform(vertex[f3]) if shader: nA = nvertex[f1] nB = nvertex[f2] nC = nvertex[f3] self.triangle(a, b, c, baseColor=color, shader=shader, normals=(nA, nB, nC)) else: normal = self.norm( self.cross(self.sub(b, a), self.sub(c, a))) intensity = self.dot(normal, light) if not self.__text.isTextured(): if intensity < 0: continue self.triangle(a, b, c, color=self.glColor( intensity, intensity, intensity)) else: if self.__text.isTextured(): t1 = face[0][-1] - 1 t2 = face[1][-1] - 1 t3 = face[2][-1] - 1 tA = tvertex[t1] tB = tvertex[t2] tC = tvertex[t3] self.triangle(a, b, c, texture=self.__text.isTextured(), texture_coords=(tA, tB, tC), intensity=intensity) else: f1 = face[0][0] - 1 f2 = face[1][0] - 1 f3 = face[2][0] - 1 f4 = face[3][0] - 1 vertexList = [ self.transform(vertex[f1]), self.transform(vertex[f2]), self.transform(vertex[f3]), self.transform(vertex[f4]) ] normal = self.norm( self.cross(self.sub(vertexList[0], vertexList[1]), self.sub(vertexList[1], vertexList[2]))) intensity = self.dot(normal, light) A, B, C, D = vertexList if not textured: if intensity < 0: continue self.triangle(A, B, C, color=self.glColor( intensity, intensity, intensity)) self.triangle(A, C, D, color=self.glColor( intensity, intensity, intensity)) else: if self.__text.isTextured(): t1 = face[0][-1] - 1 t2 = face[1][-1] - 1 t3 = face[2][-1] - 1 t4 = face[3][-1] - 1 tA = tvertex[t1] tB = tvertex[t2] tC = tvertex[t3] tD = tvertex[t4] self.triangle(A, B, C, texture=self.__text.isTextured(), texture_coords=(tA, tB, tC), intensity=intensity) self.triangle(A, C, D, texture=self.__text.isTextured(), texture_coords=(tA, tC, tD), intensity=intensity)