【问题标题】:PyOpenGL how do I import an obj file?PyOpenGL 如何导入 obj 文件?
【发布时间】:2020-05-12 08:57:25
【问题描述】:
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()

现在我想用立方体将场景添加到我的窗口中或替换它

谁能告诉我如何做到这一点?

找不到太多关于如何在 opengl 和 pygame 中正确使用波前

opengl 编程新手

所以我想我必须从我的场景中添加新的顶点,对吧?

我现在想添加 obj 来学习如何将搅拌机模型导入游戏

谢谢

【问题讨论】:

    标签: python opengl blender pyopengl wavefront


    【解决方案1】:

    在阅读Wavefront .obj file 时设置关键字参数collect_faces = True。这导致为每个网格收集三角形面数据。:
    (见PyWavefront

    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)
    

    计算一个平移,将对象的中心移动到原点和一个比例,将对象缩放到定义的大小 (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 fac 是 3 个独立的数组,它们引用顶点数组 [scene.vertices]。创建一个设置比例和平移的函数,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()
    

    另见PyGame and OpenGL immediate mode (Legacy OpenGL)


    最小示例(Stanford bunny):

    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()
    

    【讨论】:

    • @wEight 将 import os os.chdir(os.path.dirname(os.path.abspath(__file__))) 放在代码的开头。
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