How to use the pyassimp.pyassimp function in pyassimp

To help you get started, we’ve selected a few pyassimp examples, based on popular ways it is used in public projects.

Secure your code as it's written. Use Snyk Code to scan source code in minutes - no build needed - and fix issues immediately.

github anttisalonen / pyopengl-tests / two-cubes.py View on Github external
def __init__(self, filename):
        self.model = pyassimp.load(filename)
        self.vertices = numpy.array(flatten(self.model.meshes[0].vertices), numpy.float32)
        self.make_indices()
        # NOTE: this drops the W from UVW-coordinates.
        self.texcoords = numpy.array([item for sublist in self.model.meshes[0].texcoords[0] for item in sublist[:2]], numpy.float32)
        self.normals = numpy.array(flatten(self.model.meshes[0].normals), numpy.float32)
github anttisalonen / pyopengl-tests / directional.py View on Github external
def load_model(filename):
    return pyassimp.load(filename)
github anttisalonen / pyopengl-tests / cliff.py View on Github external
def __init__(self, filename):
        self.model = pyassimp.load(filename)
        self.vertices = numpy.array(flatten(self.model.meshes[0].vertices), numpy.float32)
        self.make_indices()
        # NOTE: this drops the W from UVW-coordinates.
        self.texcoords = numpy.array([item for sublist in self.model.meshes[0].texcoords[0] for item in sublist[:2]], numpy.float32)
        self.normals = numpy.array(flatten(self.model.meshes[0].normals), numpy.float32)
github anttisalonen / pyopengl-tests / ambient.py View on Github external
def load_model(filename):
    return pyassimp.load(filename)
github facebookresearch / pyrobot / src / pyrobot / utils / planning_scene_interface.py View on Github external
def makeMesh(self, name, ps, filename):
        '''
        Make a mesh collision object

        :param name: Name of the object
        :param ps: A pose stamped object pose message
        :param filename: The mesh file to load
        '''
        if not use_pyassimp:
            rospy.logerr('pyassimp is broken on your platform, cannot load meshes')
            return
        scene = pyassimp.load(filename)
        if not scene.meshes:
            rospy.logerr('Unable to load mesh')
            return

        mesh = Mesh()
        for face in scene.meshes[0].faces:
            triangle = MeshTriangle()
            if len(face.indices) == 3:
                triangle.vertex_indices = [face.indices[0],
                                           face.indices[1],
                                           face.indices[2]]
            mesh.triangles.append(triangle)
        for vertex in scene.meshes[0].vertices:
            point = Point()
            point.x = vertex[0]
            point.y = vertex[1]
github adamlwgriffiths / PyGLy / pygly / attic / oai_mesh.py View on Github external
def test1():
    import os
    
    #get a model out of assimp's test-data
    #MODEL = r'C:\Users\adam\workspace\python\3d_engine\test_app\src\data\sydney.md2'
    #MODEL = r'C:\Users\adam\workspace\python\3d_engine\BomberCommand\data\meshes\b17\b17g.3ds'
    #MODEL = r'C:\Users\adam\Downloads\development\3d\aircraft\me109\Messerschmitt\Bf109G6.3DS'
    MODEL = r'C:\Users\adam\Downloads\development\3d\aircraft\b17\B-17\b17g.3ds'

    scene = pyassimp.load(MODEL)
    
    #the model we load
    print "MODEL:", MODEL
    print
    
    #write some statistics
    print "SCENE:"
    print "  meshes:", len(scene.meshes)
    print "  materials:", len(scene.materials)
    print "  textures:", len(scene.textures)
    print
    
    print "MESHES:"
    for index, mesh in enumerate(scene.meshes):
        print "  MESH", index+1
        print "    material:", mesh.mMaterialIndex+1
github adamlwgriffiths / PyGLy / pygly / attic / oai_mesh.py View on Github external
def load( self ):
        scene = pyassimp.load( self.filename )
        
        # drop the existing materials
        # TODO: drop the existing materials
        
        # load the materials
        self.load_textures( scene )
        
        # clear the existing display lists
        self.displayList = None
        
        self.displayList = glGenLists( 1 )
        glNewList( self.displayList, GL_COMPILE )
        
        glEnable( GL_TEXTURE_2D )
        
        # render the meshes