def getCubeData(scale=(2, 2, 2), st=False, rgb=np.array([0.0, 0.0, 0.0])): dataCube, facesCube = create_cube(scale=(2, 2, 2), st=False, rgba=np.array( [rgb[0], rgb[1], rgb[2], 1.0]), dtype='float32', type='triangles') verticesCube = ch.Ch(dataCube[:, 0:3]) UVsCube = ch.Ch(np.zeros([verticesCube.shape[0], 2])) facesCube = facesCube.reshape([-1, 3]) import shape_model normalsCube = -shape_model.chGetNormals(verticesCube, facesCube) haveTexturesCube = [[False]] texturesListCube = [[None]] vColorsCube = ch.Ch(dataCube[:, 3:6]) return verticesCube, facesCube, normalsCube, vColorsCube, texturesListCube, haveTexturesCube
chVertices = ch.dot(geometry.RotateZ(-np.pi / 2)[0:3, 0:3], chVertices.T).T smFaces = [[faces]] smVColors = [chVColorsGT * np.ones(chVertices.shape)] smUVs = ch.Ch(np.zeros([chVertices.shape[0], 2])) smHaveTextures = [[False]] smTexturesList = [[None]] chVertices = chVertices - ch.mean(chVertices, axis=0) chVertices = chVertices * 0.09 smCenter = ch.array([0, 0, 0.1]) smVertices = [chVertices] chNormals = shape_model.chGetNormals(chVertices, faces) smNormals = [chNormals] center = smCenter UVs = smUVs v = smVertices vn = smNormals Faces = smFaces VColors = smVColors HaveTextures = smHaveTextures TexturesList = smTexturesList v_transf, vn_transf = transformObject(v, vn, chScaleGT, chAzimuthGT, chPositionGT) vc_illuminated = computeGlobalAndDirectionalLighting(vn_transf, VColors,