2 Boolean geometry cylinder.
7 from __future__ import absolute_import
8 #Init has to be imported first because it has code to workaround the python bug where relative imports don't work if the module is imported as a main module.
11 from fabmetheus_utilities.geometry.creation import lineation
12 from fabmetheus_utilities.geometry.creation import solid
13 from fabmetheus_utilities.geometry.geometry_utilities import evaluate
14 from fabmetheus_utilities.geometry.geometry_utilities import matrix
15 from fabmetheus_utilities.geometry.solids import cube
16 from fabmetheus_utilities.geometry.solids import triangle_mesh
17 from fabmetheus_utilities.vector3 import Vector3
18 from fabmetheus_utilities import euclidean
21 __author__ = 'Enrique Perez (perez_enrique@yahoo.com)'
22 __credits__ = 'Nophead <http://hydraraptor.blogspot.com/>\nArt of Illusion <http://www.artofillusion.org/>'
23 __date__ = '$Date: 2008/21/04 $'
24 __license__ = 'GNU Affero General Public License http://www.gnu.org/licenses/agpl.html'
27 def addCylinder(faces, inradius, sides, topOverBottom, vertexes):
28 'Add cylinder by inradius.'
29 polygonBottom = euclidean.getComplexPolygonByComplexRadius(complex(inradius.x, inradius.y), sides)
30 polygonTop = polygonBottom
31 if topOverBottom <= 0.0:
32 polygonTop = [complex()]
33 elif topOverBottom != 1.0:
34 polygonTop = euclidean.getComplexPathByMultiplier(topOverBottom, polygonTop)
36 triangle_mesh.getAddIndexedLoop(polygonBottom, vertexes, -inradius.z),
37 triangle_mesh.getAddIndexedLoop(polygonTop, vertexes, inradius.z)]
38 triangle_mesh.addPillarByLoops(faces, bottomTopPolygon)
40 def addCylinderOutputByEndStart(endZ, inradiusComplex, outputs, sides, start, topOverBottom=1.0):
41 'Add cylinder triangle mesh by endZ, inradius and start.'
42 inradius = Vector3(inradiusComplex.real, inradiusComplex.imag, 0.5 * abs(endZ - start.z))
43 cylinderOutput = getGeometryOutput(inradius, sides, topOverBottom)
44 vertexes = matrix.getVertexes(cylinderOutput)
46 for vertex in vertexes:
48 translation = Vector3(start.x, start.y, inradius.z + min(start.z, endZ))
49 euclidean.translateVector3Path(vertexes, translation)
50 outputs.append(cylinderOutput)
52 def getGeometryOutput(inradius, sides, topOverBottom):
53 'Get cylinder triangle mesh by inradius.'
56 addCylinder(faces, inradius, sides, topOverBottom, vertexes)
57 return {'trianglemesh' : {'vertex' : vertexes, 'face' : faces}}
59 def getNewDerivation(elementNode):
61 return CylinderDerivation(elementNode)
63 def getTopOverBottom(angle, endZ, inradiusComplex, startZ):
64 'Get topOverBottom by angle in radians, endZ, inradius and start.'
65 return max(1.0 - abs(endZ - startZ) * math.tan(angle) / lineation.getRadiusAverage(inradiusComplex), 0.0)
67 def processElementNode(elementNode):
68 'Process the xml element.'
69 evaluate.processArchivable(Cylinder, elementNode)
72 class Cylinder( cube.Cube ):
76 cube.Cube.__init__(self)
78 def createShape(self):
80 sides = evaluate.getSidesMinimumThreeBasedOnPrecision(self.elementNode, max(self.inradius.x, self.inradius.y))
81 if self.elementNode.getCascadeBoolean(False, 'radiusAreal'):
82 radiusArealizedMultiplier = euclidean.getRadiusArealizedMultiplier(sides)
83 self.inradius.x *= radiusArealizedMultiplier
84 self.inradius.y *= radiusArealizedMultiplier
85 addCylinder(self.faces, self.inradius, sides, self.topOverBottom, self.vertexes)
87 def setToElementNode(self, elementNode):
89 attributes = elementNode.attributes
90 self.elementNode = elementNode
91 derivation = CylinderDerivation(elementNode)
92 self.inradius = derivation.inradius
93 self.topOverBottom = derivation.topOverBottom
94 if 'inradius' in attributes:
95 del attributes['inradius']
96 attributes['height'] = self.inradius.z + self.inradius.z
97 attributes['radius.x'] = self.inradius.x
98 attributes['radius.y'] = self.inradius.y
99 attributes['topOverBottom'] = self.topOverBottom
101 solid.processArchiveRemoveSolid(elementNode, self.getGeometryOutput())
104 class CylinderDerivation:
105 "Class to hold cylinder variables."
106 def __init__(self, elementNode):
108 self.inradius = evaluate.getVector3ByPrefixes(elementNode, ['demisize', 'inradius', 'radius'], Vector3(1.0, 1.0, 1.0))
109 self.inradius = evaluate.getVector3ByMultiplierPrefixes(elementNode, 2.0, ['diameter', 'size'], self.inradius)
110 self.inradius.z = 0.5 * evaluate.getEvaluatedFloat(self.inradius.z + self.inradius.z, elementNode, 'height')
111 self.topOverBottom = evaluate.getEvaluatedFloat(1.0, elementNode, 'topOverBottom')