コード例 #1
0
 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
コード例 #2
0
    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)