[Chimera-users] Exporting VRML of MSMS surfaces
Thomas Goddard
goddard at cgl.ucsf.edu
Mon May 16 15:17:43 PDT 2005
The VRMLoutput/__init__.py I posted in my previous two emails worked
for the newly added MSMS surface output, but was broken for volume contour
surfaces. Here is the corrected code.
Tom
----
VRMLoutput/__init__.py follows:
# -----------------------------------------------------------------------------
# Output displayed _surface models as VRML.
#
# -----------------------------------------------------------------------------
#
def surfaces_as_vrml(surface_models):
surf_vrml = ['#VRML V2.0 utf8\n',
'Transform {',
' children [']
import _surface
import chimera
for m in surface_models:
if m.display:
if isinstance(m, _surface.Surface_Model):
glist = filter(lambda g: g.display, m.surface_groups())
for g in glist:
vrml = surface_group_as_vrml(g)
surf_vrml.append(vrml)
elif isinstance(m, chimera.MSMSModel):
vrml = msms_surface_as_vrml(m)
surf_vrml.append(vrml)
surf_vrml.extend([' ]', '}'])
vrml = '\n'.join(surf_vrml)
return vrml
# -----------------------------------------------------------------------------
#
def surface_group_as_vrml(g):
vertex_rgba = g.vertex_colors()
solid_rgba = g.color()
m = g.model()
mat = m.material
shine = mat.shininess / 128.0
srgb = mat.specular
if g.display_style() == g.Solid:
v, vi = g.geometry()
n = g.normals()
ts = g.two_sided_lighting()
vrml = surface_vrml(v, vi, n, vertex_rgba, solid_rgba,
ts, shine, srgb)
else:
v, vi = g.edges()
# Mesh lighting not supported in VRML97.
vrml = mesh_vrml(v, vi, vertex_rgba, solid_rgba)
return vrml
# -----------------------------------------------------------------------------
#
def msms_surface_as_vrml(m):
vertex_rgba, solid_rgba, mat, shine, srgb = msms_colors(m)
# TODO: Use m.drawMode (Filled, Mesh, Dot) to control vrml style
vfloat, vint, tri = m.triangleData()
v = vfloat[:,:3]
n = vfloat[:,3:6]
vi = tri[:,:3]
ts = True
vrml = surface_vrml(v, vi, n, vertex_rgba, solid_rgba,
ts, shine, srgb)
return vrml
# -----------------------------------------------------------------------------
#
def msms_colors(m):
if m.colorMode == m.Custom:
vertex_rgba = colors_to_rgba(m.customColors)
elif m.colorMode == m.ByAtom:
vfloat, vint, tri = m.triangleData()
alist = m.atomMap()
vatoms = map(lambda i: alist[i-1], vint[:,1])
vertex_rgba = colors_to_rgba(map(atom_color, vatoms))
else:
vertex_rgba = None
mol = m.molecule
if mol:
c = mol.surfaceColor
if c == None:
c = mol.color
solid_rgba = c.rgba()
mat = c.material
else:
solid_rgba = (1,1,1,1)
import chimera
mat = chimera.MaterialColor(0,0,0).material
shine = mat.shininess / 128.0
srgb = mat.specular
return vertex_rgba, solid_rgba, mat, shine, srgb
# -----------------------------------------------------------------------------
#
def colors_to_rgba(color_list):
rgba = map(lambda c: c.rgba(), color_list)
import Numeric
rgba_f32 = Numeric.array(rgba, Numeric.Float32)
return rgba_f32
# -----------------------------------------------------------------------------
#
def atom_color(atom):
c = atom.surfaceColor
if c == None:
c = atom.color
if c == None:
c = atom.molecule.surfaceColor
if c == None:
c = atom.molecule.color
return c
# -----------------------------------------------------------------------------
#
def surface_vrml(vertices, vertex_indices, vertex_normals, vertex_rgba,
solid_rgba, two_sided_lighting, shininess, specular_rgb):
vrml_template = \
'''Shape {
appearance Appearance {
material Material {
diffuseColor %s
transparency %.3f
shininess %.3f
specularColor %s
}
}
geometry IndexedFaceSet {
coord Coordinate {
point [
%s
]
}
normal Normal {
vector [
%s
]
}
coordIndex [
%s
]
%s
solid %s
}
}
'''
pts = tuple_string(vertices, '%.6g %.6g %.6g')
ns = tuple_string(vertex_normals, '%.6g %.6g %.6g')
m = polygon_size(vertex_indices)
vi_format = ' '.join(['%d'] * m + ['-1'])
ci = tuple_string(vertex_indices, vi_format)
if vertex_rgba:
clrs = tuple_string(vertex_rgba[:,:3], '%.3f %.3f %.3f')
cspec = 'color Color {\n color [\n%s]\n }\n' % clrs
else:
cspec = ''
srgb, trans = material_colors(vertex_rgba, solid_rgba)
specular = '%.3f %.3f %.3f' % specular_rgb
if two_sided_lighting:
solid = 'FALSE'
else:
solid = 'TRUE'
vrml = vrml_template % (srgb, trans, shininess, specular,
pts, ns, ci, cspec, solid)
return vrml
# -----------------------------------------------------------------------------
# VRML does not handle normals for lines.
#
def mesh_vrml(vertices, vertex_indices, vertex_rgba, solid_rgba):
vrml_template = \
'''Shape {
appearance Appearance {
material Material {
emissiveColor %s
transparency %.3f
}
}
geometry IndexedLineSet {
coord Coordinate {
point [
%s
]
}
coordIndex [
%s
]
%s
}
}
'''
pts = tuple_string(vertices, '%.6g %.6g %.6g')
m = polygon_size(vertex_indices)
vi_format = ' '.join(['%d'] * m + ['-1'])
ci = tuple_string(vertex_indices, vi_format)
if vertex_rgba:
clrs = tuple_string(vertex_rgba[:,:3], '%.3f %.3f %.3f')
cspec = 'color Color {\n color [\n%s]\n }\n' % clrs
else:
cspec = ''
srgb, trans = material_colors(vertex_rgba, solid_rgba)
vrml = vrml_template % (srgb, trans, pts, ci, cspec)
return vrml
# -----------------------------------------------------------------------------
#
def material_colors(vertex_rgba, solid_rgba):
if vertex_rgba:
srgb = '0 0 0'
trans = 1 - max(vertex_rgba[:,3])
else:
srgb = '%.3f %.3f %.3f' % solid_rgba[:3]
trans = 1 - solid_rgba[3]
return srgb, trans
# -----------------------------------------------------------------------------
#
def polygon_size(vertex_indices):
if vertex_indices:
return len(vertex_indices[0])
return 0
# -----------------------------------------------------------------------------
#
def tuple_string(tuples, format):
tuple_strings = []
for t in tuples:
tuple_strings.append(format % tuple(t))
tstring = '\n'.join(tuple_strings)
return tstring
# -----------------------------------------------------------------------------
#
def surface_models():
import chimera
import _surface
mlist = chimera.openModels.list(modelTypes = [_surface.Surface_Model,
chimera.MSMSModel])
return mlist
# -----------------------------------------------------------------------------
#
def write_surfaces_dialog():
import os.path
dir = os.path.dirname(__file__)
help_path = os.path.join(dir, 'helpdir', 'vrml_output.html')
help_url = 'file://' + help_path
filters = (('VRML', ('*.wrl', '*.vrml'), '.vrml'),)
import OpenSave
od = OpenSave.SaveModeless(title = 'Save Surfaces as VRML',
filters = filters,
defaultFilter = 0,
command = write_surfaces_cb,
multiple = 0,
help = help_url)
od.enter()
# -----------------------------------------------------------------------------
#
def write_surfaces_cb(okayed, dialog):
if okayed:
paths = dialog.getPaths()
if len(paths) == 1:
write_surfaces_as_vrml(paths[0])
# -----------------------------------------------------------------------------
#
def write_surfaces_as_vrml(path):
mlist = surface_models()
vrml = surfaces_as_vrml(mlist)
f = open(path, 'w')
f.write(vrml)
f.close()
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