From cdbb2f64936e05dc22dd85a13ff716d7c9061efd Mon Sep 17 00:00:00 2001 From: raphael60650 Date: Sun, 1 Aug 2021 20:28:18 +0200 Subject: [PATCH] reformatted the file --- scripts/obj_to_png (minimap).py | 57 ++++++++++++++++++--------------- 1 file changed, 31 insertions(+), 26 deletions(-) diff --git a/scripts/obj_to_png (minimap).py b/scripts/obj_to_png (minimap).py index 8928d89..690b257 100644 --- a/scripts/obj_to_png (minimap).py +++ b/scripts/obj_to_png (minimap).py @@ -1,12 +1,12 @@ import pygame -import OpenGL from pygame.locals import * from OpenGL.GL import * from OpenGL.GLU import * import pywavefront from PIL import Image -scene = pywavefront.Wavefront(r"D:\Users\RC606\Desktop\Programme\MKWF-Install\test\Track-WU8\map_model.obj", collect_faces=True) +scene = pywavefront.Wavefront(r"D:\Users\RC606\Desktop\Programme\MKWF-Install\test\Track-WU8\map_model.obj", + collect_faces=True) scene_box = (scene.vertices[0], scene.vertices[0]) for vertex in scene.vertices: @@ -14,58 +14,63 @@ for vertex in scene.vertices: max_v = [max(scene_box[1][i], vertex[i]) for i in range(3)] scene_box = (min_v, max_v) -scene_size = [scene_box[1][i]-scene_box[0][i] for i in range(3)] +scene_size = [scene_box[1][i] - scene_box[0][i] for i in range(3)] max_scene_size = max(scene_size) -scaled_size = 5 -scene_scale = [scaled_size/max_scene_size for i in range(3)] -scene_trans = [-(scene_box[1][i]+scene_box[0][i])/2 for i in range(3)] +scaled_size = 5 +scene_scale = [scaled_size / max_scene_size for i in range(3)] +scene_trans = [-(scene_box[1][i] + scene_box[0][i]) / 2 for i in range(3)] -def Model(): + +def model(): glPushMatrix() glScalef(*scene_scale) glTranslatef(*scene_trans) - glPolygonMode(GL_FRONT_AND_BACK,GL_FILL) + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) color_axe = 1 - + for mesh in scene.mesh_list: max_height, min_height = float("-inf"), float("inf") for face in mesh.faces: for vertex_i in face: height = scene.vertices[vertex_i][color_axe] - if height > max_height: max_height = height - elif height < min_height: min_height = height + if height > max_height: + max_height = height + elif height < min_height: + min_height = height min_height -= (max_height - min_height) // 4 - + glBegin(GL_TRIANGLES) for face in mesh.faces: for vertex_i in face: height = scene.vertices[vertex_i][color_axe] color = (height - min_height) / max_height - + glColor3f(color, color, color) glVertex3f(*scene.vertices[vertex_i]) glEnd() glPopMatrix() + def main(): - display = (600, 600) - window = pygame.display.set_mode(display, DOUBLEBUF | OPENGL) - gluPerspective(45, (display[0] / display[1]), 1, 500.0) - glTranslatef(0.0, 0.0, -6.5) - glRotatef(90, 1, 0, 0) + display = (600, 600) + window = pygame.display.set_mode(display, DOUBLEBUF | OPENGL) + gluPerspective(45, (display[0] / display[1]), 1, 500.0) + glTranslatef(0.0, 0.0, -6.5) + glRotatef(90, 1, 0, 0) - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) - Model() - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) + model() + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) + + pix = glReadPixels(0, 0, *display, GL_RGB, GL_UNSIGNED_BYTE) + image = Image.frombytes(mode="RGB", size=display, data=pix) + image.save("test.png") + exit() - pix = glReadPixels(0, 0, *display, GL_RGB, GL_UNSIGNED_BYTE) - image = Image.frombytes(mode="RGB", size=display, data=pix) - image.save("test.png") - exit() main()