There's error in OBJFILELOADER.py file from the link - https://www.pygame.org/wiki/OBJFileLoader .
I think there's python2 to python3 version error, however I tried changing the raise ValueError thing and used obj as obj=(filename)
But still there's lots of errors.
I took the .obj file from blender, I don't think that's the issue.
Can anyone tell me the exact objfileloader for Python3
Error -
Traceback (most recent call last):
File "/home/warted/anaconda3/lib/python3.6/site-packages/OpenGL/latebind.py", line 41, in __call__
return self._finalCall( *args, **named )
TypeError: 'NoneType' object is not callable
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "run.py", line 28, in <module>
obj = OBJ('robotbase.obj')
File "/home/warted/COMMAND CENTRE/SEDS/GUI/Simulate/objloader.py", line 97, in __init__
glNormal3fv(self.normals[normals[i] - 1])
File "/home/warted/anaconda3/lib/python3.6/site-packages/OpenGL/latebind.py", line 45, in __call__
return self._finalCall( *args, **named )
File "/home/warted/anaconda3/lib/python3.6/site-packages/OpenGL/wrapper.py", line 677, in wrapperCall
pyArgs = tuple( calculate_pyArgs( args ))
File "/home/warted/anaconda3/lib/python3.6/site-packages/OpenGL/wrapper.py", line 438, in calculate_pyArgs
yield converter(args[index], self, args)
File "/home/warted/anaconda3/lib/python3.6/site-packages/OpenGL/arrays/arrayhelpers.py", line 112, in asArraySize
handler = typ.getHandler( incoming )
File "/home/warted/anaconda3/lib/python3.6/site-packages/OpenGL/arrays/arraydatatype.py", line 53, in __call__
typ.__module__, type.__name__, repr(value)[:50]
TypeError: ('No array-type handler for type builtins.type (value: <map object at 0x7f6bf0f8f4a8>) registered', <function asArrayTypeSize.<locals>.asArraySize at 0x7f6c01d6a620>)
You just seem to assign the filename to the variable obj
.
Instead you have to create an instance of the OBJ
class and pass the file/path name:
obj = OBJ(filename)
To port the script to Python 3 check out the linked answer.
Try this updated version:
import pygame
from OpenGL.GL import *
def MTL(filename):
contents = {}
mtl = None
for line in open(filename, "r"):
if line.startswith('#'): continue
values = line.split()
if not values: continue
if values[0] == 'newmtl':
mtl = contents[values[1]] = {}
elif mtl is None:
raise ValueError("mtl file doesn't start with newmtl stmt")
elif values[0] == 'map_Kd':
# load the texture referred to by this declaration
mtl[values[0]] = values[1]
surf = pygame.image.load(mtl['map_Kd'])
image = pygame.image.tostring(surf, 'RGBA', 1)
ix, iy = surf.get_rect().size
texid = mtl['texture_Kd'] = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texid)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA,
GL_UNSIGNED_BYTE, image)
else:
mtl[values[0]] = list(map(float, values[1:]))
return contents
class OBJ:
def __init__(self, filename, swapyz=False):
"""Loads a Wavefront OBJ file. """
self.vertices = []
self.normals = []
self.texcoords = []
self.faces = []
material = None
for line in open(filename, "r"):
if line.startswith('#'): continue
values = line.split()
if not values: continue
if values[0] == 'v':
v = list(map(float, values[1:4]))
if swapyz:
v = v[0], v[2], v[1]
self.vertices.append(v)
elif values[0] == 'vn':
v = list(map(float, values[1:4]))
if swapyz:
v = v[0], v[2], v[1]
self.normals.append(v)
elif values[0] == 'vt':
self.texcoords.append(list(map(float, values[1:3])))
elif values[0] in ('usemtl', 'usemat'):
material = values[1]
elif values[0] == 'mtllib':
self.mtl = MTL(values[1])
elif values[0] == 'f':
face = []
texcoords = []
norms = []
for v in values[1:]:
w = v.split('/')
face.append(int(w[0]))
if len(w) >= 2 and len(w[1]) > 0:
texcoords.append(int(w[1]))
else:
texcoords.append(0)
if len(w) >= 3 and len(w[2]) > 0:
norms.append(int(w[2]))
else:
norms.append(0)
self.faces.append((face, norms, texcoords, material))
self.gl_list = glGenLists(1)
glNewList(self.gl_list, GL_COMPILE)
glEnable(GL_TEXTURE_2D)
glFrontFace(GL_CCW)
for face in self.faces:
vertices, normals, texture_coords, material = face
mtl = self.mtl[material]
if 'texture_Kd' in mtl:
# use diffuse texmap
glBindTexture(GL_TEXTURE_2D, mtl['texture_Kd'])
else:
# just use diffuse colour
glColor(*mtl['Kd'])
glBegin(GL_POLYGON)
for i in range(len(vertices)):
if normals[i] > 0:
glNormal3fv(self.normals[normals[i] - 1])
if texture_coords[i] > 0:
glTexCoord2fv(self.texcoords[texture_coords[i] - 1])
glVertex3fv(self.vertices[vertices[i] - 1])
glEnd()
glDisable(GL_TEXTURE_2D)
glEndList()