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#!/usr/bin/env python |
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##~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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##~ License |
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##~ |
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##- The RuneBlade Foundation library is intended to ease some |
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##- aspects of writing intricate Jabber, XML, and User Interface (wxPython, etc.) |
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##- applications, while providing the flexibility to modularly change the |
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##- architecture. Enjoy. |
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##~ |
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##~ Copyright (C) 2002 TechGame Networks, LLC. |
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##~ |
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##~ This library is free software; you can redistribute it and/or |
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##~ modify it under the terms of the BSD style License as found in the |
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##~ LICENSE file included with this distribution. |
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##~ |
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##~ TechGame Networks, LLC can be reached at: |
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##~ 3578 E. Hartsel Drive #211 |
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##~ Colorado Springs, Colorado, USA, 80920 |
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##~ |
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##~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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"""Uses Loader and Renderer to describe a meshed object""" |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Imports |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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|
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import Loader |
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import Numeric |
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|
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from RBRapier.Tools.Geometry.Analysis import TriangleLister |
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from RBRapier.Tools.Geometry.Analysis import TriangleStripifier |
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from RBRapier.Tools.Geometry.Analysis import TriangleMesh |
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from RBRapier.Tools.Geometry.Analysis import LocalityRemapper |
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from RBRapier.Tools.Geometry.Synthesis import VertexNormals |
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from RBRapier.Tools.Geometry.ConvexPolygonTesselation import TesselateConvexPolygon |
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#from RBRapier.Tools.Geometry.PolygonTesselation import PolygonTesselation |
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from RBRapier.Renderer.Geometry import VertexArrays |
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from RBRapier.Renderer.Geometry import ArrayTraversal |
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from RBRapier.Renderer.Appearance import Materials |
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from RBRapier.Formats import GeoObject |
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from RBFoundation import TaskProgress |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Constants / Variables / Etc. |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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_NumericType = VertexArrays._DefautNumericType |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Definitions |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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class PrintOnTaskProgress(TaskProgress.TaskProgress): |
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Indent = 0 |
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def __init__(self, Name, Start, Stop, Step=20): |
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TaskProgress.TaskProgress.__init__(self, Name, Start, Stop, Step) |
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self.OnProgress.Add(self._OnProgress) |
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self.OnAddSubtask.Add(self._OnAddSubtask) |
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self._OnProgress(self, self.Progress) |
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def __del__(self): |
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def _printAllDone(next): |
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print "%s[%3.0f%%] %s" % (" " * next.Indent, 100*next.Percent, next.Name) |
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try: map(_printAllDone, next.Subtasks) |
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except AttributeError: pass |
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print |
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print "All Done!" |
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print "=========" |
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_printAllDone(self) |
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def _OnProgress(self, task, progress): |
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if not hasattr(task, 'Subtasks'): |
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print '%s[%3.0f%%]%s%-40s (%s)' % (' '*task.Indent, 100*task.Percent, ' '*(5 - task.Indent), task.Name, id(task)) |
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def _OnAddSubtask(self, parent, child): |
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child.Indent = parent.Indent + 1 |
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child.OnAddSubtask.Add(self._OnAddSubtask) |
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child.OnProgress.Add(self._OnProgress) |
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self._OnProgress(child, child.Progress) |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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class MeshedObjectBuilder(object): |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Constants / Variables / Etc. |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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GeoObjectFactory = GeoObject.GeoObject |
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IndexedTraversal = ArrayTraversal.IndexedCollectionTraversal |
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TaskProgressFactory = PrintOnTaskProgress |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Public Methods |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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def Build(self, FileInFormat, optimizetraversal=1, optimizemesh=3): |
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if self.TaskProgressFactory: |
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self.TaskProgress = self.TaskProgressFactory('Lightwave Meshed Object', 0., 3.) |
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else: self.TaskProgress = None |
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self.Load(FileInFormat) |
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self.Process(optimizetraversal, optimizemesh) |
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result = self.GeoObjectFactory() |
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result.SetVertices(self.Vertices) |
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result.SetNormals(self.Normals) |
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if self.SurfaceGroups: |
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for Group in self.SurfaceGroups: |
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resultgroup = result.AddGroup(Group.Name) |
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resultgroup.AddMaterial(Group.Material) |
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for each in Group.Traversals.itervalues(): |
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resultgroup.AddTraversal(each) |
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resultgroup.LoadFinalized() |
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result.LoadFinalized() |
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del self.TaskProgress |
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return result |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Public Utilities |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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def Process(self, optimizetraversal=1, optimizemesh=3): |
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if optimizemesh > 0: |
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self.OptimizeMesh(optimizemesh) |
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elif optimizemesh == 0: |
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self.SimpleMesh() |
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self.ProcessSurfaces() |
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if optimizetraversal > 0: |
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self.OptimizeTraversals(optimizetraversal) |
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elif optimizetraversal == 0: |
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self.SimpleTraversals() |
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def ProcessSurfaces(self): |
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for Group in self.SurfaceGroups: |
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Group.Material = Materials.Material() |
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try: |
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BaseColor = Numeric.asarray(getattr(Group, 'BaseColor'), _NumericType) |
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BaseColor /= Numeric.asarray([255.], _NumericType) |
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try: # Convert Transparency to alpha |
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scale = getattr(Group, 'Transparency', None) |
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if scale is None: |
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scale = getattr(Group, 'iTransparency') / 256. |
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BaseColor[3] = 1. - scale |
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except AttributeError: pass |
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# Set the ambient color |
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Group.Material.Ambient = BaseColor |
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try: # Try to get the diffuse color |
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scale = getattr(Group, 'Diffuse', None) |
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if scale is None: |
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scale = getattr(Group, 'iDiffuse') / 256. |
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Group.Material.Diffuse = BaseColor * scale |
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except AttributeError: pass |
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try: # Try to get the Specular color |
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scale = getattr(Group, 'Specular', None) |
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if scale is None: |
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scale = getattr(Group, 'iSpecular') / 256. |
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Group.Material.Specular = BaseColor * scale |
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shininess = getattr(Group, 'Shininess', None) |
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if shininess is not None: |
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Group.Material.Shininess = shininess |
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except AttributeError: pass |
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try: # Try to get the Luminous color -- Emissive I'm guessing |
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scale = getattr(Group, 'Luminous', None) |
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if scale is None: |
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scale = getattr(Group, 'iLuminous') / 256. |
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Group.Material.Emission = BaseColor * scale |
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except AttributeError: pass |
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except AttributeError: |
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pass |
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def Load(self, FileInFormat): |
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obj = Loader.LightwaveLWOBLoader() |
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obj.ReadFormat(FileInFormat, TaskProgress=self.TaskProgress) |
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self.Name = FileInFormat.name |
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self.Vertices = obj.Vertices |
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self.SurfaceGroups = obj.Surfaces.values() |
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if self.TaskProgress: |
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SurfaceSubtasks = self.TaskProgress.NewSubtask('Surfaces', 0, len(self.SurfaceGroups)) |
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self.TaskProgress.SurfaceSubtasks = SurfaceSubtasks |
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for each in self.SurfaceGroups: |
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each.SurfaceTask = SurfaceSubtasks.NewSubtask('Surface %s'%each.Name, 0., 3.) |
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else: |
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for each in self.SurfaceGroups: |
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each.SurfaceTask = None |
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def SimpleMesh(self): |
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TriLister = TriangleLister.TriangleLister() |
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self.TraverseMesh(TriangleMesh.FaceMesh, TriLister, 'SimpleList') |
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def OptimizeMesh(self, level): |
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TriStripifier = TriangleStripifier.TriangleStripifier() |
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TriStripifier.GLSelector = TriangleStripifier.ExperimentGLSelector(level, 3) |
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self.TraverseMesh(TriangleMesh.FaceEdgeMesh, TriStripifier, 'TriStrip') |
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def TraverseMesh(self, MeshFactory, TraversalMaker, TraverseMethodName): |
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#PolyTesselator = PolygonTesselation() |
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VNSythesisMgr = VertexNormals.VertexNormalSynthesisMgr(self.Vertices) |
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for Group in self.SurfaceGroups: |
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if Group.Smoothing: |
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VNSythesisMgr.SetTolerance(getattr(Group, 'SmoothingAngle', None)) |
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else: |
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VNSythesisMgr.SetTolerance(None) |
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if Group.SurfaceTask: |
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Subtask = Group.SurfaceTask.NewSubtask('Meshing and tesselation', 0, len(Group.Faces)) |
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else: Subtask = 0 |
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mesh = MeshFactory() |
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for FaceTraversal in Group.Faces: |
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count = len(FaceTraversal.IndexList) |
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if count > 3: |
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# Yuck. Polygons. We should tesselate them, but that's not too easy |
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FaceTraversal = TesselateConvexPolygon(FaceTraversal.IndexList) |
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#FaceTraversal = PolyTesselator.TesselatePolygon(FaceTraversal.IndexList, self.Vertices) |
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for each in FaceTraversal: |
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each = VNSythesisMgr.VisitTriangle(*each) |
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if each: face = mesh.AddFace(*each) |
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elif count == 3: |
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# Triangles are easy =) wish they were all triangles... |
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each = VNSythesisMgr.VisitTriangle(*FaceTraversal.IndexList) |
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if each: face = mesh.AddFace(*each) |
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# Update our progress |
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Subtask += 1 |
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if not mesh.Faces: |
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Group.Traversals = {} |
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else: |
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if Group.SurfaceTask: Subtask = Group.SurfaceTask |
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else: Subtask = None |
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Group.Traversals = dict(TraversalMaker(mesh, TaskProgress=Subtask)) |
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Vertices, Normals = VNSythesisMgr.GetResultantArrays() |
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self.Vertices = VertexArrays.VertexArray(Vertices) |
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self.Normals = VertexArrays.NormalArray(Normals) |
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def SimpleTraversals(self): |
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if self.TaskProgress: |
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IndexTraversalSubtask = self.TaskProgress.NewSubtask('Index traversal', 0, len(self.SurfaceGroups)) |
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else: IndexTraversalSubtask = 0 |
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for Group in self.SurfaceGroups: |
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if Group.SurfaceTask: |
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Subtask = Group.SurfaceTask.NewSubtask('Simple index traversal', 0, 3) |
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else: Subtask = 0 |
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listdata = Group.Traversals.get('list') |
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if listdata: |
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Group.Traversals['list'] = self.IndexedTraversal('trilist', [listdata]) |
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elif listdata is not None: |
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del Group.Traversals['list'] |
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Subtask += 1 |
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fandatacollection = Group.Traversals.get('fan') |
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if fandatacollection: |
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Group.Traversals['fan'] = self.IndexedTraversal('tristrip', fandatacollection) |
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elif fandatacollection is not None: |
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del Group.Traversals['fan'] |
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Subtask += 1 |
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stripdatacollection = Group.Traversals.get('strip') |
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if stripdatacollection: |
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Group.Traversals['strip'] = self.IndexedTraversal('tristrip', stripdatacollection) |
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elif stripdatacollection is not None: |
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del Group.Traversals['strip'] |
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Subtask += 1 |
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IndexTraversalSubtask += 1 |
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def OptimizeTraversals(self, level): |
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if self.TaskProgress: |
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OptimizingSubtask = self.TaskProgress.NewSubtask('Index locality optimized traversal', 0, 2+len(self.SurfaceGroups)) |
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else: OptimizingSubtask = 0 |
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optimizer = LocalityRemapper.LocalityRemapper(len(self.Vertices.data)) |
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for Group in self.SurfaceGroups: |
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if Group.SurfaceTask: |
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Subtask = Group.SurfaceTask.NewSubtask('Locality optimizing index traversal', 0, 3) |
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else: Subtask = 0 |
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listdata = Group.Traversals.get('list') |
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if listdata: |
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optimizer.Visit(listdata) |
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Group.Traversals['list'] = self.IndexedTraversal('trilist', [listdata]) |
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elif listdata is not None: |
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del Group.Traversals['list'] |
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Subtask += 1 |
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fandatacollection = Group.Traversals.get('fan') |
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if fandatacollection: |
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for fandata in fandatacollection: |
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optimizer.Visit(fandata) |
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Group.Traversals['fan'] = self.IndexedTraversal('tristrip', fandatacollection) |
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elif fandatacollection is not None: |
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del Group.Traversals['fan'] |
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Subtask += 1 |
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stripdatacollection = Group.Traversals.get('strip') |
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if stripdatacollection: |
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for stripdata in stripdatacollection: |
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optimizer.Visit(stripdata) |
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Group.Traversals['strip'] = self.IndexedTraversal('tristrip', stripdatacollection) |
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elif stripdatacollection is not None: |
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del Group.Traversals['strip'] |
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Subtask += 1 |
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OptimizingSubtask += 1 |
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optimizer.RemapIndices(self.Vertices.data) |
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OptimizingSubtask += 1 |
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optimizer.RemapIndices(self.Normals.data) |
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OptimizingSubtask += 1 |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Testing |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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if __name__=='__main__': |
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print "Testing..." |
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import doctest |
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test = MeshedObjectBuilder() |
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obj = test.Build(open('data/ki162a.lwo', 'rb'), 1, 0) |
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print "Test complete." |
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