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mesh.py
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import pygame
from vector3 import *
class Mesh:
def __init__(self, name = "UnknownMesh"):
self.name = name
self.polygons = []
def offset(self, v):
new_polys = []
for poly in self.polygons:
new_poly = []
for p in poly:
new_poly.append(p + v)
new_polys.append(new_poly)
self.polygons = new_polys
def render(self, screen, matrix, material):
c = material.color.tuple3()
for poly in self.polygons:
tpoly = []
for v in poly:
vout = v.to_np4()
vout = vout @ matrix
tpoly.append( ( screen.get_width() * 0.5 + vout[0] / vout[3], screen.get_height() * 0.5 - vout[1] / vout[3]) )
pygame.draw.polygon(screen, c, tpoly, material.line_width)
@staticmethod
def create_cube(size, mesh = None):
if (mesh == None):
mesh = Mesh("UnknownCube")
Mesh.create_quad(vector3( size[0] * 0.5, 0, 0), vector3(0, -size[1] * 0.5, 0), vector3(0, 0, size[2] * 0.5), mesh)
Mesh.create_quad(vector3(-size[0] * 0.5, 0, 0), vector3(0, size[1] * 0.5, 0), vector3(0, 0, size[2] * 0.5), mesh)
Mesh.create_quad(vector3(0, size[1] * 0.5, 0), vector3(size[0] * 0.5, 0), vector3(0, 0, size[2] * 0.5), mesh)
Mesh.create_quad(vector3(0, -size[1] * 0.5, 0), vector3(-size[0] * 0.5, 0), vector3(0, 0, size[2] * 0.5), mesh)
Mesh.create_quad(vector3(0, 0, size[2] * 0.5), vector3(-size[0] * 0.5, 0), vector3(0, size[1] * 0.5, 0), mesh)
Mesh.create_quad(vector3(0, 0, -size[2] * 0.5), vector3( size[0] * 0.5, 0), vector3(0, size[1] * 0.5, 0), mesh)
return mesh
@staticmethod
def create_quad(origin, axis0, axis1, mesh):
if (mesh == None):
mesh = Mesh("UnknownQuad")
poly = []
poly.append(origin + axis0 + axis1)
poly.append(origin + axis0 - axis1)
poly.append(origin - axis0 - axis1)
poly.append(origin - axis0 + axis1)
mesh.polygons.append(poly)
return mesh