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geMoldInsight/venv/lib/python3.11/site-packages/trimesh/exchange/gltf.py
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2026-02-12 23:27:48 +08:00

2195 lines
72 KiB
Python

"""
gltf.py
------------
Provides GLTF 2.0 exports of trimesh.Trimesh objects
as GL_TRIANGLES, and trimesh.Path2D/Path3D as GL_LINES
"""
import base64
import json
from collections import OrderedDict, defaultdict, deque
from copy import deepcopy
import numpy as np
from .. import rendering, resources, transformations, util, visual
from ..caching import hash_fast
from ..constants import log, tol
from ..resolvers import ResolverLike, ZipResolver
from ..scene.cameras import Camera
from ..typed import Dict, List, NDArray, Optional, Stream
from ..util import triangle_strips_to_faces, unique_name
from ..visual.gloss import specular_to_pbr
# magic numbers which have meaning in GLTF
# most are uint32's of UTF-8 text
_magic = {"gltf": 1179937895, "json": 1313821514, "bin": 5130562}
# GLTF data type codes: little endian numpy dtypes
_dtypes = {5120: "<i1", 5121: "<u1", 5122: "<i2", 5123: "<u2", 5125: "<u4", 5126: "<f4"}
# a string we can use to look up numpy dtype : GLTF dtype
_dtypes_lookup = {v[1:]: k for k, v in _dtypes.items()}
# GLTF data formats: numpy shapes
_shapes = {
"SCALAR": 1,
"VEC2": (2),
"VEC3": (3),
"VEC4": (4),
"MAT2": (2, 2),
"MAT3": (3, 3),
"MAT4": (4, 4),
}
# a default PBR metallic material
_default_material = {
"pbrMetallicRoughness": {
"baseColorFactor": [1, 1, 1, 1],
"metallicFactor": 0,
"roughnessFactor": 0,
}
}
# GL geometry modes
_GL_LINES = 1
_GL_POINTS = 0
_GL_TRIANGLES = 4
_GL_STRIP = 5
_EYE = np.eye(4)
_EYE.flags.writeable = False
# specify dtypes with forced little endian
float32 = np.dtype("<f4")
uint32 = np.dtype("<u4")
uint8 = np.dtype("<u1")
def export_gltf(
scene,
include_normals=None,
merge_buffers=False,
unitize_normals=True,
tree_postprocessor=None,
embed_buffers=False,
extension_webp=False,
):
"""
Export a scene object as a GLTF directory.
This puts each mesh into a separate file (i.e. a `buffer`)
as opposed to one larger file.
Parameters
-----------
scene : trimesh.Scene
Scene to be exported
include_normals : None or bool
Include vertex normals
merge_buffers : bool
Merge buffers into one blob.
unitize_normals
GLTF requires unit normals, however sometimes people
want to include non-unit normals for shading reasons.
resolver : trimesh.resolvers.Resolver
If passed will use to write each file.
tree_postprocesser : None or callable
Run this on the header tree before exiting.
embed_buffers : bool
Embed the buffer into JSON file as a base64 string in the URI
extension_webp : bool
Export textures as webP (using glTF's EXT_texture_webp extension).
Returns
----------
export : dict
Format: {file name : file data}
"""
# if we were passed a bare Trimesh or Path3D object
if not util.is_instance_named(scene, "Scene") and hasattr(scene, "scene"):
scene = scene.scene()
# create the header and buffer data
tree, buffer_items = _create_gltf_structure(
scene=scene,
unitize_normals=unitize_normals,
include_normals=include_normals,
extension_webp=extension_webp,
)
# allow custom postprocessing
if tree_postprocessor is not None:
tree_postprocessor(tree)
# store files as {name : data}
files = {}
base64_buffer_format = "data:application/octet-stream;base64,{}"
if merge_buffers:
views = _build_views(buffer_items)
buffer_data = b"".join(buffer_items.values())
if embed_buffers:
buffer_name = base64_buffer_format.format(
base64.b64encode(buffer_data).decode()
)
else:
buffer_name = "gltf_buffer.bin"
files[buffer_name] = buffer_data
buffers = [{"uri": buffer_name, "byteLength": len(buffer_data)}]
else:
# make one buffer per buffer_items
buffers = [None] * len(buffer_items)
# A bufferView is a slice of a file
views = [None] * len(buffer_items)
# create the buffer views
for i, item in enumerate(buffer_items.values()):
views[i] = {"buffer": i, "byteOffset": 0, "byteLength": len(item)}
if embed_buffers:
buffer_name = base64_buffer_format.format(base64.b64encode(item).decode())
else:
buffer_name = f"gltf_buffer_{i}.bin"
files[buffer_name] = item
buffers[i] = {"uri": buffer_name, "byteLength": len(item)}
if len(buffers) > 0:
tree["buffers"] = buffers
tree["bufferViews"] = views
# dump tree with compact separators
files["model.gltf"] = util.jsonify(tree, separators=(",", ":")).encode("utf-8")
if tol.strict:
validate(tree)
return files
def export_glb(
scene,
include_normals=None,
unitize_normals=True,
tree_postprocessor=None,
buffer_postprocessor=None,
extension_webp=False,
):
"""
Export a scene as a binary GLTF (GLB) file.
Parameters
------------
scene: trimesh.Scene
Input geometry
extras : JSON serializable
Will be stored in the extras field.
include_normals : bool
Include vertex normals in output file?
tree_postprocessor : func
Custom function to (in-place) post-process the tree
before exporting.
extension_webp : bool
Export textures as webP using EXT_texture_webp extension.
Returns
----------
exported : bytes
Exported result in GLB 2.0
"""
# if we were passed a bare Trimesh or Path3D object
if not util.is_instance_named(scene, "Scene") and hasattr(scene, "scene"):
# generate a scene with just that mesh in it
scene = scene.scene()
tree, buffer_items = _create_gltf_structure(
scene=scene,
unitize_normals=unitize_normals,
include_normals=include_normals,
buffer_postprocessor=buffer_postprocessor,
extension_webp=extension_webp,
)
# A bufferView is a slice of a file
views = _build_views(buffer_items)
# combine bytes into a single blob
buffer_data = b"".join(buffer_items.values())
# add the information about the buffer data
if len(buffer_data) > 0:
tree["buffers"] = [{"byteLength": len(buffer_data)}]
tree["bufferViews"] = views
# allow custom postprocessing
if tree_postprocessor is not None:
tree_postprocessor(tree)
# export the tree to JSON for the header
content = util.jsonify(tree, separators=(",", ":"))
# add spaces to content, so the start of the data
# is 4 byte aligned as per spec
content += (4 - ((len(content) + 20) % 4)) * " "
content = content.encode("utf-8")
# make sure we didn't screw it up
assert (len(content) % 4) == 0
# the initial header of the file
header = _byte_pad(
np.array(
[
_magic["gltf"], # magic, turns into glTF
2, # GLTF version
# length is the total length of the Binary glTF
# including Header and all Chunks, in bytes.
len(content) + len(buffer_data) + 28,
# contentLength is the length, in bytes,
# of the glTF content (JSON)
len(content),
# magic number which is 'JSON'
_magic["json"],
],
dtype="<u4",
).tobytes()
)
# the header of the binary data section
bin_header = _byte_pad(
np.array([len(buffer_data), 0x004E4942], dtype="<u4").tobytes()
)
exported = b"".join([header, content, bin_header, buffer_data])
if tol.strict:
validate(tree)
return exported
def load_gltf(
file_obj: Optional[Stream] = None,
resolver: Optional[ResolverLike] = None,
ignore_broken: bool = False,
merge_primitives: bool = False,
skip_materials: bool = False,
**mesh_kwargs,
):
"""
Load a GLTF file, which consists of a directory structure
with multiple files.
Parameters
-------------
file_obj : None or file-like
Object containing header JSON, or None
resolver : trimesh.visual.Resolver
Object which can be used to load other files by name
ignore_broken : bool
If there is a mesh we can't load and this
is True don't raise an exception but return
a partial result
merge_primitives : bool
If True, each GLTF 'mesh' will correspond
to a single Trimesh object
skip_materials : bool
If true, will not load materials (if present).
**mesh_kwargs : dict
Passed to mesh constructor
Returns
--------------
kwargs : dict
Arguments to create scene
"""
try:
# see if we've been passed the GLTF header file
tree = json.loads(util.decode_text(file_obj.read()))
except BaseException:
# otherwise header should be in 'model.gltf'
data = resolver["model.gltf"]
# old versions of python/json need strings
tree = json.loads(util.decode_text(data))
# gltf 1.0 is a totally different format
# that wasn't widely deployed before they fixed it
version = tree.get("asset", {}).get("version", "2.0")
if isinstance(version, str):
# parse semver like '1.0.1' into just a major integer
major = int(version.split(".", 1)[0])
else:
major = int(float(version))
if major < 2:
raise NotImplementedError(f"only GLTF 2 is supported not `{version}`")
# use the URI and resolver to get data from file names
buffers = [
_uri_to_bytes(uri=b["uri"], resolver=resolver) for b in tree.get("buffers", [])
]
# turn the layout header and data into kwargs
# that can be used to instantiate a trimesh.Scene object
kwargs = _read_buffers(
header=tree,
buffers=buffers,
ignore_broken=ignore_broken,
merge_primitives=merge_primitives,
mesh_kwargs=mesh_kwargs,
skip_materials=skip_materials,
resolver=resolver,
)
return kwargs
def load_glb(
file_obj: Stream,
resolver: Optional[ResolverLike] = None,
ignore_broken: bool = False,
merge_primitives: bool = False,
skip_materials: bool = False,
**mesh_kwargs,
):
"""
Load a GLTF file in the binary GLB format into a trimesh.Scene.
Implemented from specification:
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0
Parameters
------------
file_obj : file- like object
Containing GLB data
resolver : trimesh.visual.Resolver
Object which can be used to load other files by name
ignore_broken : bool
If there is a mesh we can't load and this
is True don't raise an exception but return
a partial result
merge_primitives : bool
If True, each GLTF 'mesh' will correspond to a
single Trimesh object.
skip_materials : bool
If true, will not load materials (if present).
Returns
------------
kwargs : dict
Kwargs to instantiate a trimesh.Scene
"""
# read the first 20 bytes which contain section lengths
head_data = file_obj.read(20)
head = np.frombuffer(head_data, dtype="<u4")
# check to make sure first index is gltf magic header
if head[0] != _magic["gltf"]:
raise ValueError("incorrect header on GLB file")
# and second value is version: should be 2 for GLTF 2.0
if head[1] != 2:
raise NotImplementedError(f"only GLTF 2 is supported not `{head[1]}`")
# overall file length
# first chunk length
# first chunk type
length, chunk_length, chunk_type = head[2:]
# first chunk should be JSON header
if chunk_type != _magic["json"]:
raise ValueError("no initial JSON header!")
# uint32 causes an error in read, so we convert to native int
# for the length passed to read, for the JSON header
json_data = file_obj.read(int(chunk_length))
# convert to text
if hasattr(json_data, "decode"):
json_data = util.decode_text(json_data)
# load the json header to native dict
header = json.loads(json_data)
# read the binary data referred to by GLTF as 'buffers'
buffers = []
start = file_obj.tell()
# header can contain base64 encoded data in the URI field
info = header.get("buffers", []).copy()
while (file_obj.tell() - start) < length:
# if we have buffer infos with URI check it here
try:
# if they have interleaved URI data with GLB data handle it here
uri = info.pop(0)["uri"]
buffers.append(_uri_to_bytes(uri=uri, resolver=resolver))
continue
except (IndexError, KeyError):
# if there was no buffer info or URI we still need to read
pass
# the last read put us past the JSON chunk
# we now read the chunk header, which is 8 bytes
chunk_head = file_obj.read(8)
if len(chunk_head) != 8:
# double check to make sure we didn't
# read the whole file
break
chunk_length, chunk_type = np.frombuffer(chunk_head, dtype="<u4")
# make sure we have the right data type
if chunk_type != _magic["bin"]:
raise ValueError("not binary GLTF!")
# read the chunk
chunk_data = file_obj.read(int(chunk_length))
if len(chunk_data) != chunk_length:
raise ValueError("chunk was not expected length!")
buffers.append(chunk_data)
# turn the layout header and data into kwargs
# that can be used to instantiate a trimesh.Scene object
kwargs = _read_buffers(
header=header,
buffers=buffers,
ignore_broken=ignore_broken,
merge_primitives=merge_primitives,
skip_materials=skip_materials,
mesh_kwargs=mesh_kwargs,
resolver=resolver,
)
return kwargs
def _uri_to_bytes(uri: str, resolver: ResolverLike) -> bytes:
"""
Take a URI string and load it as a
a filename or as base64.
Parameters
--------------
uri
Usually a filename or something like:
"data:object/stuff,base64,AABA112A..."
resolver
A resolver to load referenced assets
Returns
---------------
data
Loaded data from URI
"""
# see if the URI has base64 data
index = uri.find("base64,")
if index < 0:
# string didn't contain the base64 header
# so return the result from the resolver
return resolver[uri]
# we have a base64 header so strip off
# leading index and then decode into bytes
return base64.b64decode(uri[index + 7 :])
def _buffer_append(ordered, data):
"""
Append data to an existing OrderedDict and
pad it to a 4-byte boundary.
Parameters
----------
od : OrderedDict
Keyed like { hash : data }
data : bytes
To be stored
Returns
----------
index : int
Index of buffer_items stored in
"""
# hash the data to see if we have it already
hashed = hash_fast(data)
if hashed in ordered:
# apparently they never implemented keys().index -_-
return list(ordered.keys()).index(hashed)
# not in buffer items so append and then return index
ordered[hashed] = _byte_pad(data)
return len(ordered) - 1
def _data_append(acc: OrderedDict, buff: OrderedDict, blob: dict, data: NDArray):
"""
Append a new accessor to an OrderedDict.
Parameters
------------
acc
Collection of accessors, will be mutated in-place
buff
Collection of buffer bytes, will be mutated in-place
blob
Candidate accessor
data
Data to fill in details to blob
Returns
----------
index : int
Index of accessor that was added or reused.
"""
# if we have data include that in the key
as_bytes = data.tobytes()
if hasattr(data, "hash_fast"):
# passed a TrackedArray object
hashed = data.hash_fast()
else:
# someone passed a vanilla numpy array
hashed = hash_fast(as_bytes)
if hashed in buff:
blob["bufferView"] = list(buff.keys()).index(hashed)
else:
# not in buffer items so append and then return index
buff[hashed] = _byte_pad(as_bytes)
blob["bufferView"] = len(buff) - 1
# start by hashing the dict blob
# note that this will not work if a value is a list
try:
# simple keys can be hashed as tuples without JSON
key = hash(tuple(blob.items()))
except BaseException:
# if there are list keys that break the simple hash
key = hash(json.dumps(blob, sort_keys=True))
# xor the hash for the blob to the key
key ^= hashed
# if key exists return the index in the OrderedDict
if key in acc:
return list(acc.keys()).index(key)
# get a numpy dtype for our components
dtype = np.dtype(_dtypes[blob["componentType"]])
# see if we're an array, matrix, etc
kind = blob["type"]
if tol.strict:
# in unit tests make sure everything we're trying to export
# is finite, which also checks for accidental NaN values
assert np.isfinite(data).all()
if kind == "SCALAR":
# is probably (n, 1)
blob["count"] = int(np.prod(data.shape))
blob["max"] = np.array([data.max()], dtype=dtype).tolist()
blob["min"] = np.array([data.min()], dtype=dtype).tolist()
elif kind.startswith("MAT"):
# i.e. (n, 4, 4) matrices
blob["count"] = len(data)
else:
# reshape the data into what we're actually exporting
resh = data.reshape((-1, _shapes[kind]))
blob["count"] = len(resh)
blob["max"] = resh.max(axis=0).astype(dtype).tolist()
blob["min"] = resh.min(axis=0).astype(dtype).tolist()
# store the accessor and return the index
acc[key] = blob
return len(acc) - 1
def _jsonify(blob):
"""
Roundtrip a blob through json export-import cycle
skipping any internal keys.
"""
return json.loads(
util.jsonify({k: v for k, v in blob.items() if not k.startswith("_")})
)
def _create_gltf_structure(
scene,
include_normals=None,
include_metadata=True,
unitize_normals=None,
buffer_postprocessor=None,
extension_webp=False,
):
"""
Generate a GLTF header.
Parameters
-------------
scene : trimesh.Scene
Input scene data
include_metadata : bool
Include `scene.metadata` as `scenes/{idx}/extras/metadata`
include_normals : bool
Include vertex normals in output file?
unitize_normals : bool
Unitize all exported normals so as to pass GLTF validation
extension_webp : bool
Export textures as webP using EXT_texture_webp extension.
Returns
---------------
tree : dict
Contains required keys for a GLTF scene
buffer_items : list
Contains bytes of data
"""
# we are defining a single scene, and will be setting the
# world node to the 0-index
tree = {
"scene": 0,
"scenes": [{"nodes": [0]}],
"asset": {"version": "2.0", "generator": "https://github.com/mikedh/trimesh"},
"accessors": OrderedDict(),
"meshes": [],
"images": [],
"textures": [],
"materials": [],
}
if scene.has_camera:
tree["cameras"] = [_convert_camera(scene.camera)]
if include_metadata and len(scene.metadata) > 0:
try:
# fail here if data isn't json compatible
# only export the extras if there is something there
tree["scenes"][0]["extras"] = _jsonify(scene.metadata)
extensions = tree["scenes"][0]["extras"].pop("gltf_extensions", None)
if isinstance(extensions, dict):
tree["extensions"] = extensions
except BaseException:
log.debug("failed to export scene metadata!", exc_info=True)
# store materials as {hash : index} to avoid duplicates
mat_hashes = {}
# store data from geometries
buffer_items = OrderedDict()
# map the name of each mesh to the index in tree['meshes']
mesh_index = {}
previous = len(tree["meshes"])
# loop through every geometry
for name, geometry in scene.geometry.items():
if util.is_instance_named(geometry, "Trimesh"):
# add the mesh
_append_mesh(
mesh=geometry,
name=name,
tree=tree,
buffer_items=buffer_items,
include_normals=include_normals,
unitize_normals=unitize_normals,
mat_hashes=mat_hashes,
extension_webp=extension_webp,
)
elif util.is_instance_named(geometry, "Path"):
# add Path2D and Path3D objects
_append_path(path=geometry, name=name, tree=tree, buffer_items=buffer_items)
elif util.is_instance_named(geometry, "PointCloud"):
# add PointCloud objects
_append_point(
points=geometry, name=name, tree=tree, buffer_items=buffer_items
)
# only store the index if the append did anything
if len(tree["meshes"]) != previous:
previous = len(tree["meshes"])
mesh_index[name] = previous - 1
# grab the flattened scene graph in GLTF's format
nodes = scene.graph.to_gltf(scene=scene, mesh_index=mesh_index)
tree.update(nodes)
extensions_used = set()
# Add any scene extensions used
if "extensions" in tree:
extensions_used = extensions_used.union(set(tree["extensions"].keys()))
# Add any mesh extensions used
for mesh in tree["meshes"]:
if "extensions" in mesh:
extensions_used = extensions_used.union(set(mesh["extensions"].keys()))
# Add any extensions already in the tree (e.g. node extensions)
if "extensionsUsed" in tree:
extensions_used = extensions_used.union(set(tree["extensionsUsed"]))
# Add WebP if used
if extension_webp:
extensions_used.add("EXT_texture_webp")
if len(extensions_used) > 0:
tree["extensionsUsed"] = list(extensions_used)
# Also add WebP to required (no fallback currently implemented)
# 'extensionsRequired' aren't currently used so this doesn't overwrite
if extension_webp:
tree["extensionsRequired"] = ["EXT_texture_webp"]
if buffer_postprocessor is not None:
buffer_postprocessor(buffer_items, tree)
# convert accessors back to a flat list
tree["accessors"] = list(tree["accessors"].values())
# cull empty or unpopulated fields
# check keys that might be empty so we can remove them
check = ["textures", "materials", "images", "accessors", "meshes"]
# remove the keys with nothing stored in them
[tree.pop(key) for key in check if len(tree[key]) == 0]
return tree, buffer_items
def _append_mesh(
mesh,
name,
tree,
buffer_items,
include_normals: Optional[bool],
unitize_normals: bool,
mat_hashes: dict,
extension_webp: bool,
):
"""
Append a mesh to the scene structure and put the
data into buffer_items.
Parameters
-------------
mesh : trimesh.Trimesh
Source geometry
name : str
Name of geometry
tree : dict
Will be updated with data from mesh
buffer_items
Will have buffer appended with mesh data
include_normals : bool
Include vertex normals in export or not
unitize_normals : bool
Transform normals into unit vectors.
May be undesirable but will fail validators without this.
mat_hashes : dict
Which materials have already been added
extension_webp : bool
Export textures as webP (using glTF's EXT_texture_webp extension).
"""
# return early from empty meshes to avoid crashing later
if len(mesh.faces) == 0 or len(mesh.vertices) == 0:
log.debug("skipping empty mesh!")
return
# convert mesh data to the correct dtypes
# faces: 5125 is an unsigned 32 bit integer
# accessors refer to data locations
# mesh faces are stored as flat list of integers
acc_face = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob={"componentType": 5125, "type": "SCALAR"},
data=mesh.faces.astype(uint32),
)
# vertices: 5126 is a float32
# create or reuse an accessor for these vertices
acc_vertex = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob={"componentType": 5126, "type": "VEC3", "byteOffset": 0},
data=mesh.vertices.astype(float32),
)
# meshes reference accessor indexes
current = {
"name": name,
"extras": {},
"primitives": [
{
"attributes": {"POSITION": acc_vertex},
"indices": acc_face,
"mode": _GL_TRIANGLES,
}
],
}
# if units are defined, store them as an extra
# the GLTF spec says everything is implicit meters
# we're not doing that as our unit conversions are expensive
# although that might be better, implicit works for 3DXML
# https://github.com/KhronosGroup/glTF/tree/master/extensions
try:
# skip jsonify any metadata, skipping internal keys
current["extras"] = _jsonify(mesh.metadata)
# extract extensions if any
extensions = current["extras"].pop("gltf_extensions", None)
if isinstance(extensions, dict):
current["extensions"] = extensions
if mesh.units not in [None, "m", "meters", "meter"]:
current["extras"]["units"] = str(mesh.units)
except BaseException:
log.debug("metadata not serializable, dropping!", exc_info=True)
# check to see if we have vertex or face colors
# or if a TextureVisual has colors included as an attribute
if mesh.visual.kind in ["vertex", "face"]:
vertex_colors = mesh.visual.vertex_colors
elif (
hasattr(mesh.visual, "vertex_attributes")
and "color" in mesh.visual.vertex_attributes
):
vertex_colors = mesh.visual.vertex_attributes["color"]
else:
vertex_colors = None
if vertex_colors is not None:
if len(vertex_colors) == len(mesh.vertices):
# convert color data to bytes and append
acc_color = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob={
"componentType": 5121,
"normalized": True,
"type": "VEC4",
"byteOffset": 0,
},
data=vertex_colors.astype(uint8),
)
# add the reference for vertex color
current["primitives"][0]["attributes"]["COLOR_0"] = acc_color
else:
log.warning(
"Vertex colors have different length than mesh vertices, dropping!"
)
if hasattr(mesh.visual, "material"):
# append the material and then set from returned index
current_material = _append_material(
mat=mesh.visual.material,
tree=tree,
buffer_items=buffer_items,
mat_hashes=mat_hashes,
extension_webp=extension_webp,
)
# if mesh has UV coordinates defined export them
has_uv = (
hasattr(mesh.visual, "uv")
and mesh.visual.uv is not None
and len(mesh.visual.uv) == len(mesh.vertices)
)
if has_uv:
# slice off W if passed
uv = mesh.visual.uv.copy()[:, :2]
# reverse the Y for GLTF
uv[:, 1] = 1.0 - uv[:, 1]
# add an accessor describing the blob of UV's
acc_uv = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob={"componentType": 5126, "type": "VEC2", "byteOffset": 0},
data=uv.astype(float32),
)
# add the reference for UV coordinates
current["primitives"][0]["attributes"]["TEXCOORD_0"] = acc_uv
# reference the material
current["primitives"][0]["material"] = current_material
if include_normals or (
include_normals is None and "vertex_normals" in mesh._cache.cache
):
# store vertex normals if requested
if unitize_normals:
normals = util.unitize(mesh.vertex_normals)
else:
# we don't have to copy them since
# they aren't being altered
normals = mesh.vertex_normals
acc_norm = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob={
"componentType": 5126,
"count": len(mesh.vertices),
"type": "VEC3",
"byteOffset": 0,
},
data=normals.astype(float32),
)
# add the reference for vertex color
current["primitives"][0]["attributes"]["NORMAL"] = acc_norm
# for each attribute with a leading underscore, assign them to trimesh
# vertex_attributes
for key, attrib in mesh.vertex_attributes.items():
# make sure vertex attribute length matches vertices
if len(attrib) != len(mesh.vertices):
log.warning(
f"Vertex attribute `{key}` has different length than mesh vertices skipping!"
)
continue
# application specific attributes must be prefixed with an underscore
if not key.startswith("_"):
key = "_" + key
# GLTF has no floating point type larger than 32 bits so clip
# any float64 or larger to float32
if attrib.dtype.kind == "f" and attrib.dtype.itemsize > 4:
data = attrib.astype(np.float32)
else:
data = attrib
if len(data.shape) == 1:
data = data[:, np.newaxis]
# every accessor VALUE must be 4-byte aligned
row_mod = (data.shape[1] * data.dtype.itemsize) % 4
# if the row size is not a multiple of 4, pad it
if row_mod != 0:
# how many columns of padding for this value
pad_columns = (4 - row_mod) // data.dtype.itemsize
# pad this custom attribute with zeros -_-
data = np.pad(data, ((0, 0), (0, pad_columns)), mode="constant")
# store custom vertex attributes
current["primitives"][0]["attributes"][key] = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob=_build_accessor(data),
data=data,
)
tree["meshes"].append(current)
def _build_views(buffer_items):
"""
Create views for buffers that are simply
based on how many bytes they are long.
Parameters
--------------
buffer_items : OrderedDict
Buffers to build views for
Returns
----------
views : (n,) list of dict
GLTF views
"""
views = []
# create the buffer views
current_pos = 0
for current_item in buffer_items.values():
views.append(
{"buffer": 0, "byteOffset": current_pos, "byteLength": len(current_item)}
)
assert (current_pos % 4) == 0
assert (len(current_item) % 4) == 0
current_pos += len(current_item)
return views
def _build_accessor(array):
"""
Build an accessor for an arbitrary array.
Parameters
-----------
array : numpy array
The array to build an accessor for
Returns
----------
accessor : dict
The accessor for array.
"""
shape = array.shape
data_type = "SCALAR"
if len(shape) == 2:
vec_length = shape[1]
if vec_length > 4:
raise ValueError("The GLTF spec does not support vectors larger than 4")
if vec_length > 1:
data_type = f"VEC{int(vec_length)}"
else:
data_type = "SCALAR"
if len(shape) == 3:
if shape[2] not in [2, 3, 4]:
raise ValueError("Matrix types must have 4, 9 or 16 components")
data_type = f"MAT{int(shape[2])}"
# get the array data type as a str stripping off endian
lookup = array.dtype.str.lstrip("<>|")
if lookup == "u4":
# spec: UNSIGNED_INT is only allowed when the accessor
# contains indices i.e. the accessor is only referenced
# by `primitive.indices`
log.debug("custom uint32 may cause validation failures")
# map the numpy dtype to a GLTF code (i.e. 5121)
componentType = _dtypes_lookup[lookup]
accessor = {"componentType": componentType, "type": data_type, "byteOffset": 0}
if len(shape) < 3:
accessor["max"] = array.max(axis=0).tolist()
accessor["min"] = array.min(axis=0).tolist()
return accessor
def _byte_pad(data, bound=4):
"""
GLTF wants chunks aligned with 4 byte boundaries.
This function will add padding to the end of a
chunk of bytes so that it aligns with the passed
boundary size.
Parameters
--------------
data : bytes
Data to be padded
bound : int
Length of desired boundary
Returns
--------------
padded : bytes
Result where: (len(padded) % bound) == 0
"""
assert isinstance(data, bytes)
if len(data) % bound != 0:
# extra bytes to pad with
count = bound - (len(data) % bound)
# bytes(count) only works on Python 3
pad = (" " * count).encode("utf-8")
# combine the padding and data
result = b"".join([data, pad])
# we should always divide evenly
if tol.strict and (len(result) % bound) != 0:
raise ValueError("byte_pad failed!")
return result
return data
def _append_path(path, name, tree, buffer_items):
"""
Append a 2D or 3D path to the scene structure and put the
data into buffer_items.
Parameters
-------------
path : trimesh.Path2D or trimesh.Path3D
Source geometry
name : str
Name of geometry
tree : dict
Will be updated with data from path
buffer_items
Will have buffer appended with path data
"""
# convert the path to the unnamed args for
# a pyglet vertex list
vxlist = rendering.path_to_vertexlist(path)
# of the count of things to export is zero exit early
if vxlist[0] == 0:
return
# TODO add color support to Path object
# this is just exporting everying as black
try:
material_idx = tree["materials"].index(_default_material)
except ValueError:
material_idx = len(tree["materials"])
tree["materials"].append(_default_material)
# data is the second value of the fifth field
# which is a (data type, data) tuple
acc_vertex = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob={"componentType": 5126, "type": "VEC3", "byteOffset": 0},
data=vxlist[4][1].astype(float32),
)
current = {
"name": name,
"primitives": [
{
"attributes": {"POSITION": acc_vertex},
"mode": _GL_LINES, # i.e. 1
"material": material_idx,
}
],
}
# if units are defined, store them as an extra:
# https://github.com/KhronosGroup/glTF/tree/master/extensions
try:
current["extras"] = _jsonify(path.metadata)
except BaseException:
log.debug("failed to serialize metadata, dropping!", exc_info=True)
if path.colors is not None:
acc_color = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob={
"componentType": 5121,
"normalized": True,
"type": "VEC4",
"byteOffset": 0,
},
data=np.array(vxlist[5][1]).astype(uint8),
)
# add color to attributes
current["primitives"][0]["attributes"]["COLOR_0"] = acc_color
# for each attribute with a leading underscore, assign them to path
# vertex_attributes
for key, attrib in path.vertex_attributes.items():
# Application specific attributes must be
# prefixed with an underscore
if not key.startswith("_"):
key = "_" + key
# GLTF has no floating point type larger than 32 bits so clip
# any float64 or larger to float32
if attrib.dtype.kind == "f" and attrib.dtype.itemsize > 4:
data = attrib.astype(np.float32)
else:
data = attrib
if not all(util.is_instance_named(e, "Line") for e in path.entities):
log.warning(
f"Vertex attributes are only supported for Line entities, skipping `{key}`"
)
continue
data_discretized = np.array(
[util.stack_lines(e.discrete(data)) for e in path.entities]
)
stacked_data = data_discretized.reshape((-1,))
# store custom vertex attributes
current["primitives"][0]["attributes"][key] = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob=_build_accessor(stacked_data),
data=stacked_data,
)
tree["meshes"].append(current)
def _append_point(points, name, tree, buffer_items):
"""
Append a 2D or 3D pointCloud to the scene structure and
put the data into buffer_items.
Parameters
-------------
points : trimesh.PointCloud
Source geometry
name : str
Name of geometry
tree : dict
Will be updated with data from points
buffer_items
Will have buffer appended with points data
"""
# convert the points to the unnamed args for
# a pyglet vertex list
vxlist = rendering.points_to_vertexlist(points=points.vertices, colors=points.colors)
# data is the second value of the fifth field
# which is a (data type, data) tuple
acc_vertex = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob={"componentType": 5126, "type": "VEC3", "byteOffset": 0},
data=vxlist[4][1].astype(float32),
)
current = {
"name": name,
"primitives": [
{
"attributes": {"POSITION": acc_vertex},
"mode": _GL_POINTS,
"material": len(tree["materials"]),
}
],
}
# TODO add color support to Points object
# this is just exporting everying as black
tree["materials"].append(_default_material)
if len(np.shape(points.colors)) == 2:
# colors may be returned as "c3f" or other RGBA
color_type, color_data = vxlist[5]
if "3" in color_type:
kind = "VEC3"
elif "4" in color_type:
kind = "VEC4"
else:
raise ValueError("unknown color: %s", color_type)
acc_color = _data_append(
acc=tree["accessors"],
buff=buffer_items,
blob={
"componentType": 5121,
"count": vxlist[0],
"normalized": True,
"type": kind,
"byteOffset": 0,
},
data=np.array(color_data).astype(uint8),
)
# add color to attributes
current["primitives"][0]["attributes"]["COLOR_0"] = acc_color
tree["meshes"].append(current)
def _parse_textures(header, views, resolver=None):
try:
import PIL.Image
except ImportError:
log.debug("unable to load textures without pillow!")
return None
# load any images
images = None
if "images" in header:
# images are referenced by index
images = [None] * len(header["images"])
# loop through images
for i, img in enumerate(header["images"]):
if img.get("mimeType", "") == "image/ktx2":
log.debug("`image/ktx2` textures are unsupported, skipping!")
continue
# get the bytes representing an image
if "bufferView" in img:
blob = views[img["bufferView"]]
elif "uri" in img:
try:
# will get bytes from filesystem or base64 URI
blob = _uri_to_bytes(uri=img["uri"], resolver=resolver)
except BaseException:
log.debug(f"unable to load image from: {img.keys()}", exc_info=True)
continue
else:
log.debug(f"unable to load image from: {img.keys()}")
continue
# i.e. 'image/jpeg'
# mime = img['mimeType']
try:
# load the buffer into a PIL image
images[i] = PIL.Image.open(util.wrap_as_stream(blob))
except BaseException:
log.debug("failed to load image!", exc_info=True)
return images
def _parse_materials(header, views, resolver=None):
"""
Convert materials and images stored in a GLTF header
and buffer views to PBRMaterial objects.
Parameters
------------
header : dict
Contains layout of file
views : (n,) bytes
Raw data
Returns
------------
materials : list
List of trimesh.visual.texture.Material objects
"""
def parse_values_and_textures(input_dict):
result = {}
for k, v in input_dict.items():
if isinstance(v, (list, tuple)):
# colors are always float 0.0 - 1.0 in GLTF
result[k] = np.array(v, dtype=np.float64)
elif not isinstance(v, dict):
result[k] = v
elif images is not None and "index" in v:
try:
# get the index of image for texture
texture = header["textures"][v["index"]]
# check to see if this is using a webp extension texture
# should this be case sensitive?
webp = (
texture.get("extensions", {})
.get("EXT_texture_webp", {})
.get("source")
)
if webp is not None:
idx = webp
elif "source" in texture:
# fallback (or primary, if extensions are not present)
idx = texture["source"]
else:
# no source available
continue
# store the actual image as the value
result[k] = images[idx]
except BaseException:
log.debug("unable to store texture", exc_info=True)
return result
images = _parse_textures(header, views, resolver)
# store materials which reference images
materials = []
if "materials" in header:
for mat in header["materials"]:
# flatten key structure so we can loop it
loopable = mat.copy()
# this key stores another dict of crap
if "pbrMetallicRoughness" in loopable:
# add keys of keys to top level dict
loopable.update(loopable.pop("pbrMetallicRoughness"))
ext = mat.get("extensions", {}).get(
"KHR_materials_pbrSpecularGlossiness", None
)
if isinstance(ext, dict):
ext_params = parse_values_and_textures(ext)
loopable.update(specular_to_pbr(**ext_params))
# save flattened keys we can use for kwargs
pbr = parse_values_and_textures(loopable)
# create a PBR material object for the GLTF material
materials.append(visual.material.PBRMaterial(**pbr))
return materials
def _read_buffers(
header: Dict,
buffers: List[bytes],
mesh_kwargs: Dict,
resolver: Optional[ResolverLike],
ignore_broken: bool = False,
merge_primitives: bool = False,
skip_materials: bool = False,
):
"""
Given binary data and a layout return the
kwargs to create a scene object.
Parameters
-----------
header : dict
With GLTF keys
buffers : list of bytes
Stored data
mesh_kwargs : dict
To be passed to the mesh constructor.
ignore_broken : bool
If there is a mesh we can't load and this
is True don't raise an exception but return
a partial result
merge_primitives : bool
If true, combine primitives into a single mesh.
skip_materials : bool
If true, will not load materials (if present).
resolver : trimesh.resolvers.Resolver
Resolver to load referenced assets
Returns
-----------
kwargs : dict
Can be passed to load_kwargs for a trimesh.Scene
"""
if "bufferViews" in header:
# split buffer data into buffer views
views = [None] * len(header["bufferViews"])
for i, view in enumerate(header["bufferViews"]):
if "byteOffset" in view:
start = view["byteOffset"]
else:
start = 0
end = start + view["byteLength"]
views[i] = buffers[view["buffer"]][start:end]
assert len(views[i]) == view["byteLength"]
# load data from buffers into numpy arrays
# using the layout described by accessors
access = [None] * len(header["accessors"])
for index, a in enumerate(header["accessors"]):
# number of items
count = a["count"]
# what is the datatype
dtype = np.dtype(_dtypes[a["componentType"]])
# basically how many columns
# for types like (4, 4)
per_item = _shapes[a["type"]]
# use reported count to generate shape
shape = np.append(count, per_item)
# number of items when flattened
# i.e. a (4, 4) MAT4 has 16
per_count = np.abs(np.prod(per_item))
if "bufferView" in a:
# data was stored in a buffer view so get raw bytes
# load the bytes data into correct dtype and shape
buffer_view = header["bufferViews"][a["bufferView"]]
# is the accessor offset in a buffer
# will include the start, length, and offset
# but not the bytestride as that is easier to do
# in numpy rather than in python looping
data = views[a["bufferView"]]
# both bufferView *and* accessors are allowed
# to have a byteOffset
start = a.get("byteOffset", 0)
if "byteStride" in buffer_view:
# how many bytes for each chunk
stride = buffer_view["byteStride"]
# we want to get the bytes for every row
per_row = per_count * dtype.itemsize
# the total block we're looking at
length = (count - 1) * stride + per_row
# apply as_strided for fast construction of strided array
# and copy to ensure contiguous layout
assert stride > 0, "byteStride should be positive"
assert 0 <= start <= start + length <= len(data)
access[index] = np.array(
np.lib.stride_tricks.as_strided(
np.frombuffer(
data, dtype=np.uint8, offset=start, count=length
),
[count, per_row],
[stride, 1],
)
.view(dtype)
.reshape(shape)
)
else:
# length is the number of bytes per item times total
length = dtype.itemsize * count * per_count
access[index] = np.frombuffer(
data[start : start + length], dtype=dtype
).reshape(shape)
else:
# a "sparse" accessor should be initialized as zeros
access[index] = np.zeros(count * per_count, dtype=dtype).reshape(shape)
# possibly load images and textures into material objects
if skip_materials:
materials = []
else:
materials = _parse_materials(header, views=views, resolver=resolver)
mesh_prim = defaultdict(list)
# load data from accessors into Trimesh objects
meshes = OrderedDict()
# keep track of how many times each name has been attempted to
# be inserted to avoid a potentially slow search through our
# dict of names
name_counts = {}
for index, m in enumerate(header.get("meshes", [])):
try:
# GLTF spec indicates implicit units are meters
metadata = {
"units": "meters",
"from_gltf_primitive": len(m["primitives"]) > 1,
}
# try to load all mesh metadata
if isinstance(m.get("extras"), dict):
metadata.update(m["extras"])
# put any mesh extensions in a field of the metadata
if "extensions" in m:
metadata["gltf_extensions"] = m["extensions"]
for p in m["primitives"]:
# if we don't have a triangular mesh continue
# if not specified assume it is a mesh
kwargs = deepcopy(mesh_kwargs)
if kwargs.get("metadata", None) is None:
kwargs["metadata"] = {}
if "process" not in kwargs:
kwargs["process"] = False
kwargs["metadata"].update(metadata)
# i.e. GL_LINES, GL_TRIANGLES, etc
# specification says the default mode is GL_TRIANGLES
mode = p.get("mode", _GL_TRIANGLES)
# colors, normals, etc
attr = p["attributes"]
# create a unique mesh name per- primitive
name = m.get("name", "GLTF")
# make name unique across multiple meshes
name = unique_name(name, meshes, counts=name_counts)
if mode == _GL_LINES:
# load GL_LINES into a Path object
from ..path.entities import Line
kwargs["vertices"] = access[attr["POSITION"]]
kwargs["entities"] = [Line(points=np.arange(len(kwargs["vertices"])))]
# custom attributes starting with a `_`
custom = {
a: access[attr[a]] for a in attr.keys() if a.startswith("_")
}
if len(custom) > 0:
kwargs["vertex_attributes"] = custom
elif mode == _GL_POINTS:
kwargs["vertices"] = access[attr["POSITION"]]
visuals = None
if "COLOR_0" in attr:
try:
# try to load vertex colors from the accessors
colors = access[attr["COLOR_0"]]
if len(colors) == len(kwargs["vertices"]):
if visuals is None:
# just pass to mesh as vertex color
kwargs["vertex_colors"] = colors.copy()
else:
# we ALSO have texture so save as vertex
# attribute
visuals.vertex_attributes["color"] = colors.copy()
except BaseException:
# survive failed colors
log.debug("failed to load colors", exc_info=True)
if visuals is not None:
kwargs["visual"] = visuals
elif mode in (_GL_TRIANGLES, _GL_STRIP):
# get vertices from accessors
kwargs["vertices"] = access[attr["POSITION"]]
# get faces from accessors
if "indices" in p:
if mode == _GL_STRIP:
# this is triangle strips
flat = access[p["indices"]].reshape(-1)
kwargs["faces"] = triangle_strips_to_faces([flat])
else:
kwargs["faces"] = access[p["indices"]].reshape((-1, 3))
else:
# indices are apparently optional and we are supposed to
# do the same thing as webGL drawArrays?
if mode == _GL_STRIP:
kwargs["faces"] = triangle_strips_to_faces(
np.array([np.arange(len(kwargs["vertices"]))])
)
else:
# GL_TRIANGLES
kwargs["faces"] = np.arange(
len(kwargs["vertices"]), dtype=np.int64
).reshape((-1, 3))
if "NORMAL" in attr:
# vertex normals are specified
kwargs["vertex_normals"] = access[attr["NORMAL"]]
# do we have UV coordinates
visuals = None
if "material" in p and not skip_materials:
if materials is None:
log.debug("no materials! `pip install pillow`")
else:
uv = None
if "TEXCOORD_0" in attr:
# flip UV's top- bottom to move origin to lower-left:
# https://github.com/KhronosGroup/glTF/issues/1021
uv = access[attr["TEXCOORD_0"]].copy()
uv[:, 1] = 1.0 - uv[:, 1]
# create a texture visual
visuals = visual.texture.TextureVisuals(
uv=uv, material=materials[p["material"]]
)
if "COLOR_0" in attr:
try:
# try to load vertex colors from the accessors
colors = access[attr["COLOR_0"]]
if len(colors) == len(kwargs["vertices"]):
if visuals is None:
# just pass to mesh as vertex color
kwargs["vertex_colors"] = colors.copy()
else:
# we ALSO have texture so save as vertex
# attribute
visuals.vertex_attributes["color"] = colors.copy()
except BaseException:
# survive failed colors
log.debug("failed to load colors", exc_info=True)
if visuals is not None:
kwargs["visual"] = visuals
# custom attributes starting with a `_`
custom = {
a: access[attr[a]] for a in attr.keys() if a.startswith("_")
}
if len(custom) > 0:
kwargs["vertex_attributes"] = custom
else:
log.debug("skipping primitive with mode %s!", mode)
continue
# this should absolutely not be stomping on itself
assert name not in meshes
meshes[name] = kwargs
mesh_prim[index].append(name)
except BaseException as E:
if ignore_broken:
log.debug("failed to load mesh", exc_info=True)
else:
raise E
# sometimes GLTF "meshes" come with multiple "primitives"
# by default we return one Trimesh object per "primitive"
# but if merge_primitives is True we combine the primitives
# for the "mesh" into a single Trimesh object
if merge_primitives:
# if we are only returning one Trimesh object
# replace `mesh_prim` with updated values
mesh_prim_replace = {}
# these are the names of meshes we need to remove
mesh_pop = set()
for mesh_index, names in mesh_prim.items():
if len(names) <= 1:
mesh_prim_replace[mesh_index] = names
continue
# just take the shortest name option available
name = min(names)
# remove the other meshes after we're done looping
# since we're reusing the shortest one don't pop
# that as we'll be overwriting it with the combined
mesh_pop.update(set(names).difference([name]))
# get all meshes for this group
current = [meshes[n] for n in names]
v_seq = [p["vertices"] for p in current]
f_seq = [p["faces"] for p in current]
v, f = util.append_faces(v_seq, f_seq)
materials = [p["visual"].material for p in current]
face_materials = []
for i, p in enumerate(current):
face_materials += [i] * len(p["faces"])
visuals = visual.texture.TextureVisuals(
material=visual.material.MultiMaterial(materials=materials),
face_materials=face_materials,
)
if "metadata" in meshes[names[0]]:
metadata = meshes[names[0]]["metadata"]
else:
metadata = {}
meshes[name] = {
"vertices": v,
"faces": f,
"visual": visuals,
"metadata": metadata,
"process": False,
}
mesh_prim_replace[mesh_index] = [name]
# avoid altering inside loop
mesh_prim = mesh_prim_replace
# remove outdated meshes
[meshes.pop(p, None) for p in mesh_pop]
# make it easier to reference nodes
nodes = header.get("nodes", [])
# nodes are referenced by index
# save their string names if they have one
# we have to accumulate in a for loop opposed
# to a dict comprehension as it will be checking
# the mutated dict in every loop
name_index = {}
name_counts = {}
# store the mapping of node name to index and the inverse
# name_index: {name: index}
for i, n in enumerate(nodes):
name_index[unique_name(n.get("name", str(i)), name_index, counts=name_counts)] = i
# names: {index: name}
names = {v: k for k, v in name_index.items()}
# the GLTF is allowed to declare a base frame, should we have used that?
base_frame = "world"
if base_frame in name_index:
# todo : handle this?
log.debug("file contains a `world` node, we may stomp on it")
names[base_frame] = base_frame
# visited, kwargs for scene.graph.update
graph = deque()
# unvisited, pairs of node indexes
queue = deque()
# camera(s), if they exist
camera = None
camera_transform = None
if "scene" in header:
# specify the index of scenes if specified
scene_index = header["scene"]
else:
# otherwise just use the first index
scene_index = 0
base_frame = "world"
if "scenes" in header:
# start the traversal from the base frame to the roots
for root in header["scenes"][scene_index].get("nodes", []):
# add transform from base frame to these root nodes
queue.append((base_frame, root))
# make sure we don't process an edge multiple times
consumed = set()
# go through the nodes tree to populate
# kwargs for scene graph loader
while len(queue) > 0:
# (int, int) pair of node indexes
edge = queue.pop()
# avoid looping forever if someone specified
# recursive nodes
if edge in consumed:
continue
consumed.add(edge)
a, b = edge
# dict of child node
# parent = nodes[a]
child = nodes[b]
# add edges of children to be processed
if "children" in child:
queue.extend([(b, i) for i in child["children"]])
# kwargs to be passed to scene.graph.update
kwargs = {"frame_from": names[a], "frame_to": names[b]}
# grab matrix from child
# parent -> child relationships have matrix stored in child
# for the transform from parent to child
if "matrix" in child:
kwargs["matrix"] = (
np.array(child["matrix"], dtype=np.float64).reshape((4, 4)).T
)
else:
# if no matrix set identity
kwargs["matrix"] = _EYE
# Now apply keyword translations
# GLTF applies these in order: T * R * S
if "translation" in child:
kwargs["matrix"] = np.dot(
kwargs["matrix"], transformations.translation_matrix(child["translation"])
)
if "rotation" in child:
# GLTF rotations are stored as (4,) XYZW unit quaternions
# we need to re- order to our quaternion style, WXYZ
quat = np.reshape(child["rotation"], 4)[[3, 0, 1, 2]]
# add the rotation to the matrix
kwargs["matrix"] = np.dot(
kwargs["matrix"], transformations.quaternion_matrix(quat)
)
if "scale" in child:
# add scale to the matrix
kwargs["matrix"] = np.dot(
kwargs["matrix"], np.diag(np.concatenate((child["scale"], [1.0])))
)
# If a camera exists, create the camera and dont add the node to the graph
# TODO only process the first camera, ignore the rest
# TODO assumes the camera node is child of the world frame
# TODO will only read perspective camera
if "camera" in child and camera is None:
cam_idx = child["camera"]
try:
camera = _cam_from_gltf(header["cameras"][cam_idx])
except KeyError:
log.debug("GLTF camera is not fully-defined")
if camera:
camera_transform = kwargs["matrix"]
continue
# treat node metadata similarly to mesh metadata
if isinstance(child.get("extras"), dict):
kwargs["metadata"] = child["extras"]
# put any node extensions in a field of the metadata
if "extensions" in child:
if "metadata" not in kwargs:
kwargs["metadata"] = {}
kwargs["metadata"]["gltf_extensions"] = child["extensions"]
if "mesh" in child:
geometries = mesh_prim[child["mesh"]]
# if the node has a mesh associated with it
if len(geometries) > 1:
# append root node
graph.append(kwargs.copy())
# put primitives as children
for geom_name in geometries:
# save the name of the geometry
kwargs["geometry"] = geom_name
# no transformations
kwargs["matrix"] = _EYE
kwargs["frame_from"] = names[b]
# if we have more than one primitive assign a new UUID
# frame name for the primitives after the first one
frame_to = f"{names[b]}_{util.unique_id(length=6)}"
kwargs["frame_to"] = frame_to
# append the edge with the mesh frame
graph.append(kwargs.copy())
elif len(geometries) == 1:
kwargs["geometry"] = geometries[0]
if "name" in child:
kwargs["frame_to"] = names[b]
graph.append(kwargs.copy())
else:
# if the node doesn't have any geometry just add
graph.append(kwargs)
# kwargs for load_kwargs
result = {
"class": "Scene",
"geometry": meshes,
"graph": graph,
"base_frame": base_frame,
"camera": camera,
"camera_transform": camera_transform,
"metadata": {},
}
try:
# load any scene extras into scene.metadata
# use a try except to avoid nested key checks
result["metadata"].update(header["scenes"][header["scene"]]["extras"])
except BaseException:
pass
try:
# load any scene extensions into a field of scene.metadata
# use a try except to avoid nested key checks
result["metadata"]["gltf_extensions"] = header["extensions"]
except BaseException:
pass
return result
def _cam_from_gltf(cam):
"""
Convert a gltf perspective camera to trimesh.
The retrieved camera will have default resolution, since the gltf specification
does not contain it.
If the camera is not perspective will return None.
If the camera is perspective but is missing fields, will raise `KeyError`
Parameters
------------
cam : dict
Camera represented as a dictionary according to glTF
Returns
-------------
camera : trimesh.scene.cameras.Camera
Trimesh camera object
"""
if "perspective" not in cam:
return
name = cam.get("name")
znear = cam["perspective"]["znear"]
aspect_ratio = cam["perspective"]["aspectRatio"]
yfov = np.degrees(cam["perspective"]["yfov"])
fov = (aspect_ratio * yfov, yfov)
return Camera(name=name, fov=fov, z_near=znear)
def _convert_camera(camera):
"""
Convert a trimesh camera to a GLTF camera.
Parameters
------------
camera : trimesh.scene.cameras.Camera
Trimesh camera object
Returns
-------------
gltf_camera : dict
Camera represented as a GLTF dict
"""
result = {
"name": camera.name,
"type": "perspective",
"perspective": {
"aspectRatio": camera.fov[0] / camera.fov[1],
"yfov": np.radians(camera.fov[1]),
"znear": float(camera.z_near),
},
}
return result
def _append_image(img, tree, buffer_items, extension_webp):
"""
Append a PIL image to a GLTF2.0 tree.
Parameters
------------
img : PIL.Image
Image object
tree : dict
GLTF 2.0 format tree
buffer_items : (n,) bytes
Binary blobs containing data
extension_webp : bool
Export textures as webP (using glTF's EXT_texture_webp extension).
Returns
-----------
index : int or None
The index of the image in the tree
None if image append failed for any reason
"""
# probably not a PIL image so exit
if not hasattr(img, "format"):
return None
if extension_webp:
# support WebP if extension is specified
save_as = "WEBP"
elif img.format == "JPEG":
# don't re-encode JPEGs
save_as = "JPEG"
else:
# for everything else just use PNG
save_as = "png"
# get the image data into a bytes object
with util.BytesIO() as f:
img.save(f, format=save_as)
f.seek(0)
data = f.read()
index = _buffer_append(buffer_items, data)
# append buffer index and the GLTF-acceptable mimetype
tree["images"].append({"bufferView": index, "mimeType": f"image/{save_as.lower()}"})
# index is length minus one
return len(tree["images"]) - 1
def _append_material(mat, tree, buffer_items, mat_hashes, extension_webp):
"""
Add passed PBRMaterial as GLTF 2.0 specification JSON
serializable data:
- images are added to `tree['images']`
- texture is added to `tree['texture']`
- material is added to `tree['materials']`
Parameters
------------
mat : trimesh.visual.materials.PBRMaterials
Source material to convert
tree : dict
GLTF header blob
buffer_items : (n,) bytes
Binary blobs with various data
mat_hashes : dict
Which materials have already been added
Stored as { hashed : material index }
extension_webp : bool
Export textures as webP using EXT_texture_webp extension.
Returns
-------------
index : int
Index at which material was added
"""
# materials are hashable
hashed = hash(mat)
# check stored material indexes to see if material
# has already been added
if mat_hashes is not None and hashed in mat_hashes:
return mat_hashes[hashed]
# convert passed input to PBR if necessary
if hasattr(mat, "to_pbr"):
as_pbr = mat.to_pbr()
else:
as_pbr = mat
# a default PBR metallic material
result = {"pbrMetallicRoughness": {}}
try:
# try to convert base color to (4,) float color
result["baseColorFactor"] = (
visual.color.to_float(as_pbr.baseColorFactor).reshape(4).tolist()
)
except BaseException:
pass
try:
result["emissiveFactor"] = as_pbr.emissiveFactor.reshape(3).tolist()
except BaseException:
pass
# if name is defined, export
if isinstance(as_pbr.name, str):
result["name"] = as_pbr.name
# if alphaMode is defined, export
if isinstance(as_pbr.alphaMode, str):
result["alphaMode"] = as_pbr.alphaMode
# if alphaCutoff is defined, export
if isinstance(as_pbr.alphaCutoff, float):
result["alphaCutoff"] = as_pbr.alphaCutoff
# if doubleSided is defined, export
if isinstance(as_pbr.doubleSided, bool):
result["doubleSided"] = as_pbr.doubleSided
# if scalars are defined correctly export
if isinstance(as_pbr.metallicFactor, float):
result["metallicFactor"] = as_pbr.metallicFactor
if isinstance(as_pbr.roughnessFactor, float):
result["roughnessFactor"] = as_pbr.roughnessFactor
# which keys of the PBRMaterial are images
image_mapping = {
"baseColorTexture": as_pbr.baseColorTexture,
"emissiveTexture": as_pbr.emissiveTexture,
"normalTexture": as_pbr.normalTexture,
"occlusionTexture": as_pbr.occlusionTexture,
"metallicRoughnessTexture": as_pbr.metallicRoughnessTexture,
}
for key, img in image_mapping.items():
if img is None:
continue
# try adding the base image to the export object
index = _append_image(
img=img, tree=tree, buffer_items=buffer_items, extension_webp=extension_webp
)
# if the image was added successfully it will return index
# if it failed for any reason, it will return None
if index is not None:
# add a reference to the base color texture
result[key] = {"index": len(tree["textures"])}
# add an object for the texture according to the WebP extension
if extension_webp:
tree["textures"].append(
{"extensions": {"EXT_texture_webp": {"source": index}}}
)
else:
tree["textures"].append({"source": index})
# for our PBRMaterial object we flatten all keys
# however GLTF would like some of them under the
# "pbrMetallicRoughness" key
pbr_subset = [
"baseColorTexture",
"baseColorFactor",
"roughnessFactor",
"metallicFactor",
"metallicRoughnessTexture",
]
# move keys down a level
for key in pbr_subset:
if key in result:
result["pbrMetallicRoughness"][key] = result.pop(key)
# if we didn't have any PBR keys remove the empty key
if len(result["pbrMetallicRoughness"]) == 0:
result.pop("pbrMetallicRoughness")
# which index are we inserting material at
index = len(tree["materials"])
# add the material to the data structure
tree["materials"].append(result)
# add the material index in-place
mat_hashes[hashed] = index
return index
def validate(header):
"""
Validate a GLTF 2.0 header against the schema.
Returns result from:
`jsonschema.validate(header, schema=get_schema())`
Parameters
-------------
header : dict
Populated GLTF 2.0 header
Raises
--------------
err : jsonschema.exceptions.ValidationError
If the tree is an invalid GLTF2.0 header
"""
# a soft dependency
import jsonschema
# will do the reference replacement
schema = get_schema()
# validate the passed header against the schema
valid = jsonschema.validate(header, schema=schema)
return valid
def get_schema():
"""
Get a copy of the GLTF 2.0 schema with references resolved.
Returns
------------
schema : dict
A copy of the GLTF 2.0 schema without external references.
"""
# replace references
# get zip resolver to access referenced assets
from ..schemas import resolve
# get a blob of a zip file including the GLTF 2.0 schema
stream = resources.get_stream("schema/gltf2.schema.zip")
# get the zip file as a dict keyed by file name
archive = util.decompress(stream, "zip")
# get a resolver object for accessing the schema
resolver = ZipResolver(archive)
# get a loaded dict from the base file
unresolved = json.loads(util.decode_text(resolver.get("glTF.schema.json")))
# resolve `$ref` references to other files in the schema
schema = resolve(unresolved, resolver=resolver)
return schema
# exporters
_gltf_loaders = {"glb": load_glb, "gltf": load_gltf}