コード例 #1
0
ファイル: cylinder.py プロジェクト: elmom/Skeinforge-Mirror
 def createShape(self):
     "Create the shape."
     halfHeight = 0.5 * self.height
     polygonBottom = []
     polygonTop = []
     imaginaryRadius = self.radiusZ
     if self.radiusZ == None:
         imaginaryRadius = self.radiusY
     sides = max(int(evaluate.getSides(max(imaginaryRadius, self.radiusX), self.xmlElement)), 3)
     sideAngle = 2.0 * math.pi / float(sides)
     for side in xrange(sides):
         angle = float(side) * sideAngle
         unitComplex = euclidean.getWiddershinsUnitPolar(angle)
         pointBottom = complex(unitComplex.real * self.radiusX, unitComplex.imag * imaginaryRadius)
         polygonBottom.append(pointBottom)
         if self.topOverBottom > 0.0:
             polygonTop.append(pointBottom * self.topOverBottom)
     if self.topOverBottom <= 0.0:
         polygonTop.append(complex())
     bottomTopPolygon = [
         trianglemesh.getAddIndexedLoop(polygonBottom, self.vertices, -halfHeight),
         trianglemesh.getAddIndexedLoop(polygonTop, self.vertices, halfHeight),
     ]
     trianglemesh.addPillarFromConvexLoops(self.faces, bottomTopPolygon)
     if self.radiusZ != None:
         for vertex in self.vertices:
             oldY = vertex.y
             vertex.y = vertex.z
             vertex.z = oldY
コード例 #2
0
	def createShape( self ):
		"Create the shape."
		halfHeight = 0.5 * self.height
		polygonBottom = []
		polygonTop = []
		imaginaryRadius = self.radiusZ
		if self.radiusZ == None:
			imaginaryRadius = self.radiusY
		sides = max( int( evaluate.getSides( max( imaginaryRadius, self.radiusX ), self.xmlElement ) ), 3 )
		sideAngle = 2.0 * math.pi / float( sides )
		for side in xrange( sides ):
			angle = float( side ) * sideAngle
			unitComplex = euclidean.getWiddershinsUnitPolar( angle )
			pointBottom = complex( unitComplex.real * self.radiusX, unitComplex.imag * imaginaryRadius )
			polygonBottom.append( pointBottom )
			if self.topOverBottom > 0.0:
				polygonTop.append( pointBottom * self.topOverBottom )
		if self.topOverBottom <= 0.0:
			polygonTop.append( complex() )
		bottomTopPolygon = [ trianglemesh.getAddIndexedLoop( polygonBottom, self.vertices, - halfHeight ), trianglemesh.getAddIndexedLoop( polygonTop, self.vertices, halfHeight ) ]
		trianglemesh.addPillarFromConvexLoops( self.faces, bottomTopPolygon )
		if self.radiusZ != None:
			for vertex in self.vertices:
				oldY = vertex.y
				vertex.y = vertex.z
				vertex.z = oldY
コード例 #3
0
	def createShape(self):
		"Create the shape."
		polygonBottom = []
		polygonTop = []
		sides = evaluate.getSidesMinimumThreeBasedOnPrecision(max(self.inradius.x, self.inradius.y), self.xmlElement )
		sideAngle = 2.0 * math.pi / sides
		for side in xrange(int(sides)):
			angle = float(side) * sideAngle
			unitComplex = euclidean.getWiddershinsUnitPolar(angle)
			pointBottom = complex(unitComplex.real * self.inradius.x, unitComplex.imag * self.inradius.y)
			polygonBottom.append(pointBottom)
			if self.topOverBottom > 0.0:
				polygonTop.append(pointBottom * self.topOverBottom)
		if self.topOverBottom <= 0.0:
			polygonTop.append(complex())
		bottomTopPolygon = [
			trianglemesh.getAddIndexedLoop(polygonBottom, self.vertexes, - self.inradius.z),
			trianglemesh.getAddIndexedLoop(polygonTop, self.vertexes, self.inradius.z)]
		trianglemesh.addPillarFromConvexLoops(self.faces, bottomTopPolygon)
コード例 #4
0
	def createShape(self):
		"Create the shape."
		polygonBottom = []
		polygonTop = []
		sides = evaluate.getSidesMinimumThreeBasedOnPrecision(max(self.inradius.x, self.inradius.y), self.xmlElement )
		sideAngle = 2.0 * math.pi / sides
		for side in xrange(int(sides)):
			angle = float(side) * sideAngle
			unitComplex = euclidean.getWiddershinsUnitPolar(angle)
			pointBottom = complex(unitComplex.real * self.inradius.x, unitComplex.imag * self.inradius.y)
			polygonBottom.append(pointBottom)
			if self.topOverBottom > 0.0:
				polygonTop.append(pointBottom * self.topOverBottom)
		if self.topOverBottom <= 0.0:
			polygonTop.append(complex())
		bottomTopPolygon = [
			trianglemesh.getAddIndexedLoop(polygonBottom, self.vertexes, - self.inradius.z),
			trianglemesh.getAddIndexedLoop(polygonTop, self.vertexes, self.inradius.z)]
		trianglemesh.addPillarFromConvexLoops(self.faces, bottomTopPolygon)
コード例 #5
0
ファイル: cylinder.py プロジェクト: greenarrow/skeinforgeGit
def addCylinderByInradius(faces, inradius, topOverBottom, vertexes, xmlElement):
	'Add cylinder by radius.'
	polygonBottom = []
	polygonTop = []
	sides = evaluate.getSidesMinimumThreeBasedOnPrecision(max(inradius.x, inradius.y), xmlElement )
	sideAngle = 2.0 * math.pi / sides
	for side in xrange(int(sides)):
		angle = float(side) * sideAngle
		unitComplex = euclidean.getWiddershinsUnitPolar(angle)
		pointBottom = complex(unitComplex.real * inradius.x, unitComplex.imag * inradius.y)
		polygonBottom.append(pointBottom)
		if topOverBottom > 0.0:
			polygonTop.append(pointBottom * topOverBottom)
	if topOverBottom <= 0.0:
		polygonTop.append(complex())
	bottomTopPolygon = [
		trianglemesh.getAddIndexedLoop(polygonBottom, vertexes, -inradius.z),
		trianglemesh.getAddIndexedLoop(polygonTop, vertexes, inradius.z)]
	trianglemesh.addPillarByLoops(faces, bottomTopPolygon)
コード例 #6
0
def addCylinderByInradius(faces, inradius, topOverBottom, vertexes,
                          xmlElement):
    'Add cylinder by radius.'
    polygonBottom = []
    polygonTop = []
    sides = evaluate.getSidesMinimumThreeBasedOnPrecision(
        max(inradius.x, inradius.y), xmlElement)
    sideAngle = 2.0 * math.pi / sides
    for side in xrange(int(sides)):
        angle = float(side) * sideAngle
        unitComplex = euclidean.getWiddershinsUnitPolar(angle)
        pointBottom = complex(unitComplex.real * inradius.x,
                              unitComplex.imag * inradius.y)
        polygonBottom.append(pointBottom)
        if topOverBottom > 0.0:
            polygonTop.append(pointBottom * topOverBottom)
    if topOverBottom <= 0.0:
        polygonTop.append(complex())
    bottomTopPolygon = [
        trianglemesh.getAddIndexedLoop(polygonBottom, vertexes, -inradius.z),
        trianglemesh.getAddIndexedLoop(polygonTop, vertexes, inradius.z)
    ]
    trianglemesh.addPillarByLoops(faces, bottomTopPolygon)