Atlas-Install/scripts/obj_to_png.py

87 lines
2.5 KiB
Python

import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import pywavefront
from PIL import Image
def render_top_view(obj_file: str):
scene_data = load_scene(obj_file)
return get_display(scene_data)
def load_scene(obj_file: str) -> tuple:
scene = pywavefront.Wavefront(obj_file, collect_faces=True)
scene_box = (scene.vertices[0], scene.vertices[0])
for vertex in scene.vertices:
min_v = [min(scene_box[0][i], vertex[i]) for i in range(3)]
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)]
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)]
return scene_scale, scene_trans, scene
def get_display(scene_data: tuple) -> Image:
display = (600, 600)
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)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
draw_model(*scene_data)
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)
pygame.display.quit()
pygame.quit()
return image
def draw_model(scene_scale, scene_trans, scene):
glPushMatrix()
glScalef(*scene_scale)
glTranslatef(*scene_trans)
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
min_height += (max_height - min_height) // 3
glBegin(GL_TRIANGLES)
for face in mesh.faces:
for vertex_i in face:
height = scene.vertices[vertex_i][color_axe]
color = 1
if max_height != 0:
color = 1-((height - min_height) / max_height)
glColor3f(color, color, color)
glVertex3f(*scene.vertices[vertex_i])
glEnd()
glPopMatrix()