hub/imports/geometry/obj.py
2022-11-28 13:44:02 -05:00

84 lines
2.8 KiB
Python

"""
Obj module parses obj files and import the geometry into the city model structure
SPDX - License - Identifier: LGPL - 3.0 - or -later
Copyright © 2022 Concordia CERC group
Project Coder Pilar Monsalvete Alvarez de Uribarri pilar.monsalvete@concordia.ca
"""
import trimesh.exchange.load
from trimesh import Scene
import trimesh.geometry
from city_model_structure.city import City
from city_model_structure.building import Building
from city_model_structure.building_demand.surface import Surface
from city_model_structure.attributes.polygon import Polygon
class Obj:
"""
Obj class
"""
def __init__(self, path):
self._city = None
with open(path, 'r') as file:
self._scene = trimesh.exchange.load.load(file, file_type='obj', force='scene')
self._corners = self._scene.bounds_corners
_bound_corner_min = None
_bound_corner_max = None
for corner in self._corners:
if _bound_corner_min is None:
_bound_corner_min = corner
elif _bound_corner_max is None:
_bound_corner_max = corner
else:
_bound_corner_min[0] = min(_bound_corner_min[0], corner[0])
_bound_corner_min[1] = min(_bound_corner_min[1], corner[1])
_bound_corner_min[2] = min(_bound_corner_min[2], corner[2])
_bound_corner_max[0] = max(_bound_corner_max[0], corner[0])
_bound_corner_max[1] = max(_bound_corner_max[1], corner[1])
_bound_corner_max[2] = max(_bound_corner_max[2], corner[2])
self._lower_corner = _bound_corner_min
self._upper_corner = _bound_corner_max
@property
def scene(self) -> Scene:
"""
Get obj scene
"""
return self._scene
@property
def city(self) -> City:
"""
Get city out of an obj file
"""
if self._city is None:
# todo: refactor this method to clearly choose the obj type
# todo: where do we get this information from?
srs_name = 'EPSG:26911'
self._city = City(self._lower_corner, self._upper_corner, srs_name)
scene = self.scene.geometry
keys = scene.keys()
for key in keys:
name = key
# todo: where do we get this information from?
lod = 1
year_of_construction = 0
function = ''
obj = scene[key]
surfaces = []
for face in obj.faces:
# todo: review for obj with windows
points = []
for vertex_index in face:
points.append(obj.vertices[vertex_index])
solid_polygon = Polygon(points)
perimeter_polygon = solid_polygon
surface = Surface(solid_polygon, perimeter_polygon)
surfaces.append(surface)
building = Building(name, surfaces, year_of_construction, function, terrains=None)
self._city.add_city_object(building)
self._city.level_of_detail.geometry = lod
return self._city