mirror of
https://github.com/yeicor-3d/yet-another-cad-viewer.git
synced 2025-12-19 22:24:17 +01:00
280 lines
12 KiB
Python
280 lines
12 KiB
Python
import importlib.metadata
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import numpy as np
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from pygltflib import *
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_checkerboard_image_bytes = base64.decodebytes(
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b'iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAIAAAD91JpzAAAAF0lEQVQI12N49OjR////Gf'
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b'/////48WMATwULS8tcyj8AAAAASUVORK5CYII=')
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class GLTFMgr:
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"""A utility class to build our GLTF2 objects easily and incrementally"""
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gltf: GLTF2 = GLTF2(
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asset=Asset(generator=f"yacv_server@{importlib.metadata.version('yacv_server')}"),
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scene=0,
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scenes=[Scene(nodes=[0])],
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nodes=[Node(mesh=0)],
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meshes=[Mesh(primitives=[])],
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accessors=[],
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bufferViews=[BufferView(buffer=0, byteLength=len(_checkerboard_image_bytes), byteOffset=0)],
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buffers=[Buffer(byteLength=len(_checkerboard_image_bytes))],
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samplers=[Sampler(magFilter=NEAREST)],
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textures=[Texture(source=0, sampler=0)],
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images=[Image(bufferView=0, mimeType='image/png')],
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)
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def __init__(self):
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self.gltf.set_binary_blob(_checkerboard_image_bytes)
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def add_face(self, vertices_raw: List[Tuple[float, float, float]], indices_raw: List[Tuple[int, int, int]],
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tex_coord_raw: List[Tuple[float, float]]):
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"""Add a face to the GLTF as a new primitive of the unique mesh"""
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vertices = np.array([[v[0], v[1], v[2]] for v in vertices_raw], dtype=np.float32)
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indices = np.array([[i[0], i[1], i[2]] for i in indices_raw], dtype=np.uint32)
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tex_coord = np.array([[t[0], t[1]] for t in tex_coord_raw], dtype=np.float32)
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self._add_any(vertices, indices, tex_coord, mode=TRIANGLES, material="face")
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def add_edge(self, vertices_raw: List[Tuple[float, float, float]]):
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"""Add an edge to the GLTF as a new primitive of the unique mesh"""
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vertices = np.array([[v[0], v[1], v[2]] for v in vertices_raw], dtype=np.float32)
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indices = np.array(list(map(lambda i: [i, i + 1], range(len(vertices) - 1))), dtype=np.uint32)
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tex_coord = np.array([])
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self._add_any(vertices, indices, tex_coord, mode=LINE_STRIP, material="edge")
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def add_vertex(self, vertex: Tuple[float, float, float]):
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"""Add a vertex to the GLTF as a new primitive of the unique mesh"""
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vertices = np.array([[vertex[0], vertex[1], vertex[2]]])
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indices = np.array([[0]], dtype=np.uint32)
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tex_coord = np.array([], dtype=np.float32)
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self._add_any(vertices, indices, tex_coord, mode=POINTS, material="vertex")
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def add_material(self, kind: str) -> int:
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"""It is important to use a different material for each primitive to be able to change them at runtime"""
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new_material: Material
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if kind == "face":
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new_material = Material(name="face", alphaCutoff=None, pbrMetallicRoughness=PbrMetallicRoughness(
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baseColorTexture=TextureInfo(index=0), baseColorFactor=[1, 1, 0.5, 1]))
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elif kind == "edge":
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new_material = Material(name="edge", alphaCutoff=None, pbrMetallicRoughness=PbrMetallicRoughness(
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baseColorFactor=[0, 0, 0.5, 1]))
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elif kind == "vertex":
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new_material = Material(name="vertex", alphaCutoff=None, pbrMetallicRoughness=PbrMetallicRoughness(
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baseColorFactor=[0.5, 0.5, 0.5, 1]))
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else:
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raise ValueError(f"Unknown material kind {kind}")
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self.gltf.materials.append(new_material)
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return len(self.gltf.materials) - 1
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def _add_any(self, vertices: np.ndarray, indices: np.ndarray, tex_coord: np.ndarray, mode: int = TRIANGLES,
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material: str = "face"):
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assert vertices.ndim == 2
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assert vertices.shape[1] == 3
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vertices = vertices.astype(np.float32)
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vertices_blob = vertices.tobytes()
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assert indices.ndim == 2
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assert indices.shape[1] == 3 and mode == TRIANGLES or indices.shape[1] == 2 and mode == LINE_STRIP or \
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indices.shape[1] == 1 and mode == POINTS
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indices = indices.astype(np.uint32)
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indices_blob = indices.flatten().tobytes()
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# Check that all vertices are referenced by the indices
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assert indices.max() == len(vertices) - 1, f"{indices.max()} != {len(vertices) - 1}"
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assert indices.min() == 0
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assert np.unique(indices.flatten()).size == len(vertices)
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assert len(tex_coord) == 0 or tex_coord.ndim == 2
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assert len(tex_coord) == 0 or tex_coord.shape[1] == 2
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tex_coord = tex_coord.astype(np.float32)
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tex_coord_blob = tex_coord.tobytes()
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accessor_base = len(self.gltf.accessors)
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self.gltf.meshes[0].primitives.append(
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Primitive(
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attributes=Attributes(POSITION=accessor_base + 1, TEXCOORD_0=accessor_base + 2)
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if len(tex_coord) > 0 else Attributes(POSITION=accessor_base + 1),
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indices=accessor_base,
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mode=mode,
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material=self.add_material(material),
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)
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)
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buffer_view_base = len(self.gltf.bufferViews)
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self.gltf.accessors.extend([it for it in [
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Accessor(
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bufferView=buffer_view_base,
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componentType=UNSIGNED_INT,
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count=indices.size,
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type=SCALAR,
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max=[int(indices.max())],
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min=[int(indices.min())],
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),
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Accessor(
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bufferView=buffer_view_base + 1,
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componentType=FLOAT,
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count=len(vertices),
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type=VEC3,
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max=vertices.max(axis=0).tolist(),
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min=vertices.min(axis=0).tolist(),
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),
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Accessor(
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bufferView=buffer_view_base + 2,
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componentType=FLOAT,
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count=len(tex_coord),
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type=VEC2,
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max=tex_coord.max(axis=0).tolist(),
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min=tex_coord.min(axis=0).tolist(),
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) if len(tex_coord) > 0 else None
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] if it is not None])
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binary_blob = self.gltf.binary_blob()
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byte_offset_base = len(binary_blob)
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self.gltf.bufferViews.extend([it for it in [
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BufferView(
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buffer=0,
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byteOffset=byte_offset_base,
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byteLength=len(indices_blob),
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target=ELEMENT_ARRAY_BUFFER,
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),
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BufferView(
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buffer=0,
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byteOffset=byte_offset_base + len(indices_blob),
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byteLength=len(vertices_blob),
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target=ARRAY_BUFFER,
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),
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BufferView(
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buffer=0,
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byteOffset=byte_offset_base + len(indices_blob) + len(vertices_blob),
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byteLength=len(tex_coord_blob),
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target=ARRAY_BUFFER,
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) if len(tex_coord) > 0 else None
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] if it is not None])
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self.gltf.set_binary_blob(binary_blob + indices_blob + vertices_blob + tex_coord_blob)
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#
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#
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# def create_gltf(vertices: np.ndarray, indices: np.ndarray, tex_coord: np.ndarray, mode: int = TRIANGLES,
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# material: Optional[Material] = None, images: Optional[List[Image]] = None) -> GLTF2:
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# """Create a glTF object from vertices and optionally indices.
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#
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# If indices are not set, vertices are interpreted as line_strip."""
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#
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# assert vertices.ndim == 2
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# assert vertices.shape[1] == 3
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# vertices = vertices.astype(np.float32)
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# vertices_blob = vertices.tobytes()
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# # print(vertices)
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#
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# indices = indices.astype(np.uint8)
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# indices_blob = indices.flatten().tobytes()
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# # print(indices)
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#
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# tex_coord = tex_coord.astype(np.float32)
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# tex_coord_blob = tex_coord.tobytes()
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# # print(tex_coord)
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#
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# if images is None:
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# images = []
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# image_blob = b''
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# image_blob_pointers = []
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# for i, img in enumerate(images):
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# image_blob = img_to_blob(i, image_blob, image_blob_pointers, images, img)
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#
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# gltf = GLTF2(
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# scene=0,
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# scenes=[Scene(nodes=[0])],
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# nodes=[Node(mesh=0)],
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# meshes=[
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# Mesh(
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# primitives=[
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# Primitive(
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# attributes=Attributes(POSITION=1, TEXCOORD_0=2) if len(tex_coord) > 0 else Attributes(
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# POSITION=1),
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# indices=0,
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# mode=mode,
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# material=0 if material is not None else None,
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# )
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# ]
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# )
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# ],
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# materials=[material] if material is not None else [],
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# accessors=[
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# Accessor(
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# bufferView=0,
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# componentType=UNSIGNED_BYTE,
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# count=indices.size,
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# type=SCALAR,
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# max=[int(indices.max())],
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# min=[int(indices.min())],
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# ),
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# Accessor(
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# bufferView=1,
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# componentType=FLOAT,
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# count=len(vertices),
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# type=VEC3,
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# max=vertices.max(axis=0).tolist(),
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# min=vertices.min(axis=0).tolist(),
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# ),
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# ] + ([
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# Accessor(
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# bufferView=2,
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# componentType=FLOAT,
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# count=len(tex_coord),
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# type=VEC2,
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# max=tex_coord.max(axis=0).tolist(),
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# min=tex_coord.min(axis=0).tolist(),
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# )] if len(tex_coord) > 0 else [])
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# ,
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# bufferViews=[
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# BufferView(
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# buffer=0,
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# byteLength=len(indices_blob),
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# target=ELEMENT_ARRAY_BUFFER,
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# ),
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# BufferView(
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# buffer=0,
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# byteOffset=len(indices_blob),
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# byteLength=len(vertices_blob),
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# target=ARRAY_BUFFER,
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# ),
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# ] + (
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# [
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# BufferView(
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# buffer=0,
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# byteOffset=len(indices_blob) + len(vertices_blob),
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# byteLength=len(tex_coord_blob),
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# target=ARRAY_BUFFER,
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# ),
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# ] if len(tex_coord) > 0 else []) + (
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# [
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# BufferView(
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# buffer=0,
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# byteOffset=len(indices_blob) + len(
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# vertices_blob) + len(tex_coord_blob) + image_blob_pointers[i],
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# byteLength=image_blob_pointers[i + 1] - image_blob_pointers[i] if i + 1 < len(
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# image_blob_pointers) else len(image_blob) - image_blob_pointers[i],
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# )
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# for i, img in enumerate(images)
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# ] if len(images) > 0 else []),
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# buffers=[
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# Buffer(
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# byteLength=len(indices_blob) + len(vertices_blob) + len(tex_coord_blob) + len(image_blob),
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# )
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# ],
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# samplers=[Sampler(magFilter=NEAREST)] if len(images) > 0 else [],
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# textures=[Texture(source=i, sampler=0) for i, _ in enumerate(images)],
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# images=images,
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# )
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#
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# gltf.set_binary_blob(indices_blob + vertices_blob + tex_coord_blob + image_blob)
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#
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# return gltf
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def img_blob(img: Image) -> bytes:
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return base64.decodebytes(img.uri.split('base64,', maxsplit=1)[1].encode('ascii'))
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