2016-11-22 15:13:35 +01:00
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from math import sqrt
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2016-11-25 14:28:39 +01:00
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from ..geometry import Vector
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from .mesh import Material, MeshPart
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2016-11-25 14:28:39 +01:00
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Vertex = Vector
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Normal = Vertex
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TexCoord = Vertex
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class FaceVertex:
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"""Contains the information a vertex needs in a face
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In contains the index of the vertex, the index of the texture coordinate
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and the index of the normal. It is None if it is not available.
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"""
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def __init__(self, vertex = None, tex_coord = None, normal = None):
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"""Initializes a FaceVertex from its indices
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"""
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self.vertex = vertex
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self.tex_coord = tex_coord
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self.normal = normal
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def from_array(self, arr):
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"""Initializes a FaceVertex from an array
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The array can be an array of strings, the first value will be the
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vertex index, the second will be the texture coordinate index, and the
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third will be the normal index.
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"""
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self.vertex = int(arr[0]) if len(arr) > 0 else None
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try:
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self.tex_coord = int(arr[1]) if len(arr) > 1 else None
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except:
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self.tex_coord = None
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try:
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self.normal = int(arr[2]) if len(arr) > 2 else None
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except:
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self.normal = None
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return self
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class Face:
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"""Represents a face with 3 vertices
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Faces with more than 3 vertices are not supported in this class. You should
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split your face first and then create the number needed of instances of
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this class.
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"""
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def __init__(self, a = None, b = None, c = None, material = None):
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"""Initializes a Face with its three FaceVertex and its Material
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"""
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self.a = a
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self.b = b
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self.c = c
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self.material = material
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# Expects array of array
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def from_array(self, arr):
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"""Initializes a Face with an array
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The array should be an array of array of objects.
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Each array will represent a FaceVertex
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"""
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self.a = FaceVertex().from_array(arr[0])
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self.b = FaceVertex().from_array(arr[1])
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self.c = FaceVertex().from_array(arr[2])
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return self
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class ModelParser:
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"""Represents a 3D model
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"""
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def __init__(self, up_conversion = None):
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"""Initializes the model
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"""
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self.up_conversion = up_conversion
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self.vertices = []
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self.normals = []
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self.tex_coords = []
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self.parts = []
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self.current_part = None
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self.bounding_box = BoundingBox()
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self.center_and_scale = True
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self.vertex_vbo = None
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self.tex_coord_vbo = None
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self.normal_vbo = None
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self.path = None
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def init_textures(self):
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"""Initializes the textures of the parts of the model
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Basically, calls glGenTexture on each texture
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"""
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for part in self.parts:
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part.init_texture()
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def add_vertex(self, vertex):
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"""Adds a vertex to the current model
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Will also update its bounding box, and convert the up vector if
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up_conversion was specified.
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"""
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# Apply up_conversion to the vertex
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new_vertex = vertex
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if self.up_conversion is not None:
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if self.up_conversion[0] == 'y' and self.up_conversion[1] == 'z':
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new_vertex = Vector(vertex.y, vertex.z, vertex.x)
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elif self.up_conversion[0] == 'z' and self.up_conversion[1] == 'y':
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new_vertex = Vector(vertex.z, vertex.x, vertex.y)
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self.vertices.append(new_vertex)
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self.bounding_box.add(new_vertex)
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def add_tex_coord(self, tex_coord):
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"""Adds a texture coordinate element to the current model
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"""
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self.tex_coords.append(tex_coord)
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def add_normal(self, normal):
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"""Adds a normal element to the current model
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"""
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self.normals.append(normal)
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def add_face(self, face):
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"""Adds a face to the current model
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If the face has a different material than the current material, it will
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create a new mesh part and update the current material.
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"""
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if self.current_part is None or (face.material != self.current_part.material and face.material is not None):
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self.current_part = MeshPart(self)
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self.current_part.material = face.material if face.material is not None else Material.DEFAULT_MATERIAL
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self.parts.append(self.current_part)
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self.current_part.add_face(face)
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def parse_line(self, string):
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"""Parses a line of a text model
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This method needs to be implemented by each subclass of ModelParser.
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"""
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pass
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def parse_file(self, path):
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"""Sets the path of the model and parse each line
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"""
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self.path = path
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with open(path) as f:
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for line in f.readlines():
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line = line.rstrip()
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if line != '':
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self.parse_line(line)
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def draw(self):
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"""Draws each part of the model with OpenGL
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"""
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import OpenGL.GL as gl
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if self.center_and_scale:
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center = self.bounding_box.get_center()
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scale = self.bounding_box.get_scale() / 2
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gl.glPushMatrix()
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gl.glScalef(1/scale, 1/scale, 1/scale)
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gl.glTranslatef(-center.x, -center.y, -center.z)
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for part in self.parts:
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part.draw()
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if self.center_and_scale:
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gl.glPopMatrix()
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def generate_vbos(self):
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"""Generates the VBOs of each part of the model
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"""
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for part in self.parts:
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part.generate_vbos()
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def generate_vertex_normals(self):
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"""Generate the normals for each vertex of the model
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A normal will be the average normal of the adjacent faces of a vertex.
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"""
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self.normals = [Normal() for i in self.vertices]
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for part in self.parts:
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for face in part.faces:
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v1 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.b.vertex])
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v2 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.c.vertex])
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cross = Vertex.cross_product(v1, v2)
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self.normals[face.a.vertex] += cross
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self.normals[face.b.vertex] += cross
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self.normals[face.c.vertex] += cross
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for normal in self.normals:
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normal.normalize()
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for part in self.parts:
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for face in part.faces:
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face.a.normal = face.a.vertex
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face.b.normal = face.b.vertex
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face.c.normal = face.c.vertex
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def generate_face_normals(self):
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"""Generate the normals for each face of the model
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A normal will be the normal of the face
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"""
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# Build array of faces
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faces = sum(map(lambda x: x.faces, self.parts), [])
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self.normals = [Normal()] * len(faces)
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for (index, face) in enumerate(faces):
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v1 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.b.vertex])
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v2 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.c.vertex])
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cross = Vertex.cross_product(v1, v2)
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cross.normalize()
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self.normals[index] = cross
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face.a.normal = index
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face.b.normal = index
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face.c.normal = index
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class BoundingBox:
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"""Represents a bounding box of a 3D model
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"""
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def __init__(self):
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"""Initializes the coordinates of the bounding box
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"""
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self.min_x = +float('inf')
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self.min_y = +float('inf')
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self.min_z = +float('inf')
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self.max_x = -float('inf')
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self.max_y = -float('inf')
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self.max_z = -float('inf')
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def add(self, vector):
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"""Adds a vector to a bounding box
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If the vector is outside the bounding box, the bounding box will be
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enlarged, otherwise, nothing will happen.
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"""
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self.min_x = min(self.min_x, vector.x)
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self.min_y = min(self.min_y, vector.y)
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self.min_z = min(self.min_z, vector.z)
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self.max_x = max(self.max_x, vector.x)
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self.max_y = max(self.max_y, vector.y)
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self.max_z = max(self.max_z, vector.z)
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def __str__(self):
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"""Returns a string that represents the bounding box
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"""
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return "[{},{}],[{},{}],[{},{}]".format(
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self.min_x,
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self.min_y,
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self.min_z,
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self.max_x,
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self.max_y,
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self.max_z)
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def get_center(self):
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"""Returns the center of the bounding box
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"""
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return Vertex(
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(self.min_x + self.max_x) / 2,
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(self.min_y + self.max_y) / 2,
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(self.min_z + self.max_z) / 2)
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def get_scale(self):
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"""Returns the maximum edge of the bounding box
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"""
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return max(
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abs(self.max_x - self.min_x),
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abs(self.max_y - self.min_y),
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abs(self.max_z - self.min_z))
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class Exporter:
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"""Represents an object that can export a model into a certain format
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"""
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def __init__(self, model):
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self.model = model
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