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Save shivshank/34ffc56283273e1e904e8dc50491a7a6 to your computer and use it in GitHub Desktop.
""" | |
This script is designed to export a mass amount of MagicaVoxel .vox files | |
to .obj. Unlike Magica's internal exporter, this exporter preserves the | |
voxel vertices for easy manipulating in a 3d modeling program like Blender. | |
Various meshing algorithms are included (or to be included). MagicaVoxel | |
uses monotone triangulation (I think). The algorithms that will (or do) | |
appear in this script will use methods to potentially reduce rendering | |
artifacts that could be introduced by triangulation of this nature. | |
I may also include some features like light map generation for easy | |
importing into Unreal Engine, etc. | |
Notes: | |
* There may be a few floating point equality comparisons. They seem to | |
work but it scares me a little. | |
* TODO: use constants instead of magic numbers (as defined in AAQuad), | |
(i.e., ..., 2 -> AAQuad.TOP, ...) | |
* A lot of assertions should probably be exceptions since they are | |
error checking user input (this sounds really bad now that I've put | |
it on paper...). So don't run in optimized mode (who does that | |
anyways?). | |
* I am considering adding FBX support. | |
""" | |
import math | |
class AAQuad: | |
""" A solid colored axis aligned quad. """ | |
normals = [ | |
(-1, 0, 0), # left = 0 | |
(1, 0, 0), # right = 1 | |
(0, 0, 1), # top = 2 | |
(0, 0, -1), # bottom = 3 | |
(0, -1, 0), # front = 4 | |
(0, 1, 0) # back = 5 | |
] | |
LEFT = 0 | |
RIGHT = 1 | |
TOP = 2 | |
BOTTOM = 3 | |
FRONT = 4 | |
BACK = 5 | |
def __init__(self, verts, uv=None, normal=None): | |
assert len(verts) == 4, "face must be a quad" | |
self.vertices = verts | |
self.uv = uv | |
self.normal = normal | |
def __str__(self): | |
s = [] | |
for i in self.vertices: | |
s.append( str(i) + '/' + str(self.uv) + '/' + str(self.normal)) | |
return 'f ' + ' '.join(s) | |
def center(self): | |
return ( | |
sum(i[0] for i in self.vertices)/4, | |
sum(i[1] for i in self.vertices)/4, | |
sum(i[2] for i in self.vertices)/4 | |
) | |
def bucketHash(faces, origin, maximum, bucket=16): | |
extents = ( | |
math.ceil((maximum[0] - origin[0])/bucket), | |
math.ceil((maximum[1] - origin[1])/bucket), | |
math.ceil((maximum[2] - origin[2])/bucket) | |
) | |
buckets = {} | |
for f in faces: | |
c = f.center() | |
# TODO | |
def optimizedGreedyMesh(faces): | |
# TODO | |
edges = adjacencyGraphEdges(faces) | |
groups = contiguousFaces(faces, edges) | |
return faces | |
def adjacencyGraphEdges(faces): | |
""" Get the list of edges representing adjacent faces. """ | |
# a list of edges, where edges are tuple(face_a, face_b) | |
edges = [] | |
# build the list of edges in the graph | |
for root in faces: | |
for face in faces: | |
if face is root: | |
continue | |
if facesAreAdjacent(root, face): | |
# the other edge will happen somewhere else in the iteration | |
# (i.e., the relation isAdjacent is symmetric) | |
edges.append((root, face)) | |
return edges | |
def contiguousFaces(faces, adjacencyGraphEdges): | |
""" Get the list of connected components from a list of graph edges. | |
The list will contain lists containing the edges within the components. | |
""" | |
groups = [] | |
visited = dict((f, False) for f in faces) | |
for face in faces: | |
# if the face hasn't been visited, it is not in any found components | |
if not visited[face]: | |
g = [] | |
_visitGraphNodes(face, adjacencyGraphEdges, visited, g) | |
# there is only a new component if face has not been visited yet | |
groups.append(g) | |
return groups | |
def _visitGraphNodes(node, edges, visited, component): | |
""" Recursive routine used in findGraphComponents """ | |
# visit every component connected to this one | |
for edge in edges: | |
# for all x in nodes, (node, x) and (x, node) should be in edges! | |
# therefore we don't have to check for "edge[1] is node" | |
if edge[0] is node and not visited[edge[1]]: | |
assert edge[1] is not node, "(node, node) should not be in edges" | |
# mark the other node as visited | |
visited[edge[1]] = True | |
component.append(edge[1]) | |
# visit all of that nodes connected nodes | |
_visitGraphNodes(edge[1], edges, visited, component) | |
def facesAreAdjacent(a, b): | |
""" Adjacent is defined as same normal, uv, and a shared edge. | |
This isn't entirely intuitive (i.e., corner faces are not adjacent) | |
but this definition fits the problem domain. | |
Only works on AAQuads. | |
""" | |
# note: None is == None, this shouldn't matter | |
if a.uv != b.uv: | |
return False | |
if a.normal != b.normal: | |
return False | |
# to be adjacent, two faces must share an edge | |
# use == and not identity in case edge split was used | |
shared = 0 | |
for vert_a in a.vertices: | |
for vert_b in b.vertices: | |
if vert_a == vert_b: | |
shared += 1 | |
# hooray we have found a shared edge (or a degenerate case...) | |
if shared == 2: | |
return True | |
return False | |
class GeoFace: | |
""" An arbitrary geometry face | |
This should only be used for arbitrary models, not ones we can | |
reasonably assume are axis aligned. | |
""" | |
def __init__(self, verts, uvs=None, normals=None): | |
self.vertices = verts | |
assert len(verts) in (3, 4), "only quads and tris are supported" | |
self.normals = normals | |
self.uvs = uvs | |
def toAAQuad(self, skipAssert=False): | |
q = AAQuad(self.vertices) | |
if self.normals is not None and len(self.normals) > 0: | |
if not skipAssert: | |
for i in self.normals: | |
assert self.normals[0] == i, \ | |
"face must be axis aligned (orthogonal normals)" | |
q.normal = self.normals[0] | |
if self.uvs is not None and len(self.uvs) > 0: | |
if not skipAssert: | |
for i in self.uvs: | |
assert self.uvs[0] == i, \ | |
"face must be axis aligned (orthogonal)" | |
q.uv = self.uvs[0] | |
return q | |
class VoxelStruct: | |
""" Describes a voxel object | |
""" | |
def __init__(self): | |
# a dict is probably the best way to go about this | |
# (as a trade off between performance and code complexity) | |
# see _index for the indexing method | |
self.voxels = {} | |
self.colorIndices = set() | |
def fromList(self, voxels): | |
self.voxels = {} | |
for voxel in voxels: | |
self.setVoxel(voxel) | |
self.colorIndices.add(voxel.colorIndex) | |
def setVoxel(self, voxel): | |
self.voxels[voxel.z*(256**2) + voxel.y * 256 + voxel.x] = voxel | |
def getVoxel(self, x, y, z): | |
return self.voxels.get(z*(256**2) + y * 256 + x, None) | |
def _index(self, x, y, z): | |
return z*(256**2) + y * 256 + x | |
def getBounds(self): | |
origin = (float("inf"), float("inf"), float("inf")) | |
maximum = (float("-inf"), float("-inf"), float("-inf")) | |
for key, voxel in self.voxels.items(): | |
origin = ( | |
min(origin[0], voxel.x), | |
min(origin[1], voxel.y), | |
min(origin[2], voxel.z) | |
) | |
maximum = ( | |
max(maximum[0], voxel.x), | |
max(maximum[1], voxel.y), | |
max(maximum[2], voxel.z) | |
) | |
return origin, maximum | |
def zeroOrigin(self): | |
""" Translate the model so that it's origin is at 0, 0, 0 """ | |
origin, maximum = self.getBounds() | |
result = {} | |
xOff, yOff, zOff = origin | |
for key, voxel in self.voxels.iteritems(): | |
result[self._index(voxel.x-xOff, voxel.y-yOff, voxel.z-zOff)] = \ | |
Voxel(voxel.x-xOff, voxel.y-yOff, voxel.z-zOff, | |
voxel.colorIndex) | |
self.voxels = result | |
return (0, 0, 0), (maximum[0] - xOff, | |
maximum[1] - yOff, | |
maximum[2] - zOff) | |
def toQuads(self): | |
""" --> a list of AAQuads """ | |
faces = [] | |
for key, voxel in self.voxels.items(): | |
self._getObjFaces(voxel, faces) | |
return faces | |
def _getObjFaces(self, voxel, outFaces): | |
if voxel.colorIndex == 0: | |
# do nothing if this is an empty voxel | |
# n.b., I do not know if this ever can happen. | |
return [] | |
sides = self._objExposed(voxel) | |
if sides[0]: | |
f = self._getLeftSide(voxel) | |
self._getObjFacesSupport(0, voxel.colorIndex, f, outFaces) | |
if sides[1]: | |
f = self._getRightSide(voxel) | |
self._getObjFacesSupport(1, voxel.colorIndex, f, outFaces) | |
if sides[2]: | |
f = self._getTopSide(voxel) | |
self._getObjFacesSupport(2, voxel.colorIndex, f, outFaces) | |
if sides[3]: | |
f = self._getBottomSide(voxel) | |
self._getObjFacesSupport(3, voxel.colorIndex, f, outFaces) | |
if sides[4]: | |
f = self._getFrontSide(voxel) | |
self._getObjFacesSupport(4, voxel.colorIndex, f, outFaces) | |
if sides[5]: | |
f = self._getBackSide(voxel) | |
self._getObjFacesSupport(5, voxel.colorIndex, f, outFaces) | |
return | |
n = AAQuad.normals[i] | |
# note: texcoords are based on MagicaVoxel's texturing scheme! | |
# meaning a color index of 0 translates to pixel[255] | |
# and color index [1:256] -> pixel[0:255] | |
u = ((voxel.colorIndex - 1)/256 + 1/512, 0.5) | |
outFaces.append( | |
# this is most definitely not "fun" | |
AAQuad(f, u, n) | |
) | |
def _getObjFacesSupport(self, side, color, faces, outFaces): | |
n = AAQuad.normals[side] | |
# note: texcoords are based on MagicaVoxel's texturing scheme! | |
# meaning a color index of 0 translates to pixel[255] | |
# and color index [1:256] -> pixel[0:255] | |
u = ((color - 1)/256 + 1/512, 0.5) | |
outFaces.append( | |
# fact: the parameters were coincidentally "f, u, n" at one point! | |
AAQuad(faces, u, n) | |
) | |
# MagicaVoxel does -.5 to +.5 for each cube, we'll do 0.0 to 1.0 ;) | |
def _getLeftSide(self, voxel): | |
return [ | |
(voxel.x, voxel.y + 1, voxel.z + 1), | |
(voxel.x, voxel.y + 1, voxel.z), | |
(voxel.x, voxel.y, voxel.z), | |
(voxel.x, voxel.y, voxel.z + 1) | |
] | |
def _getRightSide(self, voxel): | |
return ( | |
(voxel.x + 1, voxel.y, voxel.z + 1), | |
(voxel.x + 1, voxel.y, voxel.z), | |
(voxel.x + 1, voxel.y + 1, voxel.z), | |
(voxel.x + 1, voxel.y + 1, voxel.z + 1) | |
) | |
def _getTopSide(self, voxel): | |
return ( | |
(voxel.x, voxel.y + 1, voxel.z + 1), | |
(voxel.x, voxel.y, voxel.z + 1), | |
(voxel.x + 1, voxel.y, voxel.z + 1), | |
(voxel.x + 1, voxel.y + 1, voxel.z + 1) | |
) | |
def _getBottomSide(self, voxel): | |
return ( | |
(voxel.x, voxel.y, voxel.z), | |
(voxel.x, voxel.y + 1, voxel.z), | |
(voxel.x + 1, voxel.y + 1, voxel.z), | |
(voxel.x + 1, voxel.y, voxel.z) | |
) | |
def _getFrontSide(self, voxel): | |
return ( | |
(voxel.x, voxel.y, voxel.z + 1), | |
(voxel.x, voxel.y, voxel.z), | |
(voxel.x + 1, voxel.y, voxel.z), | |
(voxel.x + 1, voxel.y, voxel.z + 1) | |
) | |
def _getBackSide(self, voxel): | |
return ( | |
(voxel.x + 1, voxel.y + 1, voxel.z + 1), | |
(voxel.x + 1, voxel.y + 1, voxel.z), | |
(voxel.x, voxel.y + 1, voxel.z), | |
(voxel.x, voxel.y + 1, voxel.z + 1) | |
) | |
def _objExposed(self, voxel): | |
""" --> a set of [0, 6) representing which voxel faces are shown | |
for the meaning of 0-5, see AAQuad.normals | |
get the sick truth about these voxels' dirty secrets... | |
""" | |
# check left 0 | |
side = self.getVoxel(voxel.x - 1, voxel.y, voxel.z) | |
s0 = side is None or side.colorIndex == 0 | |
# check right 1 | |
side = self.getVoxel(voxel.x + 1, voxel.y, voxel.z) | |
s1 = side is None or side.colorIndex == 0 | |
# check top 2 | |
side = self.getVoxel(voxel.x, voxel.y, voxel.z + 1) | |
s2 = side is None or side.colorIndex == 0 | |
# check bottom 3 | |
side = self.getVoxel(voxel.x, voxel.y, voxel.z - 1) | |
s3 = side is None or side.colorIndex == 0 | |
# check front 4 | |
side = self.getVoxel(voxel.x, voxel.y - 1, voxel.z) | |
s4 = side is None or side.colorIndex == 0 | |
# check back 5 | |
side = self.getVoxel(voxel.x, voxel.y + 1, voxel.z) | |
s5 = side is None or side.colorIndex == 0 | |
return s0, s1, s2, s3, s4, s5 | |
class Voxel: | |
def __init__(self, x, y, z, colorIndex): | |
self.x = x | |
self.y = y | |
self.z = z | |
self.colorIndex = colorIndex | |
def genNormals(self, aaQuads, overwrite=False): | |
# compute CCW normal if it doesn't exist | |
for face in aaQuads: | |
if overwrite or face.normal is None: | |
side_a = (face.vertices[1][0] - face.vertices[0][0], | |
face.vertices[1][1] - face.vertices[0][1], | |
face.vertices[1][2] - face.vertices[0][2]) | |
side_b = (face.vertices[-1][0] - face.vertices[0][0], | |
face.vertices[-1][1] - face.vertices[0][1], | |
face.vertices[-1][2] - face.vertices[0][2]) | |
# compute the cross product | |
face.normal = (side_a[1]*side_b[2] - side_a[2]*side_b[1], | |
side_a[2]*side_b[0] - side_a[0]*side_b[2], | |
side_a[0]*side_b[1] - side_a[1]*side_b[0]) | |
def importObj(stream): | |
vertices = [] | |
faces = [] | |
uvs = [] | |
normals = [] | |
for line in stream: | |
# make sure there's no new line or trailing spaces | |
l = line.strip().split(' ') | |
lineType = l[0].strip() | |
data = l[1:] | |
if lineType == 'v': | |
# vertex | |
v = tuple(map(float, data)) | |
vertices.append(v) | |
elif lineType == 'vt': | |
# uv | |
uvs.append( tuple(map(float, data)) ) | |
elif lineType == 'vn': | |
# normal | |
normals.append( tuple(map(float, data)) ) | |
elif lineType == 'f': | |
# face (assume all verts/uvs/normals have been processed) | |
faceVerts = [] | |
faceUvs = [] | |
faceNormals = [] | |
for v in data: | |
result = v.split('/') | |
print(result) | |
# recall that everything is 1 indexed... | |
faceVerts.append(vertices[int(result[0]) - 1]) | |
if len(result) == 1: | |
continue # there is only a vertex index | |
if result[1] != '': | |
# uvs may not be present, ex: 'f vert//normal ...' | |
faceUvs.append(uvs[int(result[1]) - 1]) | |
if len(result) <= 2: | |
# don't continue if only vert and uv are present | |
continue | |
faceNormals.append(normals[int(result[2]) - 1]) | |
faces.append( GeoFace(faceVerts, faceUvs, faceNormals) ) | |
else: | |
# there could be material specs, smoothing, or comments... ignore! | |
pass | |
return faces | |
def exportObj(stream, aaQuads): | |
# gather some of the needed information | |
faces = aaQuads | |
# copy the normals from AAQuad (99% of cases will use all directions) | |
normals = list(AAQuad.normals) | |
uvs = set() | |
for f in faces: | |
if f.uv is not None: | |
uvs.add(f.uv) | |
# convert this to a list because we need to get their index later | |
uvs = list(uvs) | |
# we will build a list of vertices as we go and then write everything | |
# in bulk, disadvantage that MANY verts will be duplicated in the OBJ file | |
fLines = [] | |
vertices = [] | |
indexOffset = 0 | |
for f in faces: | |
# recall that OBJ files are 1 indexed | |
n = 1 + normals.index(f.normal) if f.normal is not None else '' | |
uv = 1 + uvs.index(f.uv) if f.uv is not None else '' | |
# this used to be a one liner ;) | |
fLine = ['f'] | |
for i, vert in enumerate(f.vertices): | |
# for each vertex of this face | |
v = 1 + indexOffset + f.vertices.index(vert) | |
fLine.append(str(v) + '/' + str(uv) + '/' + str(n)) | |
vertices.extend(f.vertices) | |
indexOffset += len(f.vertices) | |
fLines.append(' '.join(fLine) + '\n') | |
# write to the file | |
stream.write('# shivshank\'s .obj optimizer\n') | |
stream.write('\n') | |
if len(normals) > 0: | |
stream.write('# normals\n') | |
for n in normals: | |
stream.write('vn ' + ' '.join(list(map(str, n))) + '\n') | |
stream.write('\n') | |
if len(uvs) > 0: | |
stream.write('# texcoords\n') | |
for i in uvs: | |
stream.write('vt ' + ' '.join(list(map(str, i))) + '\n') | |
stream.write('\n') | |
# output the vertices and faces | |
stream.write('# verts\n') | |
for v in vertices: | |
stream.write('v ' + ' '.join(list(map(str, v))) + '\n') | |
stream.write('\n') | |
stream.write('# faces\n') | |
for i in fLines: | |
stream.write(i) | |
stream.write('\n') | |
stream.write('\n') | |
return len(vertices), len(fLines) | |
def importVox(file): | |
""" --> a VoxelStruct from this .vox file stream """ | |
# in theory this could elegantly be many functions and classes | |
# but this is such a simple file format... | |
# refactor: ? should probably find a better exception type than value error | |
vox = VoxelStruct() | |
magic = file.read(4) | |
if magic != b'VOX ': | |
print('magic number is', magic) | |
if userAborts('This does not appear to be a VOX file. Abort?'): | |
raise ValueError("Invalid magic number") | |
# the file appears to use little endian consistent with RIFF | |
version = int.from_bytes(file.read(4), byteorder='little') | |
if version != 150: | |
if userAborts('Only version 150 is supported; this file: ' | |
+ str(version) + '. Abort?'): | |
raise ValueError("Invalid file version") | |
mainHeader = _readChunkHeader(file) | |
if mainHeader['id'] != b'MAIN': | |
print('chunk id:', mainId) | |
if userAborts('Did not find the main chunk. Abort?'): | |
raise ValueError("Did not find main VOX chunk. ") | |
#assert mainHeader['size'] == 0, "main chunk should have size 0" | |
# we don't need anything from the size or palette header! | |
# : we can figure out (minimum) bounds later from the voxel data | |
# : we only need UVs from voxel data; user can export palette elsewhere | |
nextHeader = _readChunkHeader(file) | |
while nextHeader['id'] != b'XYZI': | |
# skip the contents of this header and its children, read the next one | |
file.read(nextHeader['size'] + nextHeader['childrenSize']) | |
nextHeader = _readChunkHeader(file) | |
voxelHeader = nextHeader | |
assert voxelHeader['id'] == b'XYZI', 'this should be literally impossible' | |
assert voxelHeader['childrenSize'] == 0, 'why voxel chunk have children?' | |
seekPos = file.tell() | |
totalVoxels = int.from_bytes(file.read(4), byteorder='little') | |
### READ THE VOXELS ### | |
for i in range(totalVoxels): | |
# n.b., byte order should be irrelevant since these are all 1 byte | |
x = int.from_bytes(file.read(1), byteorder='little') | |
y = int.from_bytes(file.read(1), byteorder='little') | |
z = int.from_bytes(file.read(1), byteorder='little') | |
color = int.from_bytes(file.read(1), byteorder='little') | |
vox.setVoxel(Voxel(x, y, z, color)) | |
# assert that we've read the entire voxel chunk | |
assert file.tell() - seekPos == voxelHeader['size'] | |
# (there may be more chunks after this but we don't need them!) | |
#print('\tdone reading voxel data;', totalVoxels , 'voxels read ;D') | |
return vox | |
def _readChunkHeader(buffer): | |
id = buffer.read(4) | |
if id == b'': | |
raise ValueError("Unexpected EOF, expected chunk header") | |
size = int.from_bytes(buffer.read(4), byteorder='little') | |
childrenSize = int.from_bytes(buffer.read(4), byteorder='little') | |
return { | |
'id': id, 'size': size, 'childrenSize': childrenSize | |
} | |
def userAborts(msg): | |
print(msg + ' (y/n)') | |
u = input() | |
if u.startswith('n'): | |
return False | |
return True | |
def exportAll(): | |
""" Uses a file to automatically export a bunch of files! | |
See this function for details on the what the file looks like. | |
""" | |
import os, os.path | |
with open('exporter.txt', mode='r') as file: | |
# use this as a file "spec" | |
fromSource = os.path.abspath(file.readline().strip()) | |
toExportDir = os.path.abspath(file.readline().strip()) | |
optimizing = file.readline() | |
if optimizing.lower() == 'true': | |
optimizing = True | |
else: | |
optimizing = False | |
print('exporting vox files under', fromSource) | |
print('\tto directory', toExportDir) | |
print('\toptimizing?', optimizing) | |
print() | |
# export EVERYTHING (.vox) walking the directory structure | |
for p, dirList, fileList in os.walk(fromSource): | |
pathDiff = os.path.relpath(p, start=fromSource) | |
outDir = os.path.join(toExportDir, pathDiff) | |
# REFACTOR: the loop should be moved to a function | |
for fileName in fileList: | |
# only take vox files | |
if os.path.splitext(fileName)[1] != '.vox': | |
print('ignored', fileName) | |
continue | |
print('exporting', fileName) | |
# read/import the voxel file | |
with open(os.path.join(p, fileName), mode='rb') as file: | |
try: | |
vox = importVox(file) | |
except ValueError as exc: | |
print('aborted', fileName, str(exc)) | |
continue | |
# mirror the directory structure in the export folder | |
if not os.path.exists(outDir): | |
os.makedirs(outDir) | |
print('\tcreated directory', outDir) | |
# export a non-optimized version | |
objName = os.path.splitext(fileName)[0] | |
rawQuads = vox.toQuads() | |
with open(os.path.join(outDir, objName + '.obj'), mode='w') as file: | |
vCount, qCount = exportObj(file, rawQuads) | |
print('\texported', vCount, 'vertices,', qCount, 'quads') | |
if optimizing: | |
# TODO | |
continue | |
optiFaces = optimizedGreedyMesh(rawQuads) | |
bucketHash(optiFaces, *vox.getBounds()) | |
with open(os.path.join(outDir, objName + '.greedy.obj'), | |
mode='w') as file: | |
exportObj(file, optiFaces) | |
def byPrompt(): | |
import os, os.path | |
from glob import glob | |
print('Enter an output path:') | |
u = input('> ').strip() | |
while not os.path.exists(u): | |
print('That path does not exist.') | |
print('Enter an output path:') | |
u = input('> ').strip() | |
outRoot = os.path.abspath(u) | |
print('Are we optimizing? (y/n)') | |
u = input('> ').strip() | |
# this could be a one liner but I think it's easier to read this way | |
if u.startswith('y'): | |
optimizing = True | |
else: | |
optimizing = False | |
try: | |
while True: | |
print('Enter glob of export files (\'exit\' or blank to quit):') | |
u = input('> ').strip() | |
if u == 'exit' or u == '': | |
break | |
u = glob(u) | |
for f in u: | |
print('reading VOX file', f) | |
with open(f, mode='rb') as file: | |
try: | |
vox = importVox(file) | |
except ValueError: | |
print('\tfile reading aborted') | |
continue | |
outFile = os.path.splitext(os.path.basename(f))[0] | |
outPath = os.path.join(outRoot, outFile) | |
print('exporting VOX to OBJ at path', outPath) | |
with open(outPath, mode='w') as file: | |
exportObj(file, vox.toQuads()) | |
if optimizing: | |
# TODO | |
pass | |
except KeyboardInterrupt: | |
pass | |
if __name__ == "__main__": | |
profiling = False | |
try: | |
import cProfile | |
if profiling: | |
cProfile.run('exportAll()', sort='tottime') | |
else: | |
exportAll() | |
except OSError: | |
print('No instruction file found, falling back to prompt.') | |
byPrompt() |
@Claytone can you please edscribe step by step process of conversion. I'm not used to programming. Suppose my vox filename is test.vox
Also can we convert bulk files?
@renjithrv33 Yes
-
Copy the entire contents of the file I linked (in my previous message) to a new script called
vox2obj.py
on your local machine. -
Place your
test.vox
andtest.png
files in the same directory asvox2obj.py
(wheretest.png
is the texture belonging to the.vox
file. You will probably have to export it using your voxel editor, ie, MagicaVoxel) -
At the end of the script, write
convert_to_obj("test.vox", "test_converted.obj", "test.png")
- Run the script using a terminal and entering
python vox2obj.py
This will create test_converted.obj
, test_converted.obj.mtl
, and test_converted.obj.png
in the same folder.
Batch (bulk) conversion is a few more steps.
-
Create two folders next to
vox2obj.py
calledvox
andout
. -
Move all of your
.vox
files to thevox
folder. Leave yourtest.png
file where it is. -
Erase the line you added in step 3 and replace it with this
for f in os.listdir("vox"):
if f.endswith(".vox"):
size = len(f)
new_filename = f[:size - 4] + "_converted.obj"
new_filename = "out/" + new_filename
convert_to_obj("vox/" + f, new_filename, "test.png")
- Repeat step 4
I tried to write that as simply as possible. Basically for every file in the vox
folder, you are converting it to obj and creating a material using test.png
. It stores all of the created files in the out
folder.
I just tested this so it should work. Let me know if you have more questions.
This code is now available as a Python package! I've added some features including support for materials.
- I will be adding conversion of entire folders.
- I am definitely going to refine the export algorithm as it is O(n^2) and veeery slow with extremely large models.
- I may add multi-object support at some point since multiple people have asked.
- If you want to contribute, the repo is here https://gitlab.com/Claytone/vox2obj
- If you just want to check it out, here's the PyPi link https://pypi.org/project/vox2obj/
For now, you can use vox2obj by installing it with pip and then
from vox2obj import convert_to_obj
convert_to_obj("test.vox", "test_converted.obj", "test.png")
The example code I wrote in previous messages of this thread should still work... but you should really use the pip package for the most recent version.
does this work on linux?
@renjithrv33 I added mtl file creation in my version located here
https://gitlab.com/Claytone/voxygen/-/blob/master/vox2obj/vox2obj.py
Example usage
It will automatically generate the mtl file and copy "texture.png" to the same dir as the mtl. This is required because iirc mtl files are just used to map verts to a texture, but they don't contain any texture data.
This code is now available in pip!
Use
pip install vox2obj
to get itCheck out the source code and submit issues here: https://gitlab.com/Claytone/vox2obj