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script.py
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#www.stuffaboutcode.com
#Raspberry Pi, Minecraft - Create 3D Model from Obj file
# Version 2 - draws complete faces rather than wireframes and uses materials
#import the minecraft.py module from the minecraft directory
import sys
sys.path.append("../")
import mcpi.minecraft as minecraft
#import minecraft block module
import mcpi.block as block
#import time, so delays can be used
import time
#import datetime, to get the time!
import datetime
# class to create 3d filled polygons
class MinecraftDrawing:
def __init__(self, mc):
self.mc = mc
# draw point
def drawPoint3d(self, x, y, z, blockType, blockData=None):
self.mc.setBlock(x,y,z,blockType,blockData)
#print "x = " + str(x) + ", y = " + str(y) + ", z = " + str(z)
# draws a face, when passed a collection of vertices which make up a polyhedron
def drawFace(self, vertices, blockType, blockData=None):
# get the edges of the face
edgesVertices = []
# persist first vertex
firstVertex = vertices[0]
# loop through vertices and get edges
vertexCount = 0
for vertex in vertices:
vertexCount+=1
if vertexCount > 1:
# got 2 vertices, get the points for the edge
edgesVertices = edgesVertices + self.getLine(lastVertex.x, lastVertex.y, lastVertex.z, vertex.x, vertex.y, vertex.z)
#print "x = " + str(lastVertex.x) + ", y = " + str(lastVertex.y) + ", z = " + str(lastVertex.z) + " x2 = " + str(vertex.x) + ", y2 = " + str(vertex.y) + ", z2 = " + str(vertex.z)
# persist the last vertex found
lastVertex = vertex
# get edge between the last and first vertices
edgesVertices = edgesVertices + self.getLine(lastVertex.x, lastVertex.y, lastVertex.z, firstVertex.x, firstVertex.y, firstVertex.z)
# sort edges vertices
def keyX( point ): return point.x
def keyY( point ): return point.y
def keyZ( point ): return point.z
edgesVertices.sort( key=keyZ )
edgesVertices.sort( key=keyY )
edgesVertices.sort( key=keyX )
# not very performant but wont have gaps between in complex models
for vertex in edgesVertices:
vertexCount+=1
# got 2 vertices, draw lines between them
if (vertexCount > 1):
self.drawLine(lastVertex.x, lastVertex.y, lastVertex.z, vertex.x, vertex.y, vertex.z, blockType, blockData)
#print "x = " + str(lastVertex.x) + ", y = " + str(lastVertex.y) + ", z = " + str(lastVertex.z) + " x2 = " + str(vertex.x) + ", y2 = " + str(vertex.y) + ", z2 = " + str(vertex.z)
# persist the last vertex found
lastVertex = vertex
# draw's all the points in a collection of vertices with a block
def drawVertices(self, vertices, blockType, blockData=None):
for vertex in vertices:
self.drawPoint3d(vertex.x, vertex.y, vertex.z, blockType, blockData)
# draw line
def drawLine(self, x1, y1, z1, x2, y2, z2, blockType, blockData):
self.drawVertices(self.getLine(x1, y1, z1, x2, y2, z2), blockType, blockData)
# returns points on a line
def getLine(self, x1, y1, z1, x2, y2, z2):
# return maximum of 2 values
def MAX(a,b):
if a > b: return a
else: return b
# return step
def ZSGN(a):
if a < 0: return -1
elif a > 0: return 1
elif a == 0: return 0
# list for vertices
vertices = []
# if the 2 points are the same, return single vertice
if (x1 == x2 and y1 == y2 and z1 == z2):
vertices.append(minecraft.Vec3(x1, y1, z1))
# else get all points in edge
else:
dx = x2 - x1
dy = y2 - y1
dz = z2 - z1
ax = abs(dx) << 1
ay = abs(dy) << 1
az = abs(dz) << 1
sx = ZSGN(dx)
sy = ZSGN(dy)
sz = ZSGN(dz)
x = x1
y = y1
z = z1
# x dominant
if (ax >= MAX(ay, az)):
yd = ay - (ax >> 1)
zd = az - (ax >> 1)
loop = True
while(loop):
vertices.append(minecraft.Vec3(x, y, z))
if (x == x2):
loop = False
if (yd >= 0):
y += sy
yd -= ax
if (zd >= 0):
z += sz
zd -= ax
x += sx
yd += ay
zd += az
# y dominant
elif (ay >= MAX(ax, az)):
xd = ax - (ay >> 1)
zd = az - (ay >> 1)
loop = True
while(loop):
vertices.append(minecraft.Vec3(x, y, z))
if (y == y2):
loop=False
if (xd >= 0):
x += sx
xd -= ay
if (zd >= 0):
z += sz
zd -= ay
y += sy
xd += ax
zd += az
# z dominant
elif(az >= MAX(ax, ay)):
xd = ax - (az >> 1)
yd = ay - (az >> 1)
loop = True
while(loop):
vertices.append(minecraft.Vec3(x, y, z))
if (z == z2):
loop=False
if (xd >= 0):
x += sx
xd -= az
if (yd >= 0):
y += sy
yd -= az
z += sz
xd += ax
yd += ay
return vertices
def load_obj(filename, defaultBlock, materials) :
V = [] #vertex
T = [] #texcoords
N = [] #normals
F = [] #face indexies
MF = [] #materials to faces
currentMaterial = defaultBlock
fh = open(filename)
for line in fh :
if line[0] == '#' : continue
line = line.strip().split(' ')
if line[0] == 'v' : #vertex
V.append(line[1:])
elif line[0] == 'vt' : #tex-coord
T.append(line[1:])
elif line[0] == 'vn' : #normal vector
N.append(line[1:])
elif line[0] == 'f' : #face
face = line[1:]
for i in range(0, len(face)) :
face[i] = face[i].split('/')
# OBJ indexies are 1 based not 0 based hence the -1
# convert indexies to integer
for j in range(0, len(face[i])) :
if face[i][j] != "":
face[i][j] = int(face[i][j]) - 1
#append the material currently in use to the face
F.append(face)
MF.append(currentMaterial)
elif line[0] == 'usemtl': # material
usemtl = line[1]
if (usemtl in materials.keys()):
currentMaterial = materials[usemtl]
else:
currentMaterial = defaultBlock
print "Warning: Couldn't find '" + str(usemtl) + "' in materials using default"
return V, T, N, F, MF
# strips the x,y,z co-ords from a vertex line, scales appropriately, rounds and converts to int
def getVertexXYZ(vertexLine, scale, startCoord, swapYZ):
# convert, round and scale
x = int((float(vertexLine[0]) * scale) + 0.5)
y = int((float(vertexLine[1]) * scale) + 0.5)
z = int((float(vertexLine[2]) * scale) + 0.5)
# add startCoord to x,y,z
x = x + startCoord.x
y = y + startCoord.y
z = z + startCoord.z
# swap y and z coord if needed
if swapYZ == True:
swap = y
y = z
z = swap
return x, y, z
# main program
if __name__ == "__main__":
print datetime.datetime.now()
#Connect to minecraft by creating the minecraft object
# - minecraft needs to be running and in a game
mc = minecraft.Minecraft.create(address="199.96.85.3")
#Create minecraft drawing class
mcDrawing = MinecraftDrawing(mc)
"""
Load objfile and set constants
COORDSSCALE = factor to scale the co-ords by
STARTCOORD = where to start the model, the relative position 0
CLEARAREA1/2 = 2 points the program should clear an area in between to put the model in
SWAPYZ = True to sway the Y and Z dimension
MATERIALS = a dictionary object which maps materials in the obj file to blocks in minecraft
DEFAULTBLOCK = the default type of block to build the model in, used if a material cant be found
"""
# Shuttle
COORDSSCALE = 6
STARTCOORD = minecraft.Vec3(-60,0,20)
CLEARAREA1 = minecraft.Vec3(-30, 5, -30)
CLEARAREA2 = minecraft.Vec3(-90, 50, 30)
DEFAULTBLOCK = [block.WOOL.id,0]
MATERIALS = {"glass": [block.GLASS.id, 0],
"bone": [block.WOOL.id, 0],
"fldkdkgrey": [block.WOOL.id, 7],
"redbrick": [block.WOOL.id, 14],
"black": [block.WOOL.id, 15],
"brass": [block.WOOL.id, 1],
"dkdkgrey": [block.WOOL.id, 7]}
SWAPYZ = True
vertices,textures,normals,faces,materials = load_obj("shuttle.obj", DEFAULTBLOCK, MATERIALS)
# Shyscraper
#COORDSSCALE = 1.4
#STARTCOORD = minecraft.Vec3(0,10,15)
#CLEARAREA1 = minecraft.Vec3(-30, -3, -15)
#CLEARAREA2 = minecraft.Vec3(30, 65, 35)
#DEFAULTBLOCK = [block.IRON_BLOCK, 0]
#MATERIALS = {}
#SWAPYZ = False
#vertices,textures,normals,faces,materials = load_obj("skyscraper.obj", DEFAULTBLOCK, MATERIALS)
# Farmhouse
#COORDSSCALE = 1
#STARTCOORD = minecraft.Vec3(10,0,15)
#CLEARAREA1 = minecraft.Vec3(-30, -3, -15)
#CLEARAREA2 = minecraft.Vec3(30, 65, 35)
#DEFAULTBLOCK = [block.IRON_BLOCK, 0]
#MATERIALS = {}
#SWAPYZ = False
#vertices,textures,normals,faces,materials = load_obj("farmhouse.obj", DEFAULTBLOCK, MATERIALS)
print "obj file loaded"
#Post a message to the minecraft chat window
mc.postToChat("Started 3d render...")
# clear a suitably large area
mc.setBlocks(CLEARAREA1.x, CLEARAREA1.y, CLEARAREA1.z, CLEARAREA2.x, CLEARAREA2.y, CLEARAREA2.z, block.AIR)
time.sleep(10)
faceCount = 0
# loop through faces
for face in faces:
faceVertices = []
# loop through vertex's in face and call drawFace function
for vertex in face:
#strip co-ords from vertex line
vertexX, vertexY, vertexZ = getVertexXYZ(vertices[vertex[0]], COORDSSCALE, STARTCOORD, SWAPYZ)
faceVertices.append(minecraft.Vec3(vertexX,vertexY,vertexZ))
# draw the face
mcDrawing.drawFace(faceVertices, materials[faceCount][0], materials[faceCount][1])
faceCount = faceCount + 1
mc.postToChat("Model complete.")
mc.player.setPos(STARTCOORD.x+20, STARTCOORD.y+30, STARTCOORD.z)
print datetime.datetime.now()