voxcity 0.5.13__py3-none-any.whl → 0.5.15__py3-none-any.whl
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- voxcity/downloader/citygml.py +202 -28
- voxcity/downloader/eubucco.py +91 -14
- voxcity/downloader/gee.py +164 -22
- voxcity/downloader/mbfp.py +55 -9
- voxcity/downloader/oemj.py +110 -24
- voxcity/downloader/omt.py +74 -7
- voxcity/downloader/osm.py +109 -23
- voxcity/downloader/overture.py +108 -23
- voxcity/downloader/utils.py +37 -7
- voxcity/exporter/envimet.py +180 -61
- voxcity/exporter/magicavoxel.py +138 -28
- voxcity/exporter/obj.py +159 -36
- voxcity/generator.py +159 -76
- voxcity/geoprocessor/draw.py +180 -27
- voxcity/geoprocessor/grid.py +178 -38
- voxcity/geoprocessor/mesh.py +347 -43
- voxcity/geoprocessor/network.py +196 -63
- voxcity/geoprocessor/polygon.py +365 -88
- voxcity/geoprocessor/utils.py +283 -72
- voxcity/simulator/solar.py +596 -201
- voxcity/simulator/view.py +278 -723
- voxcity/utils/lc.py +183 -0
- voxcity/utils/material.py +99 -32
- voxcity/utils/visualization.py +2578 -1988
- voxcity/utils/weather.py +816 -615
- {voxcity-0.5.13.dist-info → voxcity-0.5.15.dist-info}/METADATA +10 -12
- voxcity-0.5.15.dist-info/RECORD +38 -0
- {voxcity-0.5.13.dist-info → voxcity-0.5.15.dist-info}/WHEEL +1 -1
- voxcity-0.5.13.dist-info/RECORD +0 -38
- {voxcity-0.5.13.dist-info → voxcity-0.5.15.dist-info}/licenses/AUTHORS.rst +0 -0
- {voxcity-0.5.13.dist-info → voxcity-0.5.15.dist-info}/licenses/LICENSE +0 -0
- {voxcity-0.5.13.dist-info → voxcity-0.5.15.dist-info}/top_level.txt +0 -0
voxcity/geoprocessor/mesh.py
CHANGED
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@@ -7,29 +7,75 @@ import matplotlib.pyplot as plt
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def create_voxel_mesh(voxel_array, class_id, meshsize=1.0, building_id_grid=None, mesh_type=None):
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"""
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Create a mesh from voxels preserving sharp edges, scaled by meshsize.
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Create a 3D mesh from voxels preserving sharp edges, scaled by meshsize.
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This function converts a 3D voxel array into a triangulated mesh, where each voxel
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face is converted into two triangles. The function preserves sharp edges between
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different classes and handles special cases for buildings.
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Parameters
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----------
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voxel_array : np.ndarray (3D)
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The voxel array of shape (X, Y, Z).
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The voxel array of shape (X, Y, Z) where each cell contains a class ID.
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- 0: typically represents void/air
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- -2: typically represents trees
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- -3: typically represents buildings
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Other values can represent different classes as defined by the application.
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class_id : int
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The ID of the class to extract.
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The ID of the class to extract. Only voxels with this ID will be included
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in the output mesh.
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meshsize : float, default=1.0
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The real-world size of each voxel in meters, applied uniformly to x, y, and z
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dimensions. Used to scale the output mesh to real-world coordinates.
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building_id_grid : np.ndarray (2D), optional
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2D grid of building IDs
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2D grid of building IDs with shape (X, Y). Only used when class_id=-3 (buildings).
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Each cell contains a unique identifier for the building at that location.
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This allows tracking which faces belong to which building.
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mesh_type : str, optional
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Type of mesh to create:
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- None (default): create
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- 'building_solar': only create
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Type of mesh to create, controlling which faces are included:
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- None (default): create faces at boundaries between different classes
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- 'building_solar': only create faces at boundaries between buildings (-3)
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and either void (0) or trees (-2). Useful for solar analysis
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where only exposed surfaces matter.
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Returns
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-------
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mesh : trimesh.Trimesh or None
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The resulting mesh for the given class_id
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The resulting triangulated mesh for the given class_id. Returns None if no
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voxels of the specified class are found.
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The mesh includes:
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- vertices: 3D coordinates of each vertex
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- faces: triangles defined by vertex indices
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- face_normals: normal vectors for each face
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- metadata: If class_id=-3, includes 'building_id' mapping faces to buildings
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Examples
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--------
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Basic usage for a simple voxel array:
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>>> voxels = np.zeros((10, 10, 10))
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>>> voxels[4:7, 4:7, 0:5] = 1 # Create a simple column
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>>> mesh = create_voxel_mesh(voxels, class_id=1, meshsize=0.5)
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Creating a building mesh with IDs:
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>>> building_ids = np.zeros((10, 10))
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>>> building_ids[4:7, 4:7] = 1 # Mark building #1
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>>> mesh = create_voxel_mesh(voxels, class_id=-3,
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... building_id_grid=building_ids,
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... meshsize=1.0)
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Notes
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-----
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- The function creates faces only at boundaries between different classes or at
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the edges of the voxel array.
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- Each face is split into two triangles for compatibility with graphics engines.
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- Face normals are computed to ensure correct lighting and rendering.
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- For buildings (class_id=-3), building IDs are tracked to maintain building identity.
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- The mesh preserves sharp edges, which is important for architectural visualization.
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"""
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# Find voxels of the current class
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voxel_coords = np.argwhere(voxel_array == class_id)
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@@ -152,32 +198,78 @@ def create_sim_surface_mesh(sim_grid, dem_grid,
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cmap_name='viridis',
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vmin=None, vmax=None):
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"""
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Create a planar surface mesh from
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Create a colored planar surface mesh from simulation data, positioned above a DEM.
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This function generates a 3D visualization mesh for 2D simulation results (like
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Green View Index, solar radiation, etc.). The mesh is positioned above the Digital
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Elevation Model (DEM) by a specified offset, and colored according to the simulation
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values using a matplotlib colormap.
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Parameters
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----------
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sim_grid : 2D np.ndarray
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2D array of simulation values (e.g., Green View Index).
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2D array of simulation values (e.g., Green View Index, solar radiation).
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NaN values in this grid will be skipped in the output mesh.
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The grid should be oriented with north at the top.
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dem_grid : 2D np.ndarray
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2D array of ground elevations
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2D array of ground elevations in meters. Must have the same shape as sim_grid.
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Used to position the visualization mesh at the correct height above terrain.
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meshsize : float, default=1.0
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Size of each cell in meters. Applied uniformly to x and y dimensions.
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Determines the resolution of the output mesh.
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z_offset : float, default=1.5
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Additional height offset in meters added to dem_grid elevations.
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Used to position the visualization above ground level for better visibility.
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cmap_name : str, default='viridis'
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Matplotlib colormap name used for coloring the mesh based on sim_grid values.
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Common options:
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- 'viridis': Default, perceptually uniform, colorblind-friendly
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- 'RdYlBu': Red-Yellow-Blue, good for diverging data
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- 'jet': Rainbow colormap (not recommended for scientific visualization)
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vmin : float, optional
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Minimum value for color mapping. If None, uses min of sim_grid (excluding NaN).
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Used to control the range of the colormap.
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vmax : float, optional
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Maximum value for color mapping. If None, uses max of sim_grid (excluding NaN).
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Used to control the range of the colormap.
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Returns
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-------
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trimesh.Trimesh or None
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A single mesh containing one square face per non-NaN cell.
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Returns None if there are no valid cells.
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mesh : trimesh.Trimesh or None
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A single mesh containing one colored square face (two triangles) per non-NaN cell.
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Returns None if there are no valid (non-NaN) cells in sim_grid.
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The mesh includes:
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- vertices: 3D coordinates of each vertex
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- faces: triangles defined by vertex indices
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- face_colors: RGBA colors for each face based on sim_grid values
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- visual: trimesh.visual.ColorVisuals object storing the face colors
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Examples
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--------
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Basic usage with Green View Index data:
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>>> gvi = np.array([[0.5, 0.6], [0.4, 0.8]]) # GVI values
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>>> dem = np.array([[10.0, 10.2], [9.8, 10.1]]) # Ground heights
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>>> mesh = create_sim_surface_mesh(gvi, dem, meshsize=1.0, z_offset=1.5)
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Custom color range and colormap:
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>>> mesh = create_sim_surface_mesh(gvi, dem,
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... cmap_name='RdYlBu',
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... vmin=0.0, vmax=1.0)
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Notes
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-----
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- The function automatically creates a matplotlib colorbar figure for visualization
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- Both input grids are flipped vertically to match the voxel_array orientation
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- Each grid cell is converted to two triangles for compatibility with 3D engines
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- The mesh is positioned at dem_grid + z_offset to float above the terrain
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- Face colors are interpolated from the colormap based on sim_grid values
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"""
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# Flip arrays vertically
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sim_grid_flipped = np.flipud(sim_grid)
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def create_city_meshes(voxel_array, vox_dict, meshsize=1.0):
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"""
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Create
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Create a collection of colored 3D meshes representing different city elements.
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This function processes a voxelized city model and creates separate meshes for
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different urban elements (buildings, trees, etc.), each with its own color.
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The function preserves sharp edges and applies appropriate colors based on the
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provided color dictionary.
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Parameters
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----------
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voxel_array : np.ndarray (3D)
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3D array representing the voxelized city model. Each voxel contains a class ID
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that maps to an urban element type:
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- 0: Void/air (automatically skipped)
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- -2: Trees
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- -3: Buildings
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Other values can represent different urban elements as defined in vox_dict.
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vox_dict : dict
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Dictionary mapping class IDs to RGB colors. Each entry should be:
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{class_id: [R, G, B]} where R, G, B are 0-255 integer values.
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Example: {-3: [200, 200, 200], -2: [0, 255, 0]} for grey buildings and
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green trees. The key 0 (air) is automatically excluded.
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meshsize : float, default=1.0
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Size of each voxel in meters, applied uniformly to x, y, and z dimensions.
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Used to scale the output meshes to real-world coordinates.
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Returns
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-------
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meshes : dict
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Dictionary mapping class IDs to their corresponding trimesh.Trimesh objects.
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Each mesh includes:
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- vertices: 3D coordinates scaled by meshsize
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- faces: triangulated faces preserving sharp edges
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- face_colors: RGBA colors from vox_dict
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- visual: trimesh.visual.ColorVisuals object storing the face colors
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Classes with no voxels are automatically excluded from the output.
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Examples
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--------
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Basic usage with buildings and trees:
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>>> voxels = np.zeros((10, 10, 10))
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>>> voxels[4:7, 4:7, 0:5] = -3 # Add a building
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>>> voxels[2:4, 2:4, 0:3] = -2 # Add some trees
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>>> colors = {
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... -3: [200, 200, 200], # Grey buildings
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... -2: [0, 255, 0] # Green trees
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... }
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>>> meshes = create_city_meshes(voxels, colors, meshsize=1.0)
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Notes
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-----
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- The function automatically skips class_id=0 (typically air/void)
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- Each urban element type gets its own separate mesh for efficient rendering
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- Colors are converted from RGB [0-255] to RGBA [0-1] format
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- Sharp edges are preserved to maintain architectural features
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- Empty classes (no voxels) are automatically excluded from the output
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- Errors during mesh creation for a class are caught and reported
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"""
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meshes = {}
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def export_meshes(meshes, output_directory, base_filename):
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"""
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Export meshes to OBJ (with MTL) and STL formats.
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Export a collection of meshes to both OBJ (with MTL) and STL formats.
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This function exports meshes in two ways:
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1. A single combined OBJ file with materials (and associated MTL file)
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2. Separate STL files for each mesh, named with their class IDs
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Parameters
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----------
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meshes : dict
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Dictionary mapping class IDs to trimesh.Trimesh objects.
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Each mesh should have:
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- vertices: 3D coordinates
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- faces: triangulated faces
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- face_colors: RGBA colors (if using materials)
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output_directory : str
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Directory path where the output files will be saved.
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Will be created if it doesn't exist.
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base_filename : str
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Base name for the output files (without extension).
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Will be used to create:
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- {base_filename}.obj : Combined mesh with materials
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- {base_filename}.mtl : Material definitions for OBJ
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- {base_filename}_{class_id}.stl : Individual STL files
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Returns
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-------
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None
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+
Files are written directly to the specified output directory.
|
|
478
|
+
|
|
479
|
+
Examples
|
|
480
|
+
--------
|
|
481
|
+
>>> meshes = {
|
|
482
|
+
... -3: building_mesh, # Building mesh with grey color
|
|
483
|
+
... -2: tree_mesh # Tree mesh with green color
|
|
484
|
+
... }
|
|
485
|
+
>>> export_meshes(meshes, 'output/models', 'city_model')
|
|
486
|
+
|
|
487
|
+
This will create:
|
|
488
|
+
- output/models/city_model.obj
|
|
489
|
+
- output/models/city_model.mtl
|
|
490
|
+
- output/models/city_model_-3.stl
|
|
491
|
+
- output/models/city_model_-2.stl
|
|
492
|
+
|
|
493
|
+
Notes
|
|
494
|
+
-----
|
|
495
|
+
- OBJ/MTL format preserves colors and materials but is more complex
|
|
496
|
+
- STL format is simpler but doesn't support colors
|
|
497
|
+
- STL files are exported separately for each class for easier processing
|
|
498
|
+
- The OBJ file combines all meshes while preserving their materials
|
|
499
|
+
- File extensions are automatically added to the base filename
|
|
300
500
|
"""
|
|
301
501
|
# Export combined mesh as OBJ with materials
|
|
302
502
|
combined_mesh = trimesh.util.concatenate(list(meshes.values()))
|
|
@@ -309,8 +509,55 @@ def export_meshes(meshes, output_directory, base_filename):
|
|
|
309
509
|
|
|
310
510
|
def split_vertices_manual(mesh):
|
|
311
511
|
"""
|
|
312
|
-
|
|
313
|
-
|
|
512
|
+
Split a mesh into independent faces by duplicating shared vertices.
|
|
513
|
+
|
|
514
|
+
This function imitates trimesh's split_vertices() functionality but ensures
|
|
515
|
+
complete face independence by giving each face its own copy of vertices.
|
|
516
|
+
This is particularly useful for rendering applications where smooth shading
|
|
517
|
+
between faces is undesirable, such as architectural visualization in Rhino.
|
|
518
|
+
|
|
519
|
+
Parameters
|
|
520
|
+
----------
|
|
521
|
+
mesh : trimesh.Trimesh
|
|
522
|
+
Input mesh to split. Should have:
|
|
523
|
+
- vertices: array of vertex coordinates
|
|
524
|
+
- faces: array of vertex indices forming triangles
|
|
525
|
+
- visual: Optional ColorVisuals object with face colors
|
|
526
|
+
|
|
527
|
+
Returns
|
|
528
|
+
-------
|
|
529
|
+
out_mesh : trimesh.Trimesh
|
|
530
|
+
New mesh where each face is completely independent, with:
|
|
531
|
+
- Duplicated vertices for each face
|
|
532
|
+
- No vertex sharing between faces
|
|
533
|
+
- Preserved face colors if present in input
|
|
534
|
+
- Each face as a separate component
|
|
535
|
+
|
|
536
|
+
Examples
|
|
537
|
+
--------
|
|
538
|
+
Basic usage:
|
|
539
|
+
>>> vertices = np.array([[0,0,0], [1,0,0], [1,1,0], [0,1,0]])
|
|
540
|
+
>>> faces = np.array([[0,1,2], [0,2,3]]) # Two triangles sharing vertices
|
|
541
|
+
>>> mesh = trimesh.Trimesh(vertices=vertices, faces=faces)
|
|
542
|
+
>>> split_mesh = split_vertices_manual(mesh)
|
|
543
|
+
>>> print(f"Original vertices: {len(mesh.vertices)}") # 4 vertices
|
|
544
|
+
>>> print(f"Split vertices: {len(split_mesh.vertices)}") # 6 vertices
|
|
545
|
+
|
|
546
|
+
With face colors:
|
|
547
|
+
>>> colors = np.array([[255,0,0,255], [0,255,0,255]]) # Red and green faces
|
|
548
|
+
>>> mesh.visual = trimesh.visual.ColorVisuals(mesh, face_colors=colors)
|
|
549
|
+
>>> split_mesh = split_vertices_manual(mesh) # Colors are preserved
|
|
550
|
+
|
|
551
|
+
Notes
|
|
552
|
+
-----
|
|
553
|
+
- Each output face has exactly 3 unique vertices
|
|
554
|
+
- Face colors are preserved in the output mesh
|
|
555
|
+
- Useful for:
|
|
556
|
+
- Preventing smooth shading artifacts
|
|
557
|
+
- Ensuring face color independence
|
|
558
|
+
- Preparing meshes for CAD software
|
|
559
|
+
- Creating sharp edges in architectural models
|
|
560
|
+
- Memory usage increases as vertices are duplicated
|
|
314
561
|
"""
|
|
315
562
|
new_meshes = []
|
|
316
563
|
|
|
@@ -345,23 +592,80 @@ def split_vertices_manual(mesh):
|
|
|
345
592
|
|
|
346
593
|
def save_obj_from_colored_mesh(meshes, output_path, base_filename):
|
|
347
594
|
"""
|
|
348
|
-
Save colored meshes as OBJ and MTL files.
|
|
595
|
+
Save a collection of colored meshes as OBJ and MTL files with material support.
|
|
596
|
+
|
|
597
|
+
This function exports colored meshes to the Wavefront OBJ format with an
|
|
598
|
+
accompanying MTL file for material definitions. It handles the conversion of
|
|
599
|
+
face colors to materials and ensures proper material assignment in the OBJ file.
|
|
600
|
+
The function is particularly useful for preserving color information in
|
|
601
|
+
architectural and urban visualization models.
|
|
349
602
|
|
|
350
603
|
Parameters
|
|
351
604
|
----------
|
|
352
605
|
meshes : dict
|
|
353
|
-
Dictionary
|
|
606
|
+
Dictionary mapping class IDs to trimesh.Trimesh objects.
|
|
607
|
+
Each mesh should have:
|
|
608
|
+
- vertices: array of 3D coordinates
|
|
609
|
+
- faces: array of vertex indices forming triangles
|
|
610
|
+
- visual.face_colors: RGBA colors for each face
|
|
611
|
+
|
|
354
612
|
output_path : str
|
|
355
613
|
Directory path where to save the files.
|
|
614
|
+
Will be created if it doesn't exist.
|
|
615
|
+
Should be writable by the current user.
|
|
616
|
+
|
|
356
617
|
base_filename : str
|
|
357
618
|
Base name for the output files (without extension).
|
|
358
|
-
|
|
619
|
+
Will be used to create:
|
|
620
|
+
- {base_filename}.obj : The main geometry file
|
|
621
|
+
- {base_filename}.mtl : The material definitions file
|
|
622
|
+
|
|
359
623
|
Returns
|
|
360
624
|
-------
|
|
361
625
|
tuple
|
|
362
|
-
Paths to the saved
|
|
363
|
-
|
|
626
|
+
(obj_path, mtl_path) : Paths to the saved OBJ and MTL files.
|
|
627
|
+
Both paths are absolute or relative depending on the input output_path.
|
|
364
628
|
|
|
629
|
+
Examples
|
|
630
|
+
--------
|
|
631
|
+
Basic usage with multiple colored meshes:
|
|
632
|
+
>>> building_mesh = trimesh.Trimesh(
|
|
633
|
+
... vertices=[[0,0,0], [1,0,0], [1,1,0]],
|
|
634
|
+
... faces=[[0,1,2]],
|
|
635
|
+
... face_colors=[[200,200,200,255]] # Grey color
|
|
636
|
+
... )
|
|
637
|
+
>>> tree_mesh = trimesh.Trimesh(
|
|
638
|
+
... vertices=[[2,0,0], [3,0,0], [2.5,1,0]],
|
|
639
|
+
... faces=[[0,1,2]],
|
|
640
|
+
... face_colors=[[0,255,0,255]] # Green color
|
|
641
|
+
... )
|
|
642
|
+
>>> meshes = {-3: building_mesh, -2: tree_mesh}
|
|
643
|
+
>>> obj_path, mtl_path = save_obj_from_colored_mesh(
|
|
644
|
+
... meshes, 'output/models', 'city'
|
|
645
|
+
... )
|
|
646
|
+
|
|
647
|
+
Notes
|
|
648
|
+
-----
|
|
649
|
+
- Creates unique materials for each distinct face color
|
|
650
|
+
- Material names are auto-generated as 'material_0', 'material_1', etc.
|
|
651
|
+
- Handles both RGB and RGBA colors (alpha channel supported)
|
|
652
|
+
- Colors are normalized from [0-255] to [0-1] range for MTL format
|
|
653
|
+
- Vertices are written in OBJ's 1-based indexing format
|
|
654
|
+
- Faces are grouped by material for efficient rendering
|
|
655
|
+
- The MTL file is automatically referenced in the OBJ file
|
|
656
|
+
|
|
657
|
+
File Format Details
|
|
658
|
+
-----------------
|
|
659
|
+
OBJ file structure:
|
|
660
|
+
- mtllib reference to MTL file
|
|
661
|
+
- All vertex coordinates (v)
|
|
662
|
+
- Face definitions (f) grouped by material (usemtl)
|
|
663
|
+
|
|
664
|
+
MTL file structure:
|
|
665
|
+
- newmtl: Material name
|
|
666
|
+
- Kd: Diffuse color (RGB)
|
|
667
|
+
- d: Alpha/transparency
|
|
668
|
+
"""
|
|
365
669
|
os.makedirs(output_path, exist_ok=True)
|
|
366
670
|
obj_path = os.path.join(output_path, f"{base_filename}.obj")
|
|
367
671
|
mtl_path = os.path.join(output_path, f"{base_filename}.mtl")
|