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editmesh.py
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import math
import pyglet
from pyglet.gl import *
from euclid import *
class EditMesh(object):
VERTICES = 1
EDGES = 2
QUADS = 3
def __init__(self):
self.vertices = []
self.edges = []
self.quads = []
self.collections = {}
self.current_collection = None
self.collecting = None
def draw(self, shader):
return
def add_vertex(self, point):
assert(len(point) == 3)
point = ( round(point[0],4), round(point[1],4), round(point[2],4) )
if point in self.vertices:
result = self.vertices.index(point)
else:
self.vertices.append(point)
result = len(self.vertices) - 1
return result
def add_edge(self, v0, v1):
assert(v0 < len(self.vertices))
assert(v1 < len(self.vertices))
edge = (v0, v1)
if edge in self.edges:
result = self.edges.index(edge)
else:
self.edges.append(edge)
result = len(self.edges)-1
return result
def add_quad(self, e0, e1, e2, e3):
assert(self.vertices[e0[1]] == self.vertices[e1[0]])
assert(self.vertices[e1[1]] == self.vertices[e2[0]])
assert(self.vertices[e2[1]] == self.vertices[e3[0]])
assert(self.vertices[e3[1]] == self.vertices[e0[0]])
quad = (e0, e1, e2, e3)
if quad in self.quads:
result = self.quads.index(quad)
else:
self.quads.append(quad)
result = len(self.quads)-1
return result
def update(self):
return