Ejemplo n.º 1
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    def __init__(self,
                 width=1280,
                 height=720,
                 color=(255, 255, 255),
                 fullScreen=False):
        self.width = width
        self.height = height

        #full screen
        if (fullScreen):
            self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        else:
            self.screen = pygame.display.set_mode((width, height))

        self.color = color
        self.screen.fill((self.color))

        self.Objects = []
        self.Lights = []
        self.camera = Camera(Vector(0, 0, 0), width / 2, height / 2)
        self.Lights.append(Light(Vector(0, 0, 0)))

        #seznam prave se vykreslujicich trojuhelniku
        #face je (vertex, vertex, vertex)
        self.faces = []
Ejemplo n.º 2
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    def __init__(self, x, y, z, a=1):
        Vector.__init__(self, x, y, z)
        self.actual = Vector(0, 0, 0)

        self.a = Vector(x / a, y / a, z / a)
        #self.a.speak()

        self.t = 0
        self.time = abs(a)
Ejemplo n.º 3
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    def updateMesh(self):
        self.vertices = []
        for i, v in enumerate(self.verticesData):
            vertex = Vector(self.Position.x + v.Position.x*self.scale,
                            self.Position.y + v.Position.y*self.scale,
                            self.Position.z + v.Position.z*self.scale)

            vertex = vertex.rotateAround(self.Position, self.Rotation)
            self.vertices.append(Vertex(vertex))
Ejemplo n.º 4
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    def __init__(self, engine, x, y, z, faces):
        self.Position = Vector(x, y, z)
        self.Faces = faces
        self.mode = "faces"

        self.engine = engine

        self.showHitbox = True
        self.hitBox = []
        self.updateFaces()
Ejemplo n.º 5
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    def __init__(self, engine, x, y, z, mesh=None, rigidBody=False):
        Component.__init__(self, engine, mesh, rigidBody)
        self.Position = Vector(x, y, z)

        self.rigidBody = rigidBody
        self.v = Vector(0, 0, 0)  #pohybovy vektor telesa
        self.t = 0
        self.deltaTime = 0
        self.forces = []
        self.solid = True

        self.screen = None
Ejemplo n.º 6
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 def Update(self):
     self.Input()
     self.S = Vector(
         self.Position.x + self.f.x,
         self.Position.y + self.f.y,
         self.Position.z + self.f.z,
     )
     self.B = Vector(
         self.Position.x - self.f.x,
         self.Position.y - self.f.y,
         self.Position.z - self.f.z,
     )
Ejemplo n.º 7
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    def physics(self):
        if (self.rigidBody):
            self.deltaTime = time.time() - self.engine.oldTime

            self.v = Vector(0, 0, 0)
            self.applyForces()

            self.checkCollisions()

            self.gravity()

            self.Position.addVector(self.v)
Ejemplo n.º 8
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 def checkPosition(self):
     if (self.Position.x <= -1000):
         self.removeAll()
         self.Position = Vector(0, 20, 0)
     if (self.Position.y <= -1000):
         self.t = 0
         self.removeAll()
         self.Position = Vector(0, 20, 0)
     if (self.Position.x >= 1000):
         self.removeAll()
         self.Position = Vector(0, 20, 0)
     if (self.Position.y >= 1000):
         self.removeAll()
         self.Position = Vector(0, 20, 0)
Ejemplo n.º 9
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    def __init__(self, engine, parent, x, y, z, faces):
        self.Position = Vector(x, y, z)
        self.Faces = faces
        self.mode = "faces"

        self.parent = parent
        
        self.engine = engine

        self.showHitbox = True
        self.updateFaces()
        self.updateRadius()

        self.collider = MeshCollider(self)
Ejemplo n.º 10
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    def loadMesh(self, mesh, scale, color):
        self.scale = scale

        x = self.Position.x
        y = self.Position.y
        z = self.Position.z

        with open(mesh, "r") as m:
            self.meshData = json.load(m)

        self.vertices = []
        for v in self.meshData["vertices"]:
            self.verticesData.append(Vertex(Vector(v[0],
                                        v[1],
                                        v[2])))

        self.triangles = []
        for t in self.meshData["triangles"]:
            self.createTriangle(t[0], t[1], t[2])

        #v json jsou data o barve
        if ("colors" in self.meshData):
            self.colors = []
            for c in self.meshData["colors"]:
                self.colors.append(c)
        else:
            self.createColor(color)
Ejemplo n.º 11
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    def calculateNormal(self, v1, v2, v3):
        v = v1.Position.newVector(v2.Position)
        u = v1.Position.newVector(v3.Position)

        #normalovy vektor k rovine face
        return Vector(u.y*v.z - v.y*u.z,
                    u.z*v.x - v.z*u.x,
                    u.x*v.y - v.x*u.y)
Ejemplo n.º 12
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 def setView(self, keys):
     if (keys[K_2] or keys[K_KP2]):  #zepredu
         self.Position = Vector(6, 5, -17)
         self.rotX = 0
         self.rotY = 0
     if (keys[K_6] or keys[K_KP6]):  #zprava
         self.Position = Vector(29, 5, 6)
         self.rotX = 3 * math.pi / 2
         self.rotY = 0
     if (keys[K_8] or keys[K_KP8]):  #zezadu
         self.Position = Vector(6, 5, 29)
         self.rotX = math.pi
         self.rotY = 0
     if (keys[K_4] or keys[K_KP4]):  #zleva
         self.Position = Vector(-17, 5, 6)
         self.rotX = math.pi / 2
         self.rotY = 0
Ejemplo n.º 13
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 def gravity(self):
     self.t += self.deltaTime
     #self.v.y -= 0.981*self.t
     #self.v.y -= self.t
     answer = self.mesh.checkCollisions(self, Vector(0, -self.t, 0))
     if (not answer[0] and self.v.y <= 0):
         self.v.y -= self.t
     else:
         self.t = 0
Ejemplo n.º 14
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    def update(self, deltaTime):
        self.t += deltaTime

        if (self.t <= self.time):
            self.actual.x = self.x - self.a.x * self.t
            self.actual.y = self.y - self.a.y * self.t
            self.actual.z = self.z - self.a.z * self.t
        else:
            return Vector(0, 0, 0)

        return self.actual
Ejemplo n.º 15
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    def getDirection(self, mesh):
        if (len(self.V) >= 3):
            #smerove vektory roviny face
            v = self.V[1].Position.newVector(self.V[0].Position)
            u = self.V[2].Position.newVector(self.V[0].Position)

            #normalovy vektor k rovine face
            n = Vector(u.y*v.z - v.y*u.z,
                       u.z*v.x - v.z*u.x,
                       u.x*v.y - v.x*u.y)

            #vektor od bodu teziste do stredu meshe
            a = mesh.Position.newVector(self.center)

            if (n.angle(a) <= math.pi/2):
                n = n.reverseVector()

            return n
        else:
            return Vector(0,0,0)
Ejemplo n.º 16
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    def __init__(self, vectors, color=(255, 0, 255), bothSides=False):
        self.v = vectors #vektory vedouci od stredu mesh k bodum
        self.V = [] #body definujici face

        while (len(self.v) < 2):
            self.v.append(Vector(0,0,0))
        
        self.color = color
        self.bothSides = bothSides

        self.rFase = 0
        self.tempColor = (0,0,0)
Ejemplo n.º 17
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    def __init__(self, position, rotation=Vector(0,0,0)):
        self.Position = position
        self.Rotation = rotation

        self.vertices = []
        self.verticesData = []
        self.triangles = []
        self.colors = []

        self.scale = 1

        self.defaultColor = (255,0,255)
Ejemplo n.º 18
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    def Rotate(self, event):
        if (len(event) == 0):
            pygame.mouse.set_visible(True)

        xy = pygame.mouse.get_rel()
        x = 0
        y = 0
        if (event[0]):  #leve tlacitko
            self.x = self.x
        elif (event[2]):  #prave tlacitko
            #pygame.mouse.set_visible(False)
            x = xy[0] / 2
            y = xy[1] / 2

        self.rotX += x * (math.pi / 180) / 2
        self.rotY -= y * (math.pi / 180) / 2

        x = math.sin(self.rotX)
        y = math.sin(self.rotY)
        z = math.cos(self.rotX)
        self.f = Vector(x, y, z)

        x = math.sin(self.rotX + math.pi / 2)
        z = math.cos(self.rotX + math.pi / 2)
        self.r = Vector(x, 0, z)

        self.u = Vector(self.f.y * self.r.z - self.r.y * self.f.z,
                        self.f.z * self.r.x - self.r.z * self.f.x,
                        self.f.x * self.r.y - self.r.x * self.f.y)
Ejemplo n.º 19
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    def findG(self, vertex, newVertex, face):
        c1 = newVertex.x
        c2 = newVertex.y
        c3 = newVertex.z

        u = face.V[0].Position.newVector(face.V[1].Position)
        u1 = u.x
        u2 = u.y
        u3 = u.z

        r = face.V[2].Position.newVector(face.V[1].Position)
        r1 = r.x
        r2 = r.y
        r3 = r.z
        
        s1 = face.V[0].Position.x
        s2 = face.V[0].Position.y
        s3 = face.V[0].Position.z

        g1 = vertex.Position.x - c1
        g2 = vertex.Position.y - c2
        g3 = vertex.Position.z - c3

        #miluju matlab
        try:
            t = (-(c1*r2*u3 - c1*r3*u2 - c2*r1*u3 + c2*r3*u1 + c3*r1*u2 - c3*r2*u1
                   + r1*s2*u3 - r1*s3*u2 - r2*s1*u3 + r2*s3*u1 + r3*s1*u2 - r3*s2*u1)/
                 (g1*r2*u3 - g1*r3*u2 - g2*r1*u3 + g2*r3*u1 + g3*r1*u2 - g3*r2*u1))
        except:
            t = 0

        G = Vector(c1 + t*g1,c2 + t*g2,c3 + t*g3)
        #delky trojuhelniku
        a = face.V[0].Position.pointLen(face.V[1].Position)
        b = face.V[0].Position.pointLen(face.V[2].Position)
        c = face.V[1].Position.pointLen(face.V[2].Position)

        #bod nalezi trojuhelniku
        if (G.pointLen(face.V[0].Position) <= a and
            G.pointLen(face.V[0].Position) <= b and
            G.pointLen(face.V[0].Position) <= c and
            G.pointLen(face.V[1].Position) <= a and
            G.pointLen(face.V[1].Position) <= b and
            G.pointLen(face.V[1].Position) <= c and
            G.pointLen(face.V[2].Position) <= a and
            G.pointLen(face.V[2].Position) <= b and
            G.pointLen(face.V[2].Position) <= c):
            return G
        

        return None
Ejemplo n.º 20
0
    def Update(self):
        Cube.Update(self)
        if (self.tim >= self.timeCount):
            self.tim = 0
            x = random.uniform(-2, 2)
            y = random.uniform(1, 2)
            z = random.uniform(-2, 2)
            Object3D.addForce(self, Force(0,y,0))
            Object3D.addForce(self, Force(x,0,0,2))
        self.tim += self.deltaTime    

        if (self.Position.x <= -1000):
            self.removeAll()
            self.Position = Vector(0,0,0)
        if (self.Position.y <= -1000):
            self.t = 0
            self.removeAll()
            self.Position = Vector(0,0,0)
        if (self.Position.x >= 1000):
            self.removeAll()
            self.Position = Vector(0,0,0)
        if (self.Position.y >= 1000):
            self.removeAll()
            self.Position = Vector(0,0,0)
Ejemplo n.º 21
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    def findG(self, camera):
        """c1 = self.Position.x
        c2 = self.Position.y
        c3 = self.Position.z
        
        u1 = camera.u.x
        u2 = camera.u.y
        u3 = camera.u.z

        r1 = camera.r.x
        r2 = camera.r.y
        r3 = camera.r.z
        
        s1 = camera.S.x
        s2 = camera.S.y
        s3 = camera.S.z"""

        if (self.isInFront):
            g1 = camera.Position.x - self.Position.x
            g2 = camera.Position.y - self.Position.y
            g3 = camera.Position.z - self.Position.z
        else:
            g1 = self.Position.x
            g2 = 0
            g3 = self.Position.z

        #miluju matlab
        try:
            t = (-(self.Position.x*camera.r.y*camera.u.z - self.Position.x*camera.r.z*camera.u.y 
                - self.Position.y*camera.r.x*camera.u.z + self.Position.y*camera.r.z*camera.u.x 
                + self.Position.z*camera.r.x*camera.u.y - self.Position.z*camera.r.y*camera.u.x
                   + camera.r.x*camera.S.y*camera.u.z - camera.r.x*camera.S.z*camera.u.y - camera.r.y*camera.S.x*camera.u.z 
                   + camera.r.y*camera.S.z*camera.u.x + camera.r.z*camera.S.x*camera.u.y - camera.r.z*camera.S.y*camera.u.x)/
                 (g1*camera.r.y*camera.u.z - g1*camera.r.z*camera.u.y - g2*camera.r.x*camera.u.z 
                 + g2*camera.r.z*camera.u.x + g3*camera.r.x*camera.u.y - g3*camera.r.y*camera.u.x))
        except:
            t = 0

        #speak
        #print((c1 + t*g1, c2 + t*g2, c3 + t*g3))

        return Vector(self.Position.x + t*g1,
                      self.Position.y + t*g2,
                      self.Position.z + t*g3)
Ejemplo n.º 22
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    def createVertices(self):
        self.mesh.verticesData = []
        self.mesh.triangles = []
        for x in range(self.width):
            for z in range(self.height):
                self.mesh.verticesData.append(
                    Vertex(
                        Vector(self.Position.x + x, self.Position.y,
                               self.Position.z + z)))

        i = 0
        for x in range(self.width - 1):
            for z in range(self.height):
                if (i + self.width + 1 < len(self.mesh.verticesData)):
                    self.mesh.createTriangle(i + 1, i, i + self.width)
                    self.mesh.createTriangle(i + 1, i + self.width,
                                             i + self.width + 1)

                i += 1

        self.mesh.scale = self.scale
Ejemplo n.º 23
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    def __init__(self, position, w, h):
        self.x = w  #poloha na obrazovce
        self.y = h  #poloha na obrazovce

        self.Position = position
        self.speed = 0.1
        self.viewAngle = math.pi
        self.maxView = 1000
        self.far = 1
        self.f = Vector(0, 0, self.far)
        self.u = Vector(0, self.far, 0)
        self.r = Vector(self.far, 0, 0)
        self.S = self.Position  #predek

        self.rotX = math.pi
        self.rotY = 0
Ejemplo n.º 24
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    def __init__(self, engine, x, y, z, w, h):
        Object3D.__init__(self, engine, x, y, z)
        self.x = w  #poloha na obrazovce
        self.y = h  #poloha na obrazovce

        self.speed = 0.1
        self.viewAngle = math.pi
        self.maxView = 1000
        self.far = 1
        self.f = Vector(0, 0, self.far)
        self.u = Vector(0, self.far, 0)
        self.r = Vector(self.far, 0, 0)
        self.S = self.Position  #predek

        self.rotX = 0
        self.rotY = 0
Ejemplo n.º 25
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    def keys(self, keys):
        if (keys[K_w]):  #dopredu
            self.Position = self.Position.addVector(
                self.f.multipleVector(self.speed))
        elif (keys[K_s]):  #dozadu
            self.Position = self.Position.addVector(
                self.f.multipleVector(self.speed).reverseVector())
        if (keys[K_d]):  #doprava
            self.Position = self.Position.addVector(
                self.r.multipleVector(self.speed).reverseVector())
        elif (keys[K_a]):  #doleva
            self.Position = self.Position.addVector(
                self.r.multipleVector(self.speed))
        if (keys[K_SPACE]):  #nahoru
            self.Position = self.Position.addVector(
                self.u.multipleVector(self.speed))
        elif (keys[K_LSHIFT]):  #dolu
            self.Position = self.Position.addVector(
                self.u.multipleVector(self.speed).reverseVector())

        if (keys[K_q]):  #snizeni rychlosti
            if (self.speed - 0.01 > 0):
                self.speed -= 0.01
                print("speed: " + str(self.speed))
        elif (keys[K_e]):  #zvyseni rychlosti
            self.speed += 0.01
            print("speed: " + str(self.speed))
        elif (keys[K_r]):  #reset rychlosti
            self.speed = 0.1
            print("speed: " + str(self.speed))

        if (keys[K_g]):  #reset kamery
            self.Position = Vector(0, 0, 0)
            self.f = Vector(0, 0, self.far)
            self.u = Vector(0, self.far, 0)
            self.r = Vector(self.far, 0, 0)

            self.rotX = 0
            self.rotY = 0
Ejemplo n.º 26
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    def getCenter(self):
        if (len(self.V) >= 3):
            S1 = Vector((self.V[0].Position.x + self.V[1].Position.x)/2,
                        (self.V[0].Position.y + self.V[1].Position.y)/2,
                        (self.V[0].Position.z + self.V[1].Position.z)/2)

            S2 = Vector((self.V[0].Position.x + self.V[2].Position.x)/2,
                        (self.V[0].Position.y + self.V[2].Position.y)/2,
                        (self.V[0].Position.z + self.V[2].Position.z)/2)

            v = S1.newVector(self.V[2].Position)
            u = S2.newVector(self.V[2].Position)

            #matlab
            try:
                t = ((S1.y*u.z - S1.z*u.y - S2.y*u.z + S2.z*u.y)
                     /(u.y*v.z - u.z*v.y))
            except:
                t = 0

            self.center = Vector(S1.x + t*v.x,
                                 S1.y + t*v.y,
                                 S2.z + t*v.z)
Ejemplo n.º 27
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    def update(self):
        self.head.Position = Vector(self.Position.x,
                                    self.Position.y + self.scale,
                                    self.Position.z)

        self.peak.Position = Vector(self.Position.x, self.Position.y + 1.1,
                                    self.Position.z + 0.3)

        self.legL.Position = Vector(self.Position.x - 0.3,
                                    self.Position.y - 0.9,
                                    self.Position.z + 0.7)

        self.legP.Position = Vector(self.Position.x + 0.3,
                                    self.Position.y - 0.9,
                                    self.Position.z + 0.7)

        self.handL.Position = Vector(self.Position.x - 0.55, self.Position.y,
                                     self.Position.z)

        self.handP.Position = Vector(self.Position.x + 0.55, self.Position.y,
                                     self.Position.z)

        self.body.Position = self.Position
Ejemplo n.º 28
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    def __init__(self, position, scale, engine, color=(255, 0, 255)):
        Object.__init__(self, position)

        self.scale = scale

        self.body = Object(position)
        self.body.loadMesh("Engine/meshes/penguin/penguinBody.json", scale)

        self.head = Object(Vector(position.x, position.y + 1, position.z))
        self.head.loadMesh("Engine/meshes/penguin/penguinHead.json", scale)

        self.peak = Object(
            Vector(position.x, position.y + 1.1, position.z + 0.3))
        self.peak.loadMesh("Engine/meshes/penguin/penguinPeak.json", scale)

        self.legL = Object(
            Vector(position.x - 0.3, position.y - 0.9, position.z + 0.7))
        self.legL.loadMesh("Engine/meshes/penguin/penguinLeg.json", scale)

        self.legP = Object(
            Vector(position.x + 0.3, position.y - 0.9, position.z + 0.7))
        self.legP.loadMesh("Engine/meshes/penguin/penguinLeg.json", scale)

        self.handL = Object(Vector(position.x - 0.55, position.y, position.z))
        self.handL.loadMesh("Engine/meshes/penguin/penguinHand.json", scale)

        self.handP = Object(Vector(position.x + 0.55, position.y, position.z))
        self.handP.loadMesh("Engine/meshes/penguin/penguinHand.json", scale)

        engine.addObject(self.body)
        engine.addObject(self.head)
        engine.addObject(self.peak)
        engine.addObject(self.legL)
        engine.addObject(self.legP)
        engine.addObject(self.handL)
        engine.addObject(self.handP)
Ejemplo n.º 29
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 def __init__(self, position, rotation=Vector(0,0,0)):
     self.Position = position
     self.Rotation = rotation
     self.mesh = None
Ejemplo n.º 30
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 def faces(self):
     return [
         Face(Vector(1, -2, 1), Vector(1, -2, -1), Vector(-1, -2, -1),
              self.black),
         Face(Vector(1, -2, 1), Vector(-1, -2, 1), Vector(-1, -2, -1),
              self.black),
         Face(Vector(1, 1, 1), Vector(1, 1, -1), Vector(-1, 1, -1),
              self.black),
         Face(Vector(1, 1, 1), Vector(-1, 1, 1), Vector(-1, 1, -1),
              self.black),
         Face(Vector(1, -2, 1), Vector(1, 1, 1), Vector(1, -2, -1),
              self.black),
         Face(Vector(1, 1, 1), Vector(1, 1, -1), Vector(1, -2, -1),
              self.black),
         Face(Vector(-1, -2, 1), Vector(-1, 1, 1), Vector(-1, -2, -1),
              self.black),
         Face(Vector(-1, 1, 1), Vector(-1, 1, -1), Vector(-1, -2, -1),
              self.black),
         Face(Vector(1, -2, -1), Vector(-1, -2, -1), Vector(-1, -1, -1),
              self.black),
         Face(Vector(1, -2, -1), Vector(-1, -1, -1), Vector(1, -1, -1),
              self.black),
         Face(Vector(0.5, 1, -1), Vector(0.5, -1, -1), Vector(1, 1, -1),
              self.black),
         Face(Vector(1, -1, -1), Vector(0.5, -1, -1), Vector(1, 1, -1),
              self.black),
         Face(Vector(-0.5, 1, -1), Vector(-0.5, -1, -1), Vector(-1, 1, -1),
              self.black),
         Face(Vector(-1, -1, -1), Vector(-0.5, -1, -1), Vector(-1, 1, -1),
              self.black),
         Face(Vector(-0.5, 1, -1), Vector(-0.5, 0, -1), Vector(0.5, 1, -1),
              self.black),
         Face(Vector(-0.5, 0, -1), Vector(0.5, 0, -1), Vector(0.5, 1, -1),
              self.black),
         Face(Vector(-0.25, -0.1, -1.25), Vector(-0.25, -0.1, -1),
              Vector(-0.25, 0.1, -1), self.yellow),
         Face(Vector(-0.25, -0.1, -1.25), Vector(-0.25, 0.1, -1),
              Vector(-0.25, 0.1, -1.25), self.yellow),
         Face(Vector(0.25, -0.1, -1.25), Vector(0.25, -0.1, -1),
              Vector(0.25, 0.1, -1), self.yellow),
         Face(Vector(0.25, -0.1, -1.25), Vector(0.25, 0.1, -1),
              Vector(0.25, 0.1, -1.25), self.yellow),
         Face(Vector(0.25, 0.1, -1.25), Vector(0.25, 0.1, -1),
              Vector(-0.25, 0.1, -1), self.yellow),
         Face(Vector(0.25, 0.1, -1.25), Vector(-0.25, 0.1, -1),
              Vector(-0.25, 0.1, -1.25), self.yellow),
         Face(Vector(0.25, 0.1, -1.25), Vector(0.25, -0.1, -1.25),
              Vector(-0.25, 0.1, -1.25), self.yellow),
         Face(Vector(-0.25, -0.1, -1.25), Vector(-0.25, 0.1, -1.25),
              Vector(0.25, -0.1, -1.25), self.yellow),
         Face(Vector(0.30, 0.15, -1.01), Vector(0.30, 0.30, -1.01),
              Vector(0.45, 0.3, -1.01), self.white),
         Face(Vector(0.30, 0.15, -1.01), Vector(0.45, 0.15, -1.01),
              Vector(0.45, 0.3, -1.01), self.white),
         Face(Vector(-0.30, 0.15, -1.01), Vector(-0.30, 0.30, -1.01),
              Vector(-0.45, 0.3, -1.01), self.white),
         Face(Vector(-0.30, 0.15, -1.01), Vector(-0.45, 0.15, -1.01),
              Vector(-0.45, 0.3, -1.01), self.white),
     ]