1319 lines
41 KiB
Python
Executable File
1319 lines
41 KiB
Python
Executable File
#!/usr/bin/env python
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# -*- coding: UTF-8 -*-
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""" This program loads a model with PyASSIMP, and display it.
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Based on:
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- pygame code from http://3dengine.org/Spectator_%28PyOpenGL%29
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- http://www.lighthouse3d.com/tutorials
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- http://www.songho.ca/opengl/gl_transform.html
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- http://code.activestate.com/recipes/325391/
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- ASSIMP's C++ SimpleOpenGL viewer
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Authors: Séverin Lemaignan, 2012-2016
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"""
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import sys
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import logging
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logger = logging.getLogger("pyassimp")
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gllogger = logging.getLogger("OpenGL")
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gllogger.setLevel(logging.WARNING)
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logging.basicConfig(level=logging.INFO)
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import OpenGL
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OpenGL.ERROR_CHECKING = False
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OpenGL.ERROR_LOGGING = False
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# OpenGL.ERROR_ON_COPY = True
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# OpenGL.FULL_LOGGING = True
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from OpenGL.GL import *
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from OpenGL.arrays import vbo
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from OpenGL.GL import shaders
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import pygame
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import pygame.font
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import pygame.image
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import math, random
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from numpy import linalg
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import pyassimp
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from pyassimp.postprocess import *
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from pyassimp.helper import *
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import transformations
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ROTATION_180_X = numpy.array([[1, 0, 0, 0], [0, -1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1]], dtype=numpy.float32)
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# rendering mode
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BASE = "BASE"
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COLORS = "COLORS"
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SILHOUETTE = "SILHOUETTE"
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HELPERS = "HELPERS"
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# Entities type
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ENTITY = "entity"
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CAMERA = "camera"
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MESH = "mesh"
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FLAT_VERTEX_SHADER_120 = """
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#version 120
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_modelMatrix;
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uniform vec4 u_materialDiffuse;
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attribute vec3 a_vertex;
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varying vec4 v_color;
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void main(void)
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{
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v_color = u_materialDiffuse;
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gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
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}
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"""
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FLAT_VERTEX_SHADER_130 = """
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#version 130
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_modelMatrix;
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uniform vec4 u_materialDiffuse;
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in vec3 a_vertex;
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out vec4 v_color;
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void main(void)
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{
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v_color = u_materialDiffuse;
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gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
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}
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"""
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BASIC_VERTEX_SHADER_120 = """
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#version 120
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_modelMatrix;
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uniform mat3 u_normalMatrix;
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uniform vec3 u_lightPos;
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uniform vec4 u_materialDiffuse;
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attribute vec3 a_vertex;
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attribute vec3 a_normal;
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varying vec4 v_color;
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void main(void)
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{
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// Now the normal is in world space, as we pass the light in world space.
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vec3 normal = u_normalMatrix * a_normal;
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float dist = distance(a_vertex, u_lightPos);
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// go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters
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// att is not used for now
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float att=1.0/(1.0+0.8*dist*dist);
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vec3 surf2light = normalize(u_lightPos - a_vertex);
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vec3 norm = normalize(normal);
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float dcont=max(0.0,dot(norm,surf2light));
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float ambient = 0.3;
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float intensity = dcont + 0.3 + ambient;
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v_color = u_materialDiffuse * intensity;
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gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
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}
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"""
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BASIC_VERTEX_SHADER_130 = """
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#version 130
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_modelMatrix;
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uniform mat3 u_normalMatrix;
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uniform vec3 u_lightPos;
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uniform vec4 u_materialDiffuse;
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in vec3 a_vertex;
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in vec3 a_normal;
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out vec4 v_color;
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void main(void)
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{
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// Now the normal is in world space, as we pass the light in world space.
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vec3 normal = u_normalMatrix * a_normal;
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float dist = distance(a_vertex, u_lightPos);
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// go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters
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// att is not used for now
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float att=1.0/(1.0+0.8*dist*dist);
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vec3 surf2light = normalize(u_lightPos - a_vertex);
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vec3 norm = normalize(normal);
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float dcont=max(0.0,dot(norm,surf2light));
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float ambient = 0.3;
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float intensity = dcont + 0.3 + ambient;
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v_color = u_materialDiffuse * intensity;
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gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
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}
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"""
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BASIC_FRAGMENT_SHADER_120 = """
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#version 120
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varying vec4 v_color;
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void main() {
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gl_FragColor = v_color;
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}
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"""
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BASIC_FRAGMENT_SHADER_130 = """
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#version 130
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in vec4 v_color;
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void main() {
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gl_FragColor = v_color;
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}
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"""
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GOOCH_VERTEX_SHADER_120 = """
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#version 120
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// attributes
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attribute vec3 a_vertex; // xyz - position
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attribute vec3 a_normal; // xyz - normal
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// uniforms
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uniform mat4 u_modelMatrix;
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uniform mat4 u_viewProjectionMatrix;
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uniform mat3 u_normalMatrix;
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uniform vec3 u_lightPos;
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uniform vec3 u_camPos;
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// output data from vertex to fragment shader
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varying vec3 o_normal;
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varying vec3 o_lightVector;
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///////////////////////////////////////////////////////////////////
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void main(void)
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{
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// transform position and normal to world space
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vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0);
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vec3 normalWorld = u_normalMatrix * a_normal;
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// calculate and pass vectors required for lighting
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o_lightVector = u_lightPos - positionWorld.xyz;
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o_normal = normalWorld;
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// project world space position to the screen and output it
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gl_Position = u_viewProjectionMatrix * positionWorld;
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}
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"""
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GOOCH_VERTEX_SHADER_130 = """
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#version 130
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// attributes
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in vec3 a_vertex; // xyz - position
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in vec3 a_normal; // xyz - normal
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// uniforms
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uniform mat4 u_modelMatrix;
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uniform mat4 u_viewProjectionMatrix;
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uniform mat3 u_normalMatrix;
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uniform vec3 u_lightPos;
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uniform vec3 u_camPos;
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// output data from vertex to fragment shader
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out vec3 o_normal;
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out vec3 o_lightVector;
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///////////////////////////////////////////////////////////////////
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void main(void)
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{
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// transform position and normal to world space
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vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0);
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vec3 normalWorld = u_normalMatrix * a_normal;
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// calculate and pass vectors required for lighting
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o_lightVector = u_lightPos - positionWorld.xyz;
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o_normal = normalWorld;
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// project world space position to the screen and output it
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gl_Position = u_viewProjectionMatrix * positionWorld;
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}
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"""
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GOOCH_FRAGMENT_SHADER_120 = """
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#version 120
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// data from vertex shader
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varying vec3 o_normal;
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varying vec3 o_lightVector;
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// diffuse color of the object
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uniform vec4 u_materialDiffuse;
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// cool color of gooch shading
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uniform vec3 u_coolColor;
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// warm color of gooch shading
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uniform vec3 u_warmColor;
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// how much to take from object color in final cool color
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uniform float u_alpha;
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// how much to take from object color in final warm color
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uniform float u_beta;
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///////////////////////////////////////////////////////////
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void main(void)
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{
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// normlize vectors for lighting
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vec3 normalVector = normalize(o_normal);
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vec3 lightVector = normalize(o_lightVector);
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// intensity of diffuse lighting [-1, 1]
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float diffuseLighting = dot(lightVector, normalVector);
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// map intensity of lighting from range [-1; 1] to [0, 1]
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float interpolationValue = (1.0 + diffuseLighting)/2;
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//////////////////////////////////////////////////////////////////
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// cool color mixed with color of the object
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vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha;
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// warm color mixed with color of the object
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vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta;
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// interpolation of cool and warm colors according
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// to lighting intensity. The lower the light intensity,
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// the larger part of the cool color is used
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vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue);
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//////////////////////////////////////////////////////////////////
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// save color
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gl_FragColor.rgb = colorOut;
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gl_FragColor.a = 1;
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}
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"""
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GOOCH_FRAGMENT_SHADER_130 = """
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#version 130
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// data from vertex shader
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in vec3 o_normal;
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in vec3 o_lightVector;
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// diffuse color of the object
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uniform vec4 u_materialDiffuse;
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// cool color of gooch shading
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uniform vec3 u_coolColor;
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// warm color of gooch shading
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uniform vec3 u_warmColor;
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// how much to take from object color in final cool color
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uniform float u_alpha;
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// how much to take from object color in final warm color
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uniform float u_beta;
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// output to framebuffer
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out vec4 resultingColor;
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///////////////////////////////////////////////////////////
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void main(void)
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{
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// normlize vectors for lighting
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vec3 normalVector = normalize(o_normal);
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vec3 lightVector = normalize(o_lightVector);
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// intensity of diffuse lighting [-1, 1]
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float diffuseLighting = dot(lightVector, normalVector);
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// map intensity of lighting from range [-1; 1] to [0, 1]
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float interpolationValue = (1.0 + diffuseLighting)/2;
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//////////////////////////////////////////////////////////////////
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// cool color mixed with color of the object
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vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha;
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// warm color mixed with color of the object
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vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta;
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// interpolation of cool and warm colors according
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// to lighting intensity. The lower the light intensity,
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// the larger part of the cool color is used
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vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue);
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//////////////////////////////////////////////////////////////////
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// save color
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resultingColor.rgb = colorOut;
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resultingColor.a = 1;
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}
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"""
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SILHOUETTE_VERTEX_SHADER_120 = """
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#version 120
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attribute vec3 a_vertex; // xyz - position
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attribute vec3 a_normal; // xyz - normal
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uniform mat4 u_modelMatrix;
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_modelViewMatrix;
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uniform vec4 u_materialDiffuse;
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uniform float u_bordersize; // width of the border
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varying vec4 v_color;
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void main(void){
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v_color = u_materialDiffuse;
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float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z;
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vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0);
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gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos;
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}
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"""
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SILHOUETTE_VERTEX_SHADER_130 = """
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#version 130
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in vec3 a_vertex; // xyz - position
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in vec3 a_normal; // xyz - normal
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uniform mat4 u_modelMatrix;
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_modelViewMatrix;
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uniform vec4 u_materialDiffuse;
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uniform float u_bordersize; // width of the border
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out vec4 v_color;
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void main(void){
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v_color = u_materialDiffuse;
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float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z;
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vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0);
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gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos;
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}
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"""
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DEFAULT_CLIP_PLANE_NEAR = 0.001
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DEFAULT_CLIP_PLANE_FAR = 1000.0
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def get_world_transform(scene, node):
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if node == scene.rootnode:
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return numpy.identity(4, dtype=numpy.float32)
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parents = reversed(_get_parent_chain(scene, node, []))
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parent_transform = reduce(numpy.dot, [p.transformation for p in parents])
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return numpy.dot(parent_transform, node.transformation)
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def _get_parent_chain(scene, node, parents):
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parent = node.parent
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parents.append(parent)
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if parent == scene.rootnode:
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return parents
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return _get_parent_chain(scene, parent, parents)
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class DefaultCamera:
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def __init__(self, w, h, fov):
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self.name = "default camera"
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self.type = CAMERA
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self.clipplanenear = DEFAULT_CLIP_PLANE_NEAR
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self.clipplanefar = DEFAULT_CLIP_PLANE_FAR
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self.aspect = w / h
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self.horizontalfov = fov * math.pi / 180
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self.transformation = numpy.array([[0.68, -0.32, 0.65, 7.48],
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[0.73, 0.31, -0.61, -6.51],
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[-0.01, 0.89, 0.44, 5.34],
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[0., 0., 0., 1.]], dtype=numpy.float32)
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self.transformation = numpy.dot(self.transformation, ROTATION_180_X)
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def __str__(self):
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return self.name
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class PyAssimp3DViewer:
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base_name = "PyASSIMP 3D viewer"
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def __init__(self, model, w=1024, h=768):
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self.w = w
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self.h = h
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pygame.init()
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pygame.display.set_caption(self.base_name)
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pygame.display.set_mode((w, h), pygame.OPENGL | pygame.DOUBLEBUF)
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glClearColor(0.18, 0.18, 0.18, 1.0)
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shader_compilation_succeeded = False
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try:
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self.set_shaders_v130()
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self.prepare_shaders()
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except RuntimeError as e:
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sys.stderr.write("%s\n" % e.message)
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sys.stdout.write("Could not compile shaders in version 1.30, trying version 1.20\n")
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if not shader_compilation_succeeded:
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self.set_shaders_v120()
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self.prepare_shaders()
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self.scene = None
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self.meshes = {} # stores the OpenGL vertex/faces/normals buffers pointers
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self.node2colorid = {} # stores a color ID for each node. Useful for mouse picking and visibility checking
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self.colorid2node = {} # reverse dict of node2colorid
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self.currently_selected = None
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self.moving = False
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self.moving_situation = None
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self.default_camera = DefaultCamera(self.w, self.h, fov=70)
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self.cameras = [self.default_camera]
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self.current_cam_index = 0
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self.current_cam = self.default_camera
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self.set_camera_projection()
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self.load_model(model)
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# user interactions
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self.focal_point = [0, 0, 0]
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self.is_rotating = False
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self.is_panning = False
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self.is_zooming = False
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def set_shaders_v120(self):
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self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_120
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self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_120
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self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_120
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self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_120
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self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_120
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self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_120
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def set_shaders_v130(self):
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self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_130
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self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_130
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self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_130
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self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_130
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self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_130
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self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_130
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def prepare_shaders(self):
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### Base shader
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vertex = shaders.compileShader(self.BASIC_VERTEX_SHADER, GL_VERTEX_SHADER)
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fragment = shaders.compileShader(self.BASIC_FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
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self.shader = shaders.compileProgram(vertex, fragment)
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self.set_shader_accessors(('u_modelMatrix',
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'u_viewProjectionMatrix',
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'u_normalMatrix',
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'u_lightPos',
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'u_materialDiffuse'),
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('a_vertex',
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'a_normal'), self.shader)
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### Flat shader
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flatvertex = shaders.compileShader(self.FLAT_VERTEX_SHADER, GL_VERTEX_SHADER)
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|
self.flatshader = shaders.compileProgram(flatvertex, fragment)
|
|
|
|
self.set_shader_accessors(('u_modelMatrix',
|
|
'u_viewProjectionMatrix',
|
|
'u_materialDiffuse',),
|
|
('a_vertex',), self.flatshader)
|
|
|
|
### Silhouette shader
|
|
silh_vertex = shaders.compileShader(self.SILHOUETTE_VERTEX_SHADER, GL_VERTEX_SHADER)
|
|
self.silhouette_shader = shaders.compileProgram(silh_vertex, fragment)
|
|
|
|
self.set_shader_accessors(('u_modelMatrix',
|
|
'u_viewProjectionMatrix',
|
|
'u_modelViewMatrix',
|
|
'u_materialDiffuse',
|
|
'u_bordersize' # width of the silhouette
|
|
),
|
|
('a_vertex',
|
|
'a_normal'), self.silhouette_shader)
|
|
|
|
### Gooch shader
|
|
gooch_vertex = shaders.compileShader(self.GOOCH_VERTEX_SHADER, GL_VERTEX_SHADER)
|
|
gooch_fragment = shaders.compileShader(self.GOOCH_FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
|
|
self.gooch_shader = shaders.compileProgram(gooch_vertex, gooch_fragment)
|
|
|
|
self.set_shader_accessors(('u_modelMatrix',
|
|
'u_viewProjectionMatrix',
|
|
'u_normalMatrix',
|
|
'u_lightPos',
|
|
'u_materialDiffuse',
|
|
'u_coolColor',
|
|
'u_warmColor',
|
|
'u_alpha',
|
|
'u_beta'
|
|
),
|
|
('a_vertex',
|
|
'a_normal'), self.gooch_shader)
|
|
|
|
@staticmethod
|
|
def set_shader_accessors(uniforms, attributes, shader):
|
|
# add accessors to the shaders uniforms and attributes
|
|
for uniform in uniforms:
|
|
location = glGetUniformLocation(shader, uniform)
|
|
if location in (None, -1):
|
|
raise RuntimeError('No uniform: %s (maybe it is not used '
|
|
'anymore and has been optimized out by'
|
|
' the shader compiler)' % uniform)
|
|
setattr(shader, uniform, location)
|
|
|
|
for attribute in attributes:
|
|
location = glGetAttribLocation(shader, attribute)
|
|
if location in (None, -1):
|
|
raise RuntimeError('No attribute: %s' % attribute)
|
|
setattr(shader, attribute, location)
|
|
|
|
@staticmethod
|
|
def prepare_gl_buffers(mesh):
|
|
|
|
mesh.gl = {}
|
|
|
|
# Fill the buffer for vertex and normals positions
|
|
v = numpy.array(mesh.vertices, 'f')
|
|
n = numpy.array(mesh.normals, 'f')
|
|
|
|
mesh.gl["vbo"] = vbo.VBO(numpy.hstack((v, n)))
|
|
|
|
# Fill the buffer for vertex positions
|
|
mesh.gl["faces"] = glGenBuffers(1)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"])
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
|
numpy.array(mesh.faces, dtype=numpy.int32),
|
|
GL_STATIC_DRAW)
|
|
|
|
mesh.gl["nbfaces"] = len(mesh.faces)
|
|
|
|
# Unbind buffers
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
|
|
|
|
@staticmethod
|
|
def get_rgb_from_colorid(colorid):
|
|
r = (colorid >> 0) & 0xff
|
|
g = (colorid >> 8) & 0xff
|
|
b = (colorid >> 16) & 0xff
|
|
|
|
return r, g, b
|
|
|
|
def get_color_id(self):
|
|
id = random.randint(0, 256 * 256 * 256)
|
|
if id not in self.colorid2node:
|
|
return id
|
|
else:
|
|
return self.get_color_id()
|
|
|
|
def glize(self, scene, node):
|
|
|
|
logger.info("Loading node <%s>" % node)
|
|
node.selected = True if self.currently_selected and self.currently_selected == node else False
|
|
|
|
node.transformation = node.transformation.astype(numpy.float32)
|
|
|
|
if node.meshes:
|
|
node.type = MESH
|
|
colorid = self.get_color_id()
|
|
self.colorid2node[colorid] = node
|
|
self.node2colorid[node.name] = colorid
|
|
|
|
elif node.name in [c.name for c in scene.cameras]:
|
|
|
|
# retrieve the ASSIMP camera object
|
|
[cam] = [c for c in scene.cameras if c.name == node.name]
|
|
node.type = CAMERA
|
|
logger.info("Added camera <%s>" % node.name)
|
|
logger.info("Camera position: %.3f, %.3f, %.3f" % tuple(node.transformation[:, 3][:3].tolist()))
|
|
self.cameras.append(node)
|
|
node.clipplanenear = cam.clipplanenear
|
|
node.clipplanefar = cam.clipplanefar
|
|
|
|
if numpy.allclose(cam.lookat, [0, 0, -1]) and numpy.allclose(cam.up, [0, 1, 0]): # Cameras in .blend files
|
|
|
|
# Rotate by 180deg around X to have Z pointing forward
|
|
node.transformation = numpy.dot(node.transformation, ROTATION_180_X)
|
|
else:
|
|
raise RuntimeError(
|
|
"I do not know how to normalize this camera orientation: lookat=%s, up=%s" % (cam.lookat, cam.up))
|
|
|
|
if cam.aspect == 0.0:
|
|
logger.warning("Camera aspect not set. Setting to default 4:3")
|
|
node.aspect = 1.333
|
|
else:
|
|
node.aspect = cam.aspect
|
|
|
|
node.horizontalfov = cam.horizontalfov
|
|
|
|
else:
|
|
node.type = ENTITY
|
|
|
|
for child in node.children:
|
|
self.glize(scene, child)
|
|
|
|
def load_model(self, path, postprocess=aiProcessPreset_TargetRealtime_MaxQuality):
|
|
logger.info("Loading model:" + path + "...")
|
|
|
|
if postprocess:
|
|
self.scene = pyassimp.load(path, processing=postprocess)
|
|
else:
|
|
self.scene = pyassimp.load(path)
|
|
logger.info("Done.")
|
|
|
|
scene = self.scene
|
|
# log some statistics
|
|
logger.info(" meshes: %d" % len(scene.meshes))
|
|
logger.info(" total faces: %d" % sum([len(mesh.faces) for mesh in scene.meshes]))
|
|
logger.info(" materials: %d" % len(scene.materials))
|
|
self.bb_min, self.bb_max = get_bounding_box(self.scene)
|
|
logger.info(" bounding box:" + str(self.bb_min) + " - " + str(self.bb_max))
|
|
|
|
self.scene_center = [(a + b) / 2. for a, b in zip(self.bb_min, self.bb_max)]
|
|
|
|
for index, mesh in enumerate(scene.meshes):
|
|
self.prepare_gl_buffers(mesh)
|
|
|
|
self.glize(scene, scene.rootnode)
|
|
|
|
# Finally release the model
|
|
pyassimp.release(scene)
|
|
logger.info("Ready for 3D rendering!")
|
|
|
|
def cycle_cameras(self):
|
|
|
|
self.current_cam_index = (self.current_cam_index + 1) % len(self.cameras)
|
|
self.current_cam = self.cameras[self.current_cam_index]
|
|
self.set_camera_projection(self.current_cam)
|
|
logger.info("Switched to camera <%s>" % self.current_cam)
|
|
|
|
def set_overlay_projection(self):
|
|
glViewport(0, 0, self.w, self.h)
|
|
glMatrixMode(GL_PROJECTION)
|
|
glLoadIdentity()
|
|
glOrtho(0.0, self.w - 1.0, 0.0, self.h - 1.0, -1.0, 1.0)
|
|
glMatrixMode(GL_MODELVIEW)
|
|
glLoadIdentity()
|
|
|
|
def set_camera_projection(self, camera=None):
|
|
|
|
if not camera:
|
|
camera = self.current_cam
|
|
|
|
znear = camera.clipplanenear or DEFAULT_CLIP_PLANE_NEAR
|
|
zfar = camera.clipplanefar or DEFAULT_CLIP_PLANE_FAR
|
|
aspect = camera.aspect
|
|
fov = camera.horizontalfov
|
|
|
|
glMatrixMode(GL_PROJECTION)
|
|
glLoadIdentity()
|
|
|
|
# Compute gl frustrum
|
|
tangent = math.tan(fov / 2.)
|
|
h = znear * tangent
|
|
w = h * aspect
|
|
|
|
# params: left, right, bottom, top, near, far
|
|
glFrustum(-w, w, -h, h, znear, zfar)
|
|
# equivalent to:
|
|
# gluPerspective(fov * 180/math.pi, aspect, znear, zfar)
|
|
|
|
self.projection_matrix = glGetFloatv(GL_PROJECTION_MATRIX).transpose()
|
|
|
|
glMatrixMode(GL_MODELVIEW)
|
|
glLoadIdentity()
|
|
|
|
def render_colors(self):
|
|
|
|
glEnable(GL_DEPTH_TEST)
|
|
glDepthFunc(GL_LEQUAL)
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
|
|
glEnable(GL_CULL_FACE)
|
|
|
|
glUseProgram(self.flatshader)
|
|
|
|
glUniformMatrix4fv(self.flatshader.u_viewProjectionMatrix, 1, GL_TRUE,
|
|
numpy.dot(self.projection_matrix, self.view_matrix))
|
|
|
|
self.recursive_render(self.scene.rootnode, self.flatshader, mode=COLORS)
|
|
|
|
glUseProgram(0)
|
|
|
|
def get_hovered_node(self, mousex, mousey):
|
|
"""
|
|
Attention: The performances of this method relies heavily on the size of the display!
|
|
"""
|
|
|
|
# mouse out of the window?
|
|
if mousex < 0 or mousex >= self.w or mousey < 0 or mousey >= self.h:
|
|
return None
|
|
|
|
self.render_colors()
|
|
# Capture image from the OpenGL buffer
|
|
buf = (GLubyte * (3 * self.w * self.h))(0)
|
|
glReadPixels(0, 0, self.w, self.h, GL_RGB, GL_UNSIGNED_BYTE, buf)
|
|
|
|
# Reinterpret the RGB pixel buffer as a 1-D array of 24bits colors
|
|
a = numpy.ndarray(len(buf), numpy.dtype('>u1'), buf)
|
|
colors = numpy.zeros(len(buf) / 3, numpy.dtype('<u4'))
|
|
for i in range(3):
|
|
colors.view(dtype='>u1')[i::4] = a.view(dtype='>u1')[i::3]
|
|
|
|
colorid = colors[mousex + mousey * self.w]
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
|
|
|
if colorid in self.colorid2node:
|
|
return self.colorid2node[colorid]
|
|
|
|
def render(self, wireframe=False, twosided=False):
|
|
|
|
glEnable(GL_DEPTH_TEST)
|
|
glDepthFunc(GL_LEQUAL)
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE if wireframe else GL_FILL)
|
|
glDisable(GL_CULL_FACE) if twosided else glEnable(GL_CULL_FACE)
|
|
|
|
self.render_grid()
|
|
|
|
self.recursive_render(self.scene.rootnode, None, mode=HELPERS)
|
|
|
|
### First, the silhouette
|
|
|
|
if False:
|
|
shader = self.silhouette_shader
|
|
|
|
# glDepthMask(GL_FALSE)
|
|
glCullFace(GL_FRONT) # cull front faces
|
|
|
|
glUseProgram(shader)
|
|
glUniform1f(shader.u_bordersize, 0.01)
|
|
|
|
glUniformMatrix4fv(shader.u_viewProjectionMatrix, 1, GL_TRUE,
|
|
numpy.dot(self.projection_matrix, self.view_matrix))
|
|
|
|
self.recursive_render(self.scene.rootnode, shader, mode=SILHOUETTE)
|
|
|
|
glUseProgram(0)
|
|
|
|
### Then, inner shading
|
|
# glDepthMask(GL_TRUE)
|
|
glCullFace(GL_BACK)
|
|
|
|
use_gooch = False
|
|
if use_gooch:
|
|
shader = self.gooch_shader
|
|
|
|
glUseProgram(shader)
|
|
glUniform3f(shader.u_lightPos, -.5, -.5, .5)
|
|
|
|
##### GOOCH specific
|
|
glUniform3f(shader.u_coolColor, 159.0 / 255, 148.0 / 255, 255.0 / 255)
|
|
glUniform3f(shader.u_warmColor, 255.0 / 255, 75.0 / 255, 75.0 / 255)
|
|
glUniform1f(shader.u_alpha, .25)
|
|
glUniform1f(shader.u_beta, .25)
|
|
#########
|
|
else:
|
|
shader = self.shader
|
|
glUseProgram(shader)
|
|
glUniform3f(shader.u_lightPos, -.5, -.5, .5)
|
|
|
|
glUniformMatrix4fv(shader.u_viewProjectionMatrix, 1, GL_TRUE,
|
|
numpy.dot(self.projection_matrix, self.view_matrix))
|
|
|
|
self.recursive_render(self.scene.rootnode, shader)
|
|
|
|
glUseProgram(0)
|
|
|
|
def render_axis(self,
|
|
transformation=numpy.identity(4, dtype=numpy.float32),
|
|
label=None,
|
|
size=0.2,
|
|
selected=False):
|
|
m = transformation.transpose() # OpenGL row major
|
|
|
|
glPushMatrix()
|
|
glMultMatrixf(m)
|
|
|
|
glLineWidth(3 if selected else 1)
|
|
|
|
size = 2 * size if selected else size
|
|
|
|
glBegin(GL_LINES)
|
|
|
|
# draw line for x axis
|
|
glColor3f(1.0, 0.0, 0.0)
|
|
glVertex3f(0.0, 0.0, 0.0)
|
|
glVertex3f(size, 0.0, 0.0)
|
|
|
|
# draw line for y axis
|
|
glColor3f(0.0, 1.0, 0.0)
|
|
glVertex3f(0.0, 0.0, 0.0)
|
|
glVertex3f(0.0, size, 0.0)
|
|
|
|
# draw line for Z axis
|
|
glColor3f(0.0, 0.0, 1.0)
|
|
glVertex3f(0.0, 0.0, 0.0)
|
|
glVertex3f(0.0, 0.0, size)
|
|
|
|
glEnd()
|
|
|
|
if label:
|
|
self.showtext(label)
|
|
|
|
glPopMatrix()
|
|
|
|
@staticmethod
|
|
def render_camera(camera, transformation):
|
|
|
|
m = transformation.transpose() # OpenGL row major
|
|
|
|
aspect = camera.aspect
|
|
|
|
u = 0.1 # unit size (in m)
|
|
l = 3 * u # length of the camera cone
|
|
f = 3 * u # aperture of the camera cone
|
|
|
|
glPushMatrix()
|
|
glMultMatrixf(m)
|
|
|
|
glLineWidth(2)
|
|
glBegin(GL_LINE_STRIP)
|
|
|
|
glColor3f(.2, .2, .2)
|
|
|
|
glVertex3f(u, u, -u)
|
|
glVertex3f(u, -u, -u)
|
|
glVertex3f(-u, -u, -u)
|
|
glVertex3f(-u, u, -u)
|
|
glVertex3f(u, u, -u)
|
|
|
|
glVertex3f(u, u, 0.0)
|
|
glVertex3f(u, -u, 0.0)
|
|
glVertex3f(-u, -u, 0.0)
|
|
glVertex3f(-u, u, 0.0)
|
|
glVertex3f(u, u, 0.0)
|
|
|
|
glVertex3f(f * aspect, f, l)
|
|
glVertex3f(f * aspect, -f, l)
|
|
glVertex3f(-f * aspect, -f, l)
|
|
glVertex3f(-f * aspect, f, l)
|
|
glVertex3f(f * aspect, f, l)
|
|
|
|
glEnd()
|
|
|
|
glBegin(GL_LINE_STRIP)
|
|
glVertex3f(u, -u, -u)
|
|
glVertex3f(u, -u, 0.0)
|
|
glVertex3f(f * aspect, -f, l)
|
|
glEnd()
|
|
|
|
glBegin(GL_LINE_STRIP)
|
|
glVertex3f(-u, -u, -u)
|
|
glVertex3f(-u, -u, 0.0)
|
|
glVertex3f(-f * aspect, -f, l)
|
|
glEnd()
|
|
|
|
glBegin(GL_LINE_STRIP)
|
|
glVertex3f(-u, u, -u)
|
|
glVertex3f(-u, u, 0.0)
|
|
glVertex3f(-f * aspect, f, l)
|
|
glEnd()
|
|
|
|
glPopMatrix()
|
|
|
|
@staticmethod
|
|
def render_grid():
|
|
|
|
glLineWidth(1)
|
|
glColor3f(0.5, 0.5, 0.5)
|
|
glBegin(GL_LINES)
|
|
for i in range(-10, 11):
|
|
glVertex3f(i, -10.0, 0.0)
|
|
glVertex3f(i, 10.0, 0.0)
|
|
|
|
for i in range(-10, 11):
|
|
glVertex3f(-10.0, i, 0.0)
|
|
glVertex3f(10.0, i, 0.0)
|
|
glEnd()
|
|
|
|
def recursive_render(self, node, shader, mode=BASE, with_normals=True):
|
|
""" Main recursive rendering method.
|
|
"""
|
|
|
|
normals = with_normals
|
|
|
|
if mode == COLORS:
|
|
normals = False
|
|
|
|
|
|
if not hasattr(node, "selected"):
|
|
node.selected = False
|
|
|
|
m = get_world_transform(self.scene, node)
|
|
|
|
# HELPERS mode
|
|
###
|
|
if mode == HELPERS:
|
|
# if node.type == ENTITY:
|
|
self.render_axis(m,
|
|
label=node.name if node != self.scene.rootnode else None,
|
|
selected=node.selected if hasattr(node, "selected") else False)
|
|
|
|
if node.type == CAMERA:
|
|
self.render_camera(node, m)
|
|
|
|
for child in node.children:
|
|
self.recursive_render(child, shader, mode)
|
|
|
|
return
|
|
|
|
# Mesh rendering modes
|
|
###
|
|
if node.type == MESH:
|
|
|
|
for mesh in node.meshes:
|
|
|
|
stride = 24 # 6 * 4 bytes
|
|
|
|
if node.selected and mode == SILHOUETTE:
|
|
glUniform4f(shader.u_materialDiffuse, 1.0, 0.0, 0.0, 1.0)
|
|
glUniformMatrix4fv(shader.u_modelViewMatrix, 1, GL_TRUE,
|
|
numpy.dot(self.view_matrix, m))
|
|
|
|
else:
|
|
if mode == COLORS:
|
|
colorid = self.node2colorid[node.name]
|
|
r, g, b = self.get_rgb_from_colorid(colorid)
|
|
glUniform4f(shader.u_materialDiffuse, r / 255.0, g / 255.0, b / 255.0, 1.0)
|
|
elif mode == SILHOUETTE:
|
|
glUniform4f(shader.u_materialDiffuse, .0, .0, .0, 1.0)
|
|
else:
|
|
if node.selected:
|
|
diffuse = (1.0, 0.0, 0.0, 1.0) # selected nodes in red
|
|
else:
|
|
diffuse = mesh.material.properties["diffuse"]
|
|
if len(diffuse) == 3: # RGB instead of expected RGBA
|
|
diffuse.append(1.0)
|
|
glUniform4f(shader.u_materialDiffuse, *diffuse)
|
|
# if ambient:
|
|
# glUniform4f( shader.Material_ambient, *mat["ambient"] )
|
|
|
|
if mode == BASE: # not in COLORS or SILHOUETTE
|
|
normal_matrix = linalg.inv(numpy.dot(self.view_matrix, m)[0:3, 0:3]).transpose()
|
|
glUniformMatrix3fv(shader.u_normalMatrix, 1, GL_TRUE, normal_matrix)
|
|
|
|
glUniformMatrix4fv(shader.u_modelMatrix, 1, GL_TRUE, m)
|
|
|
|
vbo = mesh.gl["vbo"]
|
|
vbo.bind()
|
|
|
|
glEnableVertexAttribArray(shader.a_vertex)
|
|
if normals:
|
|
glEnableVertexAttribArray(shader.a_normal)
|
|
|
|
glVertexAttribPointer(
|
|
shader.a_vertex,
|
|
3, GL_FLOAT, False, stride, vbo
|
|
)
|
|
|
|
if normals:
|
|
glVertexAttribPointer(
|
|
shader.a_normal,
|
|
3, GL_FLOAT, False, stride, vbo + 12
|
|
)
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"])
|
|
glDrawElements(GL_TRIANGLES, mesh.gl["nbfaces"] * 3, GL_UNSIGNED_INT, None)
|
|
|
|
vbo.unbind()
|
|
glDisableVertexAttribArray(shader.a_vertex)
|
|
|
|
if normals:
|
|
glDisableVertexAttribArray(shader.a_normal)
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
|
|
|
|
for child in node.children:
|
|
self.recursive_render(child, shader, mode)
|
|
|
|
|
|
def switch_to_overlay(self):
|
|
glPushMatrix()
|
|
self.set_overlay_projection()
|
|
|
|
def switch_from_overlay(self):
|
|
self.set_camera_projection()
|
|
glPopMatrix()
|
|
|
|
def select_node(self, node):
|
|
self.currently_selected = node
|
|
self.update_node_select(self.scene.rootnode)
|
|
|
|
def update_node_select(self, node):
|
|
if node is self.currently_selected:
|
|
node.selected = True
|
|
else:
|
|
node.selected = False
|
|
|
|
for child in node.children:
|
|
self.update_node_select(child)
|
|
|
|
def loop(self):
|
|
|
|
pygame.display.flip()
|
|
|
|
if not self.process_events():
|
|
return False # ESC has been pressed
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
|
|
|
return True
|
|
|
|
def process_events(self):
|
|
|
|
LEFT_BUTTON = 1
|
|
MIDDLE_BUTTON = 2
|
|
RIGHT_BUTTON = 3
|
|
WHEEL_UP = 4
|
|
WHEEL_DOWN = 5
|
|
|
|
dx, dy = pygame.mouse.get_rel()
|
|
mousex, mousey = pygame.mouse.get_pos()
|
|
|
|
zooming_one_shot = False
|
|
|
|
ok = True
|
|
|
|
for evt in pygame.event.get():
|
|
if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == LEFT_BUTTON:
|
|
hovered = self.get_hovered_node(mousex, self.h - mousey)
|
|
if hovered:
|
|
if self.currently_selected and self.currently_selected == hovered:
|
|
self.select_node(None)
|
|
else:
|
|
logger.info("Node %s selected" % hovered)
|
|
self.select_node(hovered)
|
|
else:
|
|
self.is_rotating = True
|
|
if evt.type == pygame.MOUSEBUTTONUP and evt.button == LEFT_BUTTON:
|
|
self.is_rotating = False
|
|
|
|
if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == MIDDLE_BUTTON:
|
|
self.is_panning = True
|
|
if evt.type == pygame.MOUSEBUTTONUP and evt.button == MIDDLE_BUTTON:
|
|
self.is_panning = False
|
|
|
|
if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == RIGHT_BUTTON:
|
|
self.is_zooming = True
|
|
if evt.type == pygame.MOUSEBUTTONUP and evt.button == RIGHT_BUTTON:
|
|
self.is_zooming = False
|
|
|
|
if evt.type == pygame.MOUSEBUTTONDOWN and evt.button in [WHEEL_UP, WHEEL_DOWN]:
|
|
zooming_one_shot = True
|
|
self.is_zooming = True
|
|
dy = -10 if evt.button == WHEEL_UP else 10
|
|
|
|
if evt.type == pygame.KEYDOWN:
|
|
ok = (ok and self.process_keystroke(evt.key, evt.mod))
|
|
|
|
self.controls_3d(dx, dy, zooming_one_shot)
|
|
|
|
return ok
|
|
|
|
def process_keystroke(self, key, mod):
|
|
|
|
# process arrow keys if an object is selected
|
|
if self.currently_selected:
|
|
up = 0
|
|
strafe = 0
|
|
|
|
if key == pygame.K_UP:
|
|
up = 1
|
|
if key == pygame.K_DOWN:
|
|
up = -1
|
|
if key == pygame.K_LEFT:
|
|
strafe = -1
|
|
if key == pygame.K_RIGHT:
|
|
strafe = 1
|
|
|
|
self.move_selected_node(up, strafe)
|
|
|
|
if key == pygame.K_f:
|
|
pygame.display.toggle_fullscreen()
|
|
|
|
if key == pygame.K_TAB:
|
|
self.cycle_cameras()
|
|
|
|
if key in [pygame.K_ESCAPE, pygame.K_q]:
|
|
return False
|
|
|
|
return True
|
|
|
|
def controls_3d(self, dx, dy, zooming_one_shot=False):
|
|
|
|
CAMERA_TRANSLATION_FACTOR = 0.01
|
|
CAMERA_ROTATION_FACTOR = 0.01
|
|
|
|
if not (self.is_rotating or self.is_panning or self.is_zooming):
|
|
return
|
|
|
|
current_pos = self.current_cam.transformation[:3, 3].copy()
|
|
distance = numpy.linalg.norm(self.focal_point - current_pos)
|
|
|
|
if self.is_rotating:
|
|
""" Orbiting the camera is implemented the following way:
|
|
|
|
- the rotation is split into a rotation around the *world* Z axis
|
|
(controlled by the horizontal mouse motion along X) and a
|
|
rotation around the *X* axis of the camera (pitch) *shifted to
|
|
the focal origin* (the world origin for now). This is controlled
|
|
by the vertical motion of the mouse (Y axis).
|
|
|
|
- as a result, the resulting transformation of the camera in the
|
|
world frame C' is:
|
|
C' = (T · Rx · T⁻¹ · (Rz · C)⁻¹)⁻¹
|
|
|
|
where:
|
|
- C is the original camera transformation in the world frame,
|
|
- Rz is the rotation along the Z axis (in the world frame)
|
|
- T is the translation camera -> world (ie, the inverse of the
|
|
translation part of C
|
|
- Rx is the rotation around X in the (translated) camera frame
|
|
"""
|
|
|
|
rotation_camera_x = dy * CAMERA_ROTATION_FACTOR
|
|
rotation_world_z = dx * CAMERA_ROTATION_FACTOR
|
|
world_z_rotation = transformations.euler_matrix(0, 0, rotation_world_z)
|
|
cam_x_rotation = transformations.euler_matrix(rotation_camera_x, 0, 0)
|
|
|
|
after_world_z_rotation = numpy.dot(world_z_rotation, self.current_cam.transformation)
|
|
|
|
inverse_transformation = transformations.inverse_matrix(after_world_z_rotation)
|
|
|
|
translation = transformations.translation_matrix(
|
|
transformations.decompose_matrix(inverse_transformation)[3])
|
|
inverse_translation = transformations.inverse_matrix(translation)
|
|
|
|
new_inverse = numpy.dot(inverse_translation, inverse_transformation)
|
|
new_inverse = numpy.dot(cam_x_rotation, new_inverse)
|
|
new_inverse = numpy.dot(translation, new_inverse)
|
|
|
|
self.current_cam.transformation = transformations.inverse_matrix(new_inverse).astype(numpy.float32)
|
|
|
|
if self.is_panning:
|
|
tx = -dx * CAMERA_TRANSLATION_FACTOR * distance
|
|
ty = dy * CAMERA_TRANSLATION_FACTOR * distance
|
|
cam_transform = transformations.translation_matrix((tx, ty, 0)).astype(numpy.float32)
|
|
self.current_cam.transformation = numpy.dot(self.current_cam.transformation, cam_transform)
|
|
|
|
if self.is_zooming:
|
|
tz = dy * CAMERA_TRANSLATION_FACTOR * distance
|
|
cam_transform = transformations.translation_matrix((0, 0, tz)).astype(numpy.float32)
|
|
self.current_cam.transformation = numpy.dot(self.current_cam.transformation, cam_transform)
|
|
|
|
if zooming_one_shot:
|
|
self.is_zooming = False
|
|
|
|
self.update_view_camera()
|
|
|
|
def update_view_camera(self):
|
|
|
|
self.view_matrix = linalg.inv(self.current_cam.transformation)
|
|
|
|
# Rotate by 180deg around X to have Z pointing backward (OpenGL convention)
|
|
self.view_matrix = numpy.dot(ROTATION_180_X, self.view_matrix)
|
|
|
|
glMatrixMode(GL_MODELVIEW)
|
|
glLoadIdentity()
|
|
glMultMatrixf(self.view_matrix.transpose())
|
|
|
|
def move_selected_node(self, up, strafe):
|
|
self.currently_selected.transformation[0][3] += strafe
|
|
self.currently_selected.transformation[2][3] += up
|
|
|
|
@staticmethod
|
|
def showtext(text, x=0, y=0, z=0, size=20):
|
|
|
|
# TODO: alpha blending does not work...
|
|
# glEnable(GL_BLEND)
|
|
# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
|
|
|
|
font = pygame.font.Font(None, size)
|
|
text_surface = font.render(text, True, (10, 10, 10, 255),
|
|
(255 * 0.18, 255 * 0.18, 255 * 0.18, 0))
|
|
text_data = pygame.image.tostring(text_surface, "RGBA", True)
|
|
glRasterPos3d(x, y, z)
|
|
glDrawPixels(text_surface.get_width(),
|
|
text_surface.get_height(),
|
|
GL_RGBA, GL_UNSIGNED_BYTE,
|
|
text_data)
|
|
|
|
# glDisable(GL_BLEND)
|
|
|
|
|
|
def main(model, width, height):
|
|
app = PyAssimp3DViewer(model, w=width, h=height)
|
|
|
|
clock = pygame.time.Clock()
|
|
|
|
while app.loop():
|
|
|
|
app.update_view_camera()
|
|
|
|
## Main rendering
|
|
app.render()
|
|
|
|
## GUI text display
|
|
app.switch_to_overlay()
|
|
app.showtext("Active camera: %s" % str(app.current_cam), 10, app.h - 30)
|
|
if app.currently_selected:
|
|
app.showtext("Selected node: %s" % app.currently_selected, 10, app.h - 50)
|
|
pos = app.h - 70
|
|
|
|
app.showtext("(%sm, %sm, %sm)" % (app.currently_selected.transformation[0, 3],
|
|
app.currently_selected.transformation[1, 3],
|
|
app.currently_selected.transformation[2, 3]), 30, pos)
|
|
|
|
app.switch_from_overlay()
|
|
|
|
# Make sure we do not go over 30fps
|
|
clock.tick(30)
|
|
|
|
logger.info("Quitting! Bye bye!")
|
|
|
|
|
|
#########################################################################
|
|
#########################################################################
|
|
|
|
if __name__ == '__main__':
|
|
if not len(sys.argv) > 1:
|
|
print("Usage: " + __file__ + " <model>")
|
|
sys.exit(2)
|
|
|
|
main(model=sys.argv[1], width=1024, height=768)
|