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Old Jun 11th, 2006, 9:49 PM   #13
grimpirate
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Thumbs up Works with VRML now

I've actually modified the code now to work with certain types of VRML files. This is a web way of storing 3d objects to display the via your browser. Don't know if it's really in use any more since I couldn't find the official standard, but that's besides the point. I've included 4 types of file in the attachment: a cube, cylinder, sphere, and pyramid. They're low in polygon count because any higher and my pc wouldn't render them lol. Anyhow here's the code just place the four files in the same directory and if you want to see something other than the cylinder just change the variable $filename to whatever the name of the other file is. Again, this is only reading single object VRML files that have some sort of rotation applied to them. Won't work for others, that's somewhere else down the line I suppose.
<?php
	$filename = 'cylinder.wrl';
	$vrml_str = file_get_contents($filename);
	$vrml_tok = str_split($vrml_str);

	for($i = 0; $i < sizeof($vrml_tok); $i++){
		switch($vrml_tok[$i]){
			case '0':
			case '1':
			case '2':
			case '3':
			case '4':
			case '5':
			case '6':
			case '7':
			case '8':
			case '9':
			case '-':
			case '.':
			case ' ':
			case '{':
			case '}':
			case '[':
			case ']':
				break;
			default:
				$vrml_tok[$i] = "";
				break;
		}
	}

	$vrml_tok = implode($vrml_tok);
	$vrml_tok = explode(' 01 ', $vrml_tok);
	array_shift($vrml_tok);

	for($i = 0; $i < sizeof($vrml_tok); $i++){
		$vrml_tok[$i] = substr($vrml_tok[$i], strpos($vrml_tok[$i], "{") + 2);
		$vrml_1[$i] = substr($vrml_tok[$i], 0, strpos($vrml_tok[$i], "[") - 1);
		$vrml_tok[$i] = substr($vrml_tok[$i], strpos($vrml_tok[$i], "[") + 1);
		$vrml_tok[$i] = substr($vrml_tok[$i], strpos($vrml_tok[$i], "[") + 1);
		$vrml_3[$i] = substr($vrml_tok[$i], 0, strpos($vrml_tok[$i], "]"));
		$vrml_tok[$i] = substr($vrml_tok[$i], strpos($vrml_tok[$i], "[") + 1);
		$vrml_4[$i] = substr($vrml_tok[$i], 0, strpos($vrml_tok[$i], "]"));
		$vrml_tok[$i] = substr($vrml_tok[$i], strpos($vrml_tok[$i], "]") + 1);

		$vrml_1[$i] = explode(" ", $vrml_1[$i]);
		$vrml_2[$i] = array_slice($vrml_1[$i], 3);
		$vrml_1[$i] = array_slice($vrml_1[$i], 0, 3);
		$vrml_3[$i] = explode(" ", $vrml_3[$i]);
		$vrml_4[$i] = explode(" ", $vrml_4[$i]);
		$temp = array_slice($vrml_4[$i], 0, 3);
		for($j = 4; $j < sizeof($vrml_4[$i]); $j += 4){
			$temp = array_merge($temp, array_slice($vrml_4[$i], $j, 3));
		}
		$vrml_4[$i] = $temp;
	}

	for($i = 0; $i < sizeof($vrml_1); $i++){
		$temp = $vrml_1[$i][1];
		$vrml_1[$i][1] = $vrml_1[$i][2];
		$vrml_1[$i][2] = $temp;
	}
	for($i = 0; $i < sizeof($vrml_2); $i++){
		$temp = $vrml_2[$i][1];
		$vrml_2[$i][1] = $vrml_2[$i][2];
		$vrml_2[$i][2] = $temp;
	}
	for($i = 0; $i < sizeof($vrml_3); $i++){
		for($j = 0; $j < sizeof($vrml_3[0]); $j += 3){
			$temp = $vrml_3[$i][$j + 1];
			$vrml_3[$i][$j + 1] = $vrml_3[$i][$j + 2];
			$vrml_3[$i][$j + 2] = $temp;
		}
	}

	for($i = 0; $i < sizeof($vrml_2); $i++){
		$theta_1 = asin(abs($vrml_2[$i][2]));
		if($vrml_2[$i][1] >= 0 && $vrml_2[$i][2] >= 0){
			$theta_1 = -(pi() / 2 - $theta_1);
		}else{
			if($vrml_2[$i][1] < 0 && $vrml_2[$i][2] >= 0){
				$theta_1 = pi() / 2 - $theta_1;
			}else{
				if($vrml_2[$i][1] < 0 && $vrml_2[$i][2] < 0){
					$theta_1 = pi() / 2 + $theta_1;
				}else{
					if($vrml_2[$i][1] >= 0 && $vrml_2[$i][2] < 0){
						$theta_1 = -pi() / 2 - $theta_1;
					}
				}
			}
		}

		$theta_2 = acos(abs($vrml_2[$i][0]) / sqrt(pow($vrml_2[$i][0], 2) + pow($vrml_2[$i][1], 2)));
		if($vrml_2[$i][0] >= 0 && $vrml_2[$i][1] >= 0){
			$theta_2 = -(pi() / 2 - $theta_2);
		}else{
			if($vrml_2[$i][0] < 0 && $vrml_2[$i][1] >= 0){
				$theta_2 = pi() / 2 - $theta_2;
			}else{
				if($vrml_2[$i][0] < 0 && $vrml_2[$i][1] < 0){
					$theta_2 = -(pi() / 2 - $theta_2);
				}else{
					if($vrml_2[$i][0] >= 0 && $vrml_2[$i][1] < 0){
						$theta_2 = pi() / 2 - $theta_2;
					}
				}
			}
		}

		$ini_orient[$i] = identity(3);

		$rotX =	array(
					array(1, 0, 0),
					array(0, cos($theta_1), -sin($theta_1)),
					array(0, sin($theta_1), cos($theta_1))
				);
		$ini_orient[$i] = multiply($rotX, $ini_orient[$i]);

		$rotZ = array(
					array(cos($theta_2), -sin($theta_2), 0),
					array(sin($theta_2), cos($theta_2), 0),
					array(0, 0, 1)
				);
		$ini_orient[$i] = multiply($rotZ, $ini_orient[$i]);

		$rotZ = array(
						array(cos($vrml_2[$i][3]), -sin($vrml_2[$i][3]), 0),
						array(sin($vrml_2[$i][3]), cos($vrml_2[$i][3]), 0),
						array(0, 0, 1)
				);
		$ini_orient[$i] = multiply($ini_orient[$i], $rotZ);
	}

	for($i = 0; $i < sizeof($vrml_1); $i++){
		$worldContainer[$i] = new VirtualObject();
		$temp = array(array());
		$temp[0][0] = $vrml_1[$i][0];
		$temp[1][0] = $vrml_1[$i][1];
		$temp[2][0] = $vrml_1[$i][2];
		$worldContainer[$i]->setCenter($temp);
		$worldContainer[$i]->setOrientation($ini_orient[$i]);
		for($j = 0; $j < sizeof($vrml_3[0]); $j += 3){
			$temp[0][0] = $vrml_3[$i][$j];
			$temp[1][0] = $vrml_3[$i][$j + 1];
			$temp[2][0] = $vrml_3[$i][$j + 2];
			$worldContainer[$i]->setVertex($temp);
		}
		$worldContainer[$i]->setPolygons($vrml_4[$i]);
	}

	class VirtualObject{
		// Member declarations
		private $center;
		private $orientation;
		private $vertices;
		private $polyOrder;

		// Constructor
		function __construct(){
		}

		// Method declarations

		public function setCenter($n){
			$this->center = $n;
		}

		public function getCenter(){
			return $this->center;
		}

		public function setOrientation($n){
			$this->orientation = $n;
		}

		public function getOrientation(){
			return $this->orientation;
		}

		public function setVertex($n){
			$this->vertices[] = $n;
		}

		public function getVertex($n){
			return $this->vertices[$n];
		}

		public function getVertexCount(){
			return sizeof($this->vertices);
		}

		public function setPolygons($n){
			$this->polyOrder = $n;
		}

		public function getPolygon($n){
			$i = 3 * $n;
			return	array(
						$this->getVertex($this->polyOrder[$i]),
						$this->getVertex($this->polyOrder[$i + 1]),
						$this->getVertex($this->polyOrder[$i + 2])
					);
		}

		public function getPolyCount(){
			return sizeof($this->polyOrder) / 3;
		}
	}

	// Viewable screen dimensions
	$width = 640;
	$height = 480;
	// Sets up the camera's orientation and its focal distance
	$x = sqrt(2) / 2;
	$focal = 300;
	$a =	array(
				array(-$x, 0.5, -0.5),
				array($x, 0.5, -0.5),
				array(0, -$x, -$x)
			);
	// The vector normal to the viewing plane and parallel to the viewing direction
	$n2[0][0] = $a[0][2];
	$n2[1][0] = $a[1][2];
	$n2[2][0] = $a[2][2];
	// Invert camera's plane to allow for change of basis
	$a = inverse($a);

	// Create two images
	$image1 = imagecreate($width, $height);
	$image2 = imagecreate($width, $height);
	// Set the line thickness of each image
	imagesetthickness($image1, 1);
	imagesetthickness($image2, 1);
	// Set the background colors for each image
	$blue1 = imagecolorallocate($image1, 0, 0, 127);
	$blue2 = imagecolorallocate($image2, 0, 0, 127);
	// Define some colors for each image
	$white = imagecolorallocate($image1, 255, 255, 255);
	$gray = imagecolorallocate($image2, 127, 127, 127);

	// Draw each polygon
	for($i = 0; $i < $worldContainer[0]->getPolyCount(); $i++){
		// Retrieve the polygons from the cube object
		$points = $worldContainer[0]->getPolygon($i);
		// Modify each point of the polygon so that its now distanced to the camera's center point
		for($j = 0; $j < 3; $j++){
			$points[$j][0][0] -= 150;
			$points[$j][1][0] -= 150;
			$points[$j][2][0] -= 300 * $x;
		}
		// Determine the normal vector for each polygon
		$n1 = crossProduct(addition($points[0], scale(-1, $points[1])), addition($points[2], scale(-1, $points[1])));
		// Write each vector in terms of the camera's orientation (change of basis)
		$points[0] = multiply($a, $points[0]);
		$points[1] = multiply($a, $points[1]);
		$points[2] = multiply($a, $points[2]);
		// Determine the distortion due to perspective
		$focus[0] = $focal / magnitude($points[0]);
		$focus[1] = $focal / magnitude($points[1]);
		$focus[2] = $focal / magnitude($points[2]);
		// Transform the 3d points into 2d coordinates for drawing
		$x0 = $width / 2 + ($points[0][0][0] * $focus[0]);
		$x1 = $width / 2 + ($points[1][0][0] * $focus[1]);
		$x2 = $width / 2 + ($points[2][0][0] * $focus[2]);
		$y0 = $height / 2 + ($points[0][1][0] * $focus[0]);
		$y1 = $height / 2 + ($points[1][1][0] * $focus[1]);
		$y2 = $height / 2 + ($points[2][1][0] * $focus[2]);
		// Determine the cosine of the angle between the viewing plane and the polygonal plane
		$cosTheta = dotProduct($n1, $n2) / (magnitude($n1) * magnitude($n2));
		if($cosTheta <= 0){
			// White lines because these are the planes at the front of the object
			imageline($image1, $x0, $y0, $x1, $y1, $white);
			imageline($image1, $x1, $y1, $x2, $y2, $white);
			imageline($image1, $x2, $y2, $x0, $y0, $white);	// Draws the final polygon line
		}else{
			// Gray lines because these are the planes at the reare of the object
			imageline($image2, $x0, $y0, $x1, $y1, $gray);
			imageline($image2, $x1, $y1, $x2, $y2, $gray);
			imageline($image2, $x2, $y2, $x0, $y0, $gray);	// Draws the final polygon line
		}
	}

	// Make transparent the background of the viewable polygon drawing
	imagecolortransparent($image1, $blue1);
	// Layer it over the non-viewable polygon drawing
	imagecopymerge($image2, $image1, 0, 0, 0, 0, 640, 480, 100);
	// Output the finished image
	imagepng($image2);
	// Destroy the images
	imagedestroy($image1);
	imagedestroy($image2);

	// Computes the cross product of two vectors
	// $a: a row or column vector
	// $b: a row or column vector
	function crossProduct($a, $b){
		if(sizeof($a) == 1){	// Cross product of row vectors
			return	array(	// Return the cross product of row vectors as a row vector
						array(	$a[0][1] * $b[0][2] - $a[0][2] * $b[0][1],
								-1 * ($a[0][0] * $b[0][2] - $a[0][2] * $b[0][0]),
								$a[0][0] * $b[0][1] - $a[0][1] * $b[0][0]
						)
					);
		}else{	// Cross product of column vectors
			return	array(	// Return the cross product of column vectors as a column vector
						array($a[1][0] * $b[2][0] - $a[2][0] * $b[1][0]),
						array(-1 * ($a[0][0] * $b[2][0] - $a[2][0] * $b[0][0])),
						array($a[0][0] * $b[1][0] - $a[1][0] * $b[0][0])
					);
		}
	}

	// Computes the addition of two matrices
	// $A: an m x n matrix
	// $B: an m x n matrix
	function addition($A, $B){
		$M;	// The added matrix

		// Add the two matrices together
		for($i = 0; $i < sizeof($A); $i++){
			for($j = 0; $j < sizeof($A[0]); $j++){
				$M[$i][$j] = $A[$i][$j] + $B[$i][$j];
			}
		}

		return $M;	// Return the added matrix
	}

	// Computes a random matrix
	// $m: the row dimension
	// $n: the column dimension
	// $lower: the lower bound of random numbers
	// $upper: the upper bound of random numbers
	function randMatrix($m, $n, $lower, $upper){
		$M;	// A random matrix

		// Generate the random matrix
		for($i = 0; $i < $m; $i++){
			for($j = 0; $j < $n; $j++){
				$M[$i][$j] = rand($lower, $upper);
			}
		}

		return $M;	// Return the random matrix
	}

	// Computes the magnitude of a vector
	// $a: a row or column vector
	function magnitude($a){
		$result = 0;	// The magnitude of the vector

		// Use the Pythagorean theorem to determine the vector's magnitude
		for($i = 0; $i < sizeof($a); $i++){
			for($j = 0; $j < sizeof($a[0]); $j++){
				$result += pow($a[$i][$j], 2);
			}
		}

		return sqrt($result);	// Return the magnitude of the vector
	}

	// Computes the adjoint of a matrix
	// $A: a square matrix
	function adjoint($A){
		return scale(determinant($A), inverse($A));	// Returns the adjoint of a matrix
	}

	// Computes a scaled matrix
	// $k: a scalar number
	// $A: an m x n matrix
	function scale($k, $A){

		// Scale the matrix by multiplying each entry by k
		for($i = 0; $i < sizeof($A); $i++){
			for($j = 0; $j < sizeof($A[0]); $j++){
				$A[$i][$j] *= $k;
			}
		}

		return $A;	// Returns the scaled matrix
	}

	// Computes the determinant of a matrix
	// $A: a square matrix
	function determinant($A){
		$determinant = 1;	// The determinant of the matrix
		$n = sizeof($A);	// Dimension of the square matrix
		$E = identity($n);	// An elementary matrix

		// Find the determinant of a matrix by performing elementary matrix operations
		// on an augmented matrix through the use of elementary matrices in order
		// to convert the matrix into upper triangular form
		// Multiply the diagonals of the upper triangular matrix to arrive at the
		// determinant, only elementary operations I and III are allowed on the matrix.
		// If operation I is performed at any time, multiply the determinant by a -1.
		for($j = 0; $j < $n; $j++){
			for($i = $j; $i < $n; $i++){
				if($i == $j){
					if($A[$i][$j] == 0){
						for($k = $j + 1; $k < $n; $k++){
							if($A[$k][$j] != 0){
								$swap = $A[$i];
								$A[$i] = $A[$k];
								$A[$k] = $swap;
								$determinant *= -1;
								$k = $n;
							}
						}
					}
					$determinant *= $A[$i][$j];
				}else{
					$E[$i][$j] = -$A[$i][$j] / $A[$j][$j];
				}
				$A = multiply($E, $A);
				$E = identity($n);
			}
		}

		return $determinant;	// Return the determinant of the matrix
	}

	// Computes the inverse of a matrix
	// $A: a square matrix
	function inverse($A){
		$n = sizeof($A);	// Dimension of the square matrix
		$V = identity($n);	// The inverse of the matrix
		$E = identity($n);	// An elementary matrix

		// Find the inverse matrix by performing elementary matrix operations
		// on an augmented matrix through the use of elementary matrices
		for($j = 0; $j < $n; $j++){
			for($i = $j; $i < $n; $i++){
				if($i == $j){
					if($A[$i][$j] == 0){
						for($k = $j + 1; $k < $n; $k++){
							if($A[$k][$j] != 0){
								$swap = $A[$i];
								$A[$i] = $A[$k];
								$A[$k] = $swap;
								$swap = $V[$i];
								$V[$i] = $V[$k];
								$V[$k] = $swap;
								$k = $n;
							}
						}
					}
					$E[$i][$j] = 1 / $A[$i][$j];
				}else{
					$E[$i][$j] = -$A[$i][$j];
				}
				$A = multiply($E, $A);
				$V = multiply($E, $V);
				$E = identity($n);
			}
		}
		for($j = $n - 1; $j > 0; $j--){
			for($i = $j - 1; $i > -1; $i--){
				$E[$i][$j] = -$A[$i][$j];
				$A = multiply($E, $A);
				$V = multiply($E, $V);
				$E = identity($n);
			}
		}

		return $V;	// Return the inverse matrix
	}

	// Computes the product of a matrix multiplication
	// $A: An m x n matrix
	// $B: An n x o matrix
	function multiply($A, $B){
		$M;	// The product of the multiplication
		$B = transpose($B);	// Transpose the second matrix

		// Do the multiplication by making use of the dot product
		for($i = 0; $i < sizeof($A); $i++){
			for($j = 0; $j < sizeof($B); $j++){
				$M[$i][$j] = dotProduct(array($A[$i]), array($B[$j]));
			}
		}

		return $M;	// Return the product
	}

	// Computes the dot product of two vectors
	// $a: a row or column vector
	// $b; a row or column vector
	function dotProduct($a, $b){
		$result = 0;	// The result of the dot product

		// The dot product
		for($i = 0; $i < sizeof($a); $i++){
			for($j = 0; $j < sizeof($a[0]); $j++){
				$result += $a[$i][$j] * $b[$i][$j];
			}
		}

		return $result;	// Return the dot product
	}

	// Computes the transpose of a matrix
	// $A: the matrix to be transposed
	function transpose($A){
		$T;		// Transpose matrix

		// Switch the i,jth entry to the j,ith entry
		for($i = 0; $i < sizeof($A); $i++){
			for($j = 0; $j < sizeof($A[0]); $j++){
				$T[$j][$i] = $A[$i][$j];
			}
		}

		return $T;	// Return the transpose matrix
	}

	// Computes an identity matrix of size n x n
	// $n: size of the matrix wanted
	function identity($n){
		$I;		// Identity matrix

		// Fill the matrices diagonal with 1's and everything else with 0's
		for($i = 0; $i < $n; $i++){
			for($j = 0; $j < $n; $j++){
				if($i == $j){
					$I[$i][$j] = 1;
				}else{
					$I[$i][$j] = 0;
				}
			}
		}

		return $I;	// Return the identity matrix
	}
?>
If you wanna see what the VRML files look like just open them up in a text editor so you can check out the format.
Attached Files
File Type: zip vrml_objects.zip (2.1 KB, 75 views)
__________________
Lo, there do I see my father. 'Lo, there do I see My mother, and my sisters, and my brothers. 'Lo, there do I see The line of my people... Back to the beginning. 'Lo, they do call to me. They bid me take my place among them. In the halls of Valhalla... Where the brave... May live... ...forever.. GrimBB | Mimesis
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