282 lines
8.1 KiB
Python
282 lines
8.1 KiB
Python
#!/usr/bin/env python3
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from math import sqrt
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class Vertex:
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def __init__(self, x = 0.0, y = 0.0, z = 0.0):
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self.x = x
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self.y = y
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self.z = z
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def from_array(self, arr):
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self.x = float(arr[0]) if len(arr) > 0 else None
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self.y = float(arr[1]) if len(arr) > 1 else None
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self.z = float(arr[2]) if len(arr) > 2 else None
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return self
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def __add__(self, other):
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return Vertex(self.x + other.x, self.y + other.y, self.z + other.z)
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def __mul__(self, other):
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return Vertex(self.x * other, self.y * other, self.z * other)
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def __rmul__(self, other):
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return self.__mul__(other)
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def norm2(self):
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return self.x * self.x + self.y * self.y + self.z * self.z
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def norm(self):
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return sqrt(self.norm2())
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def normalize(self):
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norm = self.norm()
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if abs(norm) > 0.0001:
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self.x /= norm
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self.y /= norm
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self.z /= norm
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def cross_product(v1, v2):
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return Vertex(
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v1.y * v2.z - v1.z * v2.y,
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v1.z * v2.x - v1.x * v2.z,
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v1.x * v2.y - v1.y * v2.x)
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def from_points(v1, v2):
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return Vertex(
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v2.x - v1.x,
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v2.y - v1.y,
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v2.z - v1.z)
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def __str__(self):
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return '(' + ", ".join([str(self.x), str(self.y), str(self.z)]) + ")"
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def dot(self, other):
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return self.x * other.x + self.y * other.y + self.z * other.z
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Normal = Vertex
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TexCoord = Vertex
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class FaceVertex:
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def __init__(self, vertex = None, texture = None, normal = None):
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self.vertex = vertex
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self.texture = texture
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self.normal = normal
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def from_array(self, arr):
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self.vertex = int(arr[0]) if len(arr) > 0 else None
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self.texture = int(arr[1]) if len(arr) > 1 else None
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self.normal = int(arr[2]) if len(arr) > 2 else None
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return self
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class Face:
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def __init__(self, a = None, b = None, c = None, mtl = None):
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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.mtl = mtl
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# Expects array of array
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def from_array(self, arr):
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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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def __init__(self):
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self.vertices = []
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self.normals = []
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self.tex_coords = []
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self.faces = []
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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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def add_vertex(self, vertex):
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self.vertices.append(vertex)
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self.bounding_box.add(vertex)
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def add_tex_coord(self, tex_coord):
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self.tex_coords.append(tex_coord)
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def add_normal(self, normal):
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self.normals.append(normal)
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def add_face(self, face):
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self.faces.append(face)
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def parse_line(self, string):
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pass
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def parse_file(self, 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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self.parse_line(line)
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def gl_draw(self):
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import OpenGL.GL as gl
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gl.glColor3f(1.0,0.0,0.0)
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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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if self.vertex_vbo is not None:
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self.vertex_vbo.bind()
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gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
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gl.glVertexPointerf(self.vertex_vbo)
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self.vertex_vbo.unbind()
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self.normal_vbo.bind()
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gl.glEnableClientState(gl.GL_NORMAL_ARRAY);
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gl.glNormalPointerf(self.normal_vbo)
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self.normal_vbo.unbind()
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gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.vertex_vbo.data) * 9)
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else:
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gl.glBegin(gl.GL_TRIANGLES)
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for face in self.faces:
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v1 = self.vertices[face.a.vertex]
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v2 = self.vertices[face.b.vertex]
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v3 = self.vertices[face.c.vertex]
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if face.a.normal is not None:
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n1 = self.normals[face.a.normal]
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n2 = self.normals[face.b.normal]
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n3 = self.normals[face.c.normal]
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if face.a.normal is not None:
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gl.glNormal3f(n1.x, n1.y, n1.z)
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gl.glVertex3f(v1.x, v1.y, v1.z)
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if face.a.normal is not None:
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gl.glNormal3f(n2.x, n2.y, n2.z)
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gl.glVertex3f(v2.x, v2.y, v2.z)
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if face.a.normal is not None:
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gl.glNormal3f(n3.x, n3.y, n3.z)
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gl.glVertex3f(v3.x, v3.y, v3.z)
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gl.glEnd()
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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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from OpenGL.arrays import vbo
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from numpy import array
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# Build VBO
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v = []
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n = []
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for face in self.faces:
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v1 = self.vertices[face.a.vertex]
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v2 = self.vertices[face.b.vertex]
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v3 = self.vertices[face.c.vertex]
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v += [[v1.x, v1.y, v1.z], [v2.x, v2.y, v2.z], [v3.x, v3.y, v3.z]]
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n1 = self.normals[face.a.normal]
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n2 = self.normals[face.b.normal]
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n3 = self.normals[face.c.normal]
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n += [[n1.x, n1.y, n1.z], [n2.x, n2.y, n2.z], [n3.x, n3.y, n3.z]]
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self.vertex_vbo = vbo.VBO(array(v, 'f'))
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self.normal_vbo = vbo.VBO(array(n, 'f'))
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def generate_vertex_normals(self):
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self.normals = [Normal() for i in self.vertices]
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for face in self.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 face in self.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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self.normals = [Normal() for i in self.faces]
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for (index, face) in enumerate(self.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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def __init__(self):
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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, vertex):
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self.min_x = min(self.min_x, vertex.x)
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self.min_y = min(self.min_y, vertex.y)
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self.min_z = min(self.min_z, vertex.z)
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self.max_x = max(self.max_x, vertex.x)
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self.max_y = max(self.max_y, vertex.y)
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self.max_z = max(self.max_z, vertex.z)
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def __str__(self):
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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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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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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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def __init__(self, model):
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self.model = model
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