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- """Convert Wavefront OBJ / MTL files into Three.js
- -------------------------
- How to use this converter
- -------------------------
- python convert_obj_threejs.py -i filename.obj -o filename.js [-a center|top|bottom]
- Note: by default, model is centered (middle of bounding box goes to 0,0,0).
-
- --------------------------------------------------
- How to use generated JS file in your HTML document
- --------------------------------------------------
- <script type="text/javascript" src="Three.js"></script>
- <script type="text/javascript" src="ModelName.js"></script>
-
- ...
-
- <script type="text/javascript">
- ...
-
- var normalizeUVsFlag = 1; // set to 1 if canvas render has missing materials
- var geometry = new ModelName( path_to_textures );
- var mesh = new THREE.Mesh( geometry, geometry.materials, normalizeUVsFlag );
-
- ...
- </script>
-
- -------------------------------------
- Parsers based on formats descriptions
- -------------------------------------
- http://en.wikipedia.org/wiki/Obj
- http://en.wikipedia.org/wiki/Material_Template_Library
-
- -------------------
- Current limitations
- -------------------
- - for the moment, only diffuse color and texture are used
- (will need to extend shaders / renderers / materials in Three)
-
- - models cannot have more than 65,536 vertices
- (this comes from WebGL using just 16-bit indices,
- could be worked around by expanding indexed
- faces into full vertex definitions)
-
- - texture coordinates can be wrong in canvas renderer
- (there is crude normalization, but it doesn't
- work for all cases)
-
- - everything is using smoothing
- (if you want flat shading for whole mesh,
- don't export normals, then Three will
- compute own normals)
- ----------------------------------------------
- How to get proper OBJ + MTL files with Blender
- ----------------------------------------------
- 0. Remove default cube (press DEL and ENTER)
-
- 1. Import / create model
-
- 2. Select all meshes (Select -> Select All by Type -> Mesh)
-
- 3. Export to OBJ (File -> Export -> Wavefront .obj) [*]
- - enable following options in exporter
- Material Groups
- Rotate X90
- Apply Modifiers
- High Quality Normals
- Copy Images
- Selection Only
- Objects as OBJ Objects
- UVs
- Normals
- Materials
- Edges
-
- - select empty folder
- - give your exported file name with "obj" extension
- - click on "Export OBJ" button
-
- 4. Your model is now all files in this folder (OBJ, MTL, number of images)
- - this converter assumes all files staying in the same folder,
- (OBJ / MTL files use relative paths)
-
- - for WebGL, textures must be power of 2 sized
- [*] If OBJ export fails (Blender 2.54 beta), patch your Blender installation
- following instructions here:
-
- http://www.blendernation.com/2010/09/12/blender-2-54-beta-released/
-
- ------
- Author
- ------
- AlteredQualia http://alteredqualia.com
- """
- import fileinput
- import operator
- import random
- import os.path
- import getopt
- import sys
- # #####################################################
- # Configuration
- # #####################################################
- ALIGN = "center" # center bottom top none
- # default colors for debugging (each material gets one distinct color):
- # white, red, green, blue, yellow, cyan, magenta
- COLORS = [0xffeeeeee, 0xffee0000, 0xff00ee00, 0xff0000ee, 0xffeeee00, 0xff00eeee, 0xffee00ee]
- # #####################################################
- # Templates
- # #####################################################
- TEMPLATE_FILE = u"""\
- // Converted from: %(fname)s
- // vertices: %(nvertex)d
- // faces: %(nface)d
- // materials: %(nmaterial)d
- //
- // This file was generated by "convert_obj_treejs.py"
- var %(name)s = function ( urlbase ) {
- var scope = this;
- THREE.Geometry.call(this);
- var materials = [%(materials)s];
- init_materials();
-
- var normals = [%(normals)s];
- %(vertices)s
- %(uvs)s
- %(faces)s
- this.computeCentroids();
- this.computeNormals();
-
- function material_color( mi ) {
- var m = materials[mi];
- if( m.col_diffuse )
- return (m.col_diffuse[0]*255 << 16) + (m.col_diffuse[1]*255 << 8) + m.col_diffuse[2]*255;
- else if ( m.a_dbg_color )
- return m.a_dbg_color;
- else
- return 0xffeeeeee;
- }
-
- function v( x, y, z ) {
- scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
- }
- function f3( a, b, c, material ) {
- var color = material_color(material);
- scope.faces.push( new THREE.Face3( a, b, c, null, new THREE.Color(color), material ) );
- }
- function f4( a, b, c, d, material ) {
- var color = material_color(material);
- scope.faces.push( new THREE.Face4( a, b, c, d, null, new THREE.Color(color), material ) );
- }
- function f3n( a, b, c, material, n1, n2, n3 ) {
- var color = material_color(material);
- var n1x = normals[n1][0];
- var n1y = normals[n1][1];
- var n1z = normals[n1][2];
- var n2x = normals[n2][0];
- var n2y = normals[n2][1];
- var n2z = normals[n2][2];
- var n3x = normals[n3][0];
- var n3y = normals[n3][1];
- var n3z = normals[n3][2];
- scope.faces.push( new THREE.Face3( a, b, c,
- [new THREE.Vector3( n1x, n1y, n1z ), new THREE.Vector3( n2x, n2y, n2z ), new THREE.Vector3( n3x, n3y, n3z )],
- new THREE.Color(color), material ) );
- }
- function f4n( a, b, c, d, material, n1, n2, n3, n4 ) {
- var color = material_color(material);
- var n1x = normals[n1][0];
- var n1y = normals[n1][1];
- var n1z = normals[n1][2];
- var n2x = normals[n2][0];
- var n2y = normals[n2][1];
- var n2z = normals[n2][2];
- var n3x = normals[n3][0];
- var n3y = normals[n3][1];
- var n3z = normals[n3][2];
- var n4x = normals[n4][0];
- var n4y = normals[n4][1];
- var n4z = normals[n4][2];
- scope.faces.push( new THREE.Face4( a, b, c, d,
- [new THREE.Vector3( n1x, n1y, n1z ), new THREE.Vector3( n2x, n2y, n2z ), new THREE.Vector3( n3x, n3y, n3z ), new THREE.Vector3( n4x, n4y, n4z )],
- new THREE.Color(color), material ) );
- }
- function uv( u1, v1, u2, v2, u3, v3, u4, v4 ) {
- var uv = [];
- uv.push( new THREE.UV( u1, v1 ) );
- uv.push( new THREE.UV( u2, v2 ) );
- uv.push( new THREE.UV( u3, v3 ) );
- if ( u4 && v4 ) uv.push( new THREE.UV( u4, v4 ) );
- scope.uvs.push( uv );
- }
- function init_materials() {
- scope.materials = [];
- for(var i=0; i<materials.length; ++i) {
- scope.materials[i] = create_material( materials[i], urlbase );
- }
- }
-
- function is_pow2( n ) {
- var l = Math.log(n) / Math.LN2;
- return Math.floor(l) == l;
- }
-
- function nearest_pow2(n) {
- var l = Math.log(n) / Math.LN2;
- return Math.pow( 2, Math.round(l) );
- }
-
- function create_material( m ) {
- var material;
-
- if( m.map_diffuse && urlbase ) {
- var texture = document.createElement( 'canvas' );
-
- material = new THREE.MeshBitmapUVMappingMaterial( texture );
- var image = new Image();
-
- image.onload = function () {
-
- if ( !is_pow2(this.width) || !is_pow2(this.height) ) {
-
- var w = nearest_pow2( this.width );
- var h = nearest_pow2( this.height );
- material.bitmap.width = w;
- material.bitmap.height = h;
- material.bitmap.getContext("2d").drawImage( this, 0, 0, w, h );
- }
- else {
- material.bitmap = this;
- }
- material.loaded = 1;
-
- };
- image.src = urlbase + "/" + m.map_diffuse;
- }
- else if( m.col_diffuse ) {
- var color = (m.col_diffuse[0]*255 << 16) + (m.col_diffuse[1]*255 << 8) + m.col_diffuse[2]*255;
- material = new THREE.MeshColorFillMaterial( color, m.transparency );
- }
- else if( m.a_dbg_color ) {
- material = new THREE.MeshColorFillMaterial( m.a_dbg_color );
- }
- else {
- material = new THREE.MeshFaceColorFillMaterial( );
- }
- return material;
- }
- }
- %(name)s.prototype = new THREE.Geometry();
- %(name)s.prototype.constructor = %(name)s;
- """
- TEMPLATE_VERTEX = "\tv(%f,%f,%f);"
- TEMPLATE_UV3 = "\tuv(%f,%f,%f,%f,%f,%f);"
- TEMPLATE_UV4 = "\tuv(%f,%f,%f,%f,%f,%f,%f,%f);"
- TEMPLATE_FACE3 = "\tf3(%d,%d,%d,%d);"
- TEMPLATE_FACE4 = "\tf4(%d,%d,%d,%d,%d);"
- TEMPLATE_FACE3N = "\tf3n(%d,%d,%d, %d, %d,%d,%d);"
- TEMPLATE_FACE4N = "\tf4n(%d,%d,%d,%d, %d, %d,%d,%d,%d);"
- TEMPLATE_N = "[%f,%f,%f]"
- # #####################################################
- # Utils
- # #####################################################
- def file_exists(filename):
- """Return true if file exists and is accessible for reading.
-
- Should be safer than just testing for existence due to links and
- permissions magic on Unix filesystems.
-
- @rtype: boolean
- """
-
- try:
- f = open(filename, 'r')
- f.close()
- return True
- except IOError:
- return False
-
- def get_name(fname):
- """Create model name based of filename ("path/fname.js" -> "Fname").
- """
-
- return os.path.basename(fname).split(".")[0].capitalize()
-
- def bbox(vertices):
- """Compute bounding box of vertex array.
- """
-
- if len(vertices)>0:
- minx = maxx = vertices[0][0]
- miny = maxy = vertices[0][1]
- minz = maxz = vertices[0][2]
-
- for v in vertices[1:]:
- if v[0]<minx:
- minx = v[0]
- elif v[0]>maxx:
- maxx = v[0]
-
- if v[1]<miny:
- miny = v[1]
- elif v[1]>maxy:
- maxy = v[1]
- if v[2]<minz:
- minz = v[2]
- elif v[2]>maxz:
- maxz = v[2]
- return { 'x':[minx,maxx], 'y':[miny,maxy], 'z':[minz,maxz] }
-
- else:
- return { 'x':[0,0], 'y':[0,0], 'z':[0,0] }
- def translate(vertices, t):
- """Translate array of vertices by vector t.
- """
-
- for i in xrange(len(vertices)):
- vertices[i][0] += t[0]
- vertices[i][1] += t[1]
- vertices[i][2] += t[2]
-
- def center(vertices):
- """Center model (middle of bounding box).
- """
-
- bb = bbox(vertices)
-
- cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
- cy = bb['y'][0] + (bb['y'][1] - bb['y'][0])/2.0
- cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
-
- translate(vertices, [-cx,-cy,-cz])
- def top(vertices):
- """Align top of the model with the floor (Y-axis) and center it around X and Z.
- """
-
- bb = bbox(vertices)
-
- cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
- cy = bb['y'][1]
- cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
-
- translate(vertices, [-cx,-cy,-cz])
-
- def bottom(vertices):
- """Align bottom of the model with the floor (Y-axis) and center it around X and Z.
- """
-
- bb = bbox(vertices)
-
- cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
- cy = bb['y'][0]
- cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
-
- translate(vertices, [-cx,cy,-cz])
- def normalize(v):
- """Normalize 3d vector"""
-
- l = math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2])
- v[0] /= l
- v[1] /= l
- v[2] /= l
- # #####################################################
- # MTL parser
- # #####################################################
- def parse_mtl(fname):
- """Parse MTL file.
- """
-
- materials = {}
-
- for line in fileinput.input(fname):
- chunks = line.split()
- if len(chunks) > 0:
-
- # Material start
- # newmtl identifier
- if chunks[0] == "newmtl" and len(chunks) == 2:
- identifier = chunks[1]
- if not identifier in materials:
- materials[identifier] = {}
- # Diffuse color
- # Kd 1.000 1.000 1.000
- if chunks[0] == "Kd" and len(chunks) == 4:
- materials[identifier]["col_diffuse"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
- # Ambient color
- # Ka 1.000 1.000 1.000
- if chunks[0] == "Ka" and len(chunks) == 4:
- materials[identifier]["col_ambient"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
- # Specular color
- # Ks 1.000 1.000 1.000
- if chunks[0] == "Ks" and len(chunks) == 4:
- materials[identifier]["col_specular"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
- # Specular coefficient
- # Ns 154.000
- if chunks[0] == "Ns" and len(chunks) == 2:
- materials[identifier]["specular_coef"] = float(chunks[1])
- # Transparency
- # Tr 0.9 or d 0.9
- if (chunks[0] == "Tr" or chunks[0] == "d") and len(chunks) == 2:
- materials[identifier]["transparency"] = float(chunks[1])
- # Optical density
- # Ni 1.0
- if chunks[0] == "Ni" and len(chunks) == 2:
- materials[identifier]["optical_density"] = float(chunks[1])
- # Diffuse texture
- # map_Kd texture_diffuse.jpg
- if chunks[0] == "map_Kd" and len(chunks) == 2:
- materials[identifier]["map_diffuse"] = chunks[1]
- # Ambient texture
- # map_Ka texture_ambient.jpg
- if chunks[0] == "map_Ka" and len(chunks) == 2:
- materials[identifier]["map_ambient"] = chunks[1]
- # Specular texture
- # map_Ks texture_specular.jpg
- if chunks[0] == "map_Ks" and len(chunks) == 2:
- materials[identifier]["map_specular"] = chunks[1]
- # Alpha texture
- # map_d texture_alpha.png
- if chunks[0] == "map_d" and len(chunks) == 2:
- materials[identifier]["map_alpha"] = chunks[1]
- # Bump texture
- # map_bump texture_bump.jpg or bump texture_bump.jpg
- if (chunks[0] == "map_bump" or chunks[0] == "bump") and len(chunks) == 2:
- materials[identifier]["map_bump"] = chunks[1]
- # Illumination
- # illum 2
- #
- # 0. Color on and Ambient off
- # 1. Color on and Ambient on
- # 2. Highlight on
- # 3. Reflection on and Ray trace on
- # 4. Transparency: Glass on, Reflection: Ray trace on
- # 5. Reflection: Fresnel on and Ray trace on
- # 6. Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
- # 7. Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
- # 8. Reflection on and Ray trace off
- # 9. Transparency: Glass on, Reflection: Ray trace off
- # 10. Casts shadows onto invisible surfaces
- if chunks[0] == "illum" and len(chunks) == 2:
- materials[identifier]["illumination"] = int(chunks[1])
- return materials
-
- # #####################################################
- # OBJ parser
- # #####################################################
- def parse_vertex(text):
- """Parse text chunk specifying single vertex.
-
- Possible formats:
- vertex index
- vertex index / texture index
- vertex index / texture index / normal index
- vertex index / / normal index
- """
-
- v = 0
- t = 0
- n = 0
-
- chunks = text.split("/")
-
- v = int(chunks[0])
- if len(chunks) > 1:
- if chunks[1]:
- t = int(chunks[1])
- if len(chunks) > 2:
- if chunks[2]:
- n = int(chunks[2])
-
- return { 'v':v, 't':t, 'n':n }
-
- def parse_obj(fname):
- """Parse OBJ file.
- """
-
- vertices = []
- normals = []
- uvs = []
-
- faces = []
-
- materials = {}
- mcounter = 0
- mcurrent = 0
-
- mtllib = ""
-
- # current face state
- group = 0
- object = 0
- smooth = 0
-
- for line in fileinput.input(fname):
- chunks = line.split()
- if len(chunks) > 0:
-
- # Vertices as (x,y,z) coordinates
- # v 0.123 0.234 0.345
- if chunks[0] == "v" and len(chunks) == 4:
- x = float(chunks[1])
- y = float(chunks[2])
- z = float(chunks[3])
- vertices.append([x,y,z])
- # Normals in (x,y,z) form; normals might not be unit
- # vn 0.707 0.000 0.707
- if chunks[0] == "vn" and len(chunks) == 4:
- x = float(chunks[1])
- y = float(chunks[2])
- z = float(chunks[3])
- normals.append([x,y,z])
- # Texture coordinates in (u,v[,w]) coordinates, w is optional
- # vt 0.500 -1.352 [0.234]
- if chunks[0] == "vt" and len(chunks) >= 3:
- u = float(chunks[1])
- v = float(chunks[2])
- w = 0
- if len(chunks)>3:
- w = float(chunks[3])
- uvs.append([u,v,w])
- # Face
- if chunks[0] == "f" and len(chunks) >= 4:
- vertex_index = []
- uv_index = []
- normal_index = []
-
- for v in chunks[1:]:
- vertex = parse_vertex(v)
- if vertex['v']:
- vertex_index.append(vertex['v'])
- if vertex['t']:
- uv_index.append(vertex['t'])
- if vertex['n']:
- normal_index.append(vertex['n'])
-
- faces.append({
- 'vertex':vertex_index,
- 'uv':uv_index,
- 'normal':normal_index,
-
- 'material':mcurrent,
- 'group':group,
- 'object':object,
- 'smooth':smooth,
- })
-
- # Group
- if chunks[0] == "g" and len(chunks) == 2:
- group = chunks[1]
- # Object
- if chunks[0] == "o" and len(chunks) == 2:
- object = chunks[1]
- # Materials definition
- if chunks[0] == "mtllib" and len(chunks) == 2:
- mtllib = chunks[1]
-
- # Material
- if chunks[0] == "usemtl" and len(chunks) == 2:
- material = chunks[1]
- if not material in materials:
- mcurrent = mcounter
- materials[material] = mcounter
- mcounter += 1
- else:
- mcurrent = materials[material]
- # Smooth shading
- if chunks[0] == "s" and len(chunks) == 2:
- smooth = chunks[1]
- return faces, vertices, uvs, normals, materials, mtllib
-
- # #####################################################
- # Generator
- # #####################################################
- def generate_vertex(v):
- return TEMPLATE_VERTEX % (v[0], v[1], v[2])
-
- def generate_uv(f, uvs):
- ui = f['uv']
- if len(ui) == 3:
- return TEMPLATE_UV3 % (uvs[ui[0]-1][0], 1.0 - uvs[ui[0]-1][1],
- uvs[ui[1]-1][0], 1.0 - uvs[ui[1]-1][1],
- uvs[ui[2]-1][0], 1.0 - uvs[ui[2]-1][1])
- elif len(ui) == 4:
- return TEMPLATE_UV4 % (uvs[ui[0]-1][0], 1.0 - uvs[ui[0]-1][1],
- uvs[ui[1]-1][0], 1.0 - uvs[ui[1]-1][1],
- uvs[ui[2]-1][0], 1.0 - uvs[ui[2]-1][1],
- uvs[ui[3]-1][0], 1.0 - uvs[ui[3]-1][1])
- return ""
-
- def generate_face(f):
- vi = f['vertex']
- if f["normal"]:
- ni = f['normal']
- if len(vi) == 3:
- return TEMPLATE_FACE3N % (vi[0]-1, vi[1]-1, vi[2]-1, f['material'], ni[0]-1, ni[1]-1, ni[2]-1)
- elif len(vi) == 4:
- return TEMPLATE_FACE4N % (vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, f['material'], ni[0]-1, ni[1]-1, ni[2]-1, ni[3]-1)
- else:
- if len(vi) == 3:
- return TEMPLATE_FACE3 % (vi[0]-1, vi[1]-1, vi[2]-1, f['material'])
- elif len(vi) == 4:
- return TEMPLATE_FACE4 % (vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, f['material'])
- return ""
- def generate_normal(n):
- return TEMPLATE_N % (n[0], n[1], n[2])
- def generate_color(i):
- """Generate hex color corresponding to integer.
-
- Colors should have well defined ordering.
- First N colors are hardcoded, then colors are random
- (must seed random number generator with deterministic value
- before getting colors).
- """
-
- if i < len(COLORS):
- return "0x%x" % COLORS[i]
- else:
- return "0x%x" % (int(0xffffff * random.random()) + 0xff000000)
-
- def value2string(v):
- if type(v)==str and v[0] != "0":
- return '"%s"' % v
- return str(v)
-
- def generate_materials(mtl, materials):
- """Generate JS array of materials objects
-
- JS material objects are basically prettified one-to-one
- mappings of MTL properties in JSON format.
- """
-
- mtl_array = []
- for m in mtl:
- index = materials[m]
-
- # add debug information
- # materials should be sorted according to how
- # they appeared in OBJ file (for the first time)
- # this index is identifier used in face definitions
- mtl[m]['a_dbg_name'] = m
- mtl[m]['a_dbg_index'] = index
- mtl[m]['a_dbg_color'] = generate_color(index)
-
- mtl_raw = ",\n".join(['\t"%s" : %s' % (n, value2string(v)) for n,v in sorted(mtl[m].items())])
- mtl_string = "\t{\n%s\n\t}" % mtl_raw
- mtl_array.append([index, mtl_string])
-
- return ",\n\n".join([m for i,m in sorted(mtl_array)])
- def generate_mtl(materials):
- """Generate dummy materials (if there is no MTL file).
- """
-
- mtl = {}
- for m in materials:
- index = materials[m]
- mtl[m] = {
- 'a_dbg_name': m,
- 'a_dbg_index': index,
- 'a_dbg_color': generate_color(index)
- }
- return mtl
-
- # #####################################################
- # API
- # #####################################################
- def convert(infile, outfile):
- """Convert infile.obj to outfile.js
-
- Here is where everything happens. If you need to automate conversions,
- just import this file as Python module and call this method.
- """
-
- if not file_exists(infile):
- print "Couldn't find [%s]" % infile
- return
-
- faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
-
- if ALIGN == "center":
- center(vertices)
- elif ALIGN == "bottom":
- bottom(vertices)
- elif ALIGN == "top":
- top(vertices)
-
- random.seed(42) # to get well defined color order for materials
-
- uv_string = ""
- if len(uvs)>0:
- uv_string = "\n".join([generate_uv(f, uvs) for f in faces])
-
- # default materials with debug colors for when
- # there is no specified MTL, if loading failed
- # or there were null materials
- mtl = generate_mtl(materials)
-
- if mtllib:
- # create full pathname for MTL (included from OBJ)
- path = os.path.dirname(infile)
- fname = os.path.join(path, mtllib)
-
- if file_exists(fname):
- # override default materials with real ones from MTL
- # (where they exist, otherwise keep defaults)
- mtl.update(parse_mtl(fname))
-
- else:
- print "Couldn't find [%s]" % fname
-
- text = TEMPLATE_FILE % {
- "name" : get_name(outfile),
- "vertices" : "\n".join([generate_vertex(v) for v in vertices]),
- "faces" : "\n".join([generate_face(f) for f in faces]),
- "uvs" : uv_string,
- "normals" : ",".join(generate_normal(n) for n in normals),
-
- "materials" : generate_materials(mtl, materials),
-
- "fname" : infile,
- "nvertex" : len(vertices),
- "nface" : len(faces),
- "nmaterial" : len(materials)
- }
-
- out = open(outfile, "w")
- out.write(text)
- out.close()
-
- print "%d vertices, %d faces, %d materials" % (len(vertices), len(faces), len(materials))
-
- # #############################################################################
- # Helpers
- # #############################################################################
- def usage():
- print "Usage: %s -i filename.obj -o filename.js [-a center|top|bottom]" % os.path.basename(sys.argv[0])
-
- # #####################################################
- # Main
- # #####################################################
- if __name__ == "__main__":
-
- # get parameters from the command line
- try:
- opts, args = getopt.getopt(sys.argv[1:], "hi:o:a:", ["help", "input=", "output=", "align="])
-
- except getopt.GetoptError:
- usage()
- sys.exit(2)
-
- infile = outfile = ""
-
- for o, a in opts:
- if o in ("-h", "--help"):
- usage()
- sys.exit()
-
- elif o in ("-i", "--input"):
- infile = a
- elif o in ("-o", "--output"):
- outfile = a
- elif o in ("-a", "--align"):
- if a in ("top", "bottom", "center"):
- ALIGN = a
-
- if infile == "" or outfile == "":
- usage()
- sys.exit(2)
-
- print "Converting [%s] into [%s] ..." % (infile, outfile)
- convert(infile, outfile)
-
-
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