This Code shows how to load in a 3 dimensional model from a stl file format which is often used for rapid prototyping and cad software. This example can load both text and binary stl files and was written to load the model files from the reprap open source 3d printer project.
import os
import struct
from OpenGL.GL import *
from OpenGL.GLU import *
import pygame
from pygame.locals import *
#class for a 3d point
class createpoint:
def __init__(self,p,c=(1,0,0)):
self.point_size=0.5
self.color=c
self.x=p[0]
self.y=p[1]
self.z=p[2]
def glvertex(self):
glVertex3f(self.x,self.y,self.z)
#class for a 3d face on a model
class createtriangle:
points=None
normal=None
def __init__(self,p1,p2,p3,n=None):
#3 points of the triangle
self.points=createpoint(p1),createpoint(p2),createpoint(p3)
#triangles normal
self.normal=createpoint(self.calculate_normal(self.points[0],self.points[1],self.points[2]))#(0,1,0)#
#calculate vector / edge
def calculate_vector(self,p1,p2):
return -p1.x+p2.x,-p1.y+p2.y,-p1.z+p2.z
def calculate_normal(self,p1,p2,p3):
a=self.calculate_vector(p3,p2)
b=self.calculate_vector(p3,p1)
#calculate the cross product returns a vector
return self.cross_product(a,b) def cross_product(self,p1,p2):
return (p1[1]*p2[2]-p2[1]*p1[2]) , (p1[2]*p2[0])-(p2[2]*p1[0]) , (p1[0]*p2[1])-(p2[0]*p1[1])
class loader:
model=[]
#return the faces of the triangles
def get_triangles(self):
if self.model:
for face in self.model:
yield face
#draw the models faces
def draw(self):
glBegin(GL_TRIANGLES)
for tri in self.get_triangles():
glNormal3f(tri.normal.x,tri.normal.y,tri.normal.z)
glVertex3f(tri.points[0].x,tri.points[0].y,tri.points[0].z)
glVertex3f(tri.points[1].x,tri.points[1].y,tri.points[1].z)
glVertex3f(tri.points[2].x,tri.points[2].y,tri.points[2].z)
glEnd()
#load stl file detects if the file is a text file or binary file
def load_stl(self,filename):
#read start of file to determine if its a binay stl file or a ascii stl file
fp=open(filename,'rb')
h=fp.read(80)
type=h[0:5]
fp.close()
if type=='solid':
print "reading text file"+str(filename)
self.load_text_stl(filename)
else:
print "reading binary stl file "+str(filename,)
self.load_binary_stl(filename)
#read text stl match keywords to grab the points to build the model
def load_text_stl(self,filename):
fp=open(filename,'r')
for line in fp.readlines():
words=line.split()
if len(words)>0:
if words[0]=='solid':
self.name=words[1]
if words[0]=='facet':
center=[0.0,0.0,0.0]
triangle=[]
normal=(eval(words[2]),eval(words[3]),eval(words[4]))
if words[0]=='vertex':
triangle.append((eval(words[1]),eval(words[2]),eval(words[3])))
if words[0]=='endloop':
#make sure we got the correct number of values before storing
if len(triangle)==3:
self.model.append(createtriangle(triangle[0],triangle[1],triangle[2],normal))
fp.close()
#load binary stl file check wikipedia for the binary layout of the file
#we use the struct library to read in and convert binary data into a format we can use
def load_binary_stl(self,filename):
fp=open(filename,'rb')
h=fp.read(80)
l=struct.unpack('I',fp.read(4))[0]
count=0
while True:
try:
p=fp.read(12)
if len(p)==12:
n=struct.unpack('f',p[0:4])[0],struct.unpack('f',p[4:8])[0],struct.unpack('f',p[8:12])[0]
p=fp.read(12)
if len(p)==12:
p1=struct.unpack('f',p[0:4])[0],struct.unpack('f',p[4:8])[0],struct.unpack('f',p[8:12])[0]
p=fp.read(12)
if len(p)==12:
p2=struct.unpack('f',p[0:4])[0],struct.unpack('f',p[4:8])[0],struct.unpack('f',p[8:12])[0]
p=fp.read(12)
if len(p)==12:
p3=struct.unpack('f',p[0:4])[0],struct.unpack('f',p[4:8])[0],struct.unpack('f',p[8:12])[0]
new_tri=(n,p1,p2,p3)
if len(new_tri)==4:
tri=createtriangle(p1,p2,p3,n)
self.model.append(tri)
count+=1
fp.read(2)
if len(p)==0:
break
except EOFError:
break
fp.close()
class draw_scene:
def __init__(self,style=1):
#create a model instance and
self.model1=loader()
#self.model1.load_stl(os.path.abspath('')+'/text.stl')
self.model1.load_stl(os.path.abspath('')+'/binary.stl')
self.init_shading()
#solid model with a light / shading
def init_shading(self):
glShadeModel(GL_SMOOTH)
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glShadeModel(GL_SMOOTH) glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glEnable(GL_COLOR_MATERIAL)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0) glLight(GL_LIGHT0, GL_POSITION, (0, 1, 1, 0)) glMatrixMode(GL_MODELVIEW)
def resize(self,(width, height)):
if height==0:
height=1
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, 1.0*width/height, 0.1, 100.0)
#gluLookAt(0.0,0.0,45.0,0,0,0,0,40.0,0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def init(self):
glShadeModel(GL_SMOOTH)
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glShadeModel(GL_SMOOTH) glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glEnable(GL_COLOR_MATERIAL)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0) glLight(GL_LIGHT0, GL_POSITION, (0, 1, 1, 0))
glMatrixMode(GL_MODELVIEW)
def draw(self):
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslatef(0.0,-26.0, -100.0)
self.model1.draw()
#main program loop
def main():
#initalize pygame
pygame.init()
pygame.display.set_mode((640,480), OPENGL|DOUBLEBUF)
#setup the open gl scene
scene=draw_scene()
scene.resize((640,480))
frames = 0
ticks = pygame.time.get_ticks()
while 1:
event = pygame.event.poll()
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
break
#draw the scene
scene.draw()
pygame.display.flip()
frames = frames+1
print "fps: %d" % ((frames*1000)/(pygame.time.get_ticks()-ticks))
if __name__ == '__main__':
main()
You can download some stl files from the link below.