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import io
import numpy as np
from PIL import Image as PIL_Image # gltflibのImageと被るので別名にする。
import struct
import uuid

from gltflib import (
    GLTF, GLTFModel, Asset, Scene, Node, Mesh, Primitive, Attributes, Buffer, BufferView, Image, Texture, TextureInfo, Material, Sampler, Accessor, AccessorType,
    BufferTarget, ComponentType, GLBResource, PBRMetallicRoughness)

# 共通設定情報
# バイナリ部分のオフセットやサイズに関わらない部分は予め定義できる。
# アセット
asset=Asset()

# イメージ
images=[
    Image(mimeType='image/jpeg', bufferView=4),
    Image(mimeType='image/jpeg',bufferView=5),
    Image(mimeType='image/jpeg',bufferView=6),
    Image(mimeType='image/jpeg',bufferView=7),
    Image(mimeType='image/jpeg',bufferView=8),
    Image(mimeType='image/jpeg',bufferView=9),
]
# サンプラー
samplers = [Sampler(magFilter=9728, minFilter=9984)] # magFilter:最近傍フィルタリング、minFilter:ミップマップ+最近傍フィルタリング

# テクスチャ
textures = [
    Texture(name='Front',sampler=0,source=0),
    Texture(name='Back',sampler=0,source=1),
    Texture(name='Left',sampler=0,source=2), # 左
    Texture(name='Right',sampler=0,source=3), # 右
    Texture(name='Top',sampler=0,source=4), # 上
    Texture(name='Bottom',sampler=0,source=5), # 下
]

# マテリアル
materials = [
    Material(
        pbrMetallicRoughness=PBRMetallicRoughness(
            baseColorTexture=TextureInfo(index=0),
            metallicFactor=0,
            roughnessFactor=0.5
        ),
        name='Material0',
        alphaMode='OPAQUE',
        doubleSided=False
    ),
    Material(
        pbrMetallicRoughness=PBRMetallicRoughness(
            baseColorTexture=TextureInfo(index=1),
            metallicFactor=0,
            roughnessFactor=0.5
        ),
        name='Material1',
        alphaMode='OPAQUE',
        doubleSided=False
    ),
    Material(
        pbrMetallicRoughness=PBRMetallicRoughness(
            baseColorTexture=TextureInfo(index=2),
            metallicFactor=0,
            roughnessFactor=0.5
        ),
        name='Material2',
        alphaMode='OPAQUE',
        doubleSided=True
    ),
    Material(
        pbrMetallicRoughness=PBRMetallicRoughness(
            baseColorTexture=TextureInfo(index=3),
            metallicFactor=0,
            roughnessFactor=0.5
        ),
        name='Material3',
        alphaMode='OPAQUE',
        doubleSided=True
    ),
    Material(
        pbrMetallicRoughness=PBRMetallicRoughness(
            baseColorTexture=TextureInfo(index=4),
            metallicFactor=0,
            roughnessFactor=0.5
        ),
        name='Material4',
        alphaMode='OPAQUE',
        doubleSided=True
    ),
    Material(
        pbrMetallicRoughness=PBRMetallicRoughness(
            baseColorTexture=TextureInfo(index=5),
            metallicFactor=0,
            roughnessFactor=0.5
        ),
        name='Material5',
        alphaMode='OPAQUE',
        doubleSided=True
    ),
]

# メッシュ
meshes = [
    Mesh(name='Front', primitives=[Primitive(attributes=Attributes(POSITION=0, NORMAL=1,TEXCOORD_0=2), indices=3, material=0)]),
    Mesh(name='Back', primitives=[Primitive(attributes=Attributes(POSITION=0, NORMAL=1,TEXCOORD_0=2), indices=3, material=1)]),
    Mesh(name='Left', primitives=[Primitive(attributes=Attributes(POSITION=0, NORMAL=1,TEXCOORD_0=2), indices=3, material=2)]),
    Mesh(name='Right', primitives=[Primitive(attributes=Attributes(POSITION=0, NORMAL=1,TEXCOORD_0=2), indices=3, material=3)]),
    Mesh(name='Top', primitives=[Primitive(attributes=Attributes(POSITION=0, NORMAL=1,TEXCOORD_0=2), indices=3, material=4)]),
    Mesh(name='Bottom', primitives=[Primitive(attributes=Attributes(POSITION=0, NORMAL=1,TEXCOORD_0=2), indices=3, material=5)]),
]

def create_card_model(front_img_bytearray, back_img_bytearray, option_dict):

    is_thick = True if option_dict['厚み'] == '有' else False

    # 表面画像
    front_img = PIL_Image.open(front_img_bytearray).convert('RGB')
    front_bytearray = io.BytesIO()
    front_img.save(front_bytearray, format="JPEG", quality=95) # JPEG保存を強制
    front_bytearray = front_bytearray.getvalue()
    front_bytelen = len(front_bytearray)

    # 裏面画像
    back_img = PIL_Image.open(back_img_bytearray).convert('RGB')
    back_bytearray = io.BytesIO()
    back_img.save(back_bytearray, format="JPEG", quality=95) # JPEG保存を強制
    back_bytearray = back_bytearray.getvalue()
    back_bytelen = len(back_bytearray)

    # 側面画像の作成(裏面の端の色を延長する)
    back_img_array = np.array(back_img)
    left_side_img = PIL_Image.fromarray(np.tile(back_img_array[:, [0], :], [1, 32, 1]))
    right_side_img = PIL_Image.fromarray(np.tile(back_img_array[:, [back_img_array.shape[1] - 1], :], [1, 32, 1]))
    top_side_img = PIL_Image.fromarray(np.tile(back_img_array[[0], :, :], [32, 1, 1]))
    bottom_side_img = PIL_Image.fromarray(np.tile(back_img_array[[back_img_array.shape[0] - 1], :, :], [32, 1, 1]))
    left_side_bytearray = io.BytesIO()
    left_side_img.save(left_side_bytearray, format="JPEG", quality=95) # JPEG保存を強制
    left_side_bytearray = left_side_bytearray.getvalue()
    left_side_bytelen = len(left_side_bytearray)
    right_side_bytearray = io.BytesIO()
    right_side_img.save(right_side_bytearray, format="JPEG", quality=95) # JPEG保存を強制
    right_side_bytearray = right_side_bytearray.getvalue()
    right_side_bytelen = len(right_side_bytearray)
    top_side_bytearray = io.BytesIO()
    top_side_img.save(top_side_bytearray, format="JPEG", quality=95) # JPEG保存を強制
    top_side_bytearray = top_side_bytearray.getvalue()
    top_side_bytelen = len(top_side_bytearray)
    bottom_side_bytearray = io.BytesIO()
    bottom_side_img.save(bottom_side_bytearray, format="JPEG", quality=95) # JPEG保存を強制
    bottom_side_bytearray = bottom_side_bytearray.getvalue()
    bottom_side_bytelen = len(bottom_side_bytearray)

    # 頂点データ(POSITION)
    vertices = [
        (-1.0, -1.0, 0.0),
        ( 1.0, -1.0, 0.0),
        (-1.0,  1.0, 0.0),
        ( 1.0,  1.0, 0.0)
    ]
    vertex_bytearray = bytearray()
    for vertex in vertices:
        for value in vertex:
            vertex_bytearray.extend(struct.pack('f', value))
    vertex_bytelen = len(vertex_bytearray)
    mins = [min([vertex[i] for vertex in vertices]) for i in range(3)]
    maxs = [max([vertex[i] for vertex in vertices]) for i in range(3)]

    # 法線データ(NORMAL)
    normals = [( 0.0,  0.0, 1.0)] * 4
    normal_bytearray = bytearray()
    for normal in normals:
        for value in normal:
            normal_bytearray.extend(struct.pack('f', value))
    normal_bytelen = len(normal_bytearray)

    # テクスチャ座標(TEXCOORD_0)
    texcoord_0s = [
        (0.0, 1.0),
        (1.0, 1.0),
        (0.0, 0.0),
        (1.0, 0.0)
    ]
    texcoord_0_bytearray = bytearray()
    for texcoord_0 in texcoord_0s:
        for value in texcoord_0:
            texcoord_0_bytearray.extend(struct.pack('f', value))
    texcoord_0_bytelen = len(texcoord_0_bytearray)

    # 頂点インデックス
    vertex_indices = [0, 1, 2, 1, 3, 2]
    vertex_index_bytearray = bytearray()
    for value in vertex_indices:
        vertex_index_bytearray.extend(struct.pack('H', value))
    vertex_index_bytelen = len(vertex_index_bytearray)

    # バイナリデータ部分の結合
    bytearray_list = [
        vertex_bytearray,
        normal_bytearray,
        texcoord_0_bytearray,
        vertex_index_bytearray,
        front_bytearray,
        back_bytearray,
        left_side_bytearray,
        right_side_bytearray,
        top_side_bytearray,
        bottom_side_bytearray,
    ]
    bytelen_list = [
        vertex_bytelen,
        normal_bytelen,
        texcoord_0_bytelen,
        vertex_index_bytelen,
        front_bytelen,
        back_bytelen,
        left_side_bytelen,
        right_side_bytelen,
        top_side_bytelen,
        bottom_side_bytelen
    ]
    bytelen_cumsum_list = list(np.cumsum(bytelen_list))
    bytelen_cumsum_list = list(map(lambda x: int(x), bytelen_cumsum_list))

    all_bytearray = bytearray()
    for temp_bytearray in bytearray_list:
        all_bytearray.extend(temp_bytearray)
    offset_list = [0] + bytelen_cumsum_list # 最初のオフセットは0
    offset_list.pop() # 末尾を削除

    # リソースの作成
    resources = [GLBResource(data=all_bytearray)]

    # 各種設定
    # バッファ
    buffers = [Buffer(byteLength=len(all_bytearray))]

    # バッファビュー
    bufferViews = [
        BufferView(buffer=0, byteOffset=offset_list[0], byteLength=bytelen_list[0], target=BufferTarget.ARRAY_BUFFER.value),
        BufferView(buffer=0, byteOffset=offset_list[1], byteLength=bytelen_list[1], target=BufferTarget.ARRAY_BUFFER.value),
        BufferView(buffer=0, byteOffset=offset_list[2], byteLength=bytelen_list[2], target=BufferTarget.ARRAY_BUFFER.value),
        BufferView(buffer=0, byteOffset=offset_list[3], byteLength=bytelen_list[3], target=BufferTarget.ELEMENT_ARRAY_BUFFER.value),
        BufferView(buffer=0, byteOffset=offset_list[4], byteLength=bytelen_list[4], target=None),
        BufferView(buffer=0, byteOffset=offset_list[5], byteLength=bytelen_list[5], target=None),
        BufferView(buffer=0, byteOffset=offset_list[6], byteLength=bytelen_list[6], target=None),
        BufferView(buffer=0, byteOffset=offset_list[7], byteLength=bytelen_list[7], target=None),
        BufferView(buffer=0, byteOffset=offset_list[8], byteLength=bytelen_list[8], target=None),
        BufferView(buffer=0, byteOffset=offset_list[9], byteLength=bytelen_list[9], target=None),
    ]

    # アクセサー
    accessors = [
        Accessor(bufferView=0, componentType=ComponentType.FLOAT.value, count=len(vertices), type=AccessorType.VEC3.value, max=maxs, min=mins),
        Accessor(bufferView=1, componentType=ComponentType.FLOAT.value, count=len(normals), type=AccessorType.VEC3.value, max=None, min=None),
        Accessor(bufferView=2, componentType=ComponentType.FLOAT.value, count=len(texcoord_0s), type=AccessorType.VEC2.value, max=None, min=None),
        Accessor(bufferView=3, componentType=ComponentType.UNSIGNED_SHORT.value, count=len(vertex_indices), type=AccessorType.SCALAR.value, max=None, min=None),
    ]

    # ノード
    card_thickness = 0.025
    card_ratio_x = 0.8679999709129333
    card_ratio_y = 1.2130000591278076
    card_ratio_z = 1    
    if is_thick:

        nodes = [
            Node(mesh=0, scale=[card_ratio_x, card_ratio_y, card_ratio_z], rotation=None, translation=[0, 0, card_thickness]),
            Node(mesh=1, scale=[card_ratio_x, card_ratio_y, card_ratio_z], rotation=[0, 1, 0, 0], translation=[0, 0, -card_thickness]),
            Node(mesh=2, scale=[card_thickness, card_ratio_y, card_ratio_z], rotation=[0,  0.7071, 0, 0.7071], translation=[ card_ratio_x, 0, 0]), # 左
            Node(mesh=3, scale=[card_thickness, card_ratio_y, card_ratio_z], rotation=[0, -0.7071, 0, 0.7071], translation=[-card_ratio_x, 0, 0]), # 右
            Node(mesh=4, scale=[card_ratio_x, card_thickness, card_ratio_z], rotation=[ 0.7071, 0, 0, 0.7071], translation=[0, card_ratio_y, 0]), # 上
            Node(mesh=5, scale=[card_ratio_x, card_thickness, card_ratio_z], rotation=[-0.7071, 0, 0, 0.7071], translation=[0, -card_ratio_y, 0]), # 下
        ]
    else:
        nodes = [
            Node(mesh=0, scale=[card_ratio_x, card_ratio_y, card_ratio_z], rotation=None),
            Node(mesh=1, scale=[card_ratio_x, card_ratio_y, card_ratio_z], rotation=[0, 1, 0, 0])
        ]

    # シーン
    scene = 0
    if is_thick:
        scenes = [Scene(name='Scene', nodes=[0, 1, 2, 3, 4, 5])]
    else:
        scenes = [Scene(name='Scene', nodes=[0, 1])]

    model = GLTFModel(
        asset=asset,
        buffers=buffers,
        bufferViews=bufferViews,
        accessors=accessors,
        images=images,
        samplers=samplers,
        textures=textures,
        materials=materials,
        meshes=meshes,
        nodes=nodes,
        scene=scene,
        scenes=scenes
    )

    gltf = GLTF(model=model, resources=resources)

    tmp_filename = uuid.uuid4().hex
    model_path = f'../tmp/{tmp_filename}.glb'

    gltf.export(model_path)

    return model_path