def make_island_no_cuts(self, meshLoc=None, startFrame=trans.make_origin_frame()):
     """
     Does not use cut list; unfolds until all faces have been touched
     """
     self.spawn_island()
     if meshLoc == None:
         meshLoc = MeshLoc(0, 0)
     startIslandLoc = IslandLoc(face=0, edge=0)
     self.layout_first_two_points(meshLoc, startFrame)
     self.breadth_first_layout_face_version(self.island, meshLoc, startIslandLoc)
     return self.island
 def make_island(self, meshLoc=None, startFrame=trans.make_origin_frame()):
     self.island = island.Island()
     self.island.add_dummy_elements()
     assert self.myMesh.get_cuts(), "cuts not set!"
     if meshLoc == None:
         meshLoc = MeshLoc(0, 0)
     startIslandLoc = IslandLoc(face=0, edge=0)
     self.layout_first_two_points(meshLoc, startFrame)
     self.breadth_first_layout(self.island, meshLoc, startIslandLoc)
     self.island.reverse_order_dummy_face()
     return self.island, self.visited_faces
Exemple #3
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 def make_island(self, meshLoc=None, startFrame=trans.make_origin_frame()):
     self.island = island.Island()
     self.island.add_dummy_elements()
     assert self.myMesh.get_cuts(), "cuts not set!"
     if meshLoc == None:
         meshLoc = MeshLoc(0, 0)
     startIslandLoc = IslandLoc(face=0, edge=0)
     self.layout_first_two_points(meshLoc, startFrame)
     self.breadth_first_layout(self.island, meshLoc, startIslandLoc)
     self.island.reverse_order_dummy_face()
     return self.island, self.visited_faces
Exemple #4
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 def make_island_no_cuts(self,
                         meshLoc=None,
                         startFrame=trans.make_origin_frame()):
     '''
     Does not use cut list; unfolds until all faces have been touched
     '''
     self.spawn_island()
     if meshLoc == None:
         meshLoc = MeshLoc(0, 0)
     startIslandLoc = IslandLoc(face=0, edge=0)
     self.layout_first_two_points(meshLoc, startFrame)
     self.breadth_first_layout_face_version(self.island, meshLoc,
                                            startIslandLoc)
     return self.island