示例#1
0
def loadSphere():
    """
    Return the geometry of a sphere.

    The sphere data is loaded from 'sphere.obj' which is part of the repo.

    :return: (vert, uv, rgb)
    """
    # Assemble path to the model.
    p = os.path.dirname(os.path.abspath(__file__))
    p = os.path.join(p, '..', 'viewer', 'models', 'sphere')
    fname = os.path.join(p, 'sphere.obj')

    # Import the model geometry.
    print('  Importing <{}>... '.format(fname), end='', flush=True)
    mesh = model_import.loadModelAll(fname)

    # The model may contain several sub-models. Each one has a set of vertices,
    # UV- and texture maps. The following code simply flattens the three lists
    # of lists into just three lists.
    vert = np.array(mesh['vertices']).flatten()
    uv = np.array(mesh['UV']).flatten()
    rgb = np.array(mesh['RGB']).flatten()

    # Ensure the data has the correct format.
    vert = 0.5 * np.array(vert)
    uv = np.array(uv, np.float32)
    rgb = np.array(rgb, np.uint8)

    # Return the geometry.
    return vert, uv, rgb
示例#2
0
def loadModel(fname):
    """
    Load 3D model from ``fname`` and return the vertices, UV, and RGB arrays.
    """
    # Load the model.
    print("  Importing <{}>... ".format(fname), end="", flush=True)
    mesh = model_import.loadModelAll(fname)

    # The model may contain several sub-models. Each one has a set of vertices,
    # UV- and texture maps. The following code simply flattens the three lists
    # of lists into just three lists.
    vert = np.array(mesh["vertices"]).flatten()
    uv = np.array(mesh["UV"]).flatten()
    rgb = np.array(mesh["RGB"]).flatten()

    return vert, uv, rgb
示例#3
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def loadModel(fname):
    """
    Load 3D model from ``fname`` and return the vertices, UV, and RGB arrays.
    """
    # Load the model.
    print('  Importing <{}>... '.format(fname), end='', flush=True)
    mesh = model_import.loadModelAll(fname)

    # The model may contain several sub-models. Each one has a set of vertices,
    # UV- and texture maps. The following code simply flattens the three lists
    # of lists into just three lists.
    vert = np.array(mesh['vertices']).flatten()
    uv = np.array(mesh['UV'])
    rgb = np.array(mesh['RGB'])
    print('done')

    return vert, uv, rgb
示例#4
0
    def loadGeometry(self):
        # Backup the latest state variables because we will download new ones
        # from Azrael shortly.
        self.oldSVs = self.newSVs

        # Get latest SV values.
        with util.Timeit('viewer.getV') as timeit:
            ret = self.client.getObjectStates(None)
            if not ret.ok:
                print('Could not retrieve the state variables -- Abort')
                self.close()

        # Remove all *None* entries (means Azrael does not know about them;
        # should be impossible but just to be sure).
        self.newSVs = {}
        for objID in ret.data:
            if ret.data[objID] is None:
                self._removeObjectData(objID)
            self.newSVs[objID] = ret.data[objID]

        # Remove all objects from the local scene for which Azrael did not
        # provid SV data.
        for objID in self.oldSVs:
            # Ignore the player object.
            if (objID in self.newSVs) or (objID == self.player_id):
                continue

            # Delete all fragment textures.
            for frag in self.textureBuffer[objID].values():
                gl.glDeleteTextures(frag)

            # Delete the corresponding entries in our meta variables.
#            gl.glDeleteBuffers(2, [1, 2])
            self._removeObjectData(objID)

        # The previous loop removed objects that do not exist anymore in
        # Azrael. This loop adds objects that now exist in Azrael but not yet
        # in our scene.
        for objID in list(self.newSVs.keys()):
            # Do not add anything if it is the player object itself.
            if objID == self.player_id:
                continue

            # Skip the object if we already have its model, unless the model
            # changed.
            if (objID in self.oldSVs) and not self.hasGeometryChanged(objID):
                continue

            # Download the latest geometry for this object; skip it if the
            # object does not exist (anymore).
            ret = self.client.getFragments([objID])
            if not ret.ok or ret.data is None or ret.data[objID] is None:
                self._removeObjectData(objID)
                continue

            # Fetch fragment model from Azrael and pass it to the GPU.
            base_url = 'http://{}:{}'.format(self.addr_clerk, self.port_webapi)
            for fragID, frag_data in ret.data[objID].items():
                if frag_data['fragtype'] == 'RAW':
                    url = base_url + frag_data['url_frag'] + '/model.json'
                    frag = requests.get(url).content
                    if len(frag) == 0:
                        self._removeObjectData(objID)
                        break
                    frag = json.loads(frag.decode('utf8'))
                    frag = getFragMetaRaw(
                        frag['vert'], frag['uv'], frag['rgb'],
                        frag['width'], frag['height']
                    )
                elif frag_data['fragtype'] == 'DAE':
                    url = base_url + frag_data['url_frag'] + '/' + fragID
                    frag = requests.get(url).content
                    if len(frag) == 0:
                        self._removeObjectData(objID)
                        break
                    with tempfile.TemporaryDirectory() as tmpdir:
                        open('model.dae', 'wb').write(frag)
                        mesh = model_import.loadModelAll('model.dae')

                    # The model may contain several sub-models. Each one has a
                    # set of vertices, UV- and texture maps. The following code
                    # simply flattens the three list-of-lists into three plain
                    # lists.
                    vert = np.array(mesh['vertices']).flatten()
                    uv = np.array(mesh['UV']).flatten()
                    rgb = np.array(mesh['RGB']).flatten()
                    width = height = None

                    # Ensure the data has the correct format.
                    vert = np.array(vert)
                    uv = np.array(uv, np.float32)
                    rgb = np.array(rgb, np.uint8)
                    frag = getFragMetaRaw(vert, uv, rgb, width, height)
                elif frag_data['fragtype'] == '3JS_V3':
                    # Model files in 3JS format. These are stored in a main
                    # JSON file plus (optional) texture files. Find the JSON
                    # file and log an error if there is not exactly one.
                    fnames = [_ for _ in frag_data['files']
                              if _.lower().endswith('.json')]
                    if len(fnames) != 1:
                        print('{} possible 3JS model candidates'.format(len(fnames)))
                        break

                    # Download the model.
                    url = base_url + frag_data['url_frag'] + '/' + fnames[0]
                    frag = requests.get(url).content
                    if len(frag) == 0:
                        self._removeObjectData(objID)
                        break

                    frag = json.loads(frag.decode('utf8'))
                    vert, uv, rgb = demolib.load3JSModel(frag)

                    # Download a texture file (if the model has one).
                    fnames = [_ for _ in frag_data['files']
                              if _.lower().endswith('.jpg')]
                    if len(fnames) > 0:
                        print('found texture')
                        url = base_url + frag_data['url_frag'] + '/' + fnames[0]
                        texture = requests.get(url).content
                        assert len(texture) > 0
                        with tempfile.TemporaryDirectory() as tmpdir:
                            open('texture.jpg', 'wb').write(texture)
                            img = PIL.Image.open(fnames[0])
                            width, height = img.size
                            img = np.array(img)
                            rgb = np.rollaxis(np.flipud(img), 1).flatten()
                            print('imported texture {}'.format(url))
                            del img
                        del url, texture
                    del fnames

                    frag = getFragMetaRaw(vert, uv, rgb, width, height)
                else:
                    continue
                self.upload2GPU(objID, fragID, frag)

        # Only draw visible triangles for this fragment.
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LESS)
示例#5
0
    def loadGeometry(self):
        # Backup the latest state variables because we will download new ones
        # from Azrael shortly.
        self.oldSVs = self.newSVs

        # Get latest SV values.
        with util.Timeit('viewer.getV') as timeit:
            ret = self.client.getObjectStates(None)
            if not ret.ok:
                print('Could not retrieve the state variables -- Abort')
                self.close()

        # Remove all *None* entries (means Azrael does not know about them;
        # should be impossible but just to be sure).
        self.newSVs = {}
        for objID in ret.data:
            if ret.data[objID] is None:
                self._removeObjectData(objID)
            self.newSVs[objID] = ret.data[objID]

        # Remove all objects from the local scene for which Azrael did not
        # provid SV data.
        for objID in self.oldSVs:
            # Ignore the player object.
            if (objID in self.newSVs) or (objID == self.player_id):
                continue

            # Delete all fragment textures.
            for frag in self.textureBuffer[objID].values():
                gl.glDeleteTextures(frag)

            # Delete the corresponding entries in our meta variables.


#            gl.glDeleteBuffers(2, [1, 2])
            self._removeObjectData(objID)

        # The previous loop removed objects that do not exist anymore in
        # Azrael. This loop adds objects that now exist in Azrael but not yet
        # in our scene.
        for objID in list(self.newSVs.keys()):
            # Do not add anything if it is the player object itself.
            if objID == self.player_id:
                continue

            # Skip the object if we already have its model, unless the model
            # changed.
            if (objID in self.oldSVs) and not self.hasGeometryChanged(objID):
                continue

            # Download the latest geometry for this object; skip it if the
            # object does not exist (anymore).
            ret = self.client.getFragments([objID])
            if not ret.ok or ret.data is None or ret.data[objID] is None:
                self._removeObjectData(objID)
                continue

            # Fetch fragment model from Azrael and pass it to the GPU.
            base_url = 'http://{}:{}'.format(self.addr_clerk, self.port_webapi)
            for fragID, frag_data in ret.data[objID].items():
                if frag_data['fragtype'] == 'RAW':
                    url = base_url + frag_data['url_frag'] + '/model.json'
                    frag = requests.get(url).content
                    if len(frag) == 0:
                        self._removeObjectData(objID)
                        break
                    frag = json.loads(frag.decode('utf8'))
                    frag = getFragMetaRaw(frag['vert'], frag['uv'],
                                          frag['rgb'], frag['width'],
                                          frag['height'])
                elif frag_data['fragtype'] == 'DAE':
                    url = base_url + frag_data['url_frag'] + '/' + fragID
                    frag = requests.get(url).content
                    if len(frag) == 0:
                        self._removeObjectData(objID)
                        break
                    with tempfile.TemporaryDirectory() as tmpdir:
                        open('model.dae', 'wb').write(frag)
                        mesh = model_import.loadModelAll('model.dae')

                    # The model may contain several sub-models. Each one has a
                    # set of vertices, UV- and texture maps. The following code
                    # simply flattens the three list-of-lists into three plain
                    # lists.
                    vert = np.array(mesh['vertices']).flatten()
                    uv = np.array(mesh['UV']).flatten()
                    rgb = np.array(mesh['RGB']).flatten()
                    width = height = None

                    # Ensure the data has the correct format.
                    vert = np.array(vert)
                    uv = np.array(uv, np.float32)
                    rgb = np.array(rgb, np.uint8)
                    frag = getFragMetaRaw(vert, uv, rgb, width, height)
                elif frag_data['fragtype'] == '3JS_V3':
                    # Model files in 3JS format. These are stored in a main
                    # JSON file plus (optional) texture files. Find the JSON
                    # file and log an error if there is not exactly one.
                    fnames = [
                        _ for _ in frag_data['files']
                        if _.lower().endswith('.json')
                    ]
                    if len(fnames) != 1:
                        print('{} possible 3JS model candidates'.format(
                            len(fnames)))
                        break

                    # Download the model.
                    url = base_url + frag_data['url_frag'] + '/' + fnames[0]
                    frag = requests.get(url).content
                    if len(frag) == 0:
                        self._removeObjectData(objID)
                        break

                    frag = json.loads(frag.decode('utf8'))
                    vert, uv, rgb = demolib.load3JSModel(frag)

                    # Download a texture file (if the model has one).
                    fnames = [
                        _ for _ in frag_data['files']
                        if _.lower().endswith('.jpg')
                    ]
                    if len(fnames) > 0:
                        print('found texture')
                        url = base_url + frag_data['url_frag'] + '/' + fnames[0]
                        texture = requests.get(url).content
                        assert len(texture) > 0
                        with tempfile.TemporaryDirectory() as tmpdir:
                            open('texture.jpg', 'wb').write(texture)
                            img = PIL.Image.open(fnames[0])
                            width, height = img.size
                            img = np.array(img)
                            rgb = np.rollaxis(np.flipud(img), 1).flatten()
                            print('imported texture {}'.format(url))
                            del img
                        del url, texture
                    del fnames

                    frag = getFragMetaRaw(vert, uv, rgb, width, height)
                else:
                    continue
                self.upload2GPU(objID, fragID, frag)

        # Only draw visible triangles for this fragment.
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LESS)
示例#6
0
    def loadGeometry(self):
        # Backup the latest state variables because we will download new ones
        # from Azrael shortly.
        self.oldSVs = self.newSVs

        # Get latest SV values.
        with util.Timeit('viewer.getV') as timeit:
            ret = self.client.getObjectStates(None)
            if not ret.ok:
                print('Could not retrieve the state variables -- Abort')
                self.close()

        # Remove all *None* entries (means Azrael does not know about them;
        # should be impossible but just to be sure).
        self.newSVs = {}
        for objID in ret.data:
            if ret.data[objID] is None:
                self._removeObjectData(objID)
            self.newSVs[objID] = ret.data[objID]

        # Remove all objects from the local scene for which Azrael did not
        # provid SV data.
        for objID in self.oldSVs:
            # Ignore the player object.
            if (objID in self.newSVs) or (objID == self.player_id):
                continue

            # Delete all fragment textures.
            for frag in self.textureBuffer[objID].values():
                gl.glDeleteTextures(frag)

            # Delete the corresponding entries in our meta variables.
#            gl.glDeleteBuffers(2, [1, 2])
            self._removeObjectData(objID)

        # The previous loop removed objects that do not exist anymore in
        # Azrael. This loop adds objects that now exist in Azrael but not yet
        # in our scene.
        for objID in list(self.newSVs.keys()):
            # Do not add anything if it is the player object itself.
            if objID == self.player_id:
                continue

            # Skip the object if we already have its model, unless the model
            # changed.
            if (objID in self.oldSVs) and not self.hasGeometryChanged(objID):
                continue

            # Download the latest geometry for this object; skip it if the
            # object does not exist (anymore).
            ret = self.client.getFragments([objID])
            if not ret.ok or ret.data is None or ret.data[objID] is None:
                self._removeObjectData(objID)
                continue

            # Fetch fragment model from Azrael and pass it to the GPU.
            base_url = 'http://{}:{}'.format(self.ip, config.port_webserver)
            for fragID, frag_data in ret.data[objID].items():
                if frag_data['fragtype'] == 'RAW':
                    url = base_url + frag_data['url_frag'] + '/model.json'
                    frag = urllib.request.urlopen(url).readall()
                    if len(frag) == 0:
                        self._removeObjectData(objID)
                        break
                    frag = json.loads(frag.decode('utf8'))
                    frag = getFragMeta('RAW', FragRaw(**frag))
                elif frag_data['fragtype'] == 'DAE':
                    url = base_url + frag_data['url_frag'] + '/' + fragID
                    frag = urllib.request.urlopen(url).readall()
                    if len(frag) == 0:
                        self._removeObjectData(objID)
                        break
                    with tempfile.TemporaryDirectory() as tmpdir:
                        open('model.dae', 'wb').write(frag)
                        mesh = model_import.loadModelAll('model.dae')

                    # The model may contain several sub-models. Each one has a
                    # set of vertices, UV- and texture maps. The following code
                    # simply flattens the three list-of-lists into three plain
                    # lists.
                    vert = np.array(mesh['vertices']).flatten()
                    uv = np.array(mesh['UV']).flatten()
                    rgb = np.array(mesh['RGB']).flatten()

                    # Ensure the data has the correct format.
                    vert = np.array(vert)
                    uv = np.array(uv, np.float32)
                    rgb = np.array(rgb, np.uint8)
                    frag = getFragMeta('RAW', FragRaw(vert, uv, rgb))
                else:
                    continue
                self.upload2GPU(objID, fragID, frag)

        # Only draw visible triangles for this fragment.
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LESS)