/
objconvert
executable file
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/
objconvert
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#!/usr/bin/env python
import sys
import os
import commands
import math
# Note: obj only supports a single tex coord per vertex, so that's why this class only
# includes a single place to store them
class Vertex:
def __init__(self):
self.vid = 0
self.pos = Vector()
self.norm = Vector()
self.tc = [0, 0]
self.color = [255, 255, 255, 255]
def __str__(self):
retval = " Vertex\n"
retval += " ID " + str(self.vid) + "\n"
retval += " Pos " + str(self.pos.x) + " " + str(self.pos.y) + " " + str(self.pos.z) +"\n"
retval += " Norm " + str(self.norm.x) + " " + str(self.norm.y) + " " + str(self.norm.z) + "\n"
retval += " TC " + str(self.tc[0]) + " " + str(self.tc[1]) + "\n"
retval += " Color " + str(self.color[0]) + " " + str(self.color[1]) + " " + str(self.color[2]) + " " + str(self.color[3]) + "\n"
return retval
class Vector(object):
def __init__(self, a = 0, b = 0, c = 0):
self.x = a
self.y = b
self.z = c
def __getitem__(self, i):
if i == 0:
return self.x
if i == 1:
return self.y
if i == 2:
return self.z
return 0
def __str__(self):
return "(" + str(self.x) + ", " + str(self.y) + ", " + str(self.z) + ")"
def cross(self, v):
return Vector(self.y * v.z - self.z * v.y, self.z * v.x - self.x * v.z, self.x * v.y - self.y * v.x)
def distance(self, v):
return math.sqrt((self.x - v.x) * (self.x - v.x) +
(self.y - v.y) * (self.y - v.y) +
(self.z - v.z) * (self.z - v.z))
def normalize(self):
mag = self.distance(Vector())
if mag > .00001:
self.x /= mag
self.y /= mag
self.z /= mag
def __add__(self, v):
return Vector(self.x + v.x, self.y + v.y, self.z + v.z)
def __sub__(self, v):
return Vector(self.x - v.x, self.y - v.y, self.z - v.z)
def __div__(self, v):
return Vector(self.x / v, self.y / v, self.z / v)
def __mul__(self, v):
return Vector(self.x * v, self.y * v, self.z * v)
class Triangle:
def __init__(self):
self.tid = 0
self.verts = [0, 0, 0]
self.material = "materials/default"
self.collide = False
def __str__(self):
retval = " Tri\n"
retval += " ID " + str(self.tid) + "\n"
retval += " Verts "
for i in range(0, 3):
retval += str(self.verts[i]) + " "
retval += "\n"
retval += " Material " + self.material + "\n"
retval += " Collide "
if self.collide: # No ternary op in python:-(
retval += "1\n"
else:
retval += "0\n"
return retval
def checkwinding(verts, norms):
trinorm = (norms[0] + norms[1] + norms[2]) / 3
trinorm.normalize()
v1 = verts[1] - verts[0]
v2 = verts[2] - verts[0]
calcnorm = v1.cross(v2)
calcnorm.normalize()
if calcnorm.distance(trinorm) > 1:
return True
return False
if len(sys.argv) < 3:
print "Usage:", sys.argv[0], "-obj [basename] [-time frametime] [-stride #] "\
"[-dupfirst {0|1}] [-invert objectname] [-start firstframe]"
sys.exit(-1)
frametime = 30
stride = 1
dupfirst = False
invobjs = []
startout = 0
for i in range(1, len(sys.argv), 2):
if i + 1 >= len(sys.argv):
print "Error parsing command line options"
sys.exit(-1)
if sys.argv[i] == "-obj":
base = sys.argv[i + 1]
elif sys.argv[i] == "-time":
frametime = int(sys.argv[i + 1])
elif sys.argv[i] == "-stride":
stride = int(sys.argv[i + 1])
# I believe this is not necessary now due to fixes to the animation system
#elif sys.argv[i] == "-dupfirst":
# if sys.argv[i + 1] == "1":
# dupfirst = True
elif sys.argv[i] == "-invert":
invobjs.append(sys.argv[i + 1])
elif sys.argv[i] == "-start":
startout = int(sys.argv[i + 1])
i = 1
matmap = dict()
matfile = open(base + ".matmap")
for line in matfile:
vals = line.split()
if len(vals):
matmap[vals[0]] = vals[1]
print "Mapping ", vals[0], "to", vals[1]
matfile.close()
# Read in .obj data
print "Processing ",
while (os.path.exists(base + "_" + str(i).rjust(6, "0") + ".obj")):
nextid = 1
currmat = "materials/default"
collide = False
invert = False
vertices = []
vertpos = []
norms = []
texcoords = []
faces = []
tris = []
print i, "-",
infile = open(base + "_" + str(i).rjust(6, "0") + ".obj", "r")
for line in infile:
if line[:2] == "vt":
line = line[2:]
newtc = line.split()
# Apparently Blender exports UV's y-inverted from what we need
newtc[1] = 1 - float(newtc[1])
texcoords.append(newtc)
elif line[:2] == "vn":
line = line[2:]
vals = line.split()
modifier = 1
if invert:
modifier = -1
newnorm = Vector()
newnorm.x = float(vals[0]) * modifier
newnorm.y = float(vals[1]) * modifier
newnorm.z = float(vals[2]) * modifier
norms.append(newnorm)
elif line[:1] == "v":
line = line[1:]
addv = Vector()
vals = line.split()
addv.x = float(vals[0]) * 1000
addv.y = float(vals[1]) * 1000
addv.z = float(vals[2]) * 1000
vertpos.append(addv)
elif line[:1] == "f":
line = line[1:]
ind = line.split()
one = Triangle()
one.tid = nextid
nextid += 1
two = Triangle()
two.tid = nextid
if len(ind) > 3:
nextid += 1
index = 0
currpos = dict()
currnorm = dict()
currvert = dict()
for j in ind:
newv = Vertex()
if j.find("/") != -1: # We have normals and uv (hopefully)
vals = j.split("/")
newv.pos = vertpos[int(vals[0]) - 1]
newv.tc = texcoords[int(vals[1]) - 1]
newv.norm = norms[int(vals[2]) - 1]
else:
newv.pos = vertpos[int(j)] # This actually isn't supported
newv.vid = nextid
currpos[nextid] = newv.pos
currnorm[nextid] = newv.norm
currvert[nextid] = len(vertices)
nextid += 1
vertices.append(newv)
if len(ind) == 4:
if index == 0:
one.verts[0] = nextid - 1
elif index == 1:
one.verts[1] = nextid - 1
two.verts[0] = nextid - 1
elif index == 2:
two.verts[1] = nextid - 1
elif index == 3:
one.verts[2] = nextid - 1
two.verts[2] = nextid - 1
elif len(ind) == 3:
one.verts[index] = nextid - 1
else:
print "Error: Unsupported number of vertices in face", len(ind)
index += 1
if invert:
one.verts.reverse()
two.verts.reverse()
# Blender's obj exporter is occasionally giving us bogus normals,
# so we do a sanity check on what it's telling us
if checkwinding([currpos[one.verts[0]], currpos[one.verts[1]],
currpos[one.verts[2]]], [currnorm[one.verts[0]],
currnorm[one.verts[1]], currnorm[one.verts[2]]]):
for k in range(3):
vertices[currvert[one.verts[k]]].norm *= -1
if len(ind) > 3 and checkwinding([currpos[two.verts[0]], currpos[two.verts[1]],
currpos[two.verts[2]]], [currnorm[two.verts[0]],
currnorm[two.verts[1]], currnorm[two.verts[2]]]):
# Only change the one not changed by triangle one
# This assumes both triangles will always be backwards, so far a safe assumption
vertices[currvert[two.verts[1]]].norm *= -1
one.material = two.material = currmat
one.collide = two.collide = collide
tris.append(one)
if len(ind) > 3:
tris.append(two)
elif line[:6] == "usemtl":
line = line[7:-1] # Also need to strip \n
if line in matmap:
currmat = matmap[line]
else:
currmat = "materials/default"
elif line[:1] == "o":
line = line[2:]
if line.find("Collide") == -1:
collide = False
else:
collide = True
for objname in invobjs:
if line.find(objname) != -1:
invert = True
break
else:
invert = False
infile.close()
# Write out Coldest style file
frameno = (i - 1) / stride + startout
print frameno,
filenum = str(frameno).rjust(4, "0")
outfile = open("frame" + filenum, "w")
outfile.write("Version Version5\n")
outfile.write("NextID " + str(nextid) + "\n")
outfile.write("TimeToNextFrame " + str(frametime) + "\n")
outfile.write("Container\n")
outfile.write(" ID 0\n")
outfile.write(" ParentID -1\n")
outfile.write(" Name\n")
outfile.write(" Facing 0\n")
outfile.write(" Rot1 0 0 0\n")
outfile.write(" Rot2 0 0 0\n")
outfile.write(" Trans 0 0 0\n")
for vert in vertices:
outfile.write(str(vert))
outfile.write("Triangles\n")
for tri in tris:
outfile.write(str(tri))
outfile.close()
i += stride
if dupfirst:
print "Warning: Duplicating first - this shouldn't be necessary anymore"
commands.getoutput("cp frame" + str(startout).rjust(4, "0") + " frame" + str((i - 1) / stride + startout).rjust(4, "0"))
i += stride
print
print "Generated", (i - 1) / stride, "frames"