Source code for module3d

#!/usr/bin/python2.7
# -*- coding: utf-8 -*-

""" 
**Project Name:**      MakeHuman

**Product Home Page:** http://www.makehuman.org/

**Code Home Page:**    https://bitbucket.org/MakeHuman/makehuman/

**Authors:**           Marc Flerackers, Glynn Clements, Jonas Hauquier

**Copyright(c):**      MakeHuman Team 2001-2015

**Licensing:**         AGPL3 (http://www.makehuman.org/doc/node/the_makehuman_application.html)

    This file is part of MakeHuman (www.makehuman.org).

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU Affero General Public License as
    published by the Free Software Foundation, either version 3 of the
    License, or (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU Affero General Public License for more details.

    You should have received a copy of the GNU Affero General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.

**Coding Standards:**  See http://www.makehuman.org/node/165

Abstract
--------

TODO
"""

import weakref

import numpy as np
import unique # Bugfix for numpy.unique on older numpy versions

import material

[docs]class FaceGroup(object): """ A FaceGroup (a group of faces with a unique name). Each Face object can be part of one FaceGroup. Each face object has an attribute, *group*, storing the FaceGroup it is a member of. The FaceGroup object contains a list of the faces in the group and must be kept in sync with the FaceGroup references stored by the individual faces. .. py:attribute:: name The name. str .. py:attribute:: parent The parent. :py:class:`module3d.Object3D` :param name: The name of the group. :type name: str """ black = np.zeros(3, dtype=np.uint8) def __init__(self, object, name, idx): self.object = object self.name = name self.idx = idx self.color = None self.colorID = self.black.copy() def __str__(self): """ This method returns a string containing the name of the FaceGroup. This method is called when the object is passed to the 'print' function. **Parameters:** This method has no parameters. """ return 'facegroup %s' % self.name def setColor(self, rgba): self.color = np.asarray(rgba, dtype = np.uint8) def getObject(self): if self.__object: return self.__object() else: return None def setObject(self, value): if value is None: self.__object = None else: # Ensure link to gui3d.object is weak to avoid circular references (which break garbage collection) self.__object = weakref.ref(value) object = property(getObject, setObject) @property
[docs] def parent(self): return self.object
class Object3D(object): def __init__(self, objName, vertsPerPrimitive=4): self.clear() self.name = objName self.vertsPerPrimitive = vertsPerPrimitive self._faceGroups = [] self._groups_rev = {} self.cameraMode = 0 self._visibility = True self.pickable = False self.calculateTangents = True # TODO disable when not needed by shader self.object3d = None self._priority = 0 self.MAX_FACES = 8 # Cache used for retrieving vertex colors multiplied with material diffuse color self._old_diff = None self._r_color_diff = None self.__object = None def clone(self, scale=1.0, filterMaskedVerts=False): # TODO it's also possible to add offset to the parameters """ Create a clone of this mesh, with adapted scale. If filterVerts is True, all vertices that are not required (do not belong to any visible face) are removed and vertex mapping is added to cloned object (see filterMaskedVerts()). For a face mapping, the facemask of the original mesh can be used. By default cloning a mesh links it to the object of its parent, remove the link by setting other.object to None before attaching it to a new object. """ if self.getFaceCount(excludeMaskedFaces=filterMaskedVerts) == 0: raise RuntimeError("Error cloning mesh %s. Cannot clone a mesh with 0 (unmasked) faces!", self.name) other = type(self)(self.name, self.vertsPerPrimitive) for prop in ['cameraMode', 'visibility', 'pickable', 'calculateTangents', 'priority', 'MAX_FACES', 'object']: setattr(other, prop, getattr(self, prop)) for fg in self.faceGroups: ofg = other.createFaceGroup(fg.name) if fg.color is not None: ofg.color = fg.color.copy() else: ofg.color = fg.color if filterMaskedVerts: self.filterMaskedVerts(other, update=False) if scale != 1: other.coord = scale * other.coord else: other.setCoords(scale * self.coord) other.setColor(self.color.copy()) other.setUVs(self.texco.copy()) other.setFaces(self.fvert.copy(), self.fuvs.copy(), self.group.copy()) other.changeFaceMask(self.face_mask.copy()) other.calcNormals() other.updateIndexBuffer() return other def transformed(self, transform_mat, filterMaskedVerts=False): """Create a clone of this mesh with its coordinates transformed with the specified transformation matrix. filterMaskedVerts works the same is for clone() """ if transform_mat.shape == (4,4): translation = transform_mat[:3, 3] transform_mat = transform_mat[:3,:3] else: translation = np.zeros(3, dtype=np.float32) result = self.clone(filterMaskedVerts=filterMaskedVerts) coords = np.dot(transform_mat, result.getCoords().T).T coords += translation result.changeCoords(coords) result.calcNormals() result.update() return result @property def parent_map(self): """ Maps vertex indices from this mesh to its original parent mesh (self.parent). This happens recursively to the topmost parent. Forward vertex mapping (self -> self.parent): parent_map[idx] = mIdx: self.coord[idx] -> self.parent.coord[mIdx] Will return a (n, self.MAX_FACES) array if this chain of meshes contains a subdivided mesh. Note that vertex maps only support one subdivision in a chain of mesh to parent meshes. """ if not hasattr(self, 'parent') or not self.parent: return None if not hasattr(self, '_parent_map'): mapping = np.arange(self.getVertexCount(), dtype=np.uint32) else: mapping = self._parent_map # Traverse to parent pmap = self.parent.parent_map if pmap is None: return mapping else: # Combine mappings to topmost parent return pmap[mapping] @property def parent_map_weights(self): return np.ones(self.getVertexCount(), dtype=np.float32) @property def inverse_parent_map(self): """ Maps vertex indices from original parent mesh (self.parent) to this mesh (-1 if vertex is removed in this mesh). This happens recursively to the topmost parent. Reverse vertex mapping: inverse_parent_map[idx] = mIdx: self.parent.coord[idx] -> self.coord[mIdx] Will return a (n, 1+self.MAX_FACES*2) array if this chain of meshes contains a subdivided mesh. Note that vertex maps only support one subdivision in a chain of mesh to parent meshes. """ # TODO will require nxn matrix if subdivided (catmull-clark module) if not hasattr(self, 'parent') or not self.parent: return None if not hasattr(self, '_inverse_parent_map'): mapping = np.arange(self.parent.getVertexCount(), dtype=np.int32) else: mapping = self._inverse_parent_map # Traverse to parent pmap = self.parent.inverse_parent_map if pmap is None: return mapping else: # Combine mappings to topmost parent if len(mapping.shape) > 1: shape = (len(pmap), mapping.shape[1]) else: shape = len(pmap) result = - np.ones(shape, dtype=np.int32) idx = np.where(pmap > -1) result[idx] = mapping[ pmap[idx] ] return result def filterMaskedVerts(self, other, update=True): """ Set the vertices, faces and vertex attributes of other object to the vertices and faces of this mesh object, with the hidden faces and vertices filtered out. The other mesh contains a parent_map which maps vertex indices from the other to its original mesh and inverse_parent_map which maps vertex indexes from original to other (-1 if removed). other.parent is set to the original mesh. """ # TODO or build a chain of parents? if hasattr(self, 'parent') and self.parent: other.parent = self.parent else: other.parent = self # Forward vertex mapping: # _parent_map[idx] = mIdx: other.coord[idx] -> self.coord[mIdx] other._parent_map = np.unique(self.getVerticesForFaceMask(self.face_mask)) # Reverse vertex mapping: # _inverse_parent_map[idx] = mIdx: self.coord[idx] -> other.coord[mIdx] other._inverse_parent_map = - np.ones(self.getVertexCount(), dtype=np.int32) other._inverse_parent_map[other.parent_map] = np.arange(len(other._parent_map), dtype=np.int32) #other._inverse_parent_map = np.ma.masked_less(other._inverse_parent_map, 0) # TODO might be useful other.setCoords(self.coord[other.parent_map]) other.setColor(self.color[other.parent_map]) # Filter out and remap masked faces fvert = self.fvert[self.face_mask] for i in xrange(self.vertsPerPrimitive): fvert[:,i] = other._inverse_parent_map[fvert[:,i]] # Filter out and remap unused UVs fuvs = self.fuvs[self.face_mask] uv_idx = np.unique(fuvs.reshape(-1)) inverse_uv_idx = - np.ones(self.texco.shape[0], dtype=np.int32) inverse_uv_idx[uv_idx] = np.arange(self.texco.shape[0], dtype=np.int32) for i in xrange(self.vertsPerPrimitive): fuvs[:,i] = inverse_uv_idx[fuvs[:,i]] other.setUVs(self.texco[uv_idx]) other.setFaces(fvert, fuvs, self.group[self.face_mask]) if update: other.calcNormals() other.updateIndexBuffer() def getCenter(self): """ Get center position of mesh using center of its bounding box. """ bBox = self.calcBBox() bmin = np.asarray(bBox[0], dtype=np.float32) bmax = np.asarray(bBox[1], dtype=np.float32) return -(bmin + ((bmax - bmin)/2)) def calcFaceNormals(self, ix = None): """ Calculate the face normals. A right-handed coordinate system is assumed, which requires mesh faces to be defined with counter clock-wise vertex order. Face normals are not normalized. Faces are treated as if they were triangles (using only the 3 first verts), so for quads with non co-planar points, inaccuracies may occur (even though those have a high change of being corrected by neighbouring faces). """ # We assume counter clock-wise winding order # (if your normals are inversed, you're using clock-wise winding order) if ix is None: ix = np.s_[:] fvert = self.coord[self.fvert[ix]] v1 = fvert[:,0,:] v2 = fvert[:,1,:] v3 = fvert[:,2,:] va = v1 - v2 vb = v2 - v3 self.fnorm[ix] = np.cross(va, vb) def calcVertexNormals(self, ix = None): """ Calculate per-vertex normals from the face normals for smooth shading the model. Requires face normals to be calculated first. """ self.markCoords(ix, norm=True) if ix is None: ix = np.s_[:] vface = self.vface[ix] norms = self.fnorm[vface] norms *= np.arange(self.MAX_FACES)[None,:,None] < self.nfaces[ix][:,None,None] norms = np.sum(norms, axis=1) norms /= np.sqrt(np.sum(norms ** 2, axis=-1))[:,None] self.vnorm[ix] = norms def calcVertexTangents(self, ix = None): """ Calculate vertex tangents using Lengyel’s Method. """ if not self.has_uv: return self.markCoords(ix, norm=True) if ix is None: ix = np.s_[:] xLen = self.getVertexCount() f_ix = np.s_[:] else: xLen = len(ix) f_ix = np.unique(self.vface[ix]) # This implementation is based on # http://www.terathon.com/code/tangent.html tan = np.zeros((xLen, 2, 3), dtype=np.float32) fvert = self.coord[self.fvert[f_ix]] v1 = fvert[:,0,:] v2 = fvert[:,1,:] v3 = fvert[:,2,:] x1 = v2[:,0] - v1[:,0] x2 = v3[:,0] - v1[:,0] y1 = v2[:,1] - v1[:,1] y2 = v3[:,1] - v1[:,1] z1 = v2[:,2] - v1[:,2] z2 = v3[:,2] - v1[:,2] fuv = self.texco[self.fuvs[f_ix]] w1 = fuv[:,0,:] w2 = fuv[:,1,:] w3 = fuv[:,2,:] s1 = w2[:,0] - w1[:,0] s2 = w3[:,0] - w1[:,0] t1 = w2[:,1] - w1[:,1] t2 = w3[:,1] = w1[:,1] # Prevent NANs because of borked up UV coordinates # TODO perhaps remove this s1[np.argwhere(np.equal(s1, 0.0))] = 0.0000001 s2[np.argwhere(np.equal(s2, 0.0))] = 0.0000001 t1[np.argwhere(np.equal(t1, 0.0))] = 0.0000001 t2[np.argwhere(np.equal(t2, 0.0))] = 0.0000001 r = np.repeat(1.0, len(s1)) / ( (s1 * t2) - (s2 * t1) ) sdir = np.zeros((self.getFaceCount(),3), dtype=np.float32) tdir = np.zeros((self.getFaceCount(),3), dtype=np.float32) sdir[f_ix] = np.column_stack( [ ( (t2 * x1) - (t1 * x2) ) * r, ( (t2 * y1) - (t1 * y2) ) * r, ( (t2 * z1) - (t1 * z2) ) * r ] ) tdir[f_ix] = np.column_stack( [ ( (s1 * x2) - (s1 * x2) ) * r, ( (s1 * y2) - (s2 * y1) ) * r, ( (s1 * z2) - (s2 * z1) ) * r ] ) tan[:,0] = np.sum(sdir[self.vface[ix]]) tan[:,1] = np.sum(tdir[self.vface[ix]]) # Gramm-Schmidt orthogonalize dotP = dot_v3(self.vnorm[ix], tan[:,0] ) # Duplicate dot product value in 3 columns because scalar * (n x 3) # does not work dotP = np.tile(dotP, (3,1)).transpose().reshape(len(tan),3) self.vtang[ix,:3] = tan[:,0] - dotP * self.vnorm[ix] # Normalize self.vtang[ix,:3] /= np.sqrt(np.sum(self.vtang[ix,:3] ** 2, axis=-1))[:,None] # Determine Handedness as w parameter self.vtang[ix, 3] = 1.0 indx = np.argwhere(np.less(dot_v3( \ np.cross( \ self.vnorm[ix], \ tan[:,0]), \ tan[:,1]), \ 0.0)) self.vtang[ix,3][indx] = -1.0 def getObject(self): if self.__object: return self.__object() else: return None def setObject(self, value): if value is None: self.__object = None else: # Ensure link to gui3d.object is weak to avoid circular references (which break garbage collection) self.__object = weakref.ref(value) object = property(getObject, setObject) @property def faceGroups(self): return iter(self._faceGroups) @property def faceGroupCount(self): return len(self._faceGroups) def clear(self): """ Clears both local and remote data to repurpose this object """ # Clear remote data self._faceGroups = [] self._transparentPrimitives = 0 self.fvert = [] # Reference to vertex attributes (coordinate, normal, color, tang) that form the faces (idx = face idx) self.fnorm = [] # Stores the face normal of the faces (idx = face idx) self.fuvs = [] # References to UVs at the verts of the faces (idx = face idx) (NOTE: UVs are not tied to vertex IDs, and are not necessarily uniform per vertex, like the other attributes!) self.group = [] # Determines facegroup per face (idx = face idx) self.face_mask = [] # Determines visibility per face (idx = face idx) self.texco = [] # UV coordinates (idx = uv idx) self.coord = [] # Vertex coordinates (positions) (idx = vertex idx) self.vnorm = [] # Vertex normals (idx = vertex idx) self.vtang = [] # Vertex tangents (idx = vertex idx) self.color = [] # Vertex colors (idx = vertex idx) self.vface = [] # References the faces that a vertex belongs to (limited to MAX_FACES) (idx = vertex idx) self.nfaces = 0 # Polycount self.ucoor = False # Update flags for updating to OpenGL renderbuffers self.unorm = False self.utang = False self.ucolr = False self.utexc = False self.has_uv = False if hasattr(self, 'index'): del self.index if hasattr(self, 'grpix'): del self.grpix self.vmap = None # Maps unwelded vertices back to original welded ones (idx = unwelded vertex idx) self.tmap = None # Maps unwelded vertex texture (UV) coordinates back to original ones (idx = unwelded vertex idx) self._inverse_vmap = None # Cached inverse of vmap: maps original welded vert idx (coord) to one or multiple unwelded vert idxs (r_coord) # Unwelded vertex buffers used by OpenGL if hasattr(self, 'r_coord'): del self.r_coord if hasattr(self, 'r_texco'): del self.r_texco if hasattr(self, 'r_vnorm'): del self.r_vnorm if hasattr(self, 'r_vtang'): del self.r_vtang if hasattr(self, 'r_color'): del self.r_color if hasattr(self, 'r_faces'): del self.r_faces def setCoords(self, coords): nverts = len(coords) self.coord = np.asarray(coords, dtype=np.float32) self.vnorm = np.zeros((nverts, 3), dtype=np.float32) self.vtang = np.zeros((nverts, 4), dtype=np.float32) self.color = np.zeros((nverts, 4), dtype=np.uint8) + 255 self.vface = np.zeros((nverts, self.MAX_FACES), dtype=np.uint32) self.nfaces = np.zeros(nverts, dtype=np.uint8) self.orig_coord = self.coord.copy() # Keep a copy of the original coordinates self.ucoor = True self.unorm = True self.utang = True self.ucolr = True self.markCoords(None, True, True, True) def getVertexCount(self, excludeMaskedVerts=False): #return len(self.vface) if excludeMaskedVerts: return np.count_nonzero(self.getVertexMaskForFaceMask(self.getFaceMask())) return len(self.coord) def getCoords(self, indices = None): if indices is None: indices = np.s_[...] return self.coord[indices] def getNormals(self, indices = None): if indices is None: indices = np.s_[...] return self.vnorm[indices] def markCoords(self, indices = None, coor = False, norm = False, colr = False): if isinstance(indices, tuple): indices = indices[0] nverts = len(self.coord) if coor: if indices is None: self.ucoor = True else: if self.ucoor is False: self.ucoor = np.zeros(nverts, dtype=bool) if self.ucoor is not True: self.ucoor[indices] = True if norm: if indices is None: self.unorm = self.utang = True else: if self.unorm is False: self.unorm = self.utang = np.zeros(nverts, dtype=bool) if self.unorm is not True: self.unorm[indices] = True self.utang[indices] = True if colr: if indices is None: self.ucolr = True else: if self.ucolr is False: self.ucolr = np.zeros(nverts, dtype=bool) if self.ucolr is not True: self.ucolr[indices] = True def changeCoords(self, coords, indices = None): self.markCoords(indices, coor=True) if indices is None: indices = np.s_[...] self.coord[indices] = coords def setUVs(self, uvs): self.texco = np.asarray(uvs, dtype=np.float32) self.utexc = True def getUVCount(self): return len(self.texco) def getUVs(self, indices = None): if indices is None: indices = np.s_[...] return self.texco[indices] def markUVs(self, indices = None): if isinstance(indices, tuple): indices = indices[0] ntexco = len(self.texco) if indices is None: self.utexc = True else: if self.utexc is False: self.utexc = np.zeros(ntexco, dtype=bool) if self.utexc is not True: self.utexc[indices] = True def setFaces(self, verts, uvs = None, groups = None, skipUpdate = False): nfaces = len(verts) self.fvert = np.empty((nfaces, self.vertsPerPrimitive), dtype=np.uint32) self.fnorm = np.zeros((nfaces, 3), dtype=np.float32) self.fuvs = np.zeros(self.fvert.shape, dtype=np.uint32) self.group = np.zeros(nfaces, dtype=np.uint16) self.face_mask = np.ones(nfaces, dtype=bool) if nfaces != 0: self.fvert[...] = verts if uvs is not None: self.fuvs[...] = uvs if groups is not None: self.group[...] = groups self.has_uv = uvs is not None if not skipUpdate: self._update_faces() def changeFaceMask(self, mask, indices = None): if indices is None: indices = np.s_[...] self.face_mask[indices] = mask def getFaceMask(self, indices = None): if indices is None: indices = np.s_[...] return self.face_mask[indices] def hasUVs(self): return self.has_uv def getFaceCount(self, excludeMaskedFaces=False): if excludeMaskedFaces: return np.count_nonzero(self.getFaceMask()) return len(self.fvert) def getFaceVerts(self, indices = None): if indices is None: indices = np.s_[...] return self.fvert[indices] def getFaceUVs(self, indices = None): if indices is None: indices = np.s_[...] return self.fuvs[indices] @property def inverse_vmap(self): """ The inverse of vmap: a mapping of original welded (relating to UVs) vertex (coord indices) to a set of unwelded vertices that represent the same coordinate (r_coord indices). """ if self._inverse_vmap is None: # TODO this loop is quite slow and could benefit from numpy optimization originalToUnweldedMap = {} for unweldedIdx, originalIdx in enumerate(self.vmap): if originalIdx not in originalToUnweldedMap: originalToUnweldedMap[originalIdx] = [] originalToUnweldedMap[originalIdx].append(unweldedIdx) self._inverse_vmap = originalToUnweldedMap return self._inverse_vmap def _update_faces(self): # Construct vface: arrange face indices for same v_idx in different columns # Every row in the vface matrix contains a variable number of valid columns # (the number of valid columns for each row is stored in the nfaces array) map_ = np.argsort(self.fvert.flat) vi = self.fvert.flat[map_] # Map v_idx entries to row numbers of fvert (face_idx) fi = np.mgrid[:self.fvert.shape[0],:self.fvert.shape[1]][0].flat[map_].astype(np.uint32) del map_ ix, first = np.unique(vi, return_index=True) n = first[1:] - first[:-1] # entry-skip count, or the number of occurences of every idx n_last = len(vi) - first[-1] # Number of occurences of last idx n = np.hstack((n, np.array([n_last]))) # Append last to complete n # Store number of valid columns per line in vface self.nfaces[ix] = n.astype(np.uint8) try: for i in xrange(len(ix)): # Unfortunately these type of slices require a python loop self.vface[ix[i],:n[i]] = fi[first[i]:][:n[i]] except Exception as e: import log log.error("Failed to index faces of mesh %s, you are probably loading a mesh with mixed nb of verts per face (do not mix tris and quads). Or your mesh has too many faces attached to one vertex (the maximum is %s-poles). In the second case, either increase MAX_FACES for this mesh, or improve the mesh topology. Original error message: (%s) %s", self.name, self.MAX_FACES, type(e), format(str(e))) raise RuntimeError('Incompatible mesh topology.') def getVertexWeights(self, parentWeights): """ Map armature weights mapped to the root parent (original mesh) to this child mesh. Returns parentWeights unaltered if this mesh has no parent. If this is a proxy mesh, parentWeights should be the weights mapped through the proxy.getVertexWeights() method first. This particular vertex weights mapping is only used for exporting rigged meshes, as in MakeHuman only unsubdivided meshes are posed, and then smoothed in their posed state if required. Vertices are not removed within MH when faces are hidden, either. """ if not hasattr(self, 'parent') or not self.parent: return parentWeights vmap = self.inverse_parent_map vwmap = self.parent_map_weights from collections import OrderedDict weights = OrderedDict() for bname, (verts,wghts) in parentWeights.data.items(): vgroup = [] empty = True for (v,wt) in zip(verts,wghts): mvs = vmap[v] if isinstance(mvs, (int, np.int32)): mvs = [mvs] for mv in mvs: w = vwmap[mv] if mv > -1: vgroup.append((mv, w * wt)) empty = False if not empty: weights[bname] = vgroup return parentWeights.create(weights, self.getVertexCount()) def updateIndexBuffer(self): self.updateIndexBufferVerts() self.updateIndexBufferFaces() def updateIndexBufferVerts(self): packed = self.fvert.astype(np.uint64) << 32 packed |= self.fuvs packed = packed.reshape(-1) u, rev = np.unique(packed, return_inverse=True) del packed unwelded = u[:,None] >> np.array([[32,0]], dtype=np.uint64) unwelded = unwelded.astype(np.uint32) nverts = len(unwelded) iverts = rev.reshape(self.fvert.shape) del rev, u self.vmap = unwelded[:,0] self.tmap = unwelded[:,1] self._inverse_vmap = None del unwelded self.r_coord = np.empty((nverts, 3), dtype=np.float32) self.r_texco = np.empty((nverts, 2), dtype=np.float32) self.r_vnorm = np.zeros((nverts, 3), dtype=np.float32) self.r_vtang = np.zeros((nverts, 4), dtype=np.float32) self.r_color = np.zeros((nverts, 4), dtype=np.uint8) + 255 self.r_faces = np.array(iverts, dtype=np.uint32) def updateIndexBufferFaces(self): index = self.r_faces[self.face_mask] group = self.group[self.face_mask] if len(group) > 0: order = np.argsort(group) group = group[order] index = index[order] group, start = np.unique(group, return_index=True) count = np.empty(len(start), dtype=np.uint32) count[:-1] = start[1:] - start[:-1] count[-1] = len(index) - start[-1] grpix = np.zeros((max(self.group)+1,2), dtype=np.uint32) grpix[group,0] = start grpix[group,1] = count else: grpix = np.zeros((0,2), dtype=np.uint32) self.index = index self.grpix = grpix self.ucoor = True self.unorm = True self.utang = True self.ucolr = True self.utexc = True self.sync_all() def sync_coord(self): if self.ucoor is False: return if self.vmap is None or len(self.vmap) == 0: return if self.ucoor is True: self.r_coord[...] = self.coord[self.vmap] else: self.r_coord[self.ucoor[self.vmap]] = self.coord[self.vmap][self.ucoor[self.vmap]] self.ucoor = False def sync_norms(self): if self.unorm is False: return if self.vmap is None or len(self.vmap) == 0: return if self.unorm is True: self.r_vnorm[...] = self.vnorm[self.vmap] else: self.r_vnorm[self.unorm[self.vmap]] = self.vnorm[self.vmap][self.unorm[self.vmap]] self.unorm = False def sync_tangents(self): if not self.has_uv: return if self.utang is False: return if self.vmap is None or len(self.vmap) == 0: return if self.utang is True: self.r_vtang[...] = self.vtang[self.vmap] else: self.r_vtang[self.utang[self.vmap]] = self.vtang[self.vmap][self.utang[self.vmap]] self.utang = False def sync_color(self): if self.ucolr is False: return if self.vmap is None or len(self.vmap) == 0: return if self.ucolr is True: self.r_color[...] = self.color[self.vmap] else: self.r_color[self.ucolr[self.vmap]] = self.color[self.vmap][self.ucolr[self.vmap]] self.ucolr = False self._r_color_diff = None def sync_texco(self): if not self.has_uv: return if self.utexc is False: return if self.tmap is None or len(self.tmap) == 0: return if self.utexc is True: self.r_texco[...] = self.texco[self.tmap] else: self.r_texco[self.utexc[self.tmap]] = self.texco[self.tmap][self.utexc[self.tmap]] self.utexc = False def sync_all(self): self.sync_coord() self.sync_norms() if self.calculateTangents: self.sync_tangents() self.sync_color() self.sync_texco() def createFaceGroup(self, name): """ Creates a new module3d.FaceGroup with the given name. :param name: The name for the face group. :type name: [float, float, float] :return: The new face group. :rtype: :py:class:`module3d.FaceGroup` """ idx = len(self._faceGroups) fg = FaceGroup(self, name, idx) self._groups_rev[name] = fg self._faceGroups.append(fg) return fg def setColor(self, color): """ Sets the vertex colors for the entire object. :param color: The color in rgba. :type color: [byte, byte, byte, byte] """ color = np.asarray(color, dtype=np.uint8) if len(color.shape) == 1: # One color for all vertices if len(color) == 3: # Add alpha component to simple RGB color color = list(color) + [255] self.color[:] = color else: self.color[...] = color[None,:] self.markCoords(colr=True) self.sync_color() @property def r_color_diff(self): """ Vertex colors multiplied with the diffuse material color. """ if self._r_color_diff is None: self._r_color_diff = np.zeros(self.r_color.shape, dtype = np.uint8) self._old_diff = None diff = self.material.diffuseColor.values + [self.material.opacity] if diff != self._old_diff: # Update diffuse * vertex colors self._r_color_diff[:] = diff * self.r_color self._old_diff = diff return self._r_color_diff @property def visibility(self): return self._visibility def setVisibility(self, visible): self.visibility = visible @visibility.setter def visibility(self, visible): """ This method sets the visibility of the object. :param visible: Whether or not the object is visible. :type visible: Boolean """ self._visibility = visible def setPickable(self, pickable): """ This method sets the pickable flag of the object. :param pickable: Whether or not the object is pickable. :type pickable: Boolean """ self.pickable = pickable def getPriority(self): """ The rendering priority of this object. Objects with higher priorities will be drawn later. Common priorities used: file description 2D/3D priority core/mhmain.py background-gradient 2D -200 0_modeling_background.py background 2D -90 core/mhmain.py human 3D 0 3_libraries_clothes_chooser.py clothing 3D 10 3_libraries_polygon_hair_chooser.py hair 3D 20 2_posing_armature.py armature 3D 30 0_modeling_a_measurement.py measureMesh 2D 50 5_settings_censor.py censor rectangles 2D 80 apps/gui/guifiles.py black frame 2D 90 """ return self._priority def setPriority(self, priority): """ Set the rendering priority of this object. Objects with higher priorities will be drawn later. Common priorities used: file description 2D/3D priority 0_modeling_background.py background 2D -90 core/mhmain.py human 3D 0 3_libraries_clothes_chooser.py clothing 3D 10 3_libraries_polygon_hair_chooser.py hair 3D 20 2_posing_armature.py armature 3D 30 0_modeling_a_measurement.py measureMesh 2D 50 5_settings_censor.py censor rectangles 2D 80 apps/gui/guifiles.py black frame 2D 90 """ self._priority = priority priority = property(getPriority, setPriority) @property def material(self): if not self.object and hasattr(self, 'parent'): return self.parent.material return self.object.material def setTransparentPrimitives(self, transparentPrimitives): """ This method is used to specify the amount of transparent faces. This property is overridden if self.material.transparent is set to True. :param transparentPrimitives: The amount of transparent faces. :type transparentPrimitives: int """ self._transparentPrimitives = transparentPrimitives def getTransparentPrimitives(self): # Object allows transparency rendering of only a subset (starting from # the first face) of faces of the mesh, but material property transparent # set to True overrides this and makes all faces render with transparency technique if self.material.transparent: return len(self.fvert) else: return self._transparentPrimitives transparentPrimitives = property(getTransparentPrimitives, setTransparentPrimitives) def getFaceGroup(self, name): """ This method searches the list of FaceGroups held for this object, and returns the FaceGroup with the specified name. If no FaceGroup is found for that name, this method returns None. :param name: The name of the FaceGroup to retrieve. :type name: str :return: The FaceGroup if found, None otherwise. :rtype: :py:class:`module3d.FaceGroup` """ return self._groups_rev.get(name, None) def getFaceGroups(self): """ The names of the facegroups available on this mesh. """ return self._groups_rev.keys() def getGroupMaskForGroups(self, groupNames): groups = np.zeros(len(self._faceGroups), dtype=bool) for name in groupNames: groups[self._groups_rev[name].idx] = True return groups def getFaceMaskForGroups(self, groupNames): groups = self.getGroupMaskForGroups(groupNames) face_mask = groups[self.group] return face_mask def getFacesForGroups(self, groupNames): face_mask = self.getFaceMaskForGroups(groupNames) faces = np.argwhere(face_mask)[...,0] return faces def getVertexMaskForGroups(self, groupNames): face_mask = self.getFaceMaskForGroups(groupNames) verts = self.fvert[face_mask] vert_mask = np.zeros(len(self.coord), dtype = bool) vert_mask[verts] = True return vert_mask def getVerticesForGroups(self, groupNames): vert_mask = self.getVertexMaskForGroups(groupNames) verts = np.argwhere(vert_mask)[...,0] return verts def getVerticesForFaceMask(self, face_mask): verts = self.fvert[face_mask] verts = verts.reshape(-1) return verts def getVertexMaskForFaceMask(self, face_mask): verts = self.getVerticesForFaceMask(face_mask) vert_mask = np.zeros(len(self.coord), dtype = bool) vert_mask[verts] = True return vert_mask def getVertexAndFaceMasksForGroups(self, groupNames): face_mask = self.getFaceMaskForGroups(groupNames) verts = self.fvert[face_mask] vert_mask = np.zeros(len(self.coord), dtype = bool) vert_mask[verts] = True return vert_mask, face_mask def getFaceMaskForVertices(self, verts): """ Get mask that selects all faces that are connected to the specified vertices. """ mask = np.zeros(len(self.fvert), dtype = bool) valid = np.arange(self.MAX_FACES)[None,:] < self.nfaces[verts][:,None] # Mask that filters out unused slots for faces connected to a vert vface = self.vface[verts] faces = vface[valid] mask[faces] = True return mask def getFacesForVertices(self, verts): return np.argwhere(self.getFaceMaskForVertices(verts))[...,0] def setCameraProjection(self, cameraMode): """ This method sets the camera mode used to visualize this object (fixed or movable). The 3D engine has two camera modes (both perspective modes). The first is moved by the mouse, while the second is fixed. The first is generally used to model 3D objects (a human, clothes, etc.), while the second is used for 3D GUI controls. :param cameraMode: The camera mode. 0 = movable camera (modelCamera); 1 = static camera (guiCamera). :type cameraMode: int """ self.cameraMode = cameraMode def getCamera(self): """ The camera with which this mesh is rendered. """ from core import G return G.cameras[self.cameraMode] def update(self): """ This method is used to call the update methods on each of a list of vertices or all vertices that form part of this object. """ self.sync_all() def calcNormals(self, recalcVertexNormals=1, recalcFaceNormals=1, verticesToUpdate=None, facesToUpdate=None): """ Updates the given vertex and/or face normals. :param recalcVertexNormals: A flag to indicate whether or not the vertex normals should be recalculated. :type recalcVertexNormals: Boolean :param recalcFaceNormals: A flag to indicate whether or not the face normals should be recalculated. :type recalcFaceNormals: Boolean :param verticesToUpdate: The list of vertices to be updated, if None all vertices are updated. :type verticesToUpdate: list of :py:class:`module3d.Vert` :param facesToUpdate: The list of faces to be updated, if None all faces are updated. :type facesToUpdate: list of :py:class:`module3d.Face` """ if recalcFaceNormals: self.calcFaceNormals(facesToUpdate) if recalcVertexNormals: self.calcVertexNormals(verticesToUpdate) if recalcFaceNormals or recalcVertexNormals and self.calculateTangents: self.calcVertexTangents(verticesToUpdate) def calcBBox(self, ix=None, onlyVisible = True, fixedFaceMask = None): """ Calculates the axis aligned bounding box of this object in the object's coordinate system. """ # TODO maybe cache bounding box if ix is None: ix = np.s_[:] if fixedFaceMask is not None: verts = self.getVerticesForFaceMask(fixedFaceMask) coord = self.coord[verts] elif onlyVisible: verts = self.getVerticesForFaceMask(self.getFaceMask()) coord = self.coord[verts] else: coord = self.coord[ix] if len(coord) == 0: return np.zeros((2,3), dtype = np.float32) v0 = np.amin(coord, axis=0) v1 = np.amax(coord, axis=0) return np.vstack((v0, v1)) def __str__(self): return 'object3D Mesh named: %s, nverts: %s, nfaces: %s' % (self.name, self.getVertexCount(), self.getFaceCount())
[docs]def dot_v3(v3_arr1, v3_arr2): """ Numpy Ufunc'ed implementation of a series of dot products of two vector3 objects. """ return (v3_arr1[:,0] * v3_arr2[:,0]) + \ (v3_arr1[:,1] * v3_arr2[:,1]) + \ (v3_arr2[:,2] * v3_arr1[:,2])