updated the surf.geometry module to better map to blender primatives
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272
surf/geometry.py
272
surf/geometry.py
@ -18,6 +18,7 @@ We have chosen to use a winged-edge style mesh for our purpopses.
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'''
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'''
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def cross(a, b):
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def cross(a, b):
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i = a.y * b.z - a.z * b.y
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i = a.y * b.z - a.z * b.y
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j = a.z * b.x - a.x * b.z
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j = a.z * b.x - a.x * b.z
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@ -25,14 +26,28 @@ def cross(a, b):
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return Vertex(i, j, k)
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return Vertex(i, j, k)
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def _centroid(verts):
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xs = [vertex.x for vertex in verts]
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ys = [vertex.y for vertex in verts]
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zs = [vertex.z for vertex in verts]
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# average each vertex component
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x = sum(xs) / len(xs)
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y = sum(ys) / len(ys)
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z = sum(zs) / len(zs)
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return Vertex(x, y, z)
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class Vertex(object):
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class Vertex(object):
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'''
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'''
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A vertex is a position along with other information such as color, normal
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A vertex is a position along with other information such as color, normal
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vector and texture coordinates.
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vector and texture coordinates.
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For the sake of our algorithms, we will only worry about the (x, y, z)
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float positions. Eventually we will also keep track of weights.
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'''
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'''
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def __init__(self, x=0.0, y=0.0, z=0.0):
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def __init__(self, x=0.0, y=0.0, z=0.0):
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'''
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'''
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.z = z
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self.z = z
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@ -71,163 +86,123 @@ class Vertex(object):
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return Vertex(-self.x, -self.y, -self.z)
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return Vertex(-self.x, -self.y, -self.z)
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def __unicode__(self):
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def __unicode__(self):
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d = {
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return pprint.pformat([self.x, self.y, self.z])
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'id': self.id,
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'parent_id': self.parent_id,
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'coords': [self.x, self.y, self.z]
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}
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return pprint.pformat(d)
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__str__ = __unicode__
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__str__ = __unicode__
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__repr__ = __unicode__
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__repr__ = __unicode__
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class Edge(object):
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class Edge(object):
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'''
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def __init__(self, v1, v2):
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'''
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self.v1 = v1
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self.v2 = v2
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next_id = 0
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def __init__(self, polygon, parent_id=None, vs=None, es=None, fs=None):
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'''
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'''
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self.polygon = polygon
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self.parent_id = parent_id
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self.vertex_ids = vs or []
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self.edge_ids = es or []
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self.face_ids = fs or []
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self.id = Edge.next_id
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Edge.next_id += 1
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def neighbor_face_id(self, neighbor_face_id):
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'''Get neighboring face id
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'''
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if neighbor_face_id == self.face_ids[0]:
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return self.face_ids[1]
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else:
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return self.face_ids[0]
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def __unicode__(self):
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d = {
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'id': self.id,
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'vertex_ids': self.vertex_ids,
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'edge_ids': self.edge_ids,
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'face_ids': self.face_ids,
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}
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return pprint.pformat(d)
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__str__ = __unicode__
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__repr__ = __unicode__
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@property
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def vertices(self):
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return [self.polygon.vertex(v_id) for v_id in self.vertex_ids]
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@property
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def faces(self):
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return [self.polygon.face(f_id) for f_id in self.face_ids]
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def winged_edges_at_vertex(self, index):
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edge_ids = []
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for edge in self.edges:
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if self.vertex_ids[index] in edge.vertex_ids:
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edge_ids.append(edge.id)
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return edge_ids
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class Face(object):
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'''
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A face is a closed set of edges,
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in which a triangle face has three edges,
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and a quad face has four edges.
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'''
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next_id = 0
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def __init__(self, polygon, parent_id=None, es=None):
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'''
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'''
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self.polygon = polygon
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self.parent_id = parent_id
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self.edge_ids = es or []
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self.id = Face.next_id
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Face.next_id += 1
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def __unicode__(self):
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d = {'id': self.id, 'edge_ids': self.edge_ids}
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return pprint.pformat(d)
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__str__ = __unicode__
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__repr__ = __unicode__
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def edge(self, edge_id):
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return self.polygon.edge(edge_id)
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@property
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def edges(self):
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return [self.polygon.edge(e_id) for e_id in self.edge_ids]
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@property
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def vertices(self):
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vertices = []
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for edge_id in self.edge_ids:
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edge = self.polygon.edge(edge_id)
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vertices.extend(edge.vertices)
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return list(set(vertices))
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@property
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@property
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def centroid(self):
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def centroid(self):
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'''
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return _centroid([self.v1, self.v2])
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'''
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# gather all face vertex coords
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face_vertices = self.vertices
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xs = [vertex.x for vertex in face_vertices]
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ys = [vertex.y for vertex in face_vertices]
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zs = [vertex.z for vertex in face_vertices]
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# average each vertex component
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x = sum(xs) / len(xs)
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y = sum(ys) / len(ys)
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z = sum(zs) / len(zs)
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return [x, y, z]
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class Polygon(object):
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'''
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'''
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def __init__(self, vs=None, es=None, fs=None):
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self.vertices = vs or []
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self.edges = es or []
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self.faces = fs or []
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def face(self, face_id):
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for face in self.faces:
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if face.id == face_id:
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return face
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return None
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def edge(self, edge_id):
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for edge in self.edges:
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if edge.id == edge_id:
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return edge
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return None
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def vertex(self, vertex_id):
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for vertex in self.vertices:
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if vertex.id == vertex_id:
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return vertex
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return None
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def edge_ids_with_parent(self, parent_edge_id):
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child_edge_ids = []
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for edge in self.edges:
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if edge.parent_id == parent_edge_id:
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child_edge_ids.append(edge.id)
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return child_edge_ids
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def __unicode__(self):
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def __unicode__(self):
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return pprint.pformat((self.v1, self.v2))
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__str__ = __unicode__
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__repr__ = __unicode__
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class Face(object):
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'''
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A face is a closed set of edges, in which a triangle face has three edges,
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and a quad face has four edges. Blender stores a face as a collection of
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the verts that compose it, so we shall store them thusly as well.
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Blender historicaly only supported faces with an edge count of three or
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four. We will cross the N-gon bridge in the future.
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'''
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def __init__(self, verts=None):
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self.verts = verts or []
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def __unicode__(self):
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return pprint.pformat(self.verts)
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__str__ = __unicode__
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__repr__ = __unicode__
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@property
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def centroid(self):
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return _centroid(self.verts)
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class PolygonMesh(object):
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'''
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A polygon object is a collection of the following lists:
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- a list containing the 3-space vertex information
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- a list containing the edge indices ([0, 1] means first and second
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elements of the vertices list)
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- a list of the faces (indices of the vertices in a given face)
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- connectivity information (eventually will be calculated given the verts,
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edges, and faces)
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'''
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def __init__(self, *args, **kwargs):
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self.vertices = kwargs['vertices']
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self.edges = kwargs['edges']
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self.faces = kwargs['faces']
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# the strategy for the following members involves lazy-instantiating
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# them if they weren't passing them in:
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self._faces_for_edge = kwargs.get('faces for edge', None)
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self._edges_for_face = kwargs.get('edges for face', None)
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self._edges_for_vert = kwargs.get('edges for vert', None)
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self._faces_for_vert = kwargs.get('faces for vert', None)
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@property
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def faces_for_edge(self):
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"""returns a list of face indices for a given edge index.
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Intended to be used in the following way:
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>>> # vs, es, fs, ffe, eff, efv, ffv from blender or similar
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>>> mesh = Polygon(vs, es, fs, ffe, eff, efv, ffv)
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>>> mesh.faces_for_edge[0]
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[0, 1]
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>>> [self.face[i] for i in mesh.faces_for_edge[1]]
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[<Face 0>, <Face 1>]
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where 0 and 1 are indices into the face list
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"""
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if self._faces_for_edge is None:
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# TODO: eventually support generating this ourselves ...
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raise AttributeError("Not yet implemented if you don't explicitly pass this in")
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return self._faces_for_edge
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@property
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def edges_for_face(self):
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"""returns a list of edge indices for a given face index."""
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if self._edges_for_face is None:
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# TODO: eventually support generating this ourselves ...
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raise AttributeError("Not yet implemented if you don't explicitly pass this in")
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return self._edges_for_face
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@property
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def edges_for_vert(self):
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"""returns a list of edge indices for a given vertex index."""
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if self._edges_for_vert is None:
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# TODO: eventually support generating this ourselves ...
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raise AttributeError("Not yet implemented if you don't explicitly pass this in")
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return self._edges_for_vert
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@property
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def faces_for_vert(self):
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"""returns a list of face indices for a given vert index."""
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if self._faces_for_vert is None:
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# TODO: eventually support generating this ourselves ...
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raise AttributeError("Not yet implemented if you don't explicitly pass this in")
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return self._faces_for_vert
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def __unicode__(self):
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# TODO: perhaps also add connectivity here?
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d = {
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d = {
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'vertices': self.vertices,
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'vertices': self.vertices,
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'edges': self.edges,
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'edges': self.edges,
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@ -237,4 +212,3 @@ class Polygon(object):
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__str__ = __unicode__
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__str__ = __unicode__
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__repr__ = __unicode__
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__repr__ = __unicode__
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