PyOpenGL如何导入一个obj文件?

0yg35tkg  于 2022-11-04  发布在  其他
关注(0)|答案(1)|浏览(288)
import pygame
import OpenGL
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import pywavefront

scene = pywavefront.Wavefront('Handgun_obj.obj')

vertices =(
    (1,-1,-1),
    (1,1,-1),
    (-1,1,-1),
    (-1,-1,-1),
    (1,-1,1),
    (1,1,1),
    (-1,-1,1),
    (-1,1,1),
    )

edges = (
    (0,1),
    (0,3),
    (0,4),
    (2,1),
    (2,3),
    (2,7),
    (6,3),
    (6,4),
    (6,7),
    (5,1),
    (5,4),
    (5,7)
    )

colors = (
    (1,0,0),
    (0,1,0),
    (0,0,1),
    (0,1,0),
    (1,1,1),
    (0,1,1),
    (1,0,0),
    (0,1,0),
    (0,0,1),
    (1,0,0),
    (1,1,1),
    (0,1,1),
    )

surfaces = (
    (0,1,2,3),
    (3,2,7,6),
    (6,7,5,4),
    (4,5,1,0),
    (1,5,7,2),
    (4,0,3,6)
    )

def Cube():
    glBegin(GL_QUADS)
    for surface in surfaces:
        x = 0
        for vertex in surface:
            x += 1
            glColor3fv(colors[x])
            glVertex3fv(vertices[vertex])
    glEnd()

    glBegin(GL_LINES) #tells OpenGL dass code erhalten wird der als line-drawing code benutzt wird
    for edge in edges:
        for vertex in edge:
            glVertex3fv(vertices[vertex])
    glEnd()

def main():
        pygame.init()
        display = (800, 600)
        pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
        gluPerspective(45, (display[0] / display[1]), 1, 500.0)
        glTranslatef(0.0, 0.0, -10)

        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    quit()

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        glTranslatef(-0.5,0,0)
                    if event.key == pygame.K_RIGHT:
                        glTranslatef(0.5,0,0)
                    if event.key == pygame.K_UP:
                        glTranslatef(0,1,0)
                    if event.key == pygame.K_DOWN:
                        glTranslatef(0,-1,0)

            glRotatef(1, 5, 1, 1)
            glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
            Cube()
            pygame.display.flip()
            pygame.time.wait(10)

main()

现在,我想将场景添加到我的窗口中,用立方体或替换它
有人能告诉我怎么做吗?
无法找到很多关于如何正确使用wavefront与opengl和pygame的信息
opengl编程新手
所以我想我必须从我的场景中添加新的顶点,对吗?
我想现在添加obj来学习如何将搅拌机模型导入到游戏中
谢谢

ddrv8njm

ddrv8njm1#

读取Wavefront .obj file时,设置关键字参数collect_faces = True。这将导致为每个网格收集三角形面数据。提示:
(See(x、x、e、f、x)

scene = pywavefront.Wavefront('Handgun_obj.obj', collect_faces=True)

计算场景框。顶点包含在scene.vertices中。每个顶点是具有3个分量(x、y、z坐标)的元组:

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)

计算将对象的中心移动到原点的平移和将对象缩放到定义大小的缩放(scaled_size):

scene_trans    = [-(scene_box[1][i]+scene_box[0][i])/2 for i in range(3)]

scaled_size    = 5
scene_size     = [scene_box[1][i]-scene_box[0][i] for i in range(3)]
max_scene_size = max(scene_size)
scene_scale    = [scaled_size/max_scene_size for i in range(3)]

每个场景都由网格(scene.mesh_list)组成,每个网格都有三角形面(mesh.faces)。每个面都是一个3个索引的数组,引用顶点数组[ scene.vertices ]。创建一个函数,设置缩放和平移,并在嵌套循环中绘制模型:

def Model():
    glPushMatrix()
    glScalef(*scene_scale)
    glTranslatef(*scene_trans)

    for mesh in scene.mesh_list:
        glBegin(GL_TRIANGLES)
        for face in mesh.faces:
            for vertex_i in face:
                glVertex3f(*scene.vertices[vertex_i])
        glEnd()

    glPopMatrix()

另请参阅PyGame和OpenGL即时模式(传统OpenGL)
最小示例(Stanford bunny):
repl.it/@Rabbid76/pygame-opengl-wavefront-obj

import pygame
import OpenGL
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import pywavefront

scene = pywavefront.Wavefront('bunny.obj', 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)]

def Model():
    glPushMatrix()
    glScalef(*scene_scale)
    glTranslatef(*scene_trans)

    for mesh in scene.mesh_list:
        glBegin(GL_TRIANGLES)
        for face in mesh.faces:
            for vertex_i in face:
                glVertex3f(*scene.vertices[vertex_i])
        glEnd()

    glPopMatrix()

def main():
        pygame.init()
        display = (800, 600)
        pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
        gluPerspective(45, (display[0] / display[1]), 1, 500.0)
        glTranslatef(0.0, 0.0, -10)

        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    quit()

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        glTranslatef(-0.5,0,0)
                    if event.key == pygame.K_RIGHT:
                        glTranslatef(0.5,0,0)
                    if event.key == pygame.K_UP:
                        glTranslatef(0,1,0)
                    if event.key == pygame.K_DOWN:
                        glTranslatef(0,-1,0)

            glRotatef(1, 5, 1, 1)
            glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
            Model()
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

            pygame.display.flip()
            pygame.time.wait(10)

main()

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