def splitRelMultiple(face, direction, splits): sA = [] sA.append(face.vertices[direction]) lA = face.vertices[direction + 1] sB = [] sB.append(face.vertices[direction + 3]) lB = face.vertices[(direction + 2) % len(face.vertices)] for i in range(len(splits)): sA.append(vec.betweenRel(sA[0], lA,splits[i])) sB.append(vec.betweenRel(sB[0], lB,splits[i])) sA.append(lA) sB.append(lB) result = [] for i in range(len(splits) + 1): if(dir == 1): f = Face([sB[i], sA[i], sA[i+1], sB[i+1]]) faceUtils.copyProperties(face, f) result.append(f) else: f = Face([sB[i], sB[i+1], sA[i+1], sA[i]]) faceUtils.copyProperties(face, f) result.append(f) return result
def offsetPlanar(face,offsets): newPts = [] for i in range(len(face.vertices)): iP = i - 1 if(iP < 0): iP = len(face.vertices)-1 iN = (i + 1) % len(face.vertices) v0 = face.vertices[iP] v1 = face.vertices[i] v2 = face.vertices[iN] newPts.append(vec.offsetPoint(v0, v1, v2, offsets[iP], offsets[i])) f = Face(newPts) faceUtils.copyProperties(face, f) return f
def extrudeTapered(face, height=0.0, fraction=0.5,doCap=True): """ Extrudes the face tapered like a window by creating an offset face and quads between every original edge and the corresponding new edge. Arguments: ---------- face : mola.core.Face The face to be extruded height : float The distance of the new face to the original face, default 0 fraction : float The relative offset distance, 0: original vertex, 1: center point default 0.5 (halfway) """ center_vertex = faceUtils.center(face) normal = faceUtils.normal(face) scaled_normal = vec.scale(normal, height) # calculate new vertex positions new_vertices = [] for i in range(len(face.vertices)): n1 = face.vertices[i] betw = vec.subtract(center_vertex, n1) betw = vec.scale(betw, fraction) nn = vec.add(n1, betw) nn = vec.add(nn, scaled_normal) new_vertices.append(nn) new_faces = [] # create the quads along the edges num = len(face.vertices) for i in range(num): n1 = face.vertices[i] n2 = face.vertices[(i + 1) % num] n3 = new_vertices[(i + 1) % num] n4 = new_vertices[i] new_face = Face([n1,n2,n3,n4]) new_faces.append(new_face) # create the closing cap face if doCap: cap_face = Face(new_vertices) new_faces.append(cap_face) for new_face in new_faces: faceUtils.copyProperties(face,new_face) return new_faces
def splitOffsets(face,offsets): offsetFace = offsetPlanar(face,offsets) nOffsetFaces = 0 for o in offsets: if(abs(o) > 0): nOffsetFaces += 1 faces = [] for i in range(len(face.vertices)): if(abs(offsets[i]) > 0): i2 = (i + 1) % len(face.vertices) f = Face([face.vertices[i], face.vertices[i2], offsetFace.vertices[i2], offsetFace.vertices[i]]) faceUtils.copyProperties(face, f) faces.append(f) faces.append(offsetFace) for f in faces: if(faceUtils.area(f) < 0): f.vertices.reverse() return faces
def splitRoof(face, height): """ Extrudes a pitched roof Arguments: ---------- face : mola.core.Face The face to be extruded height : mola.core.Vertex Th height of the roof """ faces = [] normal = faceUtils.normal(face) normal = vec.scale(normal,height) if len(face.vertices) == 4: ev1 = vec.center(face.vertices[0], face.vertices[1]) ev1 = vec.add(ev1, normal) ev2 = vec.center(face.vertices[2], face.vertices[3]) ev2 = vec.add(ev2, normal) faces.append(Face([face.vertices[0], face.vertices[1], ev1])) faces.append(Face([face.vertices[1], face.vertices[2], ev2, ev1])) faces.append(Face([face.vertices[2], face.vertices[3], ev2])) faces.append(Face([face.vertices[3], face.vertices[0], ev1, ev2])) for f in faces: faceUtils.copyProperties(face,f) return faces elif len(face.vertices) == 3: ev1 = vec.center(face.vertices[0], face.vertices[1]) ev1 = vec.add(ev1, normal) ev2 = vec.center(face.vertices[1], face.vertices[2]) ev2 = vec.add(ev2, normal) faces.append(Face([face.vertices[0], face.vertices[1], ev1])) faces.append(Face([face.vertices[1], ev2, ev1])) faces.append(Face([face.vertices[1], face.vertices[2], ev2])) faces.append(Face([face.vertices[2], face.vertices[0], ev1, ev2])) for f in faces: faceUtils.copyProperties(face, f) return faces return [face]
def extrudeToPoint(face, point): """ Extrudes the face to a point by creating a triangular face from each edge to the point. Arguments: ---------- face : mola.core.Face The face to be extruded point : mola.core.Vertex The point to extrude to """ numV = len(face.vertices) faces = [] for i in range(numV): v1 = face.vertices[i] v2 = face.vertices[(i + 1) % numV] f = Face([v1, v2, point]) faceUtils.copyProperties(face, f) faces.append(f) return faces
def extrude(face, height=0.0, capBottom=False, capTop=True): """ Extrudes the face straight by distance height. Arguments: ---------- face : mola.core.Face The face to be extruded height : float The extrusion distance, default 0 capBottom : bool Toggle if bottom face (original face) should be created, default False capTop : bool Toggle if top face (extrusion face) should be created, default True """ normal=faceUtils.normal(face) normal=vec.scale(normal,height) # calculate vertices new_vertices=[] for i in range(len(face.vertices)): new_vertices.append(vec.add(face.vertices[i], normal)) # faces new_faces=[] if capBottom: new_faces.append(face) for i in range(len(face.vertices)): i2=i+1 if i2>=len(face.vertices): i2=0 v0=face.vertices[i] v1=face.vertices[i2] v2=new_vertices[i2] v3=new_vertices[i] new_faces.append(Face([v0,v1,v2,v3])) if capTop: new_faces.append(Face(new_vertices)) for new_face in new_faces: faceUtils.copyProperties(face,new_face) return new_faces
def splitRelFreeQuad(face, indexEdge, split1, split2): """ Splits a quad in two new quads through the points specified by relative position along the edge. Arguments: ---------- face : mola.core.Face The face to be extruded indexEdge : int direction of split, 0: 0->2, 1: 1->3 split1, split2 : float relative position of split on each edge (0..1) """ # only works with quads, therefore return original face if triangular if len(face.vertices) != 4: return face # constrain indexEdge to be either 0 or 1 indexEdge = indexEdge%2 indexEdge1 = (indexEdge + 1) % len(face.vertices) indexEdge2 = (indexEdge + 2) % len(face.vertices) indexEdge3 = (indexEdge + 3) % len(face.vertices) p1 = vec.betweenRel(face.vertices[indexEdge], face.vertices[indexEdge1], split1) p2 = vec.betweenRel(face.vertices[indexEdge2 ], face.vertices[indexEdge3], split2) faces = [] if indexEdge == 0: f1 = Face([face.vertices[0], p1, p2, face.vertices[3]]) f2 = Face([p1, face.vertices[1], face.vertices[2], p2]) faceUtils.copyProperties(face, f1) faceUtils.copyProperties(face, f2) faces.extend([f1, f2]) elif indexEdge == 1: f1 = Face([face.vertices[0], face.vertices[1], p1, p2]) f2 = Face([p2, p1, face.vertices[2], face.vertices[3]]) faceUtils.copyProperties(face,f1) faceUtils.copyProperties(face,f2) faces.extend([f1, f2]) return faces
def splitGrid(face,nU,nV): """ splits a triangle, quad or a rectangle into a regular grid """ if len(face.vertices) > 4: print('too many vertices') return face if len(face.vertices) == 4: vsU1 = _getVerticesBetween(face.vertices[0], face.vertices[1], nU) vsU2 = _getVerticesBetween(face.vertices[3], face.vertices[2], nU) gridVertices = [] for u in range(len(vsU1)): gridVertices.append(_getVerticesBetween(vsU1[u], vsU2[u], nV)) faces = [] for u in range(len(vsU1) - 1): vs1 = gridVertices[u] vs2 = gridVertices[u + 1] for v in range(len(vs1) - 1): #f = Face([vs1[v], vs1[v + 1], vs2[v + 1], vs2[v]]) f = Face([vs1[v], vs2[v], vs2[v + 1], vs1[v + 1]]) faceUtils.copyProperties(face, f) faces.append(f) return faces if len(face.vertices) == 3: vsU1 = _getVerticesBetween(face.vertices[0], face.vertices[1], nU) vsU2 = _getVerticesBetween(face.vertices[0], face.vertices[2], nU) gridVertices = [] for u in range(1, len(vsU1)): gridVertices.append(_getVerticesBetween(vsU1[u], vsU2[u], nV)) faces = [] # triangles v0 = face.vertices[0] vs1 = gridVertices[0] for v in range(len(vs1) - 1): f = Face([v0,vs1[v],vs1[v + 1]]) faceUtils.copyProperties(face, f) faces.append(f) for u in range(len(gridVertices) - 1): vs1 = gridVertices[u] vs2 = gridVertices[u + 1] for v in range(len(vs1) - 1): f = Face([vs1[v],vs1[v + 1], vs2[v + 1], vs2[v]]) faceUtils.copyProperties(face, f) faces.append(f) return faces
def splitFrame(face, w): """ Creates an offset frame with quad corners. Works only with convex shapes. Arguments: ---------- face : mola.core.Face The face to be split w : float The width of the offset frame """ faces = [] innerVertices = [] for i in range(len(face.vertices)): if(i == 0): vp = face.vertices[len(face.vertices)-1] else: vp = face.vertices[i - 1] v = face.vertices[i] vn = face.vertices[(i + 1) % len(face.vertices)] vnn = face.vertices[(i + 2) % len(face.vertices)] th1 = vec.angleTriangle(vp,v,vn) th2 = vec.angleTriangle(v,vn,vnn) w1 = w / math.sin(th1) w2 = w / math.sin(th2) vs1 = _getVerticesFrame(v, vn, w1, w2) vs2 = _getVerticesFrame(_getVerticesFrame(vp, v, w1, w1)[2], _getVerticesFrame(vn, vnn, w2, w2)[1], w1, w2) innerVertices.append(vs2[1]) f1 = Face([vs1[0], vs2[0], vs2[1], vs1[1]]) faceUtils.copyProperties(face, f1) f2 = Face([vs1[1], vs2[1], vs2[2], vs1[2]]) faceUtils.copyProperties(face, f2) faces.extend([f1, f2]) fInner = Face(innerVertices) faceUtils.copyProperties(face, fInner) faces.append(fInner) return faces