oolite/tools/Mesh2DatTex.py
2006-03-05 16:26:25 +00:00

123 lines
4.0 KiB
Python
Executable File

#!/usr/bin/python
"""
This script takes a .mesh file from the Meshwork
and exports a .dat file containing the same trimesh.
Colour for the faces is set to flat grey (127,127,127)
and surface normals calculated for each triangle.
"""
import sys, string, math
inputfilenames = sys.argv[1:]
print "converting..."
print inputfilenames
for inputfilename in inputfilenames:
outputfilename = inputfilename.lower().replace(".mesh",".dat")
print inputfilename+"->"+outputfilename
inputfile = open(inputfilename,"r")
lines = inputfile.read().splitlines(0)
outputfile = open(outputfilename,"w")
mode = 'SKIP'
vertex_lines_out = ['VERTEX\n']
faces_lines_out = ['FACES\n']
n_verts = 0
n_faces = 0
skips = 0
vertex=[]
face=[]
texture=[]
uvForVertex=[]
uvsForTexture={}
textureForFace=[]
textureCounter = 0
for line in lines:
if (mode == 'VERTEX'):
coordinates = string.split(line, '\t') # split line by tabs
if (len(coordinates) == 4):
n_verts = n_verts + 1
vertex_lines_out.append(coordinates[1]+', '+coordinates[2]+', '+coordinates[3]+'\n')
vertex.append( (float(coordinates[1]), float(coordinates[2]), float(coordinates[3])) )
elif (mode == 'FACES'):
tokens = string.split(line, '\t') # split line by tabs
if (len(tokens) == 3):
n_faces = n_faces + 1
v1 = int(tokens[0])
v2 = int(tokens[1])
v3 = int(tokens[2])
d0 = (vertex[v2][0]-vertex[v1][0], vertex[v2][1]-vertex[v1][1], vertex[v2][2]-vertex[v1][2])
d1 = (vertex[v3][0]-vertex[v2][0], vertex[v3][1]-vertex[v2][1], vertex[v3][2]-vertex[v2][2])
xp = (d0[1]*d1[2]-d0[2]*d1[1], d0[2]*d1[0]-d0[0]*d1[2], d0[0]*d1[1]-d0[1]*d1[0])
det = 1.0 / math.sqrt(xp[0]*xp[0] + xp[1]*xp[1] + xp[2]*xp[2])
norm = (xp[0]*det, xp[1]*det, xp[2]*det)
face.append((v1,v2,v3))
faces_lines_out.append('127,127,127,\t%f,%f,%f,\t3,\t%d,%d,%d\n' % (norm[0],norm[1],norm[2],v1,v2,v3))
if (interpretTexture):
textureForFace.append(textureName)
elif (mode == 'TEXTURE'):
tokens = string.split(line, '\t') # split line by tabs
if (len(tokens) == 3):
v1 = int(tokens[0])
uu = float(tokens[1])
vv = float(tokens[2])
if ((uu <= 1.0)&(uu >= 0.0)&(vv <= 1.0)&(vv >= 0.0)):
uvsForTexture[textureName][v1] = (uu,vv)
else:
uvsForTexture[textureName][v1] = (0,0)
elif (mode == 'SKIP'):
skips = skips + 1
if (line[:8] == 'VERTICES'):
mode = 'VERTEX'
if (line[:8] == 'MATERIAL'):
mode = 'FACES'
interpretTexture = 0
tokens = string.split(line, '\t') # split line by tabs
if (len(tokens) == 15):
name_parts = string.split(tokens[0],' ')
name_parts.append("texture%d.png" % textureCounter)
textureName = name_parts[1]
if (tokens[5] == '4'):
interpretTexture = 1
texture.append(textureName)
uvsForTexture[textureName] = n_verts * [[]]
if (line[:5] == 'EDGES'):
mode = 'SKIP'
if (line[:3] == 'UVS'):
if (interpretTexture):
mode = 'TEXTURE'
else:
mode = 'SKIP'
outputfile.write('NVERTS %d\n' % n_verts)
outputfile.write('NFACES %d\n' % n_faces)
outputfile.write('\n')
outputfile.writelines(vertex_lines_out)
outputfile.write('\n')
outputfile.writelines(faces_lines_out)
outputfile.write('\n')
# check that we have textures for every vertex...
okayToWriteTexture = 1
print "uvsForTexture :"
print uvsForTexture
if (len(textureForFace) != len(face)):
okayToWriteTexture = 0
for texture in textureForFace:
if (texture == ''):
okayToWriteTexture = 0
# if we're all clear then write out the texture uv coordinates on a 256x256 texture
if (okayToWriteTexture):
outputfile.write('TEXTURES\n')
for i in range(0, len(face)):
facet = face[i]
texture = textureForFace[i]
uvForVertex = uvsForTexture[texture]
outputfile.write('%s\t256 256\t%f %f\t%f %f\t%f %f\n' % (texture, 256*uvForVertex[facet[0]][0], 256*uvForVertex[facet[0]][1], 256*uvForVertex[facet[1]][0], 256*uvForVertex[facet[1]][1], 256*uvForVertex[facet[2]][0], 256*uvForVertex[facet[2]][1]))
outputfile.write('\n')
outputfile.write('END\n')
outputfile.close();
print "done"
print ""
#
# end
#