def create4VertexColor(p1, p2, p3, p4, r, g, b): """ Creates a 4-vertex poly with color. :param p1: Vertex (x,y,z) :param p2: Vertex (x,y,z) :param p3: Vertex (x,y,z) :param p4: Vertex (x,y,z) :param r: Red color :param g: Green color :param b: Blue color :return: """ # Extend p1 = __vertexUnpack3(p1) p2 = __vertexUnpack3(p2) p3 = __vertexUnpack3(p3) p4 = __vertexUnpack3(p4) # Dissamble vertices x1, y1, z1 = p1 x2, y2, z2 = p2 x3, y3, z3 = p3 x4, y4, z4 = p4 # Defining locations and color vertices = [ # X, Y, Z, R, G, B, x1, y1, z1, r, g, b, x2, y2, z2, r, g, b, x3, y3, z3, r, g, b, x4, y4, z4, r, g, b ] # Defining connections among vertices # We have a triangle every 3 indices specified indices = [0, 1, 2, 2, 3, 0] return _Shape(vertices, indices)
def createTriangleTextureNormal(image_filename, p1, p2, p3, nx=1, ny=1): """ Creates a triangle with textures. :param image_filename: Image :param p1: Vertex (x,y,z) :param p2: Vertex (x,y,z) :param p3: Vertex (x,y,z) :param nx: Texture coord pos :param ny: Texture coord pos :return: """ # Dissamble vertices x1, y1, z1 = p1 x2, y2, z2 = p2 x3, y3, z3 = p3 # Calculate the normal normal = _normal3(p3, p2, p1) # Defining locations and texture coordinates for each vertex of the shape vertices = [ # X, Y, Z, U, V x1, y1, z1, (nx + ny) / 2, nx, normal.get_x(), normal.get_y(), normal.get_z(), x2, y2, z2, 0.0, 0.0, normal.get_x(), normal.get_y(), normal.get_z(), x3, y3, z3, ny, 0.0, normal.get_x(), normal.get_y(), normal.get_z() ] # Defining connections among vertices # We have a triangle every 3 indices specified indices = [0, 1, 2] return _Shape(vertices, indices, image_filename)
def create4VertexTextureNormal(image_filename, p1, p2, p3, p4, nx=1, ny=1): """ Creates a 4-vertex poly with texture. :param image_filename: Image :param p1: Vertex (x,y,z) :param p2: Vertex (x,y,z) :param p3: Vertex (x,y,z) :param p4: Vertex (x,y,z) :param nx: Texture coord pos :param ny: Texture coord pos :return: """ # Extend p1 = __vertexUnpack3(p1) p2 = __vertexUnpack3(p2) p3 = __vertexUnpack3(p3) p4 = __vertexUnpack3(p4) # Dissamble vertices x1, y1, z1 = p1 x2, y2, z2 = p2 x3, y3, z3 = p3 x4, y4, z4 = p4 # Calculate the normal normal = _normal3(p3, p2, p1) # Defining locations and texture coordinates for each vertex of the shape vertices = [ x1, y1, z1, 0, 0, normal.get_x(), normal.get_y(), normal.get_z(), x2, y2, z2, nx, 0, normal.get_x(), normal.get_y(), normal.get_z(), x3, y3, z3, nx, ny, normal.get_x(), normal.get_y(), normal.get_z(), x4, y4, z4, 0, ny, normal.get_x(), normal.get_y(), normal.get_z() ] # Defining connections among vertices # We have a triangle every 3 indices specified indices = [0, 1, 2, 2, 3, 0] return _Shape(vertices, indices, image_filename)
def createTriangleColorNormal(p1, p2, p3, r, g, b): """ Creates a triangle with color. :param p1: Vertex (x,y,z) :param p2: Vertex (x,y,z) :param p3: Vertex (x,y,z) :param r: Red color :param g: Green color :param b: Blue color :return: """ # Extend p1 = __vertexUnpack3(p1) p2 = __vertexUnpack3(p2) p3 = __vertexUnpack3(p3) # Dissamble vertices x1, y1, z1 = p1 x2, y2, z2 = p2 x3, y3, z3 = p3 # Calculate the normal normal = _normal3(p3, p2, p1) # Defining locations and color vertices = [ # X, Y, Z, R, G, B, x1, y1, z1, r, g, b, normal.get_x(), normal.get_y(), normal.get_z(), x2, y2, z2, r, g, b, normal.get_x(), normal.get_y(), normal.get_z(), x3, y3, z3, r, g, b, normal.get_x(), normal.get_y(), normal.get_z() ] # Defining connections among vertices # We have a triangle every 3 indices specified indices = [0, 1, 2] return _Shape(vertices, indices)