/
vrml_export.py
233 lines (193 loc) · 9.61 KB
/
vrml_export.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
#!/usr/bin/env python3
# -*- coding: utf-8 -*-
#
# vrml_export.py
# Copyright (C) 2013 xent
# Project is distributed under the terms of the GNU General Public License v3.0
import itertools
import math
import time
import numpy
try:
import model
except ImportError:
from . import model
DEBUG_ENABLED = False
def debug(text):
if DEBUG_ENABLED:
print(text)
def indent(level):
return '\t' * level
def store(data, path):
exported_groups, exported_materials = [], []
def encode_appearance(material, level):
def calc_intensity(ambient, diffuse):
return sum([ambient[i] / diffuse[i] for i in range(0, 3) if diffuse[i] != 0.0]) / 3.0
ambient_intensity = min(calc_intensity(material.color.ambient, material.color.diffuse), 1.0)
output = indent(level) + 'appearance Appearance {\n'
if material in exported_materials:
exported = exported_materials[exported_materials.index(material)]
output += indent(level + 1) + 'material USE MA_{:s}\n'.format(
exported.color.ident)
debug('Export: reused material {:s} instead of {:s}'.format(
exported.color.ident, material.color.ident))
else:
output += indent(level + 1) + 'material DEF MA_{:s} Material {{\n'.format(
material.color.ident)
output += indent(level + 2) + 'diffuseColor {:g} {:g} {:g}\n'.format(
*material.color.diffuse)
output += indent(level + 2) + 'ambientIntensity {:g}\n'.format(ambient_intensity)
output += indent(level + 2) + 'specularColor {:g} {:g} {:g}\n'.format(
*material.color.specular)
output += indent(level + 2) + 'emissiveColor {:g} {:g} {:g}\n'.format(
*material.color.emissive)
output += indent(level + 2) + 'shininess {:g}\n'.format(material.color.shininess)
output += indent(level + 2) + 'transparency {:g}\n'.format(material.color.transparency)
output += indent(level + 1) + '}\n'
exported_materials.append(material)
def encode_texture(path, name, level):
if name != '':
output = indent(level) + 'texture DEF {:s} ImageTexture {{\n'.format(name)
else:
output = indent(level) + 'texture {:s} {{\n'.format(name)
output += indent(level + 1) + 'url \'{:s}\'\n'.format(path)
output += indent(level) + '}\n'
return output
if material.diffuse is not None:
output += encode_texture(material.diffuse.path[0], material.diffuse.ident,
level + 1)
output += indent(level) + '}\n'
return output
def encode_geometry(mesh, level):
output = indent(level) + 'geometry IndexedFaceSet {\n'
appearance = mesh.appearance()
output += indent(level + 1) + 'solid {:s}\n'.format(
'TRUE' if appearance.solid else 'FALSE')
output += indent(level + 1) + 'smooth {:s}\n'.format(
'TRUE' if appearance.smooth else 'FALSE')
geo_vertices, geo_polygons = mesh.geometry()
# Export vertices
output += indent(level + 1) + 'coord DEF FS_{:s} Coordinate {{\n'.format(mesh.ident)
output += indent(level + 2) + 'point [\n'
output += indent(level + 3)
vertices = list(itertools.chain.from_iterable(geo_vertices))
output += ' '.join([str(round(x, 6)) for x in vertices])
output += '\n'
output += indent(level + 2) + ']\n'
output += indent(level + 1) + '}\n'
# Export polygons
output += indent(level + 1) + 'coordIndex [\n'
output += indent(level + 2)
indices = list(itertools.chain.from_iterable([poly + [-1] for poly in geo_polygons]))
output += ' '.join([str(x) for x in indices])
output += '\n'
output += indent(level + 1) + ']\n'
material = appearance.material
if any(texture is not None for texture in
[material.diffuse, material.normal, material.specular]):
tex_vertices, tex_polygons = mesh.texture()
# Export texture vertices
output += indent(level + 1) + 'texCoord TextureCoordinate {\n'
output += indent(level + 2) + 'point [\n'
output += indent(level + 3)
vertices = list(itertools.chain.from_iterable(tex_vertices))
output += ' '.join([str(round(x, 6)) for x in vertices])
output += '\n'
output += indent(level + 2) + ']\n'
output += indent(level + 1) + '}\n'
# Export texture indices
output += indent(level + 1) + 'texCoordIndex [\n'
output += indent(level + 2)
indices = list(itertools.chain.from_iterable([poly + [-1] for poly in tex_polygons]))
output += ' '.join([str(x) for x in indices])
output += '\n'
output += indent(level + 1) + ']\n'
output += indent(level) + '}\n'
return output
def encode_shape(mesh, level):
output = indent(level) + 'Shape {\n'
output += encode_appearance(mesh.appearance().material, level + 1)
output += encode_geometry(mesh, level + 1)
output += indent(level) + '}\n'
return output
def encode_group(mesh, level):
output = ''
already_exported = [group for group in exported_groups if group.ident == mesh.ident]
if not already_exported:
output += indent(level) + 'DEF ME_{:s} Group {{\n'.format(mesh.ident)
output += indent(level + 1) + 'children [\n'
output += encode_shape(mesh, level + 2)
output += indent(level + 1) + ']\n'
output += indent(level) + '}\n'
exported_groups.append(mesh)
else:
output += indent(level) + 'USE ME_{:s}\n'.format(mesh.ident)
debug('Export: reused group {:s}'.format(mesh.ident))
return output
def encode_transform(mesh, level=0):
output = ''
started = time.time()
if mesh.transform is None:
translation = numpy.array([0.0, 0.0, 0.0])
rotation = numpy.array([1.0, 0.0, 0.0, 0.0])
scale = numpy.array([1.0, 1.0, 1.0])
else:
translation = mesh.transform.matrix[:,3][0:3]
translation_matrix = numpy.array([
[1.0, 0.0, 0.0, -translation[0]],
[0.0, 1.0, 0.0, -translation[1]],
[0.0, 0.0, 1.0, -translation[2]],
[0.0, 0.0, 0.0, 1.0]])
translated = numpy.matmul(translation_matrix, mesh.transform.matrix)
scale = numpy.array([numpy.linalg.norm(
translated[:,column][0:3]) for column in [0, 1, 2]])
scale_matrix = numpy.array([
[1.0 / scale[0], 0.0, 0.0, 0.0],
[ 0.0, 1.0 / scale[1], 0.0, 0.0],
[ 0.0, 0.0, 1.0 / scale[2], 0.0],
[ 0.0, 0.0, 0.0, 1.0]])
scaled = numpy.matmul(translated, scale_matrix)
# Conversion from rotation matrix form to axis-angle form
angle = math.acos(((scaled.trace() - 1.0) - 1.0) / 2.0)
if angle == 0.0:
rotation = numpy.array([1.0, 0.0, 0.0, 0.0])
else:
skew = scaled - scaled.transpose()
vector = numpy.array([skew[2][1], skew[0][2], skew[1][0]])
vector = (1.0 / (2.0 * math.sin(angle))) * vector
vector = model.normalize(vector)
if abs(angle) < math.pi:
rotation = numpy.array(vector.tolist() + [angle])
else:
tensor = numpy.tensordot(vector, vector, 0)
values = numpy.array([tensor[2][1], tensor[0][2], tensor[1][0]])
vector = numpy.diag(tensor)
vector = model.normalize(vector)
pos_indices, neg_indices = [], []
for i in range(0, 3):
if values[i] < 0.0:
neg_indices.append(i)
elif values[i] > 0.0:
pos_indices.append(i)
if len(pos_indices) == 1 and len(neg_indices) == 2:
vector[pos_indices[0]] *= -1.0
elif not pos_indices and len(neg_indices) == 1:
vector[neg_indices[0]] *= -1.0
rotation = numpy.array(vector.tolist() + [angle])
debug('Transform {:s}: translation {:s}, rotation {:s}, scale {:s}'.format(
mesh.ident, str(translation), str(rotation), str(scale)))
output += indent(level) + 'DEF OB_{:s} Transform {{\n'.format(mesh.ident)
output += indent(level + 1) + 'translation {:g} {:g} {:g}\n'.format(*translation)
output += indent(level + 1) + 'rotation {:g} {:g} {:g} {:g}\n'.format(*rotation)
output += indent(level + 1) + 'scale {:g} {:g} {:g}\n'.format(*scale)
output += indent(level + 1) + 'children [\n'
parent = mesh if mesh.parent is None else mesh.parent
output += encode_group(parent, level + 2)
output += indent(level + 1) + ']\n'
output += indent(level) + '}\n'
debug('Mesh exported in {:f}, name {:s}'.format(time.time() - started, mesh.ident))
return output
with open(path, 'wb') as out:
out.write('#VRML V2.0 utf8\n#Created by vrml_export.py\n'.encode('utf-8'))
for shape in data:
out.write(encode_transform(shape).encode('utf-8'))