Ejemplo n.º 1
0
def offset(mesh,offset=1,doclose=True):
    newMesh=Mesh()
    # calculate vertex normals
    for vertex in mesh.vertices:
        vertex.vertex = Vertex(0,0,0)
        vertex.nfaces = 0
    for face in mesh.faces:
        normal = utils_face.face_normal(face)
        for vertex in face.vertices:
            vertex.vertex.add(normal)
            vertex.nfaces += 1
    for vertex in mesh.vertices:
        vertex.vertex.scale(offset / vertex.nfaces)
        vertex.vertex.add(vertex)
    # create faces
    for face in mesh.faces:
        offsetVertices = []
        for vertex in face.vertices:
            offsetVertices.append(vertex.vertex)
        offsetVertices.reverse()
        newFace = Face(offsetVertices)
        newMesh.faces.append(newFace)
        newMesh.faces.append(face)
    # create sides
    if doclose:
        for edge in mesh.edges:
            if edge.face1 == None or edge.face2 == None:
                offsetVertices = [edge.v1, edge.v2, edge.v2.vertex, edge.v1.vertex]
                if edge.face2 == None:
                    offsetVertices.reverse()
                newFace = Face(offsetVertices)
                newMesh.faces.append(newFace)
    newMesh.update_topology()
    return newMesh
Ejemplo n.º 2
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def construct_cone(z1,
                   z2,
                   radius1,
                   radius2,
                   nSegments,
                   capBottom=True,
                   capTop=True):
    """
    Creates and returns a conic cylinder.

    Arguments:
    ----------
    z1, z2 : float<br>
        The bottom and top z-level.<br>
    radius1, radius2 : float<br>
        The radii at the bottom and at the top respectively<br>
    nSegments : int<br>
        The number of segments along the circumference<br>
    capBottom, capTop : bool<br>
        Toggle whether or not to close the cylinder at the bottom and the top
    """
    delaAngle = math.radians(360.0 / nSegments)
    angle = 0
    verticesBottom = []
    verticesTop = []
    for i in range(nSegments):
        x1 = radius1 * math.cos(angle)
        y1 = radius1 * math.sin(angle)
        verticesBottom.append(Vertex(x1, y1, z1))
        x2 = radius2 * math.cos(angle)
        y2 = radius2 * math.sin(angle)
        verticesTop.append(Vertex(x2, y2, z2))
        angle += delaAngle

    mesh = Mesh()
    mesh.vertices.extend(verticesBottom)
    mesh.vertices.extend(verticesTop)
    for i in range(nSegments):
        i2 = (i + 1) % nSegments
        mesh.faces.append(
            Face([
                verticesBottom[i], verticesBottom[i2], verticesTop[i2],
                verticesTop[i]
            ]))
    if capBottom:
        # centerBottom = Vertex(0, 0, z1)
        # mesh.vertices.append(centerBottom)
        # for i in range(nSegments):
        #     i2=(i+1)%nSegments
        #     mesh.faces.append(Face([verticesBottom[i2],verticesBottom[i],centerBottom]))
        mesh.faces.append(Face(list(reversed(verticesBottom))))
    if capTop:
        # centerTop=Vertex(0,0,z2)
        # mesh.vertices.append(centerTop)
        # for i in range(nSegments):
        #     i2=(i+1)%nSegments
        #     mesh.faces.append(Face([verticesTop[i],verticesTop[i2],centerTop]))
        mesh.faces.append(Face(verticesTop))
    mesh.update_topology()
    return mesh
Ejemplo n.º 3
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def subdivide_mesh_extrude_tapered(mesh, heights, fractions, doCaps):
    new_mesh = Mesh()
    for face, height, fraction, doCap in zip(mesh.faces, heights, fractions,
                                             doCaps):
        new_mesh.faces.extend(
            subdivide_face_extrude_tapered(face, height, fraction, doCap))
    new_mesh.update_topology()
    return new_mesh
Ejemplo n.º 4
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def subdivide_mesh_extrude_to_point_center(mesh,heights,doExtrudes):
    new_mesh = Mesh()
    for face,height,doExtrude in zip(mesh.faces,heights,doExtrudes):
        if doExtrude:
            new_mesh.faces.extend(subdivide_face_extrude_to_point_center(face,height))
        else:
            new_mesh.faces.append(face)
    new_mesh.update_topology()
    return new_mesh
Ejemplo n.º 5
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 def quad_mesh(self, functionIn, functionOut):
     faces = []
     for x in range(self.nx):
         for y in range(self.ny):
             for z in range(self.nz):
                 index = self.get_index(x, y, z)
                 if functionIn(self.values[index]):
                     # (x,y) (x1,y) (x1,y1) (x,y1)
                     if x == self.nx - 1 or functionOut(
                             self.get_value_at_xyz(x + 1, y, z)):
                         v1 = Vertex(x + 1, y, z)
                         v2 = Vertex(x + 1, y + 1, z)
                         v3 = Vertex(x + 1, y + 1, z + 1)
                         v4 = Vertex(x + 1, y, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if x == 0 or functionOut(
                             self.get_value_at_xyz(x - 1, y, z)):
                         v1 = Vertex(x, y + 1, z)
                         v2 = Vertex(x, y, z)
                         v3 = Vertex(x, y, z + 1)
                         v4 = Vertex(x, y + 1, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if y == self.ny - 1 or functionOut(
                             self.get_value_at_xyz(x, y + 1, z)):
                         v1 = Vertex(x + 1, y + 1, z)
                         v2 = Vertex(x, y + 1, z)
                         v3 = Vertex(x, y + 1, z + 1)
                         v4 = Vertex(x + 1, y + 1, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if y == 0 or functionOut(
                             self.get_value_at_xyz(x, y - 1, z)):
                         v1 = Vertex(x, y, z)
                         v2 = Vertex(x + 1, y, z)
                         v3 = Vertex(x + 1, y, z + 1)
                         v4 = Vertex(x, y, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if z == self.nz - 1 or functionOut(
                             self.get_value_at_xyz(x, y, z + 1)):
                         v1 = Vertex(x, y, z + 1)
                         v2 = Vertex(x + 1, y, z + 1)
                         v3 = Vertex(x + 1, y + 1, z + 1)
                         v4 = Vertex(x, y + 1, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if z == 0 or functionOut(
                             self.get_value_at_xyz(x, y, z - 1)):
                         v1 = Vertex(x, y + 1, z)
                         v2 = Vertex(x + 1, y + 1, z)
                         v3 = Vertex(x + 1, y, z)
                         v4 = Vertex(x, y, z)
                         faces.append(Face([v1, v2, v3, v4]))
     mesh = Mesh()
     mesh.faces = faces
     mesh.update_topology()
     if (self.scale_to_canvas):
         mesh.translate(-self.nx / 2.0, -self.ny / 2.0, -self.nz / 2.0)
         sc = 20.0 / max(self.nx, self.ny)
         mesh.scale(sc, sc, sc)
     return mesh
Ejemplo n.º 6
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def mesh_marching_cubes(nX, nY, nZ, values, iso):
    mesh = Mesh()
    nYZ = nY * nZ
    index = 0
    n = [0] * 8
    switcher = {
        0: lambda: Vertex(x + _v(n[0], n[1], iso), y + 1, z),
        1: lambda: Vertex(x + 1, y + _v(n[2], n[1], iso), z),
        2: lambda: Vertex(x + _v(n[3], n[2], iso), y, z),
        3: lambda: Vertex(x, y + _v(n[3], n[0], iso), z),
        4: lambda: Vertex(x + _v(n[4], n[5], iso), y + 1, z + 1),
        5: lambda: Vertex(x + 1, y + _v(n[6], n[5], iso), z + 1),
        6: lambda: Vertex(x + _v(n[7], n[6], iso), y, z + 1),
        7: lambda: Vertex(x, y + _v(n[7], n[4], iso), z + 1),
        8: lambda: Vertex(x, y + 1, z + _v(n[0], n[4], iso)),
        9: lambda: Vertex(x + 1, y + 1, z + _v(n[1], n[5], iso)),
        10: lambda: Vertex(x, y, z + _v(n[3], n[7], iso)),
        11: lambda: Vertex(x + 1, y, z + _v(n[2], n[6], iso))
    }
    for x in range(nX - 1):
        for y in range(nY - 1):
            for z in range(nZ - 1):
                caseNumber = 0
                index = z + y * nZ + x * nYZ
                # collecting the values
                n[0] = values[index + nZ]  # 0,1,0
                n[1] = values[index + nYZ + nZ]  #1,1,0
                n[2] = values[index + nYZ]  # 1,0,0
                n[3] = values[index]  # 0,0,0
                n[4] = values[index + nZ + 1]  # 0,1,1
                n[5] = values[index + nYZ + nZ + 1]  # 1,1,1
                n[6] = values[index + nYZ + 1]  # 1,0,1
                n[7] = values[index + 1]  # 0,0,1
                for i in range(7, -1, -1):
                    if n[i] > iso:
                        caseNumber += 1
                    if i > 0:
                        caseNumber = caseNumber << 1
                # collecting the faces
                offset = caseNumber * 15
                for i in range(offset, offset + 15, 3):
                    if _faces[i] > -1:
                        vs = []
                        for j in range(i, i + 3):
                            v = switcher[_faces[j]]()
                            mesh.vertices.append(v)
                            vs.append(v)
                            if len(vs) == 3:
                                mesh.faces.append(Face(vs))

    mesh.update_topology()
    return mesh
Ejemplo n.º 7
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def construct_tetrahedron(size=1, cx=0, cy=0, cz=0):
    """
    Constructs a tetrahedron mesh.

    Optional Arguments:
    ----------
    side : float<br>
        The edge length of the tetrahedron<br>
    cx,cy,cz : float<br>
        The coordinates of the center point.
    """

    mesh = Mesh()
    coord = 1 / math.sqrt(2)
    mesh.vertices = [
        Vertex(+1, 0, -coord),
        Vertex(-1, 0, -coord),
        Vertex(0, +1, +coord),
        Vertex(0, -1, +coord)
    ]

    for i in range(len(mesh.vertices)):
        mesh.vertices[i] = utils_vertex.vertex_scale(mesh.vertices[i],
                                                     size / 2)
        mesh.vertices[i] = utils_vertex.vertex_add(mesh.vertices[i],
                                                   Vertex(cx, cy, cz))

    f1 = Face([mesh.vertices[0], mesh.vertices[1], mesh.vertices[2]])
    f2 = Face([mesh.vertices[1], mesh.vertices[0], mesh.vertices[3]])
    f3 = Face([mesh.vertices[2], mesh.vertices[3], mesh.vertices[0]])
    f4 = Face([mesh.vertices[3], mesh.vertices[2], mesh.vertices[1]])

    mesh.faces = [f1, f2, f3, f4]
    mesh.update_topology()
    return mesh
Ejemplo n.º 8
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 def quad_mesh(self, functionIn, functionOut):
     faces = []
     for x in range(self.nx):
         for y in range(self.ny):
             for z in range(self.nz):
                 index=self.get_index(x,y,z)
                 if functionIn(self.values[index]):
                     # (x,y) (x1,y) (x1,y1) (x,y1)
                     if x == self.nx - 1 or functionOut(self.get_value_at_xyz(x + 1, y, z)):
                         v1 = Vertex(x + 1, y, z)
                         v2 = Vertex(x + 1, y + 1, z)
                         v3 = Vertex(x + 1, y + 1, z + 1)
                         v4 = Vertex(x + 1, y, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if x == 0 or functionOut(self.get_value_at_xyz(x-1,y,z)):
                         v1 = Vertex(x, y + 1, z)
                         v2 = Vertex(x, y, z)
                         v3 = Vertex(x, y, z + 1)
                         v4 = Vertex(x, y + 1, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if y == self.ny - 1 or functionOut(self.get_value_at_xyz(x, y + 1, z)):
                         v1 = Vertex(x + 1, y + 1, z)
                         v2 = Vertex(x, y + 1, z)
                         v3 = Vertex(x, y + 1, z + 1)
                         v4 = Vertex(x + 1, y + 1, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if y == 0 or functionOut(self.get_value_at_xyz(x, y - 1, z)):
                         v1 = Vertex(x, y, z)
                         v2 = Vertex(x + 1, y, z)
                         v3 = Vertex(x + 1, y, z + 1)
                         v4 = Vertex(x, y, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if z==self.nz-1 or functionOut(self.get_value_at_xyz(x, y, z + 1)):
                         v1 = Vertex(x, y, z + 1)
                         v2 = Vertex(x + 1, y, z + 1)
                         v3 = Vertex(x + 1, y + 1, z + 1)
                         v4 = Vertex(x, y + 1, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if z == 0 or functionOut(self.get_value_at_xyz(x, y, z - 1)):
                         v1 = Vertex(x, y + 1, z)
                         v2 = Vertex(x + 1, y + 1, z)
                         v3 = Vertex(x + 1, y, z)
                         v4 = Vertex(x, y, z)
                         faces.append(Face([v1, v2, v3, v4]))
     mesh = Mesh()
     mesh.faces = faces
     mesh.update_topology()
     return mesh
Ejemplo n.º 9
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def _collect_new_faces(mesh):
    newMesh=Mesh()
    for face in mesh.faces:
        v1 = face.vertices[-2]
        v2 = face.vertices[-1]
        for v3 in face.vertices:
            edge1 = mesh.edge_adjacent_to_vertices(v1,v2)
            edge2 = mesh.edge_adjacent_to_vertices(v2,v3)
            if (edge1 != None) and (edge2!= None):
                newFace = Face([edge1.vertex, v2.vertex, edge2.vertex, face.vertex])
                newFace.color = face.color
                newFace.group = face.group
                newMesh.faces.append(newFace)
            v1 = v2
            v2 = v3
    newMesh.update_topology()
    return newMesh
Ejemplo n.º 10
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def construct_icosahedron(radius=1, cx=0, cy=0, cz=0):
    """
    Creates and returns a mesh in the form of an icosahedron.

    Optional Arguments:
    ----------
    radius : float<br>
        The radius of the containing sphere.<br>
    cx,cy,cz : float<br>
        The coordinates of the center point.
    """
    mesh = Mesh()
    phi = (1 + 5**0.5) / 2
    coordA = 1 / (2 * math.sin(2 * math.pi / 5))
    coordB = phi / (2 * math.sin(2 * math.pi / 5))
    mesh.vertices = [
        Vertex(0, -coordA, coordB),
        Vertex(coordB, 0, coordA),
        Vertex(coordB, 0, -coordA),
        Vertex(-coordB, 0, -coordA),
        Vertex(-coordB, 0, coordA),
        Vertex(-coordA, coordB, 0),
        Vertex(coordA, coordB, 0),
        Vertex(coordA, -coordB, 0),
        Vertex(-coordA, -coordB, 0),
        Vertex(0, -coordA, -coordB),
        Vertex(0, coordA, -coordB),
        Vertex(0, coordA, coordB)
    ]

    for i in range(len(mesh.vertices)):
        mesh.vertices[i] = utils_vertex.vertex_scale(mesh.vertices[i], radius)
        mesh.vertices[i] = utils_vertex.vertex_add(mesh.vertices[i],
                                                   Vertex(cx, cy, cz))

    indices = [
        1, 2, 6, 1, 7, 2, 3, 4, 5, 4, 3, 8, 6, 5, 11, 5, 6, 10, 9, 10, 2, 10,
        9, 3, 7, 8, 9, 8, 7, 0, 11, 0, 1, 0, 11, 4, 6, 2, 10, 1, 6, 11, 3, 5,
        10, 5, 4, 11, 2, 7, 9, 7, 1, 0, 3, 9, 8, 4, 8, 0
    ]
    faces = []

    for i in range(0, len(indices), 3):
        f = Face([
            mesh.vertices[indices[i]], mesh.vertices[indices[i + 1]],
            mesh.vertices[indices[i + 2]]
        ])
        faces.append(f)
    mesh.faces = faces
    mesh.update_topology()
    return mesh
Ejemplo n.º 11
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def mesh_offset(mesh, offset=1, doclose=True):
    """
    Creates an offset of a mesh.
    If `doclose` is `True`, it will create quad faces
    along the naked edges of an open input mesh.
    """
    newMesh = Mesh()
    # calculate vertex normals
    for vertex in mesh.vertices:
        vertex.vertex = Vertex(0, 0, 0)
        vertex.nfaces = 0
    for face in mesh.faces:
        normal = utils_face.face_normal(face)
        for vertex in face.vertices:
            vertex.vertex.add(normal)
            vertex.nfaces += 1
    for vertex in mesh.vertices:
        vertex.vertex.scale(offset / vertex.nfaces)
        vertex.vertex.add(vertex)
    # create faces
    for face in mesh.faces:
        offsetVertices = []
        for vertex in face.vertices:
            offsetVertices.append(vertex.vertex)
        offsetVertices.reverse()
        newFace = Face(offsetVertices)
        newMesh.faces.append(newFace)
        newMesh.faces.append(face)
    # create sides
    if doclose:
        for edge in mesh.edges:
            if edge.face1 == None or edge.face2 == None:
                offsetVertices = [
                    edge.v1, edge.v2, edge.v2.vertex, edge.v1.vertex
                ]
                if edge.face2 == None:
                    offsetVertices.reverse()
                newFace = Face(offsetVertices)
                newMesh.faces.append(newFace)
    newMesh.update_topology()
    return newMesh
Ejemplo n.º 12
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def construct_dodecahedron(radius=1, cx=0, cy=0, cz=0):
    """
    Constructs a dodecaheron mesh.

    Optional Arguments:
    ----------
    radius : float<br>
        The radius of the containing sphere<br>
    cx,cy,cz : float<br>
        The coordinates of the center point.
    """
    mesh = Mesh()
    phi = (1 + 5**0.5) / 2
    mesh.vertices = [
        Vertex(1, 1, 1),
        Vertex(1, 1, -1),
        Vertex(1, -1, 1),
        Vertex(1, -1, -1),
        Vertex(-1, 1, 1),
        Vertex(-1, 1, -1),
        Vertex(-1, -1, 1),
        Vertex(-1, -1, -1),
        Vertex(0, -phi, -1 / phi),
        Vertex(0, -phi, 1 / phi),
        Vertex(0, phi, -1 / phi),
        Vertex(0, phi, 1 / phi),
        Vertex(-phi, -1 / phi, 0),
        Vertex(-phi, 1 / phi, 0),
        Vertex(phi, -1 / phi, 0),
        Vertex(phi, 1 / phi, 0),
        Vertex(-1 / phi, 0, -phi),
        Vertex(1 / phi, 0, -phi),
        Vertex(-1 / phi, 0, phi),
        Vertex(1 / phi, 0, phi)
    ]

    for i in range(len(mesh.vertices)):
        mesh.vertices[i] = utils_vertex.vertex_scale(mesh.vertices[i], radius)
        mesh.vertices[i] = utils_vertex.vertex_add(mesh.vertices[i],
                                                   Vertex(cx, cy, cz))
    indices = [
        2, 9, 6, 18, 19, 4, 11, 0, 19, 18, 18, 6, 12, 13, 4, 19, 0, 15, 14, 2,
        4, 13, 5, 10, 11, 14, 15, 1, 17, 3, 1, 15, 0, 11, 10, 3, 17, 16, 7, 8,
        2, 14, 3, 8, 9, 6, 9, 8, 7, 12, 1, 10, 5, 16, 17, 12, 7, 16, 5, 13
    ]

    for i in range(0, len(indices), 5):
        f = Face([
            mesh.vertices[indices[i]], mesh.vertices[indices[i + 1]],
            mesh.vertices[indices[i + 2]], mesh.vertices[indices[i + 3]],
            mesh.vertices[indices[i + 4]]
        ])
        mesh.faces.append(f)
    mesh.update_topology()
    return mesh
Ejemplo n.º 13
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def construct_box(x1, y1, z1, x2, y2, z2):
    """
    Creates and returns a mesh box with six quad faces.

    Arguments:
    ----------
    x1,y1,z1 : float<br>
        The coordinates of the bottom left front corner<br>
    x2,y2,z2 : float<br>
        The coordinates of the top right back corner
    """
    mesh = Mesh()
    v1 = Vertex(x1, y1, z1)
    v2 = Vertex(x1, y2, z1)
    v3 = Vertex(x2, y2, z1)
    v4 = Vertex(x2, y1, z1)
    v5 = Vertex(x1, y1, z2)
    v6 = Vertex(x1, y2, z2)
    v7 = Vertex(x2, y2, z2)
    v8 = Vertex(x2, y1, z2)
    mesh.vertices = [v1, v2, v3, v4, v5, v6, v7, v8]
    f1 = Face([v1, v2, v3, v4])
    f2 = Face([v8, v7, v6, v5])
    f3 = Face([v4, v3, v7, v8])
    f4 = Face([v3, v2, v6, v7])
    f5 = Face([v2, v1, v5, v6])
    f6 = Face([v1, v4, v8, v5])
    mesh.faces = [f1, f2, f3, f4, f5, f6]
    mesh.update_topology()
    return mesh
Ejemplo n.º 14
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def construct_octahedron(edgeLen=1, cx=0, cy=0, cz=0):
    mesh = Mesh()
    #make vertices
    mesh.vertices = [
        Vertex(0, 0, edgeLen / 2),
        Vertex(-edgeLen / 2, 0, 0),
        Vertex(0, -edgeLen / 2, 0),
        Vertex(edgeLen / 2, 0, 0),
        Vertex(0, edgeLen / 2, 0),
        Vertex(0, 0, -edgeLen / 2)
    ]

    #move center to desired coordinates
    center = Vertex(cx, cy, cz)
    for v in mesh.vertices:
        v.add(center)

    #construct triangular faces
    f1 = Face([mesh.vertices[0], mesh.vertices[1], mesh.vertices[2]])
    f2 = Face([mesh.vertices[0], mesh.vertices[2], mesh.vertices[3]])
    f3 = Face([mesh.vertices[0], mesh.vertices[3], mesh.vertices[4]])
    f4 = Face([mesh.vertices[0], mesh.vertices[4], mesh.vertices[1]])
    f5 = Face([mesh.vertices[5], mesh.vertices[2], mesh.vertices[1]])
    f6 = Face([mesh.vertices[5], mesh.vertices[3], mesh.vertices[2]])
    f7 = Face([mesh.vertices[5], mesh.vertices[4], mesh.vertices[3]])
    f8 = Face([mesh.vertices[5], mesh.vertices[1], mesh.vertices[4]])

    mesh.faces = [f1, f2, f3, f4, f5, f6, f7, f8]
    mesh.update_topology()
    return mesh
Ejemplo n.º 15
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def construct_torus(ringRadius, tubeRadius, ringN=16, tubeN=16):
    """
    Constructs a torus mesh.

    Arguments:
    ----------
    ringRadius : float<br>
        the big radius of the axis<br>
    tubeRadius : float<br>
        radius of the the tube along the axis<br>

    Optional Arguments:
    ----------
    ringN : int<br>
        resolution along the ring<br>
    tubeN : int<br>
        resolution along the tube
    """
    mesh = Mesh()
    theta = 2 * math.pi / ringN
    phi = 2 * math.pi / tubeN

    for i in range(ringN):
        for j in range(tubeN):
            mesh.vertices.append(
                _torus_vertex(ringRadius, tubeRadius, phi * j, theta * i))

    for i in range(ringN):
        ii = (i + 1) % ringN
        for j in range(tubeN):
            jj = (j + 1) % tubeN
            a = i * tubeN + j
            b = ii * tubeN + j
            c = ii * tubeN + jj
            d = i * tubeN + jj
            f = Face([mesh.vertices[k] for k in [a, b, c, d]])
            mesh.faces.append(f)
    mesh.update_topology()
    return mesh
Ejemplo n.º 16
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def construct_single_face(vertices):
    """
    Creates and returns a single face mesh from the vertices.

    Arguments:
    ----------
    vertices : list of mola.core.Vertex<br>
        The vertices describing the face
    """
    mesh = Mesh()
    mesh.vertices = vertices
    mesh.faces = [Face(vertices)]
    mesh.update_topology()
    return mesh
Ejemplo n.º 17
0
def mesh_from_rhino_mesh(obj):
    mesh = Mesh()
    vertices = rs.MeshVertices(obj)
    for v in vertices:
        mesh.vertices.append(Vertex(v[0], v[1], v[2]))
    faceVerts = rs.MeshFaceVertices(obj)
    for face in faceVerts:
        if face[2] == face[3]:
            mesh.faces.append(
                Face([
                    mesh.vertices[face[0]], mesh.vertices[face[1]],
                    mesh.vertices[face[2]]
                ]))
        else:
            mesh.faces.append(
                Face([
                    mesh.vertices[face[0]], mesh.vertices[face[1]],
                    mesh.vertices[face[2]], mesh.vertices[face[3]]
                ]))
    return mesh
Ejemplo n.º 18
0
Archivo: io.py Proyecto: iouliosG/mola
def import_obj(filename):
    """Loads a Wavefront OBJ file. """
    mesh = Mesh()
    group = ""
    for line in open(filename, "r"):
        if line.startswith('#'): continue
        values = line.split()
        if not values: continue
        if values[0] == 'g':
            group=values[1]
        elif values[0] == 'v':
            v = [float(c) for c in values[1 : 4]]
            #v = map(float, values[1:4])
            mesh.vertices.append(Vertex(v[0],v[1],v[2]))
        elif values[0] == 'f':
            face = Face([])
            face.group = group
            for v in values[1:]:
                w = v.split('/')
                vertex = mesh.vertices[int(w[0]) - 1]
                face.vertices.append(vertex)
            mesh.faces.append(face)
    return mesh
Ejemplo n.º 19
0
def numpy_to_voxel_mesh(voxel_bools, voxel_colors):
    """Returns the Mesh of a voxel geometry that is described by Numpy Arrays.

    Arguments
    ----------
    voxel_bools : numpy.ndarray
        Numpy Array of shape (nX,nY,nZ) and dtype=bool where True corresponds to a Solid voxel and False corresponds to a Void voxel.
    voxel_colors : numpy.ndarray
        Numpy Array of shape (nX,nY,nZ,3) containing r,g,b values for each voxel.
    """
    #add one dimension if input is 2d
    if voxel_bools.ndim == 2 and voxel_colors.ndim == 3:
        voxel_bools = voxel_bools[:,:,np.newaxis]
        voxel_colors = np.expand_dims(voxel_colors, axis=2)


    shape = voxel_bools.shape
    nx, ny, nz = shape[0], shape[1], shape[2]
    mesh = Mesh()
    for index in np.ndindex(shape):
        x = index[0]
        y = index[1]
        z = index[2]
        if voxel_bools[x, y, z]:
            # (x,y) (x1,y) (x1,y1) (x,y1)
            r = voxel_colors[x, y, z, 0]
            g = voxel_colors[x, y, z, 1]
            b = voxel_colors[x, y, z, 2]
            # rgb=voxel_colors[x,y,z]
            rgb = (r, g, b, 1)
            if x == nx - 1 or not voxel_bools[x+1, y, z]:
                v1 = mesh.add_vertex(x + 1, y, z)
                v2 = mesh.add_vertex(x + 1, y + 1, z)
                v3 = mesh.add_vertex(x + 1, y + 1, z + 1)
                v4 = mesh.add_vertex(x + 1, y, z + 1)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
            if x == 0 or not voxel_bools[x-1, y, z]:
                v1 = mesh.add_vertex(x, y + 1, z)
                v2 = mesh.add_vertex(x, y, z)
                v3 = mesh.add_vertex(x, y, z + 1)
                v4 = mesh.add_vertex(x, y + 1, z + 1)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
            if y == ny - 1 or not voxel_bools[x, y+1, z]:
                v1 = mesh.add_vertex(x + 1, y + 1, z)
                v2 = mesh.add_vertex(x, y + 1, z)
                v3 = mesh.add_vertex(x, y + 1, z + 1)
                v4 = mesh.add_vertex(x + 1, y + 1, z + 1)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
            if y == 0 or not voxel_bools[x, y-1, z]:
                v1 = mesh.add_vertex(x, y, z)
                v2 = mesh.add_vertex(x + 1, y, z)
                v3 = mesh.add_vertex(x + 1, y, z + 1)
                v4 = mesh.add_vertex(x, y, z + 1)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
            if z == nz-1 or not voxel_bools[x, y, z+1]:
                v1 = mesh.add_vertex(x, y, z + 1)
                v2 = mesh.add_vertex(x + 1, y, z + 1)
                v3 = mesh.add_vertex(x + 1, y + 1, z + 1)
                v4 = mesh.add_vertex(x, y + 1, z + 1)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
            if z == 0 or not voxel_bools[x, y, z-1]:
                v1 = mesh.add_vertex(x, y + 1, z)
                v2 = mesh.add_vertex(x + 1, y + 1, z)
                v3 = mesh.add_vertex(x + 1, y, z)
                v4 = mesh.add_vertex(x, y, z)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
    mesh.update_topology()
    return mesh
Ejemplo n.º 20
0
def construct_sphere(radius=1, cx=0, cy=0, cz=0, u_res=10, v_res=10):
    """
  Constructs a uv sphere mesh.

  Optional Arguments:
  ----------
  radius : float<br>
    The radius of the sphere.<br>
  cx,cy,cz : float<br>
    The coordinates of the center point.<br>
  u_res : float<br>
    The u resolution of the sphere.<br>
  y_res : float<br>
    The v resolution of the sphere.
  """

    mesh = Mesh()
    for v in range(v_res + 1):
        theta = math.pi * (float(v) / v_res)
        for u in range(u_res):
            phi = 2.0 * math.pi * (float(u) / u_res)
            cartesian = _polar_to_cartesian(radius, theta, phi)
            mesh.add_vertex(cartesian[0] + cx, cartesian[1] + cy,
                            cartesian[2] + cz)

    #work around weld_vertices problem
    v_top = mesh.vertices[0]
    v_bottom = mesh.vertices[v_res * u_res + u_res - 1]

    for v in range(v_res):
        for u in range(u_res):
            v0 = mesh.vertices[v * u_res + u]
            v1 = mesh.vertices[(v + 1) * u_res + u]
            v2 = mesh.vertices[(v + 1) * u_res + (u + 1) % u_res]
            v3 = mesh.vertices[v * u_res + (u + 1) % u_res]
            if (v == 0):
                mesh.add_face([v_top, v1, v2])
            elif (v == v_res - 1):
                mesh.add_face([v0, v_bottom, v3])
            else:
                mesh.add_face([v0, v1, v2, v3])
    mesh.update_topology()
    return mesh
Ejemplo n.º 21
0
def construct_rhombic_dodecahedron(edge_length=1, cx=0, cy=0, cz=0):
    mesh = Mesh()
    #make vertices
    mesh.vertices = [
        Vertex(0, 0, 2 * edge_length),
        Vertex(-edge_length, edge_length, edge_length),
        Vertex(-edge_length, -edge_length, edge_length),
        Vertex(edge_length, -edge_length, edge_length),
        Vertex(edge_length, edge_length, edge_length),
        Vertex(-2 * edge_length, 0, 0),
        Vertex(0, -2 * edge_length, 0),
        Vertex(2 * edge_length, 0, 0),
        Vertex(0, 2 * edge_length, 0),
        Vertex(-edge_length, edge_length, -edge_length),
        Vertex(-edge_length, -edge_length, -edge_length),
        Vertex(edge_length, -edge_length, -edge_length),
        Vertex(edge_length, edge_length, -edge_length),
        Vertex(0, 0, -2 * edge_length)
    ]

    #move center to desired coordinates
    center = Vertex(cx, cy, cz)
    for v in mesh.vertices:
        v.add(center)

    #construct quad faces
    f1 = Face([
        mesh.vertices[0], mesh.vertices[2], mesh.vertices[5], mesh.vertices[1]
    ])
    f2 = Face([
        mesh.vertices[0], mesh.vertices[3], mesh.vertices[6], mesh.vertices[2]
    ])
    f3 = Face([
        mesh.vertices[0], mesh.vertices[4], mesh.vertices[7], mesh.vertices[3]
    ])
    f4 = Face([
        mesh.vertices[0], mesh.vertices[1], mesh.vertices[8], mesh.vertices[4]
    ])
    f5 = Face([
        mesh.vertices[2], mesh.vertices[6], mesh.vertices[10], mesh.vertices[5]
    ])
    f6 = Face([
        mesh.vertices[3], mesh.vertices[7], mesh.vertices[11], mesh.vertices[6]
    ])
    f7 = Face([
        mesh.vertices[4], mesh.vertices[8], mesh.vertices[12], mesh.vertices[7]
    ])
    f8 = Face([
        mesh.vertices[1], mesh.vertices[5], mesh.vertices[9], mesh.vertices[8]
    ])
    f9 = Face([
        mesh.vertices[10], mesh.vertices[13], mesh.vertices[9],
        mesh.vertices[5]
    ])
    f10 = Face([
        mesh.vertices[11], mesh.vertices[13], mesh.vertices[10],
        mesh.vertices[6]
    ])
    f11 = Face([
        mesh.vertices[12], mesh.vertices[13], mesh.vertices[11],
        mesh.vertices[7]
    ])
    f12 = Face([
        mesh.vertices[9], mesh.vertices[13], mesh.vertices[12],
        mesh.vertices[8]
    ])

    mesh.faces = [f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12]
    mesh.update_topology()
    return mesh