Wfmesh: Difference between revisions

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(Undo revision 8034 by Cowsandmilk (Talk))
Line 61: Line 61:
#  Create openGL objects from a wavefront (obj) file
#  Create openGL objects from a wavefront (obj) file
###############################################
###############################################
 
import os
import os
import re
import re
Line 67: Line 67:
from pymol.opengl.gl import *
from pymol.opengl.gl import *
from pymol.callback import Callback
from pymol.callback import Callback
 
 
# Wrapper Function, to create a given WFObj with a specific name (flip = 1 if OpenFX + Crossroads used)
# Wrapper Function, to create a given WFObj with a specific name (flip = 1 if OpenFX + Crossroads used)
def createWFObj(file, name,translate=[0,0,0],flip=0):
def createWFObj(file, name,translate=[0,0,0],flip=0):
obj = WFMesh(file,translate,flip)
        obj = WFMesh(file,translate,flip)
cmd.load_callback(obj,name)
        cmd.load_callback(obj,name)
 
 
# Class for Wavefront Mesh
# Class for Wavefront Mesh
class WFMesh(Callback):
class WFMesh(Callback):
 
     verts = []        # list of vertices
     verts = []        # list of vertices
     polys = []        # list of poylgons
     polys = []        # list of poylgons
Line 84: Line 84:
     vavenorms = []    # list of vertex normals, redundant -- I'm far froma python pro.
     vavenorms = []    # list of vertex normals, redundant -- I'm far froma python pro.
     sections = {}    # list of sections of mesh
     sections = {}    # list of sections of mesh
 
     # Read mesh into memory
     # Read mesh into memory
     def readOBJ(self,file):
     def readOBJ(self,file):
         if os.path.exists(file):
         if os.path.exists(file):
    input = open(file,'r')
            input = open(file,'r')
    for line in input:
            for line in input:
dat = re.split("\s+", line)
                dat = re.split("\s+", line)
 
# Find vertex line
                # Find vertex line
if line[0] == 'v' and line[1] != 't' and line[1] != 'n':    self.verts.append([dat[1],dat[2],dat[3]])
                if line[0] == 'v' and line[1] != 't' and line[1] != 'n':    self.verts.append([dat[1],dat[2],dat[3]])
 
# Find polygon line
                # Find polygon line
              if line[0] == 'f':    self.polys.append([dat[1],dat[2],dat[3]])
                if line[0] == 'f':    self.polys.append([dat[1],dat[2],dat[3]])
 
# Find section line
                # Find section line
if line[0] == 'g':    self.sections[len(self.polys)] = dat[1]  
                if line[0] == 'g':    self.sections[len(self.polys)] = dat[1]  
 
 
     # Compute the normals for each polygon and each vertex  
     # Compute the normals for each polygon and each vertex            
     def computeNorms(self):
     def computeNorms(self):
 
# Compute norms for each polygon
        # Compute norms for each polygon
for p in self.polys:
        for p in self.polys:
v12 = [float(self.verts[int(p[1])-1][0]) - float(self.verts[int(p[0])-1][0]),\
                v12 = [float(self.verts[int(p[1])-1][0]) - float(self.verts[int(p[0])-1][0]),\
      float(self.verts[int(p[1])-1][1]) - float(self.verts[int(p[0])-1][1]),\
                      float(self.verts[int(p[1])-1][1]) - float(self.verts[int(p[0])-1][1]),\
      float(self.verts[int(p[1])-1][2]) - float(self.verts[int(p[0])-1][2]) \
                      float(self.verts[int(p[1])-1][2]) - float(self.verts[int(p[0])-1][2]) \
      ]
                      ]
v13 = [float(self.verts[int(p[2])-1][0]) - float(self.verts[int(p[0])-1][0]),\
                v13 = [float(self.verts[int(p[2])-1][0]) - float(self.verts[int(p[0])-1][0]),\
      float(self.verts[int(p[2])-1][1]) - float(self.verts[int(p[0])-1][1]),\
                      float(self.verts[int(p[2])-1][1]) - float(self.verts[int(p[0])-1][1]),\
      float(self.verts[int(p[2])-1][2]) - float(self.verts[int(p[0])-1][2]) \
                      float(self.verts[int(p[2])-1][2]) - float(self.verts[int(p[0])-1][2]) \
      ]
                      ]  
 
# Compute poly normal
                # Compute poly normal
polynorm = self.cross(v12,v13)  
                polynorm = self.cross(v12,v13)  
norm = self.normalize(polynorm)
                norm = self.normalize(polynorm)
 
 
# Files created by OpenFX, Crossroads combination need have their normals flipped
                # Files created by OpenFX, Crossroads combination need have their normals flipped      
if self.flip:
                if self.flip:
norm[0] = -norm[0]
                        norm[0] = -norm[0]
norm[1] = -norm[1]
                        norm[1] = -norm[1]
norm[2] = -norm[2]
                        norm[2] = -norm[2]
 
# Append poly norm to polygonal norm array
                # Append poly norm to polygonal norm array
self.pnorms.append(norm)
                self.pnorms.append(norm)
 
# Add norm to each vertexes norm..
                # Add norm to each vertexes norm..
        try:
                try:
    self.vnorms[int(p[0])-1] = [float(self.vnorms[int(p[0])-1][0]) + norm[0],
                    self.vnorms[int(p[0])-1] = [float(self.vnorms[int(p[0])-1][0]) + norm[0],
    float(self.vnorms[int(p[0])-1][1]) + norm[1],
                                            float(self.vnorms[int(p[0])-1][1]) + norm[1],
    float(self.vnorms[int(p[0])-1][2]) + norm[2]
                                            float(self.vnorms[int(p[0])-1][2]) + norm[2]
  ]
                                          ]
except:
                except:
    self.vnorms[int(p[0])-1] = [norm[0],norm[1],norm[2]]
                    self.vnorms[int(p[0])-1] = [norm[0],norm[1],norm[2]]
 
        try:  
                try:                                      
    self.vnorms[int(p[1])-1]  = [float(self.vnorms[int(p[1])-1][0]) + norm[0],
                    self.vnorms[int(p[1])-1]  = [float(self.vnorms[int(p[1])-1][0]) + norm[0],
    float(self.vnorms[int(p[1])-1][1]) + norm[1],
                                            float(self.vnorms[int(p[1])-1][1]) + norm[1],
    float(self.vnorms[int(p[1])-1][2]) + norm[2]
                                            float(self.vnorms[int(p[1])-1][2]) + norm[2]
  ]
                                          ]
except:
                except:
    self.vnorms[int(p[1])-1] = [norm[0],norm[1],norm[2]]
                    self.vnorms[int(p[1])-1] = [norm[0],norm[1],norm[2]]
 
try:
                try:
    self.vnorms[int(p[2])-1]  = [float(self.vnorms[int(p[1])-1][0]) + norm[0],
                    self.vnorms[int(p[2])-1]  = [float(self.vnorms[int(p[1])-1][0]) + norm[0],
    float(self.vnorms[int(p[1])-1][1]) + norm[1],
                                            float(self.vnorms[int(p[1])-1][1]) + norm[1],
    float(self.vnorms[int(p[1])-1][2]) + norm[2]
                                            float(self.vnorms[int(p[1])-1][2]) + norm[2]
  ]
                                          ]
except:
                except:
    self.vnorms[int(p[2])-1] = [norm[0],norm[1],norm[2]]
                    self.vnorms[int(p[2])-1] = [norm[0],norm[1],norm[2]]
 
     
         # Average out each vnorm..
         # Average out each vnorm..
index = 0
        index = 0
      for v in self.vnorms.values():
        for v in self.vnorms.values():
self.vavenorms.append([v[0]/4, v[1]/4, v[2]/4])
                self.vavenorms.append([v[0]/4, v[1]/4, v[2]/4])        
index += 1
                index += 1
 
     # Utility function to normalize a given vector
     # Utility function to normalize a given vector
     def normalize(self,v):
     def normalize(self,v):
mag = v[0]*v[0]+v[1]*v[1]+v[2]*v[2]
        mag = v[0]*v[0]+v[1]*v[1]+v[2]*v[2]
if mag <= 0:
        if mag <= 0:
      mag = 1
            mag = 1
else:
        else:
    mag = math.sqrt(mag)
            mag = math.sqrt(mag)
return [v[0]/mag, v[1]/mag,v[2]/mag]
        return [v[0]/mag, v[1]/mag,v[2]/mag]
 
     # Utility cross product function
     # Utility cross product function
     def cross(self,v1,v2):
     def cross(self,v1,v2):
x = 0
        x = 0
y = 1
        y = 1
z = 2
        z = 2
 
return [v1[y]*v2[z] - v1[z]*v2[y],\
        return [v1[y]*v2[z] - v1[z]*v2[y],\
v1[z]*v2[x] - v1[x]*v2[z],\
                v1[z]*v2[x] - v1[x]*v2[z],\
v1[x]*v2[y] - v1[y]*v2[x]
                v1[x]*v2[y] - v1[y]*v2[x]
]
                ]
         
     # Constructor
     # Constructor
     def __init__(self, file,translate=[0,0,0],flip=0):
     def __init__(self, file,translate=[0,0,0],flip=0):
Line 191: Line 191:
         self.vnorms = {}
         self.vnorms = {}
         self.vavenorms = []
         self.vavenorms = []
self.translate = translate
        self.translate = translate
self.flip      = flip  
        self.flip      = flip  
 
         print "Read in file: "+str(file)
         print "Read in file: "+str(file)
self.readOBJ(file)
        self.readOBJ(file)
print "Done reading in WFMesh, now compute norms"
        print "Done reading in WFMesh, now compute norms"
self.computeNorms()
        self.computeNorms()
print "Done computing norms, now display WFMesh"
        print "Done computing norms, now display WFMesh"
 
     # Draw Function
     # Draw Function
     def __call__(self):
     def __call__(self):
glColorMaterial(GL_FRONT, GL_DIFFUSE);
        glColorMaterial(GL_FRONT, GL_DIFFUSE);
         glEnable(GL_COLOR_MATERIAL);
         glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
        glShadeModel(GL_SMOOTH);
 
# Color Everything grey
        # Color Everything grey
         glColor3f(0.5,0.5,0.5);
         glColor3f(0.5,0.5,0.5);
 
index = 0
        index = 0
glPushMatrix()
        glPushMatrix()
glTranslated(self.translate[0],self.translate[1],self.translate[2])
        glTranslated(self.translate[0],self.translate[1],self.translate[2])
for p in self.polys:
        for p in self.polys:
glBegin(GL_POLYGON)
                glBegin(GL_POLYGON)
glNormal3f(float(self.pnorms[index][0]),float(self.pnorms[index][1]),float(self.pnorms[index][2]))
                glNormal3f(float(self.pnorms[index][0]),float(self.pnorms[index][1]),float(self.pnorms[index][2]))
for i in range(0,len(p)):
                for i in range(0,len(p)):
glVertex3f(float(self.verts[int(p[i])-1][0]),float(self.verts[int(p[i])-1][1]),float(self.verts[int(p[i])-1][2]))
                        glVertex3f(float(self.verts[int(p[i])-1][0]),float(self.verts[int(p[i])-1][1]),float(self.verts[int(p[i])-1][2]))
 
# Vertex Normals - not computed correctly, so commented out for now
                        # Vertex Normals - not computed correctly, so commented out for now
# norm = self.vnorms[int(p[i])-1]
#                       norm = self.vnorms[int(p[i])-1]
# glNormal3f(float(norm[0]),float(norm[1]),float(norm[2]))
#                       glNormal3f(float(norm[0]),float(norm[1]),float(norm[2]))
glEnd()
                glEnd()
index += 1
                index += 1
glPopMatrix()
        glPopMatrix()
 
 
 
 
 
cmd.extend("createWFObj", createWFObj)
cmd.extend("createWFObj", createWFObj)
</source>
</source>



Revision as of 14:10, 14 February 2010

DESCRIPTION

This script will create an object for any Wavefront(.OBJ) mesh file. This is a way to extend the number of objects you can use. Also, you have more control over the coloring, transformations, etc than the CGOs. Although there are a number of these obj files on the web, you can also easily created them with open source tools (OpenFX, Crossroads3D). It takes literally, 2 min to get an object created and then loaded into pymol. Simply open OpenFX Designer, click File->Insert->Model, then choose any of the models (or create your own of course!), then export it as .3ds file. Then open the .3ds file from Crossroads3D and export as Wavefront OBJ.

  • createWFMesh - create a mesh object from Wavefront (*.obj) formated file

IMAGES

Star Wars Anyone?
A Torus, as an example shape you could do. Notice polygon normals are being used...need smoothing!





SETUP

Simply "run WFMesh.py"

NOTES / STATUS

  • Tested on Pymolv0.97, Windows platform, should work on linux as well.
  • Coloring is fixed for grey and sections of mesh are stored, but not used.
  • Simple opengl calls; not optimized (display lists, etc) or anything.
  • Vertex Normal code is broken, so normals are per polygon right now.
  • Post problems in the discussion page, on 'my talk' page or just email me : dwkulp@mail.med.upenn.edu


USAGE

createWFObj file, name [,translate=[0,0,0]] [,flip=0]

EXAMPLES

  createWFObj "ship.obj" "Ship"
  createWFObj "torus.obj" "Torus" flip=1  # Flip = 1, if OBJ created by openFX, crossroads3D combination
  createWFObj "torus.obj" "Torus" translate=[10,10,0] flip=1      
  

REFERENCES

OpenFX Crossroads3D

SCRIPTS (WFMesh.py)

WFMesh.py

###############################################
#  File:          WFObj.py
#  Author:        Dan Kulp
#  Creation Date: 5/13/05
#
#  Notes:
#  Create openGL objects from a wavefront (obj) file
###############################################
 
import os
import re
import math
from pymol.opengl.gl import *
from pymol.callback import Callback
 
 
# Wrapper Function, to create a given WFObj with a specific name (flip = 1 if OpenFX + Crossroads used)
def createWFObj(file, name,translate=[0,0,0],flip=0):
        obj = WFMesh(file,translate,flip)
        cmd.load_callback(obj,name)
 
 
# Class for Wavefront Mesh
class WFMesh(Callback):
 
    verts = []        # list of vertices
    polys = []        # list of poylgons
    pnorms = []       # list of polynomal normals
    vnorms = {}       # dict. of vertex normals
    vavenorms = []    # list of vertex normals, redundant -- I'm far froma python pro.
    sections = {}     # list of sections of mesh
 
    # Read mesh into memory
    def readOBJ(self,file):
        if os.path.exists(file):
            input = open(file,'r')
            for line in input:
                dat = re.split("\s+", line)
 
                # Find vertex line
                if line[0] == 'v' and line[1] != 't' and line[1] != 'n':    self.verts.append([dat[1],dat[2],dat[3]])
 
                # Find polygon line
                if line[0] == 'f':    self.polys.append([dat[1],dat[2],dat[3]])
 
                # Find section line
                if line[0] == 'g':    self.sections[len(self.polys)] = dat[1] 
 
 
    # Compute the normals for each polygon and each vertex              
    def computeNorms(self):
 
        # Compute norms for each polygon
        for p in self.polys:
                v12 = [float(self.verts[int(p[1])-1][0]) - float(self.verts[int(p[0])-1][0]),\
                       float(self.verts[int(p[1])-1][1]) - float(self.verts[int(p[0])-1][1]),\
                       float(self.verts[int(p[1])-1][2]) - float(self.verts[int(p[0])-1][2]) \
                      ]
 
                v13 = [float(self.verts[int(p[2])-1][0]) - float(self.verts[int(p[0])-1][0]),\
                       float(self.verts[int(p[2])-1][1]) - float(self.verts[int(p[0])-1][1]),\
                       float(self.verts[int(p[2])-1][2]) - float(self.verts[int(p[0])-1][2]) \
                      ] 
 
                # Compute poly normal
                polynorm = self.cross(v12,v13) 
                norm = self.normalize(polynorm)
 
 
                # Files created by OpenFX, Crossroads combination need have their normals flipped       
                if self.flip:
                        norm[0] = -norm[0]
                        norm[1] = -norm[1]
                        norm[2] = -norm[2]
 
                # Append poly norm to polygonal norm array
                self.pnorms.append(norm)
 
                # Add norm to each vertexes norm..
                try:
                    self.vnorms[int(p[0])-1] = [float(self.vnorms[int(p[0])-1][0]) + norm[0],
                                            float(self.vnorms[int(p[0])-1][1]) + norm[1],
                                            float(self.vnorms[int(p[0])-1][2]) + norm[2]
                                           ]
                except:
                    self.vnorms[int(p[0])-1] = [norm[0],norm[1],norm[2]]
 
                try:                                       
                    self.vnorms[int(p[1])-1]  = [float(self.vnorms[int(p[1])-1][0]) + norm[0],
                                            float(self.vnorms[int(p[1])-1][1]) + norm[1],
                                            float(self.vnorms[int(p[1])-1][2]) + norm[2]
                                           ]
                except:
                    self.vnorms[int(p[1])-1] = [norm[0],norm[1],norm[2]]
 
                try:
                    self.vnorms[int(p[2])-1]  = [float(self.vnorms[int(p[1])-1][0]) + norm[0],
                                            float(self.vnorms[int(p[1])-1][1]) + norm[1],
                                            float(self.vnorms[int(p[1])-1][2]) + norm[2]
                                           ]
                except:
                    self.vnorms[int(p[2])-1] = [norm[0],norm[1],norm[2]]
 
 
        # Average out each vnorm..
        index = 0
        for v in self.vnorms.values():
                self.vavenorms.append([v[0]/4, v[1]/4, v[2]/4])         
                index += 1
 
    # Utility function to normalize a given vector
    def normalize(self,v):
        mag = v[0]*v[0]+v[1]*v[1]+v[2]*v[2]
        if mag <= 0:
            mag = 1
        else:
            mag = math.sqrt(mag)
 
        return [v[0]/mag, v[1]/mag,v[2]/mag]
 
    # Utility cross product function
    def cross(self,v1,v2):
        x = 0
        y = 1
        z = 2
 
        return [v1[y]*v2[z] - v1[z]*v2[y],\
                v1[z]*v2[x] - v1[x]*v2[z],\
                v1[x]*v2[y] - v1[y]*v2[x]
                ]
 
    # Constructor
    def __init__(self, file,translate=[0,0,0],flip=0):
        self.verts = []
        self.polys = [] 
        self.pnorms = []
        self.vnorms = {}
        self.vavenorms = []
        self.translate = translate
        self.flip      = flip 
 
        print "Read in file: "+str(file)
        self.readOBJ(file)
        print "Done reading in WFMesh, now compute norms"
        self.computeNorms()
        print "Done computing norms, now display WFMesh"
 
    # Draw Function
    def __call__(self):
 
        glColorMaterial(GL_FRONT, GL_DIFFUSE);  
        glEnable(GL_COLOR_MATERIAL);
        glShadeModel(GL_SMOOTH);
 
        # Color Everything grey
        glColor3f(0.5,0.5,0.5);
 
        index = 0
        glPushMatrix()
        glTranslated(self.translate[0],self.translate[1],self.translate[2])
        for p in self.polys:
                glBegin(GL_POLYGON)
                glNormal3f(float(self.pnorms[index][0]),float(self.pnorms[index][1]),float(self.pnorms[index][2]))
 
                for i in range(0,len(p)):
                        glVertex3f(float(self.verts[int(p[i])-1][0]),float(self.verts[int(p[i])-1][1]),float(self.verts[int(p[i])-1][2]))
 
                        # Vertex Normals - not computed correctly, so commented out for now
#                       norm = self.vnorms[int(p[i])-1]
#                       glNormal3f(float(norm[0]),float(norm[1]),float(norm[2]))
                glEnd()
                index += 1
        glPopMatrix()
 
 
 
 
 
cmd.extend("createWFObj", createWFObj)

ADDITIONAL RESOURCES

Torus.obj Torus.zip