Added Vector.angle method
Inverted MeshData.cylinder normals
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@ -68,3 +68,18 @@ class Vector(QtGui.QVector3D):
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yield(self.y())
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yield(self.z())
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def angle(self, a):
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"""Returns the angle in degrees between this vector and the vector a."""
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n1 = self.length()
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n2 = a.length()
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if n1 == 0. or n2 == 0.:
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return None
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## Probably this should be done with arctan2 instead..
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ang = np.arccos(np.clip(QtGui.QVector3D.dotProduct(self, a) / (n1 * n2), -1.0, 1.0)) ### in radians
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# c = self.crossProduct(a)
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# if c > 0:
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# ang *= -1.
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return ang * 180. / np.pi
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@ -242,7 +242,6 @@ class MeshData(object):
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v = self.vertexes(indexed='faces')
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self._faceNormals = np.cross(v[:,1]-v[:,0], v[:,2]-v[:,0])
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if indexed is None:
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return self._faceNormals
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elif indexed == 'faces':
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@ -519,20 +518,17 @@ class MeshData(object):
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return MeshData(vertexes=verts, faces=faces)
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@staticmethod
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def cylinder(rows, cols, radius=[1.0, 1.0], length=1.0, offset=False, ends=False):
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def cylinder(rows, cols, radius=[1.0, 1.0], length=1.0, offset=False):
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"""
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Return a MeshData instance with vertexes and faces computed
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for a cylindrical surface.
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The cylinder may be tapered with different radii at each end (truncated cone)
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ends are open if ends = False
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No closed ends implemented yet...
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The easiest way may be to add a vertex at the top and bottom in the center of the face?
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"""
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verts = np.empty((rows+1, cols, 3), dtype=float)
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if isinstance(radius, int):
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radius = [radius, radius] # convert to list
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## compute vertexes
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th = ((np.arange(cols) * 2 * np.pi / cols).reshape(1, cols)) # angle around
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th = np.linspace(2 * np.pi, 0, cols).reshape(1, cols)
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r = (np.linspace(radius[0],radius[1],num=rows+1, endpoint=True)).reshape(rows+1, 1) # radius as a function of z
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verts[...,2] = np.linspace(-length/2.0, length/2.0, num=rows+1, endpoint=True).reshape(rows+1, 1) # z
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if offset:
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