Exemplo n.º 1
0
def constructTetrahedron(cx,cy,cz,side):
    """
    Constructs a tetrahedron mesh.

    Arguments:
    ----------
    cx, cy, cz : float
        The center point of the tetrahedron
    side : float
        The edge length of the tetrahedron
    """
    mesh = Mesh()
    coord = 1 / math.sqrt(2)
    mesh.vertices = [Vertex(+1, 0, -coord),
                     Vertex(-1, 0, -coord),
                     Vertex(0, +1, +coord),
                     Vertex(0, -1, +coord)]

    for i in range(len(mesh.vertices)):
        mesh.vertices[i] = vec.scale(mesh.vertices[i], side / 2)
        mesh.vertices[i] = vec.add(mesh.vertices[i], Vertex(cx, cy, cz))

    f1 = Face([mesh.vertices[0], mesh.vertices[1], mesh.vertices[2]])
    f2 = Face([mesh.vertices[1], mesh.vertices[0], mesh.vertices[3]])
    f3 = Face([mesh.vertices[2], mesh.vertices[3], mesh.vertices[0]])
    f4 = Face([mesh.vertices[3], mesh.vertices[2], mesh.vertices[1]])

    mesh.faces = [f1, f2, f3, f4]
    return mesh
Exemplo n.º 2
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def offset(mesh,offset=1,doclose=True):
    newMesh=Mesh()
    # calculate vertex normals
    for vertex in mesh.vertices:
        vertex.vertex = Vertex(0,0,0)
        vertex.nfaces = 0
    for face in mesh.faces:
        normal = faceUtils.normal(face)
        for vertex in face.vertices:
            vertex.vertex.add(normal)
            vertex.nfaces += 1
    for vertex in mesh.vertices:
        vertex.vertex.scale(offset / vertex.nfaces)
        vertex.vertex.add(vertex)
    # create faces
    for face in mesh.faces:
        offsetVertices = []
        for vertex in face.vertices:
            offsetVertices.append(vertex.vertex)
        offsetVertices.reverse()
        newFace = Face(offsetVertices)
        newMesh.faces.append(newFace)
        newMesh.faces.append(face)
    # create sides
    if doclose:
        for edge in mesh.edges:
            if edge.face1 == None or edge.face2 == None:
                offsetVertices = [edge.v1, edge.v2, edge.v2.vertex, edge.v1.vertex]
                if edge.face2 == None:
                    offsetVertices.reverse()
                newFace = Face(offsetVertices)
                newMesh.faces.append(newFace)
    newMesh.updateAdjacencies()
    return newMesh
Exemplo n.º 3
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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
Exemplo n.º 4
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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
Exemplo n.º 5
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def constructTorus(ringRadius, tubeRadius, ringN = 16, tubeN = 16):
    """
    Constructs a torus mesh.

    Arguments:
    ----------
    ringRadius : float
        the big radius of the axis
    tubeRadius : float
        radius of the the tube along the axis
    ringN : int
        resolution along the ring
    tubeN : int
        resolution along the tube
    """
    mesh = Mesh()
    theta = 2 * math.pi / ringN
    phi = 2 * math.pi / tubeN

    for i in range (ringN):
        for j in range (tubeN):
            mesh.vertices.append(_getTorusVertex(ringRadius, tubeRadius, phi * j, theta * i))

    for i in range(ringN):
        ii = (i + 1) % ringN
        for j in range(tubeN):
            jj = (j + 1) % tubeN
            a = i  * tubeN + j
            b = ii * tubeN + j
            c = ii * tubeN + jj
            d = i  * tubeN + jj
            f = Face([mesh.vertices[k] for k in [a, b, c, d]])
            mesh.faces.append(f)
    return mesh
Exemplo n.º 6
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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
Exemplo n.º 7
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def constructDodecahedron(cx,cy,cz,radius):
    """
    Constructs a dodecaheron mesh.

    Arguments:
    ----------
    cx, cy, cz : float
        The center point of the dodecaheron
    radius : float
        The radius of the containing sphere
    """
    mesh = Mesh()
    phi = (1 + 5 ** 0.5) / 2
    mesh.vertices = [Vertex( 1, 1, 1),
                Vertex( 1, 1,-1),
                Vertex( 1,-1, 1),
                Vertex( 1,-1,-1),
                Vertex(-1, 1, 1),
                Vertex(-1, 1,-1),
                Vertex(-1,-1, 1),
                Vertex(-1,-1,-1),
                Vertex(0,-phi,-1/phi),
                Vertex(0,-phi, 1/phi),
                Vertex(0, phi,-1/phi),
                Vertex(0, phi, 1/phi),
                Vertex(-phi,-1/phi,0),
                Vertex(-phi, 1/phi,0),
                Vertex( phi,-1/phi,0),
                Vertex( phi, 1/phi,0),
                Vertex(-1/phi,0,-phi),
                Vertex( 1/phi,0,-phi),
                Vertex(-1/phi,0, phi),
                Vertex( 1/phi,0, phi)]

    for i in range(len(mesh.vertices)):
        mesh.vertices[i] = vec.scale(mesh.vertices[i], radius)
        mesh.vertices[i] = vec.add(mesh.vertices[i], Vertex(cx,cy,cz))
    indices = [2,9,6,18,19,
               4,11,0,19,18,
               18,6,12,13,4,
               19,0,15,14,2,
               4,13,5,10,11,
               14,15,1,17,3,
               1,15,0,11,10,
               3,17,16,7,8,
               2,14,3,8,9,
               6,9,8,7,12,
               1,10,5,16,17,
               12,7,16,5,13]

    for i in range(0, len(indices), 5):
        f = Face([mesh.vertices[indices[i]],
                  mesh.vertices[indices[i + 1]],
                  mesh.vertices[indices[i + 2]],
                  mesh.vertices[indices[i + 3]],
                  mesh.vertices[indices[i + 4]]])
        mesh.faces.append(f)

    return mesh
Exemplo n.º 8
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def _collectNewFaces(mesh):
    newMesh=Mesh()
    for face in mesh.faces:
        v1 = face.vertices[-2]
        v2 = face.vertices[-1]
        for v3 in face.vertices:
            edge1 = mesh.getEdgeAdjacentToVertices(v1,v2)
            edge2 = mesh.getEdgeAdjacentToVertices(v2,v3)
            if (edge1 != None) and (edge2!= None):
                newFace = Face([edge1.vertex, v2.vertex, edge2.vertex, face.vertex])
                newFace.color = face.color
                newFace.group = face.group
                newMesh.faces.append(newFace)
            v1 = v2
            v2 = v3
    newMesh.updateAdjacencies()
    return newMesh
Exemplo n.º 9
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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
Exemplo n.º 10
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def constructBox(x1,y1,z1,x2,y2,z2):
    """
    Creates and returns a mesh box with six quad faces.

    Arguments:
    ----------
    x1,y1,z1 : float
        The coordinates of the bottom left front corner
    x2,y2,z2 : float
        The coordinates of the top right back corner
    """
    mesh = Mesh()
    v1 = Vertex(x1, y1, z1)
    v2 = Vertex(x1, y2, z1)
    v3 = Vertex(x2, y2, z1)
    v4 = Vertex(x2, y1, z1)
    v5 = Vertex(x1, y1, z2)
    v6 = Vertex(x1, y2, z2)
    v7 = Vertex(x2, y2, z2)
    v8 = Vertex(x2, y1, z2)
    mesh.vertices = [v1, v2, v3, v4, v5, v6, v7, v8]
    f1 = Face([v1, v2, v3, v4])
    f2 = Face([v8, v7, v6, v5])
    f3 = Face([v4, v3, v7, v8])
    f4 = Face([v3, v2, v6, v7])
    f5 = Face([v2, v1, v5, v6])
    f6 = Face([v1, v4, v8, v5])
    mesh.faces = [f1, f2, f3, f4, f5, f6]
    return mesh
Exemplo n.º 11
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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
Exemplo n.º 12
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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
Exemplo n.º 13
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def constructSingleFace(vertices):
    """
    Creates and returns a single face mesh from the vertices.

    Arguments:
    ----------
    vertices : list of mola.core.Vertex
        The vertices describing the face
    """
    mesh = Mesh()
    mesh.vertices = vertices
    mesh.faces = [Face(vertices)]
    return mesh
Exemplo n.º 14
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def constructCone(z1, z2, radius1, radius2, nSegments, capBottom=True, capTop=True):
    """
    Creates and returns a conic cylinder.
    """
    delaAngle = math.radians(360.0 / nSegments)
    angle = 0
    verticesBottom = []
    verticesTop = []
    for i in range(nSegments):
        x1 = radius1 * math.cos(angle)
        y1 = radius1 * math.sin(angle)
        verticesBottom.append(Vertex(x1, y1, z1))
        x2 = radius2 * math.cos(angle)
        y2 = radius2 * math.sin(angle)
        verticesTop.append(Vertex(x2, y2, z2))
        angle += delaAngle

    mesh = Mesh()
    mesh.vertices.extend(verticesBottom)
    mesh.vertices.extend(verticesTop)
    for i in range(nSegments):
        i2 = (i + 1) % nSegments
        mesh.faces.append(Face([verticesBottom[i],verticesBottom[i2],verticesTop[i2],verticesTop[i]]))
    if capBottom:
        # centerBottom = Vertex(0, 0, z1)
        # mesh.vertices.append(centerBottom)
        # for i in range(nSegments):
        #     i2=(i+1)%nSegments
        #     mesh.faces.append(Face([verticesBottom[i2],verticesBottom[i],centerBottom]))
        mesh.faces.append(Face(list(reversed(verticesBottom))))
    if capTop:
        # centerTop=Vertex(0,0,z2)
        # mesh.vertices.append(centerTop)
        # for i in range(nSegments):
        #     i2=(i+1)%nSegments
        #     mesh.faces.append(Face([verticesTop[i],verticesTop[i2],centerTop]))
        mesh.faces.append(Face(verticesTop))
    return mesh
Exemplo n.º 15
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def marchingCubes(nX, nY, nZ, values, iso):
    mesh = Mesh()
    nYZ = nY * nZ
    index = 0
    n = [0] * 8
    switcher = {
        0: lambda: Vertex(x + _v(n[0], n[1], iso), y + 1, z),
        1: lambda: Vertex(x + 1, y + _v(n[2], n[1], iso), z),
        2: lambda: Vertex(x + _v(n[3], n[2], iso), y, z),
        3: lambda: Vertex(x, y + _v(n[3], n[0], iso), z),
        4: lambda: Vertex(x + _v(n[4], n[5], iso), y + 1, z + 1),
        5: lambda: Vertex(x + 1, y + _v(n[6], n[5], iso), z + 1),
        6: lambda: Vertex(x + _v(n[7], n[6], iso), y, z + 1),
        7: lambda: Vertex(x, y + _v(n[7], n[4], iso), z + 1),
        8: lambda: Vertex(x, y + 1, z + _v(n[0], n[4], iso)),
        9: lambda: Vertex(x + 1, y + 1, z + _v(n[1], n[5], iso)),
        10: lambda: Vertex(x, y, z + _v(n[3], n[7], iso)),
        11: lambda: Vertex(x + 1, y, z + _v(n[2], n[6], iso))
    }
    for x in range(nX - 1):
        for y in range(nY - 1):
            for z in range(nZ - 1):
                caseNumber = 0
                index = z + y * nZ + x * nYZ
                # collecting the values
                n[0] = values[index + nZ]  # 0,1,0
                n[1] = values[index + nYZ + nZ]  #1,1,0
                n[2] = values[index + nYZ]  # 1,0,0
                n[3] = values[index]  # 0,0,0
                n[4] = values[index + nZ + 1]  # 0,1,1
                n[5] = values[index + nYZ + nZ + 1]  # 1,1,1
                n[6] = values[index + nYZ + 1]  # 1,0,1
                n[7] = values[index + 1]  # 0,0,1
                for i in range(7, -1, -1):
                    if n[i] > iso:
                        caseNumber += 1
                    if i > 0:
                        caseNumber = caseNumber << 1
                # collecting the faces
                offset = caseNumber * 15
                for i in range(offset, offset + 15, 3):
                    if _faces[i] > -1:
                        vs = []
                        for j in range(i, i + 3):
                            v = switcher[_faces[j]]()
                            mesh.vertices.append(v)
                            vs.append(v)
                            if len(vs) == 3:
                                mesh.faces.append(Face(vs))
    return mesh
Exemplo n.º 16
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def importOBJ(filename):
    """Loads a Wavefront OBJ file. """
    mesh = Mesh()
    group = ""
    for line in open(filename, "r"):
        if line.startswith('#'): continue
        values = line.split()
        if not values: continue
        if values[0] == 'g':
            group = values[1]
        elif values[0] == 'v':
            v = [float(c) for c in values[1:4]]
            #v = map(float, values[1:4])
            mesh.vertices.append(Vertex(v[0], v[1], v[2]))
        elif values[0] == 'f':
            face = Face([])
            face.group = group
            for v in values[1:]:
                w = v.split('/')
                vertex = mesh.vertices[int(w[0]) - 1]
                face.vertices.append(vertex)
            mesh.faces.append(face)
    return mesh
Exemplo n.º 17
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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
Exemplo n.º 18
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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]
Exemplo n.º 19
0
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
Exemplo n.º 20
0
 def getQuadMesh(self, functionIn, functionOut):
     faces = []
     for x in range(self.nX):
         for y in range(self.nY):
             for z in range(self.nZ):
                 index = self.getIndex(x, y, z)
                 if functionIn(self.values[index]):
                     # (x,y) (x1,y) (x1,y1) (x,y1)
                     if x == self.nX - 1 or functionOut(
                             self.get_xyz(x + 1, y, z)):
                         v1 = Vertex(x + 1, y, z)
                         v2 = Vertex(x + 1, y + 1, z)
                         v3 = Vertex(x + 1, y + 1, z + 1)
                         v4 = Vertex(x + 1, y, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if x == 0 or functionOut(self.get_xyz(x - 1, y, z)):
                         v1 = Vertex(x, y + 1, z)
                         v2 = Vertex(x, y, z)
                         v3 = Vertex(x, y, z + 1)
                         v4 = Vertex(x, y + 1, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if y == self.nY - 1 or functionOut(
                             self.get_xyz(x, y + 1, z)):
                         v1 = Vertex(x + 1, y + 1, z)
                         v2 = Vertex(x, y + 1, z)
                         v3 = Vertex(x, y + 1, z + 1)
                         v4 = Vertex(x + 1, y + 1, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if y == 0 or functionOut(self.get_xyz(x, y - 1, z)):
                         v1 = Vertex(x, y, z)
                         v2 = Vertex(x + 1, y, z)
                         v3 = Vertex(x + 1, y, z + 1)
                         v4 = Vertex(x, y, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if z == self.nZ - 1 or functionOut(
                             self.get_xyz(x, y, z + 1)):
                         v1 = Vertex(x, y, z + 1)
                         v2 = Vertex(x + 1, y, z + 1)
                         v3 = Vertex(x + 1, y + 1, z + 1)
                         v4 = Vertex(x, y + 1, z + 1)
                         faces.append(Face([v1, v2, v3, v4]))
                     if z == 0 or functionOut(self.get_xyz(x, y, z - 1)):
                         v1 = Vertex(x, y + 1, z)
                         v2 = Vertex(x + 1, y + 1, z)
                         v3 = Vertex(x + 1, y, z)
                         v4 = Vertex(x, y, z)
                         faces.append(Face([v1, v2, v3, v4]))
     mesh = Mesh()
     mesh.faces = faces
     return mesh
Exemplo n.º 21
0
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
Exemplo n.º 22
0
def constructIcosahedron(cx,cy,cz,radius):
    """
    Creates and returns a mesh in the form of an icosahedron.

    Arguments:
    ----------
    cx,cy,cz : float
        The coordinates of the center point
    radius : float
        The radius of the containing sphere
    """
    mesh = Mesh()
    phi = (1 + 5 ** 0.5) / 2
    coordA = 1 / (2 * math.sin(2 * math.pi / 5))
    coordB = phi / (2 * math.sin(2 * math.pi / 5))
    mesh.vertices = [Vertex(0, -coordA, coordB),
                Vertex(coordB, 0, coordA),
                Vertex(coordB, 0, -coordA),
                Vertex(-coordB, 0, -coordA),
                Vertex(-coordB, 0, coordA),
                Vertex(-coordA, coordB, 0),
                Vertex(coordA, coordB, 0),
                Vertex(coordA, -coordB, 0),
                Vertex(-coordA, -coordB, 0),
                Vertex(0, -coordA, -coordB),
                Vertex(0, coordA, -coordB),
                Vertex(0, coordA, coordB)]

    for i in range(len(mesh.vertices)):
        mesh.vertices[i] = vec.scale(mesh.vertices[i], radius)
        mesh.vertices[i] = vec.add(mesh.vertices[i], Vertex(cx,cy,cz))

    indices = [1, 2, 6, 1, 7, 2, 3, 4, 5, 4, 3, 8, 6, 5, 11, 5, 6, 10, 9, 10, 2, 10, 9, 3, 7, 8, 9, 8, 7, 0, 11, 0, 1, 0, 11, 4, 6, 2, 10, 1, 6, 11, 3, 5, 10, 5, 4, 11, 2, 7, 9, 7, 1, 0, 3, 9, 8, 4, 8, 0]
    faces = []

    for i in range(0,len(indices),3):
        f = Face([mesh.vertices[indices[i]], mesh.vertices[indices[i + 1]], mesh.vertices[indices[i + 2]]])
        faces.append(f)
    mesh.faces = faces
    return mesh