# ---------------------------------------------------------------------------- # pyglet # Copyright (c) 2006-2008 Alex Holkner # Copyright (c) 2008-2021 pyglet contributors # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of pyglet nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- """Loading of 3D models. A :py:class:`~pyglet.model.Model` is an instance of a 3D object. The following example loads a ``"teapot.obj"`` model:: import pyglet window = pyglet.window.Window() teapot = pyglet.model.load('teapot.obj') @window.event def on_draw(): teapot.draw() pyglet.app.run() You can also load models with :py:meth:`~pyglet.resource.model`. See :py:mod:`~pyglet.resource` for more information. Efficient Drawing ================= As with Sprites or Text, Models can be added to a :py:class:`~pyglet.graphics.Batch` for efficient drawing. This is preferred to calling their ``draw`` methods individually. To do this, simply pass in a reference to the :py:class:`~pyglet.graphics.Batch` instance when loading the Model:: import pyglet window = pyglet.window.Window() batch = pyglet.graphics.Batch() teapot = pyglet.model.load('teapot.obj', batch=batch) @window.event def on_draw(): batch.draw() pyglet.app.run() .. versionadded:: 1.4 """ import io from pyglet.gl import * from pyglet import graphics from .codecs import ModelDecodeException from .codecs import add_encoders, add_decoders, add_default_model_codecs from .codecs import get_encoders, get_decoders # Default matrix for models _default_identity = [1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0] def load(filename, file=None, decoder=None, batch=None): """Load a 3D model from a file. :Parameters: `filename` : str Used to guess the model format, and to load the file if `file` is unspecified. `file` : file-like object or None Source of model data in any supported format. `decoder` : ModelDecoder or None If unspecified, all decoders that are registered for the filename extension are tried. An exception is raised if no codecs are registered for the file extension, or if decoding fails. `batch` : Batch or None An optional Batch instance to add this model to. :rtype: :py:mod:`~pyglet.model.Model` """ if not file: file = open(filename, 'rb') if not hasattr(file, 'seek'): file = io.BytesIO(file.read()) try: if decoder: return decoder.decode(file, filename, batch) else: first_exception = None for decoder in get_decoders(filename): try: model = decoder.decode(file, filename, batch) return model except ModelDecodeException as e: if (not first_exception or first_exception.exception_priority < e.exception_priority): first_exception = e file.seek(0) if not first_exception: raise ModelDecodeException('No decoders are available for this model format.') raise first_exception finally: file.close() class Model: """Instance of a 3D object. See the module documentation for usage. """ def __init__(self, vertex_lists, groups, batch): """Create a model. :Parameters: `vertex_lists` : list A list of `~pyglet.graphics.VertexList` or `~pyglet.graphics.IndexedVertexList`. `groups` : list A list of `~pyglet.model.TexturedMaterialGroup`, or `~pyglet.model.MaterialGroup`. Each group corresponds to a vertex list in `vertex_lists` of the same index. `batch` : `~pyglet.graphics.Batch` Optional batch to add the model to. If no batch is provided, the model will maintain it's own internal batch. """ self.groups = groups self.vertex_lists = vertex_lists self._batch = batch self._matrix = _default_identity @property def batch(self): """The graphics Batch that the Model belongs to. The Model can be migrated from one batch to another, or removed from a batch (for individual drawing). If not part of any batch, the Model will keep it's own internal batch. Note that batch migration can be an expensive operation. :type: :py:class:`pyglet.graphics.Batch` """ return self._batch @batch.setter def batch(self, batch): if self._batch == batch: return if batch is None: batch = pyglet.graphics.Batch() for group, vlist in zip(self.groups, self.vertex_lists): self._batch.migrate(vlist, GL_TRIANGLES, group, batch) self._batch = batch @property def matrix(self): """Transformation matrix. A 4x4 matrix containing the desired transformation to apply. The data should be provided as a flat list or tuple. :type: list or tuple """ return self._matrix @matrix.setter def matrix(self, matrix): for group in self.groups: group.matrix[:] = matrix self._matrix = matrix def draw(self): """Draw the model. This is not recommended. See the module documentation for information on efficient drawing of multiple models. """ self._batch.draw_subset(self.vertex_lists) class Material: __slots__ = ("name", "diffuse", "ambient", "specular", "emission", "shininess", "texture_name") def __init__(self, name, diffuse, ambient, specular, emission, shininess, texture_name=None): self.name = name self.diffuse = (GLfloat * 4)(*diffuse) self.ambient = (GLfloat * 4)(*ambient) self.specular = (GLfloat * 4)(*specular) self.emission = (GLfloat * 4)(*emission) self.shininess = shininess self.texture_name = texture_name class TexturedMaterialGroup(graphics.Group): def __init__(self, material, texture, matrix=None): super(TexturedMaterialGroup, self).__init__() self.material = material self.texture = texture self.matrix = (GLfloat * 16)(*matrix or _default_identity) def set_state(self, face=GL_FRONT_AND_BACK): glEnable(self.texture.target) glBindTexture(self.texture.target, self.texture.id) material = self.material glMaterialfv(face, GL_DIFFUSE, material.diffuse) glMaterialfv(face, GL_AMBIENT, material.ambient) glMaterialfv(face, GL_SPECULAR, material.specular) glMaterialfv(face, GL_EMISSION, material.emission) glMaterialf(face, GL_SHININESS, material.shininess) glPushMatrix() glMultMatrixf(self.matrix) def unset_state(self): glPopMatrix() glDisable(self.texture.target) glDisable(GL_COLOR_MATERIAL) def __eq__(self, other): # Do not consolidate Groups when adding to a Batch. # Matrix multiplications requires isolation. return False def __hash__(self): return hash((self.texture.id, self.texture.target)) class MaterialGroup(graphics.Group): def __init__(self, material, matrix=None): super(MaterialGroup, self).__init__() self.material = material self.matrix = (GLfloat * 16)(*matrix or _default_identity) def set_state(self, face=GL_FRONT_AND_BACK): glDisable(GL_TEXTURE_2D) material = self.material glMaterialfv(face, GL_DIFFUSE, material.diffuse) glMaterialfv(face, GL_AMBIENT, material.ambient) glMaterialfv(face, GL_SPECULAR, material.specular) glMaterialfv(face, GL_EMISSION, material.emission) glMaterialf(face, GL_SHININESS, material.shininess) glPushMatrix() glMultMatrixf(self.matrix) def unset_state(self): glPopMatrix() glDisable(GL_COLOR_MATERIAL) def __eq__(self, other): # Do not consolidate Groups when adding to a Batch. # Matrix multiplications requires isolation. return False def __hash__(self): material = self.material return hash((tuple(material.diffuse) + tuple(material.ambient) + tuple(material.specular) + tuple(material.emission), material.shininess)) add_default_model_codecs()