Functions | |
def | calculate_normals_by_angle_subtended (pointarray, facearray, smarray) |
def | calculate_normals_by_cross_product (pointarray, facearray, smarray) |
def | calculate_normals_no_smoothing (pointarray, facearray, smarray=None) |
def | translate_points (pointarray, matrix) |
Variables | |
xrange = range | |
Function Documentation
◆ calculate_normals_by_angle_subtended()
def Dice3DS.util.calculate_normals_by_angle_subtended | ( | pointarray, | |
facearray, | |||
smarray | |||
) |
Calculate normals by smoothing, weighting by angle subtended. points,norms = calculate_normals_by_angle_subtended( pointarray,facearray,smarray) Takes an array of points, faces, and a smoothing group in exactly the same form in which they appear in the 3DS DOM. Returns a numpy.array of points, one per row, and a numpy.array of the corresponding normals. The points are returned as a list of consecutive triangles; the first three rows make up the first triangle, the second three rows make up the second triangle, and so on. To calculate the normal of a given vertex on a given face, this function averages the normal vector for all faces which have share that vertex, and a smoothing group. The normals being averaged are weighted by the angle subtended.
References Dice3DS.util.xrange.
◆ calculate_normals_by_cross_product()
def Dice3DS.util.calculate_normals_by_cross_product | ( | pointarray, | |
facearray, | |||
smarray | |||
) |
Calculate normals by smoothing, weighting by cross-product. points,norms = calculate_normals_by_cross_product( pointarray,facearray,smarray) Takes an array of points, faces, and a smoothing group in exactly the same form in which they appear in the 3DS DOM. Returns a numpy.array of points, one per row, and a numpy.array of the corresponding normals. The points are returned as a list of consecutive triangles; the first three rows make up the first triangle, the second three rows make up the second triangle, and so on. To calculate the normal of a given vertex on a given face, this function averages the normal vector for all faces which have share that vertex and a smoothing group. The normals being averaged are weighted by the cross-product used to obtain the face's normal, which is proportional to the area of the face.
References Dice3DS.util.xrange.
◆ calculate_normals_no_smoothing()
def Dice3DS.util.calculate_normals_no_smoothing | ( | pointarray, | |
facearray, | |||
smarray = None |
|||
) |
Calculate normals all perpendicular to the faces. points,norms = calculate_normals_no_smoothing( pointarray,facearray,smarray=None) Takes an array of points and faces in exactly the same form in which they appear in the 3DS DOM. It accepts a smoothing array, but ignores it. Returns a numpy.array of points, one per row, and a numpy.array of the corresponding normals. The points are returned as a list of consecutive triangles; the first three rows make up the first triangle, the second three rows make up the second triangle, and so on. The normal vectors are determined by calculating the normal to each face. There is no smoothing.
◆ translate_points()
def Dice3DS.util.translate_points | ( | pointarray, | |
matrix | |||
) |
Translate points in pointarray by the given matrix. tpointarray = translate_points(pointarray,matrix) Takes array of points and a homogeneous (4D) transformation matrix in exactly the same form in which they appear in the 3DS DOM. Returns a pointarray with the points transformed by the matrix.
Variable Documentation
◆ xrange
Dice3DS.util.xrange = range |