oolite/tools/Mesh2Obj.py
2006-03-05 16:26:25 +00:00

156 lines
5.3 KiB
Python
Executable File

#!/usr/bin/python
"""
This script takes a .mesh file from the Meshwork
and exports a .obj file containing the same trimesh.
A .mtl file is created for texture materials.
No surface normals are calculated.
"""
import sys, string, math
inputfilenames = sys.argv[1:]
print "converting..."
print inputfilenames
for inputfilename in inputfilenames:
outputfilename = inputfilename.lower().replace(".mesh",".obj")
materialfilename = inputfilename.lower().replace(".mesh",".mtl")
mtllibname = string.split(materialfilename, "/")[-1]
print inputfilename+"->"+outputfilename+" & "+materialfilename
inputfile = open(inputfilename,"r")
lines = inputfile.read().splitlines(0)
outputfile = open(outputfilename,"w")
materialfile = open(materialfilename,"w")
mode = 'SKIP'
vertex_lines_out = ['# vertices...\n']
faces_lines_out = ['# faces...\n']
n_verts = 0
n_faces = 0
n_uvs = 0
skips = 0
vertex=[]
face=[]
uv_lines_out=['# texture uvs...\n']
textures=[]
normalForVertex=[]
uvForVertex=[]
uvIndexForKey={}
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('v %.5f %.5f %.5f\n' % (float(coordinates[1]), float(coordinates[2]), float(coordinates[3])))
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))
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 = 1.0 - float(tokens[1])
vv = 1.0 - float(tokens[2])
if ((uu > 1.0)|(uu < 0.0)|(vv > 1.0)|(vv < 0.0)):
uu = 0.0
vv = 0.0
uv_key = 'vt %.5f %.5f\n' % (uu, vv)
uv_index = n_uvs
if (uvIndexForKey.has_key(uv_key)):
# existing uv coordinates
uv_index = uvIndexForKey[uv_key]
else:
# new, unique uv coordinates
uvIndexForKey[uv_key] = uv_index
uv_lines_out.append(uv_key)
n_uvs = n_uvs + 1
uvsForTexture[textureName][v1] = (uu,vv,uv_index)
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
textures.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('# exported using Mesh2Obj.py (C) Giles Williams 2005\n')
outputfile.write('mtllib %s\n' % mtllibname)
outputfile.write('o exported_mesh\n')
outputfile.write('# number of vertices %d\n' % n_verts)
outputfile.write('# number of faces %d\n' % n_faces)
outputfile.write('# number of texture uvs %d\n' % n_uvs)
outputfile.writelines(vertex_lines_out)
outputfile.writelines(uv_lines_out)
# for each texture file / material we have to write out a group of faces
#
materialfile.write('# exported using Mesh2Obj.py (C) Giles Williams 2005\n')
# check that we have textures for every vertex...
okayToWriteTexture = 1
print "uvsForTexture :"
print uvsForTexture
if (len(textureForFace) != len(face)):
okayToWriteTexture = 0
outputfile.write('# groups ...\n')
group_ctr = 1
for texture in textures:
if (texture == ''):
okayToWriteTexture = 0
# if we're all clear then write out the texture uv coordinates on a 256x256 texture
if (okayToWriteTexture):
materialfile.write('newmtl material%d_auv\nNs 100.000\nd 1.00000\nillum 2\n' % group_ctr)
materialfile.write('Kd 1.00000 1.00000 1.00000\nKa 1.00000 1.00000 1.00000\nKs 1.00000 1.00000 1.00000\n')
materialfile.write('map_Kd %s\n\n' % texture)
outputfile.write('g group_%d\n' % group_ctr)
outputfile.write('usemtl material%d_auv\n' % group_ctr)
group_ctr = group_ctr + 1
outputfile.write('# uses texture \'%s\'\n' % texture)
for i in range(0, len(face)):
facet = face[i]
texture_for_face = textureForFace[i]
if (texture == texture_for_face):
uvForVertex = uvsForTexture[texture]
outputfile.write('f %d/%d/ %d/%d/ %d/%d/\n' % (facet[0] + 1, uvForVertex[facet[0]][2] + 1, facet[1] + 1, uvForVertex[facet[1]][2] + 1, facet[2] + 1, uvForVertex[facet[2]][2] + 1, ))
# endif
# next i
# endif
# next texture
outputfile.close();
materialfile.close();
print "done"
print ""
#
# end
#