How to add color definition in 'pygltflib' python library to 3D triangular mesh?

The following example generates a 3D object using arbitrary triangle definitions (vertices and connectivity matrix). https://gitlab.com/dodgyville/pygltflib#create-a-mesh-convert-to-bytes-convert-back-to-mesh

How can I set custom colors to the vertices?

Just like the same way as in this matlab library: https://www.mathworks.com/matlabcentral/fileexchange/109264-matlab2glb

Matlab example code with color definition for vertices:

example.POSITION = [0 0 0; 1 0 0; 1 1 0; 0 1 0; 0 0 1; 1 0 1; 1 1 1; 0 1 1]; 
example.indices = [1 4 2; 4 3 2; 3 7 2; 7 6 2; 3 4 7; 4 8 7; 8 5 7; 5 6 7; 5 2 6; 5 1 2; 1 5 4; 5 8 4];
example.COLOR_0 = [1 0 0; 0.5 0.5 0.5; 0.5 0.5 0.5; 0.5 0.5 0.5; 0.5 0.5 0.5; 0.5 0.5 0.5; 0 1 0; 0.5 0.5 0.5];
example.prop.material.pbrMetallicRoughness.baseColorFactor = [0.7 0.7 1 0.5];
example.prop.material.pbrMetallicRoughness.metallicFactor = 1;
example.prop.material.pbrMetallicRoughness.roughnessFactor = 0.1;
example.prop.material.alphaMode = 'BLEND';
example.prop.material.doubleSided = true;
write_glb('example.glb', example);

Upvotes: 0

Views: 861

Answers (1)

Vishy B
Vishy B

Reputation: 1

For color on vertex, you need to define it as a RGB vector for each vertex, similar to x,y,z for each vertex in pygltflib

For your data, I created a sample code to create a gltf file using pygltflib as shown below.

I took the wavefront obj to gltf conversion code from here and tweaked it to your use case and data

import sys
import os
import traceback
import numpy as np
from pygltflib import *

if __name__ == "__main__":

    output_path = "/content/sample_data/square.glb"
    
    # instantiate GLTF2
    gltf = GLTF2()
    gltf.asset = Asset()
    gltf.scenes = [Scene()]
    gltf.nodes = [Node()]       # Mesh node
    gltf.meshes = [Mesh()]
    gltf.accessors = [Accessor() for _ in range(3)]     # faces, vertices, v_colors
    gltf.materials = [Material()]
    gltf.bufferViews = [BufferView() for _ in range(3)]
    gltf.buffers = [Buffer()]

    # asset
    gltf.asset = Asset()

    # scene
    gltf.scene = 0

    # vertices
    vertices_lst = [[0.0 ,0.0 ,0.0],[1.0 ,0.0, 0.0],[1.0, 1.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0], [1.0, 0.0, 1.0],[1.0, 1.0, 1.0],[0.0, 1.0, 1.0]]
    # faces indices
    faceindices_lst = [[1,4,2], [4,3,2], [3,7,2], [7,6,2], [3,4,7], [4,8,7], [8,5,7], [5,6,7], [5,2,6], [5,1,2], [1,5,4], [5,8,4]]
    # colors
    vertices_colors_lst = [[1,0,0],[0.5,0.5,0.5],[0.5,0.5,0.5],[0.5,0.5,0.5],[0.5,0.5,0.5],[0.5,0.5,0.5],[0,1,0],[0.5,0.5,0.5]] 
    # convert colorlist to np.array
    vertices_colors_nparray = np.array([np.array(xi) for xi in vertices_colors_lst])
    
    
    # store faces
    indices_chunk = b""
    for f in faceindices_lst:
        indices_chunk += struct.pack("<III", *f)    
    gltf.bufferViews[0].buffer = 0
    gltf.bufferViews[0].byteOffset = 0
    gltf.bufferViews[0].byteLength = len(indices_chunk)
    gltf.bufferViews[0].target = ELEMENT_ARRAY_BUFFER
    gltf.accessors[0].bufferView = 0
    gltf.accessors[0].byteOffset = 0
    gltf.accessors[0].componentType = UNSIGNED_INT
    gltf.accessors[0].normalized = False
    gltf.accessors[0].count = len(faceindices_lst) * 3
    gltf.accessors[0].type = "SCALAR"

    # store vertices
    vertices_chunk = b""
    for v in vertices_lst:
        vertices_chunk += struct.pack("<fff", *v)
    gltf.bufferViews[1].buffer = 0
    gltf.bufferViews[1].byteOffset = gltf.bufferViews[0].byteLength
    gltf.bufferViews[1].byteLength = len(vertices_chunk)
    gltf.bufferViews[1].target = ARRAY_BUFFER
    gltf.accessors[1].bufferView = 1
    gltf.accessors[1].byteOffset = 0
    gltf.accessors[1].componentType = FLOAT
    gltf.accessors[1].normalized = False
    gltf.accessors[1].count = len(vertices_lst)
    gltf.accessors[1].type = "VEC3"
    gltf.accessors[1].max = list(np.max(np.array(vertices_lst).T, axis=1))       # get the max value for each xyz
    gltf.accessors[1].min = list(np.min(np.array(vertices_lst).T, axis=1))

    # store vertex colors
    vcolor_chunk = b""
    for vc in vertices_colors_nparray:
        vc_rgb = vc[:3]
        vcolor_chunk += struct.pack("<fff", *vc_rgb)
    gltf.bufferViews[2].buffer = 0
    gltf.bufferViews[2].byteOffset = gltf.bufferViews[1].byteOffset + gltf.bufferViews[1].byteLength
    gltf.bufferViews[2].byteLength = len(vcolor_chunk)
    gltf.bufferViews[2].target = ARRAY_BUFFER
    gltf.accessors[2].bufferView = 2
    gltf.accessors[2].byteOffset = 0
    gltf.accessors[2].componentType = FLOAT
    gltf.accessors[2].normalized = False
    gltf.accessors[2].count = len(vertices_colors_nparray)
    gltf.accessors[2].type = "VEC3"

    
    # store buffer data

    gltf.identify_uri = BufferFormat.BINARYBLOB
    gltf._glb_data = indices_chunk + vertices_chunk + vcolor_chunk
    gltf.buffers[0].byteLength = gltf.bufferViews[2].byteOffset + gltf.bufferViews[2].byteLength
    
    # mesh
    gltf.meshes[0].primitives = [
        Primitive(
            attributes=Attributes(
                POSITION=1,
                #NORMAL=3,
                COLOR_0=2,
            ),
            indices=0,
            material=0
        )
    ]
    gltf.meshes[0].name = "Mesh"

    # assemble nodes
    gltf.nodes[0].mesh = 0
    gltf.nodes[0].name = "Mesh"

    gltf.scenes[0].nodes = [0]

    # export
    gltf.save_binary(output_path)

Upvotes: 0

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