def __init__(self):
        super().__init__()

        cut_region = CutRegion()
        cut_region.GenerateRegularPolygon(4, 2.0)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(1.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, 0.0))
        sub_region.polygon.vertex_list.append(
            Vector(2.5,
                   math.sqrt(3.0) * 3.0 / 2.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        # This shape has reflection symmetry, but no rotational symmetry.
        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-1.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 2.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, 0.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)
    def __init__(self):
        super().__init__()

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(0.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, 8.0))
        sub_region.polygon.vertex_list.append(Vector(0.0, 8.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(0.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(0.0, 8.0))
        sub_region.polygon.vertex_list.append(Vector(-4.0, 8.0))
        sub_region.polygon.vertex_list.append(Vector(-4.0, 0.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(2.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(2.0, 9.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, 9.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, 1.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)
        '''sub_region = SubRegion()
Beispiel #3
0
    def __init__(self):
        super().__init__()

        # It's amazing how hard or easy 2 overlapping squares is.
        # It depends on _how_ the squares overlap!

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(0.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(3.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(3.0, 3.0))
        sub_region.polygon.vertex_list.append(Vector(0.0, 3.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(2.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(5.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(5.0, 4.0))
        sub_region.polygon.vertex_list.append(Vector(2.0, 4.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)
    def __init__(self):
        super().__init__()

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-1.0, -math.sqrt(3.0)))
        sub_region.polygon.vertex_list.append(Vector(3.0, -math.sqrt(3.0)))
        sub_region.polygon.vertex_list.append(Vector(1.0, math.sqrt(3.0)))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(1.0, math.sqrt(3.0)))
        sub_region.polygon.vertex_list.append(Vector(-3.0, math.sqrt(3.0)))
        sub_region.polygon.vertex_list.append(Vector(-1.0, -math.sqrt(3.0)))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        # A reflection symmetry of this rectangle won't be accessible.  Hmmmm...
        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-3.0, math.sqrt(3.0)))
        sub_region.polygon.vertex_list.append(Vector(-3.0, -math.sqrt(3.0)))
        sub_region.polygon.vertex_list.append(Vector(3.0, -math.sqrt(3.0)))
        sub_region.polygon.vertex_list.append(Vector(3.0, math.sqrt(3.0)))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)
    def __init__(self):
        super().__init__()

        radius = 7.0

        x = radius * math.cos(math.pi / 3.0)
        y = radius * math.sin(math.pi / 3.0)

        cut_region = CutRegion()
        cut_region.GenerateRegularPolygon(6, radius)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(radius, 0.0))
        sub_region.polygon.vertex_list.append(Vector(x, y))
        sub_region.polygon.vertex_list.append(Vector(x, -y))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(radius, 0.0))
        sub_region.polygon.vertex_list.append(Vector(x, y))
        sub_region.polygon.vertex_list.append(Vector(-x, y))
        sub_region.polygon.vertex_list.append(Vector(-radius, 0.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)
Beispiel #6
0
    def __init__(self):
        super().__init__()

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(0.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(0.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(3.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(3.0, 0.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        cut_region = CutRegion()
        cut_region.region = Region()
        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(0.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(0.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 0.0))
        cut_region.region.sub_region_list.append(sub_region)
        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(2.0, -2.0))
        sub_region.polygon.vertex_list.append(Vector(2.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(3.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(3.0, -2.0))
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, 2.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, 2.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, -1.0))
        hole = Polygon()
        hole.vertex_list.append(Vector(0.0, 0.0))
        hole.vertex_list.append(Vector(0.0, 1.0))
        hole.vertex_list.append(Vector(-1.0, 1.0))
        hole.vertex_list.append(Vector(-1.0, 0.0))
        sub_region.hole_list.append(hole)
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        transform = AffineTransform()
        transform.Rotation(Vector(0.0, 0.0), math.pi / 4.0)
        for cut_region in self.cut_region_list:
            cut_region.Transform(transform)
Beispiel #7
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    def __init__(self):
        super().__init__()

        cut_region = CutRegion()
        cut_region.GenerateRegularPolygon(8, 1.0)
        self.cut_region_list.append(cut_region)

        cut_region = CutRegion()
        cut_region.GenerateRegularPolygon(8, 2.0)
        self.cut_region_list.append(cut_region)

        cut_region = CutRegion()
        cut_region.GenerateRegularPolygon(8, 3.0)
        self.cut_region_list.append(cut_region)

        cut_region = CutRegion()
        cut_region.GenerateRegularPolygon(8, 4.0)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(0.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(4.0 * math.cos(math.pi / 4.0), 4.0 * math.sin(math.pi / 4)))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        transform = AffineTransform()
        transform.Rotation(Vector(0.0, 0.0), math.pi / 2.0 - math.pi / 8.0)
        for cut_region in self.cut_region_list:
            cut_region.Transform(transform)
Beispiel #8
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    def __init__(self):
        super().__init__()

        # TODO: This shape will have reflection symmetries that the interface can't access.  Fix it.  How?
        cut_region = CutRegion()
        cut_region.region = Region()
        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(3.0, 3.0))
        sub_region.polygon.vertex_list.append(Vector(8.0, 3.0))
        sub_region.polygon.vertex_list.append(Vector(3.0, 8.0))
        cut_region.region.sub_region_list.append(sub_region)
        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-3.0, 3.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, 8.0))
        sub_region.polygon.vertex_list.append(Vector(-8.0, 3.0))
        cut_region.region.sub_region_list.append(sub_region)
        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-3.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(-8.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, -8.0))
        cut_region.region.sub_region_list.append(sub_region)
        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(3.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(3.0, -8.0))
        sub_region.polygon.vertex_list.append(Vector(8.0, -3.0))
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-4.5, -4.5))
        sub_region.polygon.vertex_list.append(Vector(1.5, -1.5))
        sub_region.polygon.vertex_list.append(Vector(4.5, 4.5))
        sub_region.polygon.vertex_list.append(Vector(-1.5, 1.5))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(4.5, -4.5))
        sub_region.polygon.vertex_list.append(Vector(1.5, 1.5))
        sub_region.polygon.vertex_list.append(Vector(-4.5, 4.5))
        sub_region.polygon.vertex_list.append(Vector(-1.5, -1.5))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)
Beispiel #9
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 def GenerateRectangle(self, width, height):
     sub_region = SubRegion()
     sub_region.polygon.vertex_list.append(Vector(-width / 2.0, -height / 2.0))
     sub_region.polygon.vertex_list.append(Vector(width / 2.0, -height / 2.0))
     sub_region.polygon.vertex_list.append(Vector(width / 2.0, height / 2.0))
     sub_region.polygon.vertex_list.append(Vector(-width / 2.0, height / 2.0))
     self.region = Region()
     self.region.sub_region_list.append(sub_region)
Beispiel #10
0
    def __init__(self):
        super().__init__()

        # This shape is almost a swashtica (I'm trying to avoid that for obvious reason) and
        # therefore only has rotational symmetry.
        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(1.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, 4.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, 4.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, 2.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 2.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-4.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-4.0, -2.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, -2.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, -4.0))
        sub_region.polygon.vertex_list.append(Vector(2.0, -4.0))
        sub_region.polygon.vertex_list.append(Vector(2.0, -2.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, -2.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, 2.0))
        sub_region.polygon.vertex_list.append(Vector(2.0, 2.0))
        sub_region.polygon.vertex_list.append(Vector(2.0, 1.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-3.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(3.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(3.0, 0.0))
        hole = Polygon()
        hole.vertex_list.append(Vector(-1.0, -1.0))
        hole.vertex_list.append(Vector(-1.0, -2.0))
        hole.vertex_list.append(Vector(1.0, -2.0))
        hole.vertex_list.append(Vector(1.0, -1.0))
        sub_region.hole_list.append(hole)
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)
Beispiel #11
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 def Transform(self, object):
     from math2d_polygon import Polygon
     from math2d_region import Region, SubRegion
     from math2d_aa_rect import AxisAlignedRectangle
     if isinstance(object, Vector):
         return self.linear_transform.Transform(object) + self.translation
     elif isinstance(object, AffineTransform):
         transform = AffineTransform()
         transform.linear_transform.x_axis = self.linear_transform.Transform(
             object.linear_transform.x_axis)
         transform.linear_transform.y_axis = self.linear_transform.Transform(
             object.linear_transform.y_axis)
         transform.translation = self.Transform(object.translation)
         return transform
     elif isinstance(object, LineSegment):
         return LineSegment(self.Transform(object.point_a),
                            self.Transform(object.point_b))
     elif isinstance(object, Polygon):
         polygon = Polygon()
         for vertex in object.vertex_list:
             polygon.vertex_list.append(self.Transform(vertex))
         return polygon
     elif isinstance(object, Region):
         region = Region()
         for sub_region in object.sub_region_list:
             region.sub_region_list.append(self.Transform(sub_region))
         return region
     elif isinstance(object, SubRegion):
         sub_region = SubRegion()
         sub_region.polygon = self.Transform(object.polygon)
         for hole in object.hole_list:
             sub_region.hole_list.append(self.Transform(hole))
         return sub_region
     elif isinstance(object, AxisAlignedRectangle):
         return AxisAlignedRectangle(
             min_point=self.Transform(object.min_point),
             max_point=self.Transform(object.max_point))
Beispiel #12
0
    def __init__(self):
        super().__init__()

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 1.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 1.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        transform = AffineTransform()
        transform.Translation(Vector(2.0, 0.0))
        cut_region.Transform(transform)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 1.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        transform = AffineTransform()
        transform.Translation(Vector(-2.0, 0.0))
        cut_region.Transform(transform)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 1.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        transform = AffineTransform()
        transform.Translation(Vector(2.0, -2.0))
        cut_region.Transform(transform)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, -1.0))
        sub_region.polygon.vertex_list.append(Vector(1.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 1.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        transform = AffineTransform()
        transform.Translation(Vector(-2.0, 2.0))
        cut_region.Transform(transform)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-2.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(2.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(2.0, -4.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, -4.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, 2.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, 2.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(2.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, 0.0))
        sub_region.polygon.vertex_list.append(Vector(-2.0, 4.0))
        sub_region.polygon.vertex_list.append(Vector(-4.0, 4.0))
        sub_region.polygon.vertex_list.append(Vector(-4.0, -2.0))
        sub_region.polygon.vertex_list.append(Vector(2.0, -2.0))
        cut_region = CutRegion()
        cut_region.region = Region()
        cut_region.region.sub_region_list.append(sub_region)
        self.cut_region_list.append(cut_region)
    def ApplyCuts(self, region):
        # Turn all the cuts into bi-directional borders.  Discard cuts that don't cut anything.
        region.Tessellate()
        while True:
            for i, edge in enumerate(self.edge_list):
                if edge[2] == PlanarGraphEdgeLabel.CUT:
                    break
            else:
                break
            del self.edge_list[i]
            edge_segment = self.EdgeSegment(edge)
            if region.ContainsPoint(edge_segment.Lerp(0.5)):
                self.edge_list.append(
                    (edge[0], edge[1], PlanarGraphEdgeLabel.REGION_BORDER))
                self.edge_list.append(
                    (edge[1], edge[0], PlanarGraphEdgeLabel.REGION_BORDER))

        # Now go read-off all the perimeter and hole polygons.
        from math2d_polygon import Polygon
        perimeter_list = []
        hole_list = []
        while True:
            for edge in self.edge_list:
                if edge[2] == PlanarGraphEdgeLabel.REGION_BORDER:
                    break
            else:
                break
            polygon = Polygon()
            cycle_list, cycle_found = self.FindCycleContainingEdge(edge, True)
            polygon.vertex_list = [
                self.vertex_list[edge[0]] for edge in cycle_list
            ]
            if polygon.IsWoundCCW():
                polygon.Tessellate()
                perimeter_list.append(polygon)
            else:
                cycle_list, cycle_found = self.FindCycleContainingEdge(
                    edge, False)
                polygon.vertex_list = [
                    self.vertex_list[edge[0]] for edge in cycle_list
                ]
                if polygon.IsWoundCW():
                    polygon.ReverseWinding()
                    hole_list.append(polygon)
                else:
                    raise Exception('Failed to process cycle containing edge.')
            for edge in cycle_list:
                i = self.FindEdge(edge, False, False)
                del self.edge_list[i]

        # Finally, merry all the holes to the appropriate perimeters.
        # TODO: This is a bit tricky.  A hole may lie inside a perimeter, but that doesn't mean it belongs to that perimeter,
        #       because it may lie inside a yet smaller perimeter that is contained in a hole of the other perimeter.  Make sure
        #       we assign holes to containing perimeters of the smallest area.  I think this may fix the problem.
        from math2d_region import Region, SubRegion
        region = Region()
        for perimeter in perimeter_list:
            sub_region = SubRegion(perimeter)
            new_hole_list = []
            for hole in hole_list:
                # I believe we need only test a single point on the hole.
                if perimeter.ContainsPoint(
                        hole.vertex_list[0]
                ) and not perimeter.ContainsPointOnBorder(hole.vertex_list[0]):
                    sub_region.hole_list.append(hole)
                else:
                    new_hole_list.append(hole)
            hole_list = new_hole_list
            region.sub_region_list.append(sub_region)
        if len(hole_list) > 0:
            raise Exception('Failed to marry %d holes to perimeters.' %
                            len(hole_list))

        return region
Beispiel #14
0
 def GenerateRegularPolygon(self, sides, radius):
     sub_region = SubRegion()
     sub_region.polygon.MakeRegularPolygon(sides, radius)
     self.region = Region()
     self.region.sub_region_list.append(sub_region)
Beispiel #15
0
    def __init__(self):
        super().__init__()

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-5.0, -4.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, -4.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, 3.0))
        sub_region.polygon.vertex_list.append(Vector(-5.0, 3.0))

        hole = Polygon()
        hole.vertex_list.append(Vector(-4.0, -3.0))
        hole.vertex_list.append(Vector(3.0, -3.0))
        hole.vertex_list.append(Vector(3.0, -2.0))
        hole.vertex_list.append(Vector(-3.0, -2.0))
        hole.vertex_list.append(Vector(-3.0, 1.0))
        hole.vertex_list.append(Vector(3.0, 1.0))
        hole.vertex_list.append(Vector(3.0, 2.0))
        hole.vertex_list.append(Vector(-4.0, 2.0))
        sub_region.hole_list.append(hole)

        hole = Polygon()
        hole.vertex_list.append(Vector(-2.0, -1.0))
        hole.vertex_list.append(Vector(0.0, -1.0))
        hole.vertex_list.append(Vector(0.0, 0.0))
        hole.vertex_list.append(Vector(-2.0, 0.0))
        sub_region.hole_list.append(hole)

        hole = Polygon()
        hole.vertex_list.append(Vector(1.0, -1.0))
        hole.vertex_list.append(Vector(3.0, -1.0))
        hole.vertex_list.append(Vector(3.0, 0.0))
        hole.vertex_list.append(Vector(1.0, 0.0))
        sub_region.hole_list.append(hole)

        self.region = Region()
        self.region.sub_region_list.append(sub_region)

        self.cut_region = Region()

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-1.0, -5.0))
        sub_region.polygon.vertex_list.append(Vector(5.0, -5.0))
        sub_region.polygon.vertex_list.append(Vector(5.0, 4.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 4.0))
        self.cut_region.sub_region_list.append(sub_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-6.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, 4.0))
        sub_region.polygon.vertex_list.append(Vector(-6.0, 4.0))
        self.cut_region.sub_region_list.append(sub_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-6.0, -5.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, -5.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(-6.0, -3.0))
        self.cut_region.sub_region_list.append(sub_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(0.5, 0.5))
        sub_region.polygon.vertex_list.append(Vector(0.5, -1.5))
        sub_region.polygon.vertex_list.append(Vector(3.5, -1.5))
        sub_region.polygon.vertex_list.append(Vector(3.5, 0.5))
        self.cut_region.sub_region_list.append(sub_region)

        self.result_region = None
        self.polygon_list = []
Beispiel #16
0
class TestCaseA(TestCase):
    def __init__(self):
        super().__init__()

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-5.0, -4.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, -4.0))
        sub_region.polygon.vertex_list.append(Vector(4.0, 3.0))
        sub_region.polygon.vertex_list.append(Vector(-5.0, 3.0))

        hole = Polygon()
        hole.vertex_list.append(Vector(-4.0, -3.0))
        hole.vertex_list.append(Vector(3.0, -3.0))
        hole.vertex_list.append(Vector(3.0, -2.0))
        hole.vertex_list.append(Vector(-3.0, -2.0))
        hole.vertex_list.append(Vector(-3.0, 1.0))
        hole.vertex_list.append(Vector(3.0, 1.0))
        hole.vertex_list.append(Vector(3.0, 2.0))
        hole.vertex_list.append(Vector(-4.0, 2.0))
        sub_region.hole_list.append(hole)

        hole = Polygon()
        hole.vertex_list.append(Vector(-2.0, -1.0))
        hole.vertex_list.append(Vector(0.0, -1.0))
        hole.vertex_list.append(Vector(0.0, 0.0))
        hole.vertex_list.append(Vector(-2.0, 0.0))
        sub_region.hole_list.append(hole)

        hole = Polygon()
        hole.vertex_list.append(Vector(1.0, -1.0))
        hole.vertex_list.append(Vector(3.0, -1.0))
        hole.vertex_list.append(Vector(3.0, 0.0))
        hole.vertex_list.append(Vector(1.0, 0.0))
        sub_region.hole_list.append(hole)

        self.region = Region()
        self.region.sub_region_list.append(sub_region)

        self.cut_region = Region()

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-1.0, -5.0))
        sub_region.polygon.vertex_list.append(Vector(5.0, -5.0))
        sub_region.polygon.vertex_list.append(Vector(5.0, 4.0))
        sub_region.polygon.vertex_list.append(Vector(-1.0, 4.0))
        self.cut_region.sub_region_list.append(sub_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-6.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, 1.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, 4.0))
        sub_region.polygon.vertex_list.append(Vector(-6.0, 4.0))
        self.cut_region.sub_region_list.append(sub_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(-6.0, -5.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, -5.0))
        sub_region.polygon.vertex_list.append(Vector(-3.0, -3.0))
        sub_region.polygon.vertex_list.append(Vector(-6.0, -3.0))
        self.cut_region.sub_region_list.append(sub_region)

        sub_region = SubRegion()
        sub_region.polygon.vertex_list.append(Vector(0.5, 0.5))
        sub_region.polygon.vertex_list.append(Vector(0.5, -1.5))
        sub_region.polygon.vertex_list.append(Vector(3.5, -1.5))
        sub_region.polygon.vertex_list.append(Vector(3.5, 0.5))
        self.cut_region.sub_region_list.append(sub_region)

        self.result_region = None
        self.polygon_list = []

    def Render(self):
        if self.result_region is None:
            glColor3f(1.0, 1.0, 1.0)
            self.region.Render()
            glColor3f(1.0, 0.0, 0.0)
            self.cut_region.Render()
        else:
            glColor3f(0.0, 1.0, 0.0)
            self.result_region.Render()

            for polygon in self.polygon_list:
                glColor3f(random.uniform(0.0, 1.0), random.uniform(0.0, 1.0),
                          random.uniform(0.0, 1.0))
                polygon.mesh.Render()

    def Click(self):
        self.result_region = self.region.CutAgainst(self.cut_region)
        self.polygon_list = self.result_region.TessellatePolygons()