# coding: utf-8\r
\r
from OpenGL.GL import *\r
+import numpy\r
\r
'''\r
頂点配列\r
glDisableClientState(GL_TEXTURE_COORD_ARRAY)\r
glDisableClientState(GL_VERTEX_ARRAY)\r
\r
+ def get_boundingbox(self):\r
+ vertices_size=len(self.vertices)\r
+ if(vertices_size==0):\r
+ return ([0, 0, 0], [0, 0, 0])\r
+ def vertex_gen_factory():\r
+ for i in range(0, vertices_size, 3):\r
+ yield [\r
+ self.vertices[i],\r
+ self.vertices[i+1],\r
+ self.vertices[i+2]\r
+ ]\r
+ vertex_gen=vertex_gen_factory()\r
+ v=next(vertex_gen)\r
+ max_v=v[:]\r
+ min_v=v[:]\r
+ for v in vertex_gen:\r
+ min_v[0]=min(min_v[0], v[0]) \r
+ min_v[1]=min(min_v[1], v[1]) \r
+ min_v[2]=min(min_v[2], v[2]) \r
+ max_v[0]=max(max_v[0], v[0]) \r
+ max_v[1]=max(max_v[1], v[1]) \r
+ max_v[2]=max(max_v[2], v[2]) \r
+ return (min_v, max_v)\r
\r
'''\r
インデックス参照頂点配列\r
self.materials=[]\r
self.indicesMap={}\r
\r
- def addVertex(self, pos, normal, color, uv, b0, b1, w0):\r
+ def addVertex(self, pos, normal, uv, color, b0, b1, w0):\r
self.vertices+=pos\r
self.normal+=normal\r
self.colors+=color\r
# 位置属性\r
glEnableClientState(GL_VERTEX_ARRAY)\r
glVertexPointer(4, GL_FLOAT, 0, self.vertices)\r
+ # UV属性\r
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY)\r
+ glTexCoordPointer(2, GL_FLOAT, 0, self.uvlist)\r
# マテリアル毎の描画\r
for m in self.materials:\r
+ m.begin()\r
# 順序維持\r
indices=self.indicesMap[m]\r
# indexによる描画\r
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, indices)\r
+ m.end()\r
# 後始末\r
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY)\r
glDisableClientState(GL_VERTEX_ARRAY)\r
\r
def optimize(self):\r
- pass\r
- #for v in self.vertexArrayMap.values():\r
- # v.vertices=numpy.array(v.vertices, 'f') \r
+ self.vertices=numpy.array(self.vertices, numpy.float32) \r
+ self.uvlist=numpy.array(self.uvlist, numpy.float32) \r
+ for m, indices in self.indicesMap.items():\r
+ self.indicesMap[m]=numpy.array(indices, numpy.uint32)\r
+\r
+ def get_boundingbox(self):\r
+ vertices_size=len(self.vertices)\r
+ if(vertices_size==0):\r
+ return ([0, 0, 0], [0, 0, 0])\r
+ def vertex_gen_factory():\r
+ for i in range(0, vertices_size, 4):\r
+ yield [\r
+ self.vertices[i],\r
+ self.vertices[i+1],\r
+ self.vertices[i+2]\r
+ ]\r
+ vertex_gen=vertex_gen_factory()\r
+ v=next(vertex_gen)\r
+ max_v=v[:]\r
+ min_v=v[:]\r
+ for v in vertex_gen:\r
+ if v[0]<min_v[0]:\r
+ min_v[0]=v[0]\r
+ if v[1]<min_v[1]:\r
+ min_v[1]=v[1]\r
+ if v[2]<min_v[2]:\r
+ min_v[2]=v[2]\r
+ if v[0]>max_v[0]:\r
+ max_v[0]=v[0]\r
+ if v[1]>max_v[1]:\r
+ max_v[1]=v[1]\r
+ if v[2]>max_v[2]:\r
+ max_v[2]=v[2]\r
+ return (min_v, max_v)\r
\r