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# -*- indent-tabs-mode: t -*-
# Soya 3D
# Copyright (C) 2003-2004 Jean-Baptiste LAMY -- jiba@tuxfamily.org
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 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 General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
cdef class _Vertex(_Point):
#cdef float _tex_x, _tex_y
#cdef _diffuse, _emissive
#cdef _Face _face
#cdef _Vector _normal
cdef __getcstate__(self):
#return struct.pack("<fffff", self._matrix[0], self._matrix[1], self._matrix[2], self._tex_x, self._tex_y), self._parent, self._diffuse, self._emissive
cdef Chunk* chunk
chunk = get_chunk()
chunk_add_floats_endian_safe(chunk, self._matrix, 3)
#chunk_add_float_endian_safe (chunk, self._tex_x)
#chunk_add_float_endian_safe (chunk, self._tex_y)
chunk_add_floats_endian_safe (chunk, &self._tex_x, 1)
chunk_add_floats_endian_safe (chunk, &self._tex_y, 1)
return drop_chunk_to_string(chunk), self._parent, self._diffuse, self._emissive
cdef void __setcstate__(self, cstate):
cstate2, self._parent, self._diffuse, self._emissive = cstate
#self._matrix[0], self._matrix[1], self._matrix[2], self._tex_x, self._tex_y = struct.unpack("<fffff", cstate2)
# don't work ???
cdef Chunk* chunk
chunk = string_to_chunk(cstate2)
chunk_get_floats_endian_safe(chunk, self._matrix, 3)
#self._tex_x = chunk_get_float_endian_safe(chunk)
#self._tex_y = chunk_get_float_endian_safe(chunk)
chunk_get_float_endian_safe(chunk, &self._tex_x)
chunk_get_float_endian_safe(chunk, &self._tex_y)
drop_chunk(chunk)
# cdef float* cstate_data
# cstate_data = <float*> PyString_AS_STRING(cstate2)
# self._matrix[0] = cstate_data[0]
# self._matrix[1] = cstate_data[1]
# self._matrix[2] = cstate_data[2]
# self._tex_x = cstate_data[3]
# self._tex_y = cstate_data[4]
property tex_x:
def __get__(self):
return self._tex_x
def __set__(self, float x):
self._tex_x = x
property tex_y:
def __get__(self):
return self._tex_y
def __set__(self, float x):
self._tex_y = x
property color: # Compatibility, use rather diffuse
def __get__(self):
return self._diffuse
def __set__(self, x):
self._diffuse = x
property diffuse:
def __get__(self):
return self._diffuse
def __set__(self, x):
self._diffuse = x
property emissive:
def __get__(self):
return self._emissive
def __set__(self, x):
self._emissive = x
property face:
def __get__(self):
return self._face
def __init__(self, CoordSyst parent = None, float x = 0.0, float y = 0.0, float z = 0.0, float tex_x = 0.0, float tex_y = 0.0, diffuse = None, emissive = None):
"""Vertex(parent = None, x = 0.0, y = 0.0, z = 0.0, tex_x = 0.0, tex_y = 0.0, diffuse = None, emissive = None)
Creates a new Vertex in coordinate systems PARENT, at position X, Y, Z, with texture
coordinates TEX_X and TEX_Y, and the given DIFFUSE and EMISSIVE colors."""
Point.__init__(self, parent, x, y, z)
self._tex_x = tex_x
self._tex_y = tex_y
self._diffuse = diffuse
self._emissive = emissive
cdef void _render(self, CoordSyst coord_syst):
cdef float coords[3]
glTexCoord2f(self._tex_x, self._tex_y)
if not self._diffuse is None:
# this call doesnt seem to work. model.pyx uses glColor so used again here
#glMaterialfv(GL_FRONT, GL_DIFFUSE, <float*> self._diffuse)
# using glColor4fv(<float*>self._diffuse) doesnt work
glColor4f(self._diffuse[0], self._diffuse[1], self._diffuse[2], self._diffuse[3])
if not self._emissive is None:
glMaterialfv(GL_FRONT, GL_EMISSION, <float*> self._emissive)
if coord_syst is None: glVertex3fv(self._matrix)
else:
self._into(coord_syst, coords)
glVertex3fv(coords)
cdef float _angle_at(self):
cdef float u1[3], u2[3]
cdef int index
index = self._face._vertices.index(self)
vector_from_points(u1, (<_Vertex> (self._face._vertices[(index + 1) % len(self._face._vertices)]))._matrix, self._matrix)
vector_from_points(u2, (<_Vertex> (self._face._vertices[ index - 1 ]))._matrix, self._matrix)
return vector_angle(u1, u2)
cdef class _Face(CoordSyst):
#cdef object _vertices
#cdef _Material _material
#cdef _Vector _normal
property lit:
def __get__(self):
return self._option & FACE2_LIT
def __set__(self, int x):
if x: self._option = self._option | FACE2_LIT
else: self._option = self._option & ~FACE2_LIT
property smooth_lit:
def __get__(self):
return self._option & FACE2_SMOOTH_LIT
def __set__(self, int x):
if x: self._option = self._option | FACE2_SMOOTH_LIT
else: self._option = self._option & ~FACE2_SMOOTH_LIT
property static_lit:
def __get__(self):
return self._option & FACE2_STATIC_LIT
def __set__(self, int x):
if x: self._option = self._option | FACE2_STATIC_LIT
else: self._option = self._option & ~FACE2_STATIC_LIT
property double_sided:
def __get__(self):
return self._option & FACE2_DOUBLE_SIDED
def __set__(self, int x):
if x: self._option = self._option | FACE2_DOUBLE_SIDED
else: self._option = self._option & ~FACE2_DOUBLE_SIDED
property material:
def __get__(self):
return self._material
def __set__(self, _Material x not None):
self._material = x
property vertices:
def __get__(self):
return self._vertices
property normal:
def __get__(self):
self._compute_normal()
return self._normal
def __init__(self, _World parent = None, vertices = None, _Material material = None):
"""Face(parent = None, vertices = None, material = None) -> Face
Creates a new Face in World PARENT, with the given list of VERTICES,
and the given Material."""
cdef _Vertex vertex
CoordSyst.__init__(self, parent)
self._vertices = vertices or []
self._material = material or _DEFAULT_MATERIAL
self._option = FACE2_LIT | FACE2_STATIC_LIT
for vertex in self.vertices: vertex._face = self
cdef __getcstate__(self):
#return struct.pack("<ifffffffffffffffffffiiiii", self._option, self._matrix[0], self._matrix[1], self._matrix[2], self._matrix[3], self._matrix[4], self._matrix[5], self._matrix[6], self._matrix[7], self._matrix[8], self._matrix[9], self._matrix[10], self._matrix[11], self._matrix[12], self._matrix[13], self._matrix[14], self._matrix[15], self._matrix[16], self._matrix[17], self._matrix[18], self.double_sided, self.lit, self.static_lit, self.smooth_lit, self.solid), self._vertices, self._material
cdef Chunk* chunk
chunk = get_chunk()
chunk_add_int_endian_safe (chunk, self._option)
chunk_add_floats_endian_safe(chunk, self._matrix, 19)
return drop_chunk_to_string(chunk), self._vertices, self._material
cdef void __setcstate__(self, cstate):
cstate2, self._vertices, self._material = cstate
#self._option, self._matrix[0], self._matrix[1], self._matrix[2], self._matrix[3], self._matrix[4], self._matrix[5], self._matrix[6], self._matrix[7], self._matrix[8], self._matrix[9], self._matrix[10], self._matrix[11], self._matrix[12], self._matrix[13], self._matrix[14], self._matrix[15], self._matrix[16], self._matrix[17], self._matrix[18], self.double_sided, self.lit, self.static_lit, self.smooth_lit, self.solid = struct.unpack("<ifffffffffffffffffffiiiii", cstate2)
cdef _Vertex vertex
for vertex in self._vertices: vertex._face = self
cdef Chunk* chunk
chunk = string_to_chunk(cstate2)
chunk_get_int_endian_safe(chunk, &self._option)
chunk_get_floats_endian_safe(chunk, self._matrix, 19)
drop_chunk(chunk)
self._validity = COORDSYS_INVALID
def insert(self, int index, _Vertex vertex not None):
"""Face.insert(index, vertex)
Inserts the given VERTEX to the Face at position INDEX."""
vertex._face = self
self._vertices.insert(index, vertex)
def append(self, _Vertex vertex not None):
"""Face.append(vertex)
Appends the given VERTEX to the Face."""
vertex._face = self
self._vertices.append(vertex)
def add(self, _Vertex vertex not None):
"""Face.add(vertex)
Appends the given VERTEX to the Face."""
self.append(vertex)
cdef void _compute_normal(self):
# Computes the normal vector of the Face
cdef float a[3], b[3], c[3]
a[0] = a[1] = a[2] = b[0] = b[1] = b[2] = c[0] = c[1] = c[2] = 0.0
if len(self._vertices) > 2:
if self._normal is None: self._normal = Vector(self._parent)
else: self._normal._parent = self._parent
(<_Vertex> self._vertices[0])._into(self._parent, a)
(<_Vertex> self._vertices[1])._into(self._parent, b)
(<_Vertex> self._vertices[2])._into(self._parent, c)
face_normal(self._normal._matrix, a, b, c)
vector_normalize(self._normal._matrix)
else: self._normal = None
def is_coplanar(self, float threshold = 0.005):
"""is_coplanar(threshold = 0.005) -> boolean
Returns true if the Face's vertices are all coplanar."""
if len(self._vertices) < 4: return 1
cdef _Vertex vertex
cdef _Vector n1, n2
self._compute_normal()
n1 = self._normal
n2 = Vector(self._parent)
cdef float a[3], b[3], c[3]
(<_Vertex> self._vertices[0])._into(self._parent, a)
(<_Vertex> self._vertices[1])._into(self._parent, b)
for vertex in self._vertices[2:]:
vertex._into(self._parent, c)
face_normal(n2._matrix, a, b, c)
vector_normalize(n2._matrix)
if n1.distance_to(n2) > threshold: return 0
return 1
def is_colored(self):
"""is_colored() -> boolean
Returns true if the Face is colored, i.e. at least one of its Vertices is colored."""
cdef _Vertex vertex
for vertex in self._vertices:
if not vertex._diffuse is None: return 1
return 0
def is_alpha(self):
"""is_alpha() -> boolean
Returns true if the Face is alpha-blended."""
return (self._material and self._material.is_alpha()) or self.has_alpha_vertex()
def has_alpha_vertex(self):
"""has_alpha_vertex() -> boolean
Returns true if the Face has at least one alpha blended Vertex."""
cdef _Vertex vertex
for vertex in self._vertices:
if (not vertex._diffuse is None) and vertex._diffuse[3] < 1.0: return 1
return 0
cdef void _batch(self, CoordSyst coord_syst):
if self.is_alpha(): renderer._batch(renderer.alpha , self, coord_syst, -1)
else: renderer._batch(renderer.opaque, self, coord_syst, -1)
cdef void _render(self, CoordSyst coord_syst):
cdef _Vertex vertex
cdef _Vector at_camera
cdef int i
i = len(self._vertices)
if i == 0: return
self._material._activate()
if not(self._option & FACE2_LIT): glDisable(GL_LIGHTING)
if self._option & FACE2_DOUBLE_SIDED:
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE)
glDisable(GL_CULL_FACE)
self._compute_normal()
if self._normal is None:
at_camera = Vector(renderer.current_camera, 0.0, 0.0, 1.0)
at_camera.convert_to(self._parent)
glNormal3fv(at_camera._matrix)
else:
glNormal3fv(self._normal._matrix)
if i == 1: glBegin(GL_POINTS)
elif i == 2: glBegin(GL_LINES)
elif i == 3: glBegin(GL_TRIANGLES)
elif i == 4: glBegin(GL_QUADS)
else: glBegin(GL_POLYGON)
for vertex in self._vertices: vertex._render(self._parent)
glEnd()
if self._option & FACE2_DOUBLE_SIDED:
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE)
glEnable(GL_CULL_FACE)
if not(self._option & FACE2_LIT): glEnable(GL_LIGHTING)
def __iter__(self):
return iter(self._vertices)
def __getitem__(self, index):
return self._vertices[index]
# Pyrex does not like this one
#def __contains__(self, vertex):
# return vertex in self._vertices
def __len__(self):
return len(self._vertices)
def __repr__(self):
cdef int i
i = len(self._vertices)
if i == 1: r = "<Plot"
elif i == 2: r = "<Line"
elif i == 3: r = "<Triangle"
elif i == 4: r = "<Quad"
else: r = "<Polygon"
if not self._material is _DEFAULT_MATERIAL: r = r + ", material %s" % self._material.filename
return r + ">"
cdef void _get_box(self, float* box, float* matrix):
cdef _Vertex vertex
cdef float coord[3]
for vertex in self._vertices:
if matrix == NULL: memcpy(coord, vertex._matrix, 3 * sizeof(float))
else: point_by_matrix_copy(coord, vertex._matrix, matrix)
if coord[0] < box[0]: box[0] = coord[0]
if coord[1] < box[1]: box[1] = coord[1]
if coord[2] < box[2]: box[2] = coord[2]
if coord[0] > box[3]: box[3] = coord[0]
if coord[1] > box[4]: box[4] = coord[1]
if coord[2] > box[5]: box[5] = coord[2]
cdef void _raypick(self, RaypickData data, CoordSyst parent):
cdef float* p, r, root_r
cdef float normal[3]
cdef int nb_vertices, i, option
nb_vertices = len(self._vertices)
if nb_vertices < 3: return
option = data.option
if self.double_sided == 1: option = option & ~RAYPICK_CULL_FACE
# get vertices coordinates
p = <float*> malloc(nb_vertices * 3 * sizeof(float))
for i from 0 <= i < nb_vertices: (<_Vertex> (self._vertices[i]))._into(self, p + 3 * i)
face_normal(normal, p, p + 3, p + 6)
vector_normalize(normal)
if nb_vertices == 3: i = triangle_raypick(self._raypick_data(data), p, p + 3, p + 6, normal, option, &r)
elif nb_vertices == 4: i = quad_raypick (self._raypick_data(data), p, p + 3, p + 6, p + 9, normal, option, &r)
else: raise ValueError("Raypicking on a face with more than 4 vertices is not supported yet.")
if i != 0:
root_r = self._distance_out(r)
if (data.result_coordsyst is None) or (fabs(root_r) < fabs(data.root_result)):
if i == RAYPICK_DIRECT:
data.result = r
data.root_result = root_r
data.result_coordsyst = self
memcpy(data.normal, normal, 3 * sizeof(float))
elif i == RAYPICK_INDIRECT:
data.result = r
data.result_coordsyst = self
if self.double_sided == 1:
data.normal[0] = -normal[0]
data.normal[1] = -normal[1]
data.normal[2] = -normal[2]
else: memcpy (data.normal, normal, 3 * sizeof(float))
free(p)
cdef int _raypick_b(self, RaypickData data, CoordSyst parent):
cdef float* p, r
cdef float normal[3]
cdef int nb_vertices, i, option
nb_vertices = len(self._vertices)
if nb_vertices < 3: return 0
option = data.option
if (option & RAYPICK_CULL_FACE) and (self.double_sided == 1): option = option & ~RAYPICK_CULL_FACE
# get vertices coordinates
p = <float*> malloc(nb_vertices * 3 * sizeof(float))
for i from 0 <= i < nb_vertices: (<_Vertex> (self._vertices[i]))._into(self._parent, p + 3 * i)
face_normal(normal, p, p + 3, p + 6)
vector_normalize(normal)
if nb_vertices == 3: i = triangle_raypick(self._raypick_data(data), p, p + 3, p + 6, normal, option, &r)
elif nb_vertices == 4: i = quad_raypick (self._raypick_data(data), p, p + 3, p + 6, p + 9, normal, option, &r)
else: raise ValueError("Raypicking on a face with more than 4 vertices is not supported yet.")
free(p)
return i
cdef void _collect_raypickables(self, Chunk* items, float* rsphere, float* sphere):
if self._option & NON_SOLID: return
# XXX not really implemented -- no selection
chunk_add_ptr(items, <void*> self)
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