def make_default_x_block(self): pointops = PointList() pointops.append([Point3D(0.5, 0.5, -0.5), Point3D(0.5, 0.5, 0.5), Point3D(-0.5, -0.5, 0.5), Point3D(-0.5, -0.5, -0.5)]) pointops.append([Point3D(-0.5, 0.5, -0.5), Point3D(-0.5, 0.5, 0.5), Point3D(0.5, -0.5, 0.5), Point3D(0.5, -0.5, -0.5)]) return pointops
def make_default_flat_block_shape(self): pointops = PointList() pointops.append([Point3D(0.4, 0.4, -0.5), Point3D(-0.4, 0.4, -0.5), Point3D(-0.4, -0.4, -0.5), Point3D(0.4, -0.4, -0.5)]) pointops.append([Point3D(0.4, 0.4, -0.4), Point3D(-0.4, 0.4, -0.4), Point3D(-0.4, -0.4, -0.4), Point3D(0.4, -0.4, -0.4)]) pointops.append([Point3D(-0.4, -0.4, -0.5), Point3D(-0.4, -0.4, -0.4), Point3D(0.4, -0.4, -0.4), Point3D(0.4, -0.4, -0.5)]) pointops.append([Point3D(-0.4, 0.4, -0.5), Point3D(-0.4, 0.4, -0.4), Point3D(0.4, 0.4, -0.4), Point3D(0.4, 0.4, -0.5)]) pointops.append([Point3D(-0.4, -0.4, -0.5), Point3D(-0.4, 0.4, -0.5), Point3D(-0.4, 0.4, -0.4), Point3D(-0.4, -0.4, -0.4)]) pointops.append([Point3D(0.4, -0.4, -0.5), Point3D(0.4, 0.4, -0.5), Point3D(0.4, 0.4, -0.4), Point3D(0.4, -0.4, -0.4)]) return pointops
def make_default_ladder_shapes(self): pointops = PointList() pointops.append([Point3D(0.5, -0.5, -0.5), Point3D(-0.5, -0.5, -0.5), Point3D(-0.5, -0.4, -0.5), Point3D(0.5, -0.4, -0.5)]) pointops.append([Point3D(0.5, -0.4, 0.5), Point3D(-0.5, -0.4, 0.5), Point3D(-0.5, -0.5, 0.5), Point3D(0.5, -0.5, 0.5)]) pointops.append([Point3D(-0.5, -0.4, -0.5), Point3D(-0.5, -0.4, 0.5), Point3D(0.5, -0.4, 0.5), Point3D(0.5, -0.4, -0.5)]) pointops.append([Point3D(0.5, -0.5, -0.5), Point3D(0.5, -0.5, 0.5), Point3D(-0.5, -0.5, 0.5), Point3D(-0.5, -0.5, -0.5)]) pointops.append([Point3D(-0.5, -0.5, 0.5), Point3D(-0.5, -0.4, 0.5), Point3D(-0.5, -0.4, -0.5), Point3D(-0.5, -0.5, -0.5)]) pointops.append([Point3D(0.5, -0.5, -0.5), Point3D(0.5, -0.4, -0.5), Point3D(0.5, -0.4, 0.5), Point3D(0.5, -0.5, 0.5)]) return pointops
def make_default_x_block(self): pointops = PointList() pointops.append([ Point3D(0.5, 0.5, -0.5), Point3D(0.5, 0.5, 0.5), Point3D(-0.5, -0.5, 0.5), Point3D(-0.5, -0.5, -0.5) ]) pointops.append([ Point3D(-0.5, 0.5, -0.5), Point3D(-0.5, 0.5, 0.5), Point3D(0.5, -0.5, 0.5), Point3D(0.5, -0.5, -0.5) ]) return pointops
def make_default_normal_stairs(self): pointops = PointList() pointops.append([ Point3D(0.5, -0.5, -0.5), Point3D(-0.5, -0.5, -0.5), Point3D(-0.5, 0.5, -0.5), Point3D(0.5, 0.5, -0.5) ]) pointops.append([ Point3D(0, -0.5, 0.5), Point3D(0.5, -0.5, 0.5), Point3D(0.5, 0.5, 0.5), Point3D(0, 0.5, 0.5) ]) pointops.append([ Point3D(0, 0.5, 0), Point3D(-0.5, 0.5, 0), Point3D(-0.5, -0.5, 0), Point3D(0, -0.5, 0) ]) pointops.append([ Point3D(0, 0.5, 0), Point3D(0, -0.5, 0), Point3D(0, -0.5, 0.5), Point3D(0, 0.5, 0.5) ]) pointops.append([ Point3D(-0.5, 0.5, -0.5), Point3D(-0.5, -0.5, -0.5), Point3D(-0.5, -0.5, 0), Point3D(-0.5, 0.5, 0) ]) pointops.append([ Point3D(0.5, 0.5, 0.5), Point3D(0.5, -0.5, 0.5), Point3D(0.5, -0.5, -0.5), Point3D(0.5, 0.5, -0.5) ]) pointops.append([ Point3D(0, -0.5, 0.5), Point3D(0, -0.5, 0), Point3D(-0.5, -0.5, 0), Point3D(-0.5, -0.5, -0.5), Point3D(0.5, -0.5, -0.5), Point3D(0.5, -0.5, 0.5) ]) pointops.append([ Point3D(0.5, 0.5, 0.5), Point3D(0.5, 0.5, -0.5), Point3D(-0.5, 0.5, -0.5), Point3D(-0.5, 0.5, 0), Point3D(0, 0.5, 0), Point3D(0, 0.5, 0.5) ]) return pointops
def make_default_flat_block_shape(self): pointops = PointList() pointops.append([ Point3D(0.4, 0.4, -0.5), Point3D(-0.4, 0.4, -0.5), Point3D(-0.4, -0.4, -0.5), Point3D(0.4, -0.4, -0.5) ]) pointops.append([ Point3D(0.4, 0.4, -0.4), Point3D(-0.4, 0.4, -0.4), Point3D(-0.4, -0.4, -0.4), Point3D(0.4, -0.4, -0.4) ]) pointops.append([ Point3D(-0.4, -0.4, -0.5), Point3D(-0.4, -0.4, -0.4), Point3D(0.4, -0.4, -0.4), Point3D(0.4, -0.4, -0.5) ]) pointops.append([ Point3D(-0.4, 0.4, -0.5), Point3D(-0.4, 0.4, -0.4), Point3D(0.4, 0.4, -0.4), Point3D(0.4, 0.4, -0.5) ]) pointops.append([ Point3D(-0.4, -0.4, -0.5), Point3D(-0.4, 0.4, -0.5), Point3D(-0.4, 0.4, -0.4), Point3D(-0.4, -0.4, -0.4) ]) pointops.append([ Point3D(0.4, -0.4, -0.5), Point3D(0.4, 0.4, -0.5), Point3D(0.4, 0.4, -0.4), Point3D(0.4, -0.4, -0.4) ]) return pointops
def make_default_ladder_shapes(self): pointops = PointList() pointops.append([ Point3D(0.5, -0.5, -0.5), Point3D(-0.5, -0.5, -0.5), Point3D(-0.5, -0.4, -0.5), Point3D(0.5, -0.4, -0.5) ]) pointops.append([ Point3D(0.5, -0.4, 0.5), Point3D(-0.5, -0.4, 0.5), Point3D(-0.5, -0.5, 0.5), Point3D(0.5, -0.5, 0.5) ]) pointops.append([ Point3D(-0.5, -0.4, -0.5), Point3D(-0.5, -0.4, 0.5), Point3D(0.5, -0.4, 0.5), Point3D(0.5, -0.4, -0.5) ]) pointops.append([ Point3D(0.5, -0.5, -0.5), Point3D(0.5, -0.5, 0.5), Point3D(-0.5, -0.5, 0.5), Point3D(-0.5, -0.5, -0.5) ]) pointops.append([ Point3D(-0.5, -0.5, 0.5), Point3D(-0.5, -0.4, 0.5), Point3D(-0.5, -0.4, -0.5), Point3D(-0.5, -0.5, -0.5) ]) pointops.append([ Point3D(0.5, -0.5, -0.5), Point3D(0.5, -0.4, -0.5), Point3D(0.5, -0.4, 0.5), Point3D(0.5, -0.5, 0.5) ]) return pointops
def make_default_vertical_plusblock(self): pointops = PointList() for fordir in xrange(0, 4): temperlist = PointList() temperlist.append([ Point3D(0.5, 0.1, 0.5), Point3D(0.5, -0.1, 0.5), Point3D(0.5, -0.1, -0.5), Point3D(0.5, 0.1, -0.5) ]) temperlist.append([ Point3D(0.5, -0.1, -0.5), Point3D(0.1, -0.1, -0.5), Point3D(0.1, 0.1, -0.5), Point3D(0.5, 0.1, -0.5) ]) temperlist.append([ Point3D(0.5, 0.1, 0.5), Point3D(0.1, 0.1, 0.5), Point3D(0.1, -0.1, 0.5), Point3D(0.5, -0.1, 0.5) ]) temperlist.append([ Point3D(0.5, -0.1, -0.5), Point3D(0.5, -0.1, 0.5), Point3D(0.1, -0.1, 0.5), Point3D(0.1, -0.1, -0.5) ]) temperlist.append([ Point3D(0.1, 0.1, -0.5), Point3D(0.1, 0.1, 0.5), Point3D(0.5, 0.1, 0.5), Point3D(0.5, 0.1, -0.5) ]) temperlist.rotate_points_z(90 * fordir) pointops.extend(temperlist) pointops.append([ Point3D(-0.1, 0.1, -0.5), Point3D(0.1, 0.1, -0.5), Point3D(0.1, -0.1, -0.5), Point3D(-0.1, -0.1, -0.5) ]) pointops.append([ Point3D(-0.1, -0.1, 0.5), Point3D(0.1, -0.1, 0.5), Point3D(0.1, 0.1, 0.5), Point3D(-0.1, 0.1, 0.5) ]) return pointops
def make_default_fence_shape(self): pointops = PointList() pointops.append([ Point3D(0.1, 0.1, -0.5), Point3D(-0.1, 0.1, -0.5), Point3D(-0.1, -0.1, -0.5), Point3D(0.1, -0.1, -0.5) ]) pointops.append([ Point3D(0.1, 0.1, +0.5), Point3D(-0.1, 0.1, 0.5), Point3D(-0.1, -0.1, 0.5), Point3D(0.1, -0.1, 0.5) ]) pointops.append([ Point3D(-0.1, -0.1, -0.5), Point3D(-0.1, -0.1, 0.5), Point3D(0.1, -0.1, 0.5), Point3D(0.1, -0.1, -0.5) ]) pointops.append([ Point3D(-0.1, 0.1, -0.5), Point3D(-0.1, 0.1, 0.5), Point3D(0.1, 0.1, 0.5), Point3D(0.1, 0.1, -0.5) ]) pointops.append([ Point3D(-0.1, -0.1, -0.5), Point3D(-0.1, 0.1, -0.5), Point3D(-0.1, 0.1, 0.5), Point3D(-0.1, -0.1, 0.5) ]) pointops.append([ Point3D(0.1, -0.1, -0.5), Point3D(0.1, 0.1, -0.5), Point3D(0.1, 0.1, 0.5), Point3D(0.1, -0.1, 0.5) ]) return pointops
def make_default_neg_corner_stairs(self): pointops = PointList() pointops.append([Point3D(0.5, -0.5, -0.5), Point3D(-0.5, -0.5, -0.5), Point3D(-0.5, 0.5, -0.5), Point3D(0.5, 0.5, -0.5)]) pointops.append([Point3D(0, -0.5, 0.5), Point3D(0, -0.5, 0), Point3D(-0.5, -0.5, 0), Point3D(-0.5, -0.5, -0.5), Point3D(0.5, -0.5, -0.5), Point3D(0.5, -0.5, 0.5)]) pointops.append([Point3D(-0.5, 0.5, 0.5), Point3D(-0.5, 0.5, -0.5), Point3D(-0.5, -0.5, -0.5), Point3D(-0.5, -0.5, 0), Point3D(-0.5, 0, 0), Point3D(-0.5, 0, 0.5)]) pointops.append([Point3D(0, -0.5, 0.5), Point3D(0.5, -0.5, 0.5), Point3D(0.5, 0.5, 0.5), Point3D(-0.5, 0.5, 0.5), Point3D(-0.5, 0, 0.5), Point3D(0, 0, 0.5)]) pointops.append([Point3D(0, -0.5, 0.5), Point3D(0, 0, 0.5), Point3D(0, 0, 0), Point3D(0, -0.5, 0)]) pointops.append([Point3D(-0.5, 0, 0), Point3D(0, 0, 0), Point3D(0, 0, 0.5), Point3D(-0.5, 0, 0.5)]) pointops.append([Point3D(-0.5, -0.5, 0), Point3D(0, -0.5, 0), Point3D(0, 0, 0), Point3D(-0.5, 0, 0)]) pointops.append([Point3D(0.5, -0.5, -0.5), Point3D(0.5, 0.5, -0.5), Point3D(0.5, 0.5, 0.5), Point3D(0.5, -0.5, 0.5)]) pointops.append([Point3D(-0.5, 0.5, 0.5), Point3D(0.5, 0.5, 0.5), Point3D(0.5, 0.5, -0.5), Point3D(-0.5, 0.5, -0.5)]) return pointops
def make_default_vertical_plusblock(self): pointops = PointList() for fordir in xrange(0, 4): temperlist = PointList() temperlist.append([Point3D(0.5, 0.1, 0.5), Point3D(0.5, -0.1, 0.5), Point3D(0.5, -0.1, -0.5), Point3D(0.5, 0.1, -0.5)]) temperlist.append([Point3D(0.5, -0.1, -0.5), Point3D(0.1, -0.1, -0.5), Point3D(0.1, 0.1, -0.5), Point3D(0.5, 0.1, -0.5)]) temperlist.append([Point3D(0.5, 0.1, 0.5), Point3D(0.1, 0.1, 0.5), Point3D(0.1, -0.1, 0.5), Point3D(0.5, -0.1, 0.5)]) temperlist.append([Point3D(0.5, -0.1, -0.5), Point3D(0.5, -0.1, 0.5), Point3D(0.1, -0.1, 0.5), Point3D(0.1, -0.1, -0.5)]) temperlist.append([Point3D(0.1, 0.1, -0.5), Point3D(0.1, 0.1, 0.5), Point3D(0.5, 0.1, 0.5), Point3D(0.5, 0.1, -0.5)]) temperlist.rotate_points_z(90*fordir) pointops.extend(temperlist) pointops.append([Point3D(-0.1, 0.1, -0.5), Point3D(0.1, 0.1, -0.5), Point3D(0.1, -0.1, -0.5), Point3D(-0.1, -0.1, -0.5)]) pointops.append([Point3D(-0.1, -0.1, 0.5), Point3D(0.1, -0.1, 0.5), Point3D(0.1, 0.1, 0.5), Point3D(-0.1, 0.1, 0.5)]) return pointops
def make_default_fence_shape(self): pointops = PointList() pointops.append([Point3D(0.1, 0.1, -0.5), Point3D(-0.1, 0.1, -0.5), Point3D(-0.1, -0.1, -0.5), Point3D(0.1, -0.1, -0.5)]) pointops.append([Point3D(0.1, 0.1, +0.5), Point3D(-0.1, 0.1, 0.5), Point3D(-0.1, -0.1, 0.5), Point3D(0.1, -0.1, 0.5)]) pointops.append([Point3D(-0.1, -0.1, -0.5), Point3D(-0.1, -0.1, 0.5), Point3D(0.1, -0.1, 0.5), Point3D(0.1, -0.1, -0.5)]) pointops.append([Point3D(-0.1, 0.1, -0.5), Point3D(-0.1, 0.1, 0.5), Point3D(0.1, 0.1, 0.5), Point3D(0.1, 0.1, -0.5)]) pointops.append([Point3D(-0.1, -0.1, -0.5), Point3D(-0.1, 0.1, -0.5), Point3D(-0.1, 0.1, 0.5), Point3D(-0.1, -0.1, 0.5)]) pointops.append([Point3D(0.1, -0.1, -0.5), Point3D(0.1, 0.1, -0.5), Point3D(0.1, 0.1, 0.5), Point3D(0.1, -0.1, 0.5)]) return pointops