Assimp  v3.1.1 (June 2014)
3d_viewer Namespace Reference

Classes

class  DefaultCamera
 
class  PyAssimp3DViewer
 

Functions

def get_world_transform (scene, node)
 
def main (model, width, height)
 

Variables

string BASE = "BASE"
 
string BASIC_FRAGMENT_SHADER_120
 
string BASIC_FRAGMENT_SHADER_130
 
string BASIC_VERTEX_SHADER_120
 
string BASIC_VERTEX_SHADER_130
 
string CAMERA = "camera"
 
string COLORS = "COLORS"
 
float DEFAULT_CLIP_PLANE_FAR = 1000.0
 
float DEFAULT_CLIP_PLANE_NEAR = 0.001
 
string ENTITY = "entity"
 
 ERROR_CHECKING
 
 ERROR_LOGGING
 
string FLAT_VERTEX_SHADER_120
 
string FLAT_VERTEX_SHADER_130
 
 gllogger = logging.getLogger("OpenGL")
 
string GOOCH_FRAGMENT_SHADER_120
 
string GOOCH_FRAGMENT_SHADER_130
 
string GOOCH_VERTEX_SHADER_120
 
string GOOCH_VERTEX_SHADER_130
 
 height
 
string HELPERS = "HELPERS"
 
 level
 
 logger = logging.getLogger("pyassimp")
 
string MESH = "mesh"
 
 model
 
 ROTATION_180_X = numpy.array([[1, 0, 0, 0], [0, -1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1]], dtype=numpy.float32)
 
string SILHOUETTE = "SILHOUETTE"
 
string SILHOUETTE_VERTEX_SHADER_120
 
string SILHOUETTE_VERTEX_SHADER_130
 
 width
 

Function Documentation

◆ get_world_transform()

def 3d_viewer.get_world_transform (   scene,
  node 
)

◆ main()

def 3d_viewer.main (   model,
  width,
  height 
)

Variable Documentation

◆ BASE

string 3d_viewer.BASE = "BASE"

◆ BASIC_FRAGMENT_SHADER_120

string 3d_viewer.BASIC_FRAGMENT_SHADER_120
Initial value:
1 = """
2 #version 120
3 
4 varying vec4 v_color;
5 
6 void main() {
7  gl_FragColor = v_color;
8 }
9 """

◆ BASIC_FRAGMENT_SHADER_130

string 3d_viewer.BASIC_FRAGMENT_SHADER_130
Initial value:
1 = """
2 #version 130
3 
4 in vec4 v_color;
5 
6 void main() {
7  gl_FragColor = v_color;
8 }
9 """

◆ BASIC_VERTEX_SHADER_120

string 3d_viewer.BASIC_VERTEX_SHADER_120

◆ BASIC_VERTEX_SHADER_130

string 3d_viewer.BASIC_VERTEX_SHADER_130

◆ CAMERA

string 3d_viewer.CAMERA = "camera"

◆ COLORS

string 3d_viewer.COLORS = "COLORS"

◆ DEFAULT_CLIP_PLANE_FAR

float 3d_viewer.DEFAULT_CLIP_PLANE_FAR = 1000.0

◆ DEFAULT_CLIP_PLANE_NEAR

float 3d_viewer.DEFAULT_CLIP_PLANE_NEAR = 0.001

◆ ENTITY

string 3d_viewer.ENTITY = "entity"

◆ ERROR_CHECKING

3d_viewer.ERROR_CHECKING

◆ ERROR_LOGGING

3d_viewer.ERROR_LOGGING

◆ FLAT_VERTEX_SHADER_120

string 3d_viewer.FLAT_VERTEX_SHADER_120
Initial value:
1 = """
2 #version 120
3 
4 uniform mat4 u_viewProjectionMatrix;
5 uniform mat4 u_modelMatrix;
6 
7 uniform vec4 u_materialDiffuse;
8 
9 attribute vec3 a_vertex;
10 
11 varying vec4 v_color;
12 
13 void main(void)
14 {
15  v_color = u_materialDiffuse;
16  gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
17 }
18 """

◆ FLAT_VERTEX_SHADER_130

string 3d_viewer.FLAT_VERTEX_SHADER_130
Initial value:
1 = """
2 #version 130
3 
4 uniform mat4 u_viewProjectionMatrix;
5 uniform mat4 u_modelMatrix;
6 
7 uniform vec4 u_materialDiffuse;
8 
9 in vec3 a_vertex;
10 
11 out vec4 v_color;
12 
13 void main(void)
14 {
15  v_color = u_materialDiffuse;
16  gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
17 }
18 """

◆ gllogger

3d_viewer.gllogger = logging.getLogger("OpenGL")

◆ GOOCH_FRAGMENT_SHADER_120

string 3d_viewer.GOOCH_FRAGMENT_SHADER_120

◆ GOOCH_FRAGMENT_SHADER_130

string 3d_viewer.GOOCH_FRAGMENT_SHADER_130

◆ GOOCH_VERTEX_SHADER_120

string 3d_viewer.GOOCH_VERTEX_SHADER_120

◆ GOOCH_VERTEX_SHADER_130

string 3d_viewer.GOOCH_VERTEX_SHADER_130

◆ height

3d_viewer.height

◆ HELPERS

string 3d_viewer.HELPERS = "HELPERS"

◆ level

3d_viewer.level

◆ logger

3d_viewer.logger = logging.getLogger("pyassimp")

◆ MESH

string 3d_viewer.MESH = "mesh"

◆ model

3d_viewer.model

◆ ROTATION_180_X

3d_viewer.ROTATION_180_X = numpy.array([[1, 0, 0, 0], [0, -1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1]], dtype=numpy.float32)

◆ SILHOUETTE

string 3d_viewer.SILHOUETTE = "SILHOUETTE"

◆ SILHOUETTE_VERTEX_SHADER_120

string 3d_viewer.SILHOUETTE_VERTEX_SHADER_120
Initial value:
1 = """
2 #version 120
3 
4 attribute vec3 a_vertex; // xyz - position
5 attribute vec3 a_normal; // xyz - normal
6 
7 uniform mat4 u_modelMatrix;
8 uniform mat4 u_viewProjectionMatrix;
9 uniform mat4 u_modelViewMatrix;
10 uniform vec4 u_materialDiffuse;
11 uniform float u_bordersize; // width of the border
12 
13 varying vec4 v_color;
14 
15 void main(void){
16  v_color = u_materialDiffuse;
17  float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z;
18  vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0);
19  gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos;
20 }
21 """

◆ SILHOUETTE_VERTEX_SHADER_130

string 3d_viewer.SILHOUETTE_VERTEX_SHADER_130
Initial value:
1 = """
2 #version 130
3 
4 in vec3 a_vertex; // xyz - position
5 in vec3 a_normal; // xyz - normal
6 
7 uniform mat4 u_modelMatrix;
8 uniform mat4 u_viewProjectionMatrix;
9 uniform mat4 u_modelViewMatrix;
10 uniform vec4 u_materialDiffuse;
11 uniform float u_bordersize; // width of the border
12 
13 out vec4 v_color;
14 
15 void main(void){
16  v_color = u_materialDiffuse;
17  float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z;
18  vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0);
19  gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos;
20 }
21 """

◆ width

3d_viewer.width