pythonpygameblenderpyopenglobjloader

Error in OBJFileLoader


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>)

Solution

  • 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()