2013-06-06 34 views
2

我正在開發一個python腳本,該腳本能夠生成.DAE(COLLADA)文件以及相關的KML文件,用於開發建築物的3D模型。我有建築物的街道圖像。通過街道圖像,我的意思是每個建築物的正面圖像。我需要將這些圖像作爲其各自建築模型的紋理。我無法找到合適的方法,我可以使用python來做到這一點。到目前爲止,我已經成功地生成空白立方體或立方體,可以放置在代表建築物的地圖上。我需要將圖像作爲紋理放置在這些模型的前部平面上,並將圖像作爲輸入。請幫助。使用pycollada對3D塊進行紋理處理

回答

3

說實話,我很驚訝,沒有人能夠給我的問題提供答案。但切斷垃圾並達到要求。

爲了將圖像放在表面上,您需要對Collada有很好的瞭解。 首先製作[CImage]的對象:(http://pycollada.github.io/reference/generated/collada.material.CImage.html?highlight=cimage#collada.material.CImage),將其包含在Surface對象中,將其包含在Sampler2d對象中。將這個Sampler2d對象包含在Map對象中。在材質中進一步包含的效果中包含此貼圖。

現在包含在scene.MaterialNode類中的這個對象被進一步包含在scene.GeometryNode類中,它最終包含在scene.Node對象中。我知道這是有點凝灰明白

下面的理解是python中使用pycollad代碼,它將照片添加爲任何長度,寬度和高度的長方體的兩個面上的紋理。

import numpy as np 
from collada import * 

mesh = Collada() 
axis = asset.UP_AXIS.Z_UP 
mesh.assetInfo.upaxis = axis 

image = material.CImage("material_0_1_0-image", "DSC_5195.jpg") 
surface = material.Surface("material_0_1_0-image-surface", image) 
sampler2d = material.Sampler2D("material_0_1_0-image-sampler", surface) 
map1 = material.Map(sampler2d, "UVSET0") 

image2 = material.CImage("material_0_1_1-image", "Untitled.png") 
surface2 = material.Surface("material_0_1_1-image-surface", image2) 
sampler2d_2 = material.Sampler2D("material_0_1_1-image-sampler", surface2) 
map2 = material.Map(sampler2d_2, "UVSET0") 

effect1 = material.Effect("material_0_0-effect", [], "lambert", emission=(0.0, 0.0, 0.0, 1),\ 
        ambient=(0.0, 0.0, 0.0, 1), diffuse=(0.890196, 0.882353, 0.870588, 1),\ 
        transparent=(1, 1, 1, 1), transparency=1.0, double_sided=True) 
effect2 = material.Effect("material_0_1_0-effect", [surface, sampler2d], "lambert", emission=(0.0, 0.0, 0.0, 1),\ 
        ambient=(0.0, 0.0, 0.0, 1), diffuse=map1, transparent=map1, transparency=0.0, double_sided=True) 

effect3 = material.Effect("material_0_1_1-effect", [surface2, sampler2d_2], "lambert", emission=(0.0, 0.0, 0.0, 1),\ 
        ambient=(0.0, 0.0, 0.0, 1), diffuse=map2, transparent=map2, transparency=0.0, double_sided=True) 

mat1 = material.Material("material_0_0ID", "material_0_0", effect1) 
mat2 = material.Material("material_0_1_0ID", "material_0_1_0", effect2) 
mat3 = material.Material("material_0_1_1ID", "material_0_1_1", effect3) 

mesh.effects.append(effect1) 
mesh.effects.append(effect2) 
mesh.effects.append(effect3) 

mesh.materials.append(mat1) 
mesh.materials.append(mat2) 
mesh.materials.append(mat3) 

mesh.images.append(image) 
mesh.images.append(image2) 

#red x-axis 
#green z-axis 
#blue y-axis 

h = 7.0 
b = 7.0 
w = 10.0 

m1position = [0, 0, 0, 0, b, 0, w, b, 0, w, 0, 0, 0, 0, h, 0, b, h, w, b, h, w, 0, h] 
m1normal = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1] 
m1uv = [1, 1, 0, 0, 1, 0, 0, 1] 

m1position_src = source.FloatSource("mesh1-geometry-position", np.array(m1position), ('X', 'Y', 'Z')) 
m1normal_src = source.FloatSource("mesh1-geometry-normal", np.array(m1normal), ('X', 'Y', 'Z')) 
m1uv_src = source.FloatSource("mesh1-geometry-uv", np.array(m1uv), ('S', 'T')) 

geom = geometry.Geometry(mesh, "mesh1-geometry", "mesh1-geometry", [m1position_src, m1normal_src, m1uv_src]) 
geom1 = geometry.Geometry(mesh,"mesh1-geometry1","mesh1-geometry1",[m1position_src, m1normal_src, m1uv_src]) 
geom2 = geometry.Geometry(mesh,"mesh1-geometry2","mesh1-geometry2",[m1position_src,m1normal_src, m1uv_src]) 

input_list = source.InputList() 
input_list.addInput(0, 'VERTEX', "#mesh1-geometry-position") 

input_list1 = source.InputList() 
input_list1.addInput(0, 'VERTEX', "#mesh1-geometry-position") 
input_list1.addInput(1, 'TEXCOORD', "#mesh1-geometry-uv", set="0") 

input_list2 = source.InputList() 
input_list2.addInput(0, 'VERTEX', "#mesh1-geometry-position") 
input_list2.addInput(1, 'TEXCOORD', "#mesh1-geometry-uv", set="0") 

indices1 = np.array([0, 1, 2, 2, 3, 0, 0, 1, 5, 5, 0, 4, 7, 2, 6, 2, 7, 3, 4, 3, 7, 3, 4, 0]) 
indices2 = np.array([2, 1, 1, 2, 5, 0, 5, 0, 6, 3, 2, 1]) 
indices3 = np.array([6,1,5,2,4,0,4,0,7,3,6,1]) 

triset1 = geom.createTriangleSet(indices1, input_list, "material_0_0") 
triset2 = geom1.createTriangleSet(indices2, input_list1, "material_0_1_0") 
triset3 = geom2.createTriangleSet(indices3, input_list2, "material_0_1_1") 

geom.primitives.append(triset1) 
geom1.primitives.append(triset2) 
geom2.primitives.append(triset3) 

mesh.geometries.append(geom) 
mesh.geometries.append(geom1) 
mesh.geometries.append(geom2) 

matnode1 = scene.MaterialNode("material_0_0", mat1, inputs=[]) 
matnode2 = scene.MaterialNode("material_0_1_0", mat2, inputs=[]) 
matnode3 = scene.MaterialNode("material_0_1_1", mat3, inputs=[]) 

geomnode = scene.GeometryNode(geom, [matnode1]) 
geomnode1 = scene.GeometryNode(geom1, [matnode2]) 
geomnode2 = scene.GeometryNode(geom2, [matnode3]) 

node = scene.Node("Model", children=[geomnode, geomnode1, geomnode2]) 
myscene = scene.Scene("SketchUpScene", [node]) 
mesh.scenes.append(myscene) 
mesh.scene = myscene 

mesh.write("untitled.dae") 

任何懷疑都歡迎.. !! :)

0

不是100%肯定,但也許這些API資源的人們可能會有所幫助:

http://pycollada.github.io/reference/generated/collada.material.Surface.html

的的CImage對象可能是你所追求的:

http://pycollada.github.io/reference/generated/collada.material.CImage.html#collada.material.CImage

完整的API描述生活在這裏:

http://pycollada.github.io/reference/index.html

如果您之前沒有檢查過,請查看「.material」部分,我相信這裏的紋理將被定義。