/usr/lib/python2.7/dist-packages/collada/triangleset.py is in python-collada 0.4-2.
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# #
# THIS FILE IS PART OF THE pycollada LIBRARY SOURCE CODE. #
# USE, DISTRIBUTION AND REPRODUCTION OF THIS LIBRARY SOURCE IS #
# GOVERNED BY A BSD-STYLE SOURCE LICENSE INCLUDED WITH THIS SOURCE #
# IN 'COPYING'. PLEASE READ THESE TERMS BEFORE DISTRIBUTING. #
# #
# THE pycollada SOURCE CODE IS (C) COPYRIGHT 2011 #
# by Jeff Terrace and contributors #
# #
####################################################################
"""Module containing classes and functions for the <triangles> primitive."""
import numpy
from collada import primitive
from collada.common import E, tag
from collada.common import DaeIncompleteError, DaeBrokenRefError, \
DaeMalformedError, DaeUnsupportedError
from collada.util import toUnitVec, checkSource, normalize_v3, dot_v3, xrange
from collada.xmlutil import etree as ElementTree
class Triangle(object):
"""Single triangle representation."""
def __init__(self, indices, vertices, normal_indices, normals,
texcoord_indices, texcoords, material):
"""A triangle should not be created manually."""
self.vertices = vertices
"""A (3, 3) float array for points in the triangle"""
self.normals = normals
"""A (3, 3) float array with the normals for points in the triangle.
If the triangle didn't have normals, they will be computed."""
self.texcoords = texcoords
"""A tuple with (3, 2) float arrays with the texture coordinates
for the points in the triangle"""
self.material = material
"""If coming from an unbound :class:`collada.triangleset.TriangleSet`, contains a
string with the material symbol. If coming from a bound
:class:`collada.triangleset.BoundTriangleSet`, contains the actual
:class:`collada.material.Effect` the triangle is bound to."""
self.indices = indices
"""A (3,) int array with vertex indexes of the 3 vertices in
the vertex array"""
self.normal_indices = normal_indices
"""A (3,) int array with normal indexes of the 3 vertices in
the normal array"""
self.texcoord_indices = texcoord_indices
"""A (3,2) int array with texture coordinate indexes of the 3
vertices in the texcoord array."""
if self.normals is None:
#generate normals
vec1 = numpy.subtract(vertices[0], vertices[1])
vec2 = numpy.subtract(vertices[2], vertices[0])
vec3 = toUnitVec(numpy.cross(toUnitVec(vec2), toUnitVec(vec1)))
self.normals = numpy.array([vec3, vec3, vec3])
def __repr__(self):
return '<Triangle (%s, %s, %s, "%s")>' % (str(self.vertices[0]),
str(self.vertices[1]), str(self.vertices[2]),
str(self.material))
def __str__(self):
return repr(self)
class TriangleSet(primitive.Primitive):
"""Class containing the data COLLADA puts in a <triangles> tag, a collection of
triangles.
* The TriangleSet object is read-only. To modify a TriangleSet, create a new
instance using :meth:`collada.geometry.Geometry.createTriangleSet`.
* If ``T`` is an instance of :class:`collada.triangleset.TriangleSet`, then ``len(T)``
returns the number of triangles in the set. ``T[i]`` returns the i\ :sup:`th`
triangle in the set.
"""
def __init__(self, sources, material, index, xmlnode=None):
"""A TriangleSet should not be created manually. Instead, call the
:meth:`collada.geometry.Geometry.createTriangleSet` method after
creating a geometry instance.
"""
if len(sources) == 0: raise DaeIncompleteError('A triangle set needs at least one input for vertex positions')
if not 'VERTEX' in sources: raise DaeIncompleteError('Triangle set requires vertex input')
max_offset = max([ max([input[0] for input in input_type_array])
for input_type_array in sources.values()
if len(input_type_array) > 0])
self.material = material
self.index = index
self.indices = self.index
self.nindices = max_offset + 1
self.index.shape = (-1, 3, self.nindices)
self.ntriangles = len(self.index)
self.sources = sources
if len(self.index) > 0:
self._vertex = sources['VERTEX'][0][4].data
self._vertex_index = self.index[:,:, sources['VERTEX'][0][0]]
self.maxvertexindex = numpy.max( self._vertex_index )
checkSource(sources['VERTEX'][0][4], ('X', 'Y', 'Z'), self.maxvertexindex)
else:
self._vertex = None
self._vertex_index = None
self.maxvertexindex = -1
if 'NORMAL' in sources and len(sources['NORMAL']) > 0 and len(self.index) > 0:
self._normal = sources['NORMAL'][0][4].data
self._normal_index = self.index[:,:, sources['NORMAL'][0][0]]
self.maxnormalindex = numpy.max( self._normal_index )
checkSource(sources['NORMAL'][0][4], ('X', 'Y', 'Z'), self.maxnormalindex)
else:
self._normal = None
self._normal_index = None
self.maxnormalindex = -1
if 'TEXCOORD' in sources and len(sources['TEXCOORD']) > 0 and len(self.index) > 0:
self._texcoordset = tuple([texinput[4].data for texinput in sources['TEXCOORD']])
self._texcoord_indexset = tuple([ self.index[:,:, sources['TEXCOORD'][i][0]]
for i in xrange(len(sources['TEXCOORD'])) ])
self.maxtexcoordsetindex = [ numpy.max( tex_index ) for tex_index in self._texcoord_indexset ]
for i, texinput in enumerate(sources['TEXCOORD']):
checkSource(texinput[4], ('S', 'T'), self.maxtexcoordsetindex[i])
else:
self._texcoordset = tuple()
self._texcoord_indexset = tuple()
self.maxtexcoordsetindex = -1
if 'TEXTANGENT' in sources and len(sources['TEXTANGENT']) > 0 and len(self.index) > 0:
self._textangentset = tuple([texinput[4].data for texinput in sources['TEXTANGENT']])
self._textangent_indexset = tuple([ self.index[:,:, sources['TEXTANGENT'][i][0]]
for i in xrange(len(sources['TEXTANGENT'])) ])
self.maxtextangentsetindex = [ numpy.max( tex_index ) for tex_index in self._textangent_indexset ]
for i, texinput in enumerate(sources['TEXTANGENT']):
checkSource(texinput[4], ('X', 'Y', 'Z'), self.maxtextangentsetindex[i])
else:
self._textangentset = tuple()
self._textangent_indexset = tuple()
self.maxtextangentsetindex = -1
if 'TEXBINORMAL' in sources and len(sources['TEXBINORMAL']) > 0 and len(self.index) > 0:
self._texbinormalset = tuple([texinput[4].data for texinput in sources['TEXBINORMAL']])
self._texbinormal_indexset = tuple([ self.index[:,:, sources['TEXBINORMAL'][i][0]]
for i in xrange(len(sources['TEXBINORMAL'])) ])
self.maxtexbinormalsetindex = [ numpy.max( tex_index ) for tex_index in self._texbinormal_indexset ]
for i, texinput in enumerate(sources['TEXBINORMAL']):
checkSource(texinput[4], ('X', 'Y', 'Z'), self.maxtexbinormalsetindex[i])
else:
self._texbinormalset = tuple()
self._texbinormal_indexset = tuple()
self.maxtexbinormalsetindex = -1
if xmlnode is not None: self.xmlnode = xmlnode
else:
self._recreateXmlNode()
def __len__(self):
return len(self.index)
def _recreateXmlNode(self):
self.index.shape = (-1)
acclen = len(self.index)
txtindices = ' '.join(map(str, self.index.tolist()))
self.index.shape = (-1, 3, self.nindices)
self.xmlnode = E.triangles(count=str(self.ntriangles))
if self.material is not None:
self.xmlnode.set('material', self.material)
all_inputs = []
for semantic_list in self.sources.values():
all_inputs.extend(semantic_list)
for offset, semantic, sourceid, set, src in all_inputs:
inpnode = E.input(offset=str(offset), semantic=semantic, source=sourceid)
if set is not None:
inpnode.set('set', str(set))
self.xmlnode.append(inpnode)
self.xmlnode.append(E.p(txtindices))
def __getitem__(self, i):
v = self._vertex[ self._vertex_index[i] ]
n = self._normal[ self._normal_index[i] ]
uvindices = []
uv = []
for j, uvindex in enumerate(self._texcoord_indexset):
uvindices.append( uvindex[i] )
uv.append( self._texcoordset[j][ uvindex[i] ] )
return Triangle(self._vertex_index[i], v, self._normal_index[i], n, uvindices, uv, self.material)
@staticmethod
def load( collada, localscope, node ):
indexnode = node.find(tag('p'))
if indexnode is None: raise DaeIncompleteError('Missing index in triangle set')
source_array = primitive.Primitive._getInputs(collada, localscope, node.findall(tag('input')))
try:
if indexnode.text is None:
index = numpy.array([], dtype=numpy.int32)
else:
index = numpy.fromstring(indexnode.text, dtype=numpy.int32, sep=' ')
index[numpy.isnan(index)] = 0
except:
raise DaeMalformedError('Corrupted index in triangleset')
triset = TriangleSet(source_array, node.get('material'), index, node)
triset.xmlnode = node
return triset
def bind(self, matrix, materialnodebysymbol):
"""Create a bound triangle set from this triangle set, transform and material mapping"""
return BoundTriangleSet( self, matrix, materialnodebysymbol)
def generateNormals(self):
"""If :attr:`normals` is `None` or you wish for normals to be
recomputed, call this method to recompute them."""
norms = numpy.zeros( self._vertex.shape, dtype=self._vertex.dtype )
tris = self._vertex[self._vertex_index]
n = numpy.cross( tris[::,1] - tris[::,0], tris[::,2] - tris[::,0] )
normalize_v3(n)
norms[ self._vertex_index[:,0] ] += n
norms[ self._vertex_index[:,1] ] += n
norms[ self._vertex_index[:,2] ] += n
normalize_v3(norms)
self._normal = norms
self._normal_index = self._vertex_index
def generateTexTangentsAndBinormals(self):
"""If there are no texture tangents, this method will compute them.
Texture coordinates must exist and it uses the first texture coordinate set."""
#The following is taken from:
# http://www.terathon.com/code/tangent.html
# It's pretty much a direct translation, using numpy arrays
tris = self._vertex[self._vertex_index]
uvs = self._texcoordset[0][self._texcoord_indexset[0]]
x1 = tris[:,1,0]-tris[:,0,0]
x2 = tris[:,2,0]-tris[:,1,0]
y1 = tris[:,1,1]-tris[:,0,1]
y2 = tris[:,2,1]-tris[:,1,1]
z1 = tris[:,1,2]-tris[:,0,2]
z2 = tris[:,2,2]-tris[:,1,2]
s1 = uvs[:,1,0]-uvs[:,0,0]
s2 = uvs[:,2,0]-uvs[:,1,0]
t1 = uvs[:,1,1]-uvs[:,0,1]
t2 = uvs[:,2,1]-uvs[:,1,1]
r = 1.0 / (s1 * t2 - s2 * t1)
sdirx = (t2 * x1 - t1 * x2) * r
sdiry = (t2 * y1 - t1 * y2) * r
sdirz = (t2 * z1 - t1 * z2) * r
sdir = numpy.vstack((sdirx, sdiry, sdirz)).T
tans1 = numpy.zeros( self._vertex.shape, dtype=self._vertex.dtype )
tans1[ self._vertex_index[:,0] ] += sdir
tans1[ self._vertex_index[:,1] ] += sdir
tans1[ self._vertex_index[:,2] ] += sdir
norm = self._normal[self._normal_index]
norm.shape = (-1, 3)
tan1 = tans1[self._vertex_index]
tan1.shape = (-1, 3)
tangent = normalize_v3(tan1 - norm * dot_v3(norm, tan1)[:,numpy.newaxis])
self._textangentset = (tangent,)
self._textangent_indexset = (numpy.arange(len(self._vertex_index)*3, dtype=self._vertex_index.dtype),)
self._textangent_indexset[0].shape = (len(self._vertex_index), 3)
tdirx = (s1 * x2 - s2 * x1) * r
tdiry = (s1 * y2 - s2 * y1) * r
tdirz = (s1 * z2 - s2 * z1) * r
tdir = numpy.vstack((tdirx, tdiry, tdirz)).T
tans2 = numpy.zeros( self._vertex.shape, dtype=self._vertex.dtype )
tans2[ self._vertex_index[:,0] ] += tdir
tans2[ self._vertex_index[:,1] ] += tdir
tans2[ self._vertex_index[:,2] ] += tdir
tan2 = tans2[self._vertex_index]
tan2.shape = (-1, 3)
tanw = dot_v3(numpy.cross(norm, tan1), tan2)
tanw = numpy.sign(tanw)
binorm = numpy.cross(norm, tangent).flatten()
binorm.shape = (-1, 3)
binorm = binorm * tanw[:,numpy.newaxis]
self._texbinormalset = (binorm,)
self._texbinormal_indexset = (numpy.arange(len(self._vertex_index) * 3,
dtype=self._vertex_index.dtype),)
self._texbinormal_indexset[0].shape = (len(self._vertex_index), 3)
def __str__(self):
return '<TriangleSet length=%d>' % len(self)
def __repr__(self):
return str(self)
class BoundTriangleSet(primitive.BoundPrimitive):
"""A triangle set bound to a transform matrix and materials mapping.
* If ``T`` is an instance of :class:`collada.triangleset.BoundTriangleSet`, then ``len(T)``
returns the number of triangles in the set. ``T[i]`` returns the i\ :sup:`th`
triangle in the set.
"""
def __init__(self, ts, matrix, materialnodebysymbol):
"""Create a bound triangle set from a triangle set, transform and material mapping.
This gets created when a triangle set is instantiated in a scene. Do not create this manually."""
M = numpy.asmatrix(matrix).transpose()
self._vertex = None if ts.vertex is None else numpy.asarray(ts._vertex * M[:3,:3]) + matrix[:3,3]
self._normal = None if ts._normal is None else numpy.asarray(ts._normal * M[:3,:3])
self._texcoordset = ts._texcoordset
self._textangentset = ts._textangentset
self._texbinormalset = ts._texbinormalset
matnode = materialnodebysymbol.get( ts.material )
if matnode:
self.material = matnode.target
self.inputmap = dict([ (sem, (input_sem, set)) for sem, input_sem, set in matnode.inputs ])
else: self.inputmap = self.material = None
self.index = ts.index
self._vertex_index = ts._vertex_index
self._normal_index = ts._normal_index
self._texcoord_indexset = ts._texcoord_indexset
self._textangent_indexset = ts._textangent_indexset
self._texbinormal_indexset = ts._texbinormal_indexset
self.ntriangles = ts.ntriangles
self.original = ts
def __len__(self):
return len(self.index)
def __getitem__(self, i):
vindex = self._vertex_index[i]
v = self._vertex[vindex]
if self._normal is None:
n = None
nindex = None
else:
nindex = self._normal_index[i]
n = self._normal[nindex]
uvindices = []
uv = []
for j, uvindex in enumerate(self._texcoord_indexset):
uvindices.append(uvindex[i])
uv.append(self._texcoordset[j][uvindex[i]])
return Triangle(vindex, v, nindex, n, uvindices, uv, self.material)
def triangles(self):
"""Iterate through all the triangles contained in the set.
:rtype: generator of :class:`collada.triangleset.Triangle`
"""
for i in xrange(self.ntriangles): yield self[i]
def shapes(self):
"""Iterate through all the triangles contained in the set.
:rtype: generator of :class:`collada.triangleset.Triangle`
"""
return self.triangles()
def generateNormals(self):
"""If :attr:`normals` is `None` or you wish for normals to be
recomputed, call this method to recompute them."""
norms = numpy.zeros( self._vertex.shape, dtype=self._vertex.dtype )
tris = self._vertex[self._vertex_index]
n = numpy.cross( tris[::,1] - tris[::,0], tris[::,2] - tris[::,0] )
normalize_v3(n)
norms[ self._vertex_index[:,0] ] += n
norms[ self._vertex_index[:,1] ] += n
norms[ self._vertex_index[:,2] ] += n
normalize_v3(norms)
self._normal = norms
self._normal_index = self._vertex_index
def __str__(self):
return '<BoundTriangleSet length=%d>' % len(self)
def __repr__(self):
return str(self)
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