city_retrofit/hub/exports/formats/obj.py

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"""
export a city into Obj format
SPDX - License - Identifier: LGPL - 3.0 - or -later
Copyright © 2022 Concordia CERC group
Project Coder Guille Gutierrez guillermo.gutierrezmorote@concordia.ca
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"""
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import math
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from pathlib import Path
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import numpy as np
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class Obj:
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"""
Export to obj format
"""
def __init__(self, city, path):
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self._city = city
self._path = path
self._export()
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def _ground(self, coordinate):
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x = coordinate[0] - self._city.lower_corner[0]
y = coordinate[1] - self._city.lower_corner[1]
z = coordinate[2] - self._city.lower_corner[2]
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return x, y, z
def _to_vertex(self, coordinate):
x, y, z = self._ground(coordinate)
return f'v {x} {z} {y}\n'
def _to_texture_vertex(self, coordinate):
u, v, _ = self._ground(coordinate)
return f'vt {u} {v}\n'
def _to_normal_vertex(self, coordinates):
ground_vertex = []
for coordinate in coordinates:
x, y, z = self._ground(coordinate)
ground_vertex.append(np.array([x, y, z]))
# recalculate the normal to get grounded values
edge_1 = ground_vertex[1] - ground_vertex[0]
edge_2 = ground_vertex[2] - ground_vertex[0]
normal = np.cross(edge_1, edge_2)
normal = normal / np.linalg.norm(normal)
return f'vn {normal[0]} {normal[1]} {normal[2]}\n'
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def _export(self):
if self._city.name is None:
self._city.name = 'unknown_city'
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obj_name = f'{self._city.name}.obj'
mtl_name = f'{self._city.name}.mtl'
obj_file_path = (Path(self._path).resolve() / obj_name).resolve()
mtl_file_path = (Path(self._path).resolve() / mtl_name).resolve()
with open(mtl_file_path, 'w', encoding='utf-8') as mtl:
mtl.write("newmtl cerc_base_material\n")
mtl.write("Ka 1.0 1.0 1.0 # Ambient color (white)\n")
mtl.write("Kd 0.3 0.1 0.3 # Diffuse color (greenish)\n")
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mtl.write("Ks 1.0 1.0 1.0 # Specular color (white)\n")
mtl.write("Ns 400.0 # Specular exponent (defines shininess)\n")
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vertices = {}
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normals_index = {}
faces = []
vertex_index = 0
normal_index = 0
with open(obj_file_path, 'w', encoding='utf-8') as obj:
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obj.write("# cerc-hub export\n")
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obj.write(f'mtllib {mtl_name}')
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for building in self._city.buildings:
obj.write(f'# building {building.name}\n')
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obj.write(f'g {building.name}\n')
obj.write('s off\n')
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for surface in building.surfaces:
obj.write(f'# surface {surface.name}\n')
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face = []
normal = self._to_normal_vertex(surface.perimeter_polygon.coordinates)
normal_index += 1
textures = []
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for coordinate in surface.perimeter_polygon.coordinates:
vertex = self._to_vertex(coordinate)
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if vertex not in vertices:
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vertex_index += 1
vertices[vertex] = vertex_index
current = vertex_index
obj.write(vertex)
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textures.append(self._to_texture_vertex(coordinate)) # only append if non-existing
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else:
current = vertices[vertex]
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face.insert(0, f'{current}/{current}/{normal_index}') # insert counterclockwise
obj.writelines(normal) # add the normal
obj.writelines(textures) # add the texture vertex
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faces.append(f"f {' '.join(face)}\n")
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obj.writelines(faces)
faces = []