Wfmesh: Difference between revisions
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# Create openGL objects from a wavefront (obj) file | # Create openGL objects from a wavefront (obj) file | ||
############################################### | ############################################### | ||
import os | import os | ||
import string | |||
import re | import re | ||
import math | import math | ||
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) | |||
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 85: | ||
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') | |||
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 | # Compute the normals for each polygon and each vertex | ||
def computeNorms(self): | 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.. | # 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 | # 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] | |||
if mag <= 0: | |||
mag = 1 | |||
else: | |||
mag = math.sqrt(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 | |||
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 | # Constructor | ||
def __init__(self, file,translate=[0,0,0],flip=0): | def __init__(self, file,translate=[0,0,0],flip=0): | ||
Line 191: | Line 192: | ||
self.vnorms = {} | self.vnorms = {} | ||
self.vavenorms = [] | self.vavenorms = [] | ||
self.translate = translate | |||
self.flip = flip | |||
print "Read in file: "+str(file) | 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 | # Draw Function | ||
def __call__(self): | def __call__(self): | ||
glColorMaterial(GL_FRONT, GL_DIFFUSE); | |||
glEnable(GL_COLOR_MATERIAL); | glEnable(GL_COLOR_MATERIAL); | ||
glShadeModel(GL_SMOOTH); | |||
# Color Everything grey | |||
glColor3f(0.5,0.5,0.5); | 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) | cmd.extend("createWFObj", createWFObj) | ||
Revision as of 07:58, 2 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
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
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 string
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