File: MeshBuilder.py

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# Copyright (c) 2019 Ultimaker B.V.
# Uranium is released under the terms of the LGPLv3 or higher.

from UM.Mesh.MeshData import MeshData
from UM.Mesh.MeshData import MeshType
from UM.Mesh.MeshData import calculateNormalsFromVertices
from UM.Mesh.MeshData import calculateNormalsFromIndexedVertices
from UM.Math.Vector import Vector
from UM.Math.Matrix import Matrix
from UM.Logger import Logger

import numpy
import math
import numbers

from typing import Optional, Union


class MeshBuilder:
    """Builds new meshes by adding primitives.

    This class functions in much the same way as a normal StringBuilder would.
    Each instance of MeshBuilder creates one mesh. This mesh starts empty, but
    you can add primitives to it via the various methods of this class. The
    result can then be converted to a normal mesh.
    """

    def __init__(self) -> None:
        """Creates a new MeshBuilder with an empty mesh."""

        self._vertices = None  # type: Optional[numpy.ndarray]
        self._normals = None  # type: Optional[numpy.ndarray]
        self._indices = None  # type: Optional[numpy.ndarray]
        self._colors = None  # type: Optional[numpy.ndarray]
        self._uvs = None  # type: Optional[numpy.ndarray]
        self._vertex_count = 0
        self._face_count = 0
        self._type = MeshType.faces
        self._file_name = None  # type: Optional[str]
        # original center position
        self._center_position = None  # type: Optional[Vector]

    def build(self) -> MeshData:
        """Build a MeshData object.

        :return: A Mesh data.
        """

        return MeshData(vertices = self.getVertices(), normals = self.getNormals(), indices = self.getIndices(),
                        colors = self.getColors(), uvs = self.getUVCoordinates(), file_name = self.getFileName(),
                        center_position = self.getCenterPosition())

    def setCenterPosition(self, position: Optional[Vector]) -> None:
        self._center_position = position

    def getCenterPosition(self) -> Optional[Vector]:
        return self._center_position

    def setType(self, mesh_type):
        """Set the type of the mesh

        :param mesh_type: MeshType enum
        """

        if isinstance(mesh_type, MeshType):
            self._type = mesh_type

    def getType(self):
        return self._type

    def getFaceCount(self) -> int:
        return self._face_count

    def getVertices(self) -> Optional[numpy.ndarray]:
        """Get the array of vertices"""

        if self._vertices is None:
            return None

        return self._vertices[0: self._vertex_count] #Only return up until point where data was filled

    def setVertices(self, vertices):
        self._vertices = vertices
        self._vertex_count = int(self._vertices.size / 3)

    def getVertexCount(self):
        """Get the number of vertices"""

        return self._vertex_count

    def getVertex(self, index):
        """Get a vertex by index"""

        try:
            return self._vertices[index]
        except IndexError:
            return None

    #   Remove vertex by index or list of indices
    #   \param index Either a single index or a list of indices to be removed.
    def removeVertex(self, index):
        try:
            self._vertices = numpy.delete(self._vertices, index,0)
            if self.hasNormals():
               self._normals = numpy.delete(self._normals,index,0)
            self._vertex_count = len(self._vertices)
        except IndexError:
            pass
        # self._dataChanged()

    def resetNormals(self):
        self._normals = None

    def hasNormals(self):
        """Return whether this mesh has vertex normals."""

        return self._normals is not None

    def getNormals(self) -> Optional[numpy.ndarray]:
        """Return the list of vertex normals."""

        if self._normals is None:
            return None

        return self._normals[0: self._vertex_count]

    def hasIndices(self):
        """Return whether this mesh has indices."""

        return self._indices is not None

    def getIndices(self) -> Optional[numpy.ndarray]:
        """Get the array of indices
        :return: :type{numpy.ndarray}
        """

        if self._indices is None:
            return None

        return self._indices[0: self._face_count]

    def setIndices(self, indices):
        self._indices = indices
        self._face_count = int(self._indices.size / 3)

    def hasColors(self):
        return self._colors is not None

    def getColors(self) -> Optional[numpy.ndarray]:
        if self._colors is None:
            return None

        return self._colors[0: self._vertex_count]

    def hasUVCoordinates(self):
        return self._uvs is not None

    def getUVCoordinates(self) -> Optional[numpy.ndarray]:
        if self._uvs is None:
            return None
        return self._uvs[0: self._vertex_count]

    def getFileName(self) -> Optional[str]:
        return self._file_name

    def setFileName(self, file_name: Optional[str]) -> None:
        self._file_name = file_name

    def reserveFaceCount(self, num_faces: int) -> None:
        """Set the amount of faces before loading data to the mesh.

        This way we can create the array before we fill it. This method will reserve
        `(num_faces * 3)` amount of space for vertices, `(num_faces * 3)` amount of space
        for normals and `num_faces` amount of space for indices.

        :param num_faces: Number of faces for which memory must be reserved.
        """

        if type(num_faces) == float:
            Logger.log("w", "Had to convert 'num_faces' with int(): %s -> %s ", num_faces, int(num_faces))
            num_faces = int(num_faces)

        self._vertices = numpy.zeros((num_faces * 3, 3), dtype=numpy.float32)
        self._normals = numpy.zeros((num_faces * 3, 3), dtype=numpy.float32)
        self._indices = numpy.zeros((num_faces, 3), dtype=numpy.int32)

        self._vertex_count = 0
        self._face_count = 0

    def reserveVertexCount(self, num_vertices):
        """Preallocate space for vertices before loading data to the mesh.

        This way we can create the array before we fill it. This method will reserve
        `num_vertices` amount of space for vertices. It deletes any existing normals
        and indices but does not reserve space for them.

        :param num_vertices: Number of verts to be reserved.
        """

        self._vertices = numpy.zeros((num_vertices, 3), dtype=numpy.float32)
        self._normals = None
        self._indices = None

        self._vertex_count = 0
        self._face_count = 0

    def reserveFaceAndVertexCount(self, num_faces, num_vertices):
        """Set the amount of faces and vertices before loading data to the mesh.

        This way we can create the array before we fill it. This method will reserve
        `num_vertices` amount of space for vertices, `num_vertices` amount of space
        for colors and `num_faces` amount of space for indices.

        :param num_faces: Number of faces for which memory must be reserved.
        :param num_vertices: Number of vertices for which memory must be reserved.
        """

        if not isinstance(num_faces, (numbers.Integral, numpy.integer)):
            Logger.log("w", "Had to convert %s 'num_faces' with int(): %s -> %s ", type(num_faces), num_faces, int(num_faces))
            num_faces = int(num_faces)
        if not isinstance(num_vertices, (numbers.Integral, numpy.integer)):
            Logger.log("w", "Had to convert %s 'num_vertices' with int(): %s -> %s ", type(num_vertices), num_vertices, int(num_vertices))
            num_vertices = int(num_vertices)

        self._vertices = numpy.zeros((num_vertices, 3), dtype = numpy.float32)
        self._colors = numpy.zeros((num_vertices, 4), dtype = numpy.float32)
        self._indices = numpy.zeros((num_faces, 3), dtype = numpy.int32)

        self._vertex_count = 0
        self._face_count = 0

    def addVertex(self, x: float, y: float, z: float) -> None:
        """Add a vertex to the mesh.

        :param x: x coordinate of vertex.
        :param y: y coordinate of vertex.
        :param z: z coordinate of vertex.
        """

        if self._vertices is None:
            self._vertices = numpy.zeros((10, 3), dtype = numpy.float32)

        if len(self._vertices) == self._vertex_count:
            self._vertices.resize((self._vertex_count * 2, 3), refcheck = False)  # Disabling refcheck allows PyCharm's debugger to use this array.

        self._vertices[self._vertex_count, 0] = x
        self._vertices[self._vertex_count, 1] = y
        self._vertices[self._vertex_count, 2] = z
        self._vertex_count += 1

    def addVertexWithNormal(self, x, y, z, nx, ny, nz):
        """Add a vertex to the mesh.

        :param x: x coordinate of vertex.
        :param y: y coordinate of vertex.
        :param z: z coordinate of vertex.
        :param nx: x part of normal.
        :param ny: y part of normal.
        :param nz: z part of normal.
        """

        if self._vertices is None:
            self._vertices = numpy.zeros((10, 3), dtype = numpy.float32)

        if self._normals is None:  # Specific case, reserve vert count does not reserve size for normals
            self._normals = numpy.zeros((10, 3), dtype = numpy.float32)

        if len(self._vertices) == self._vertex_count:
            self._vertices.resize((self._vertex_count * 2, 3), refcheck = False)  # Disabling refcheck allows PyCharm's debugger to use this array.

        if self._normals is None:
            self._normals = numpy.zeros((self._vertex_count, 3), dtype = numpy.float32)

        if len(self._normals) == self._vertex_count:
            self._normals.resize((self._vertex_count * 2, 3), refcheck = False)  # Disabling refcheck allows PyCharm's debugger to use this array.

        self._vertices[self._vertex_count, 0] = x
        self._vertices[self._vertex_count, 1] = y
        self._vertices[self._vertex_count, 2] = z
        self._normals[self._vertex_count, 0] = nx
        self._normals[self._vertex_count, 1] = ny
        self._normals[self._vertex_count, 2] = nz
        self._vertex_count += 1

    def addFaceByPoints(self, x0, y0, z0, x1, y1, z1, x2, y2, z2):
        """Add a face by providing three verts.

        :param x0: x coordinate of first vertex.
        :param y0: y coordinate of first vertex.
        :param z0: z coordinate of first vertex.
        :param x1: x coordinate of second vertex.
        :param y1: y coordinate of second vertex.
        :param z1: z coordinate of second vertex.
        :param x2: x coordinate of third vertex.
        :param y2: y coordinate of third vertex.
        :param z2: z coordinate of third vertex.
        """

        if self._indices is None:
            self._indices = numpy.zeros((10, 3), dtype = numpy.int32)

        if len(self._indices) == self._face_count:
            self._indices.resize((self._face_count * 2, 3), refcheck = False)  # Disabling refcheck allows PyCharm's debugger to use this array.

        self._indices[self._face_count, 0] = self._vertex_count
        self._indices[self._face_count, 1] = self._vertex_count + 1
        self._indices[self._face_count, 2] = self._vertex_count + 2
        self._face_count += 1

        self.addVertex(x0, y0, z0)
        self.addVertex(x1, y1, z1)
        self.addVertex(x2, y2, z2)

    def addFaceWithNormals(self,x0, y0, z0, nx0, ny0, nz0, x1, y1, z1, nx1, ny1, nz1, x2, y2, z2, nx2, ny2, nz2):
        """Add a face by providing three vertices and the normals that go with those vertices.

        :param x0: The X coordinate of the first vertex.
        :param y0: The Y coordinate of the first vertex.
        :param z0: The Z coordinate of the first vertex.
        :param nx0: The X coordinate of the normal of the first vertex.
        :param ny0: The Y coordinate of the normal of the first vertex.
        :param nz0: The Z coordinate of the normal of the first vertex.

        :param x1: The X coordinate of the second vertex.
        :param y1: The Y coordinate of the second vertex.
        :param z1: The Z coordinate of the second vertex.
        :param nx1: The X coordinate of the normal of the second vertex.
        :param ny1: The Y coordinate of the normal of the second vertex.
        :param nz1: The Z coordinate of the normal of the second vertex.

        :param x2: The X coordinate of the third vertex.
        :param y2: The Y coordinate of the third vertex.
        :param z2: The Z coordinate of the third vertex.
        :param nx2: The X coordinate of the normal of the third vertex.
        :param ny2: The Y coordinate of the normal of the third vertex.
        :param nz2: The Z coordinate of the normal of the third vertex.
        """

        if self._indices is None:
            self._indices = numpy.zeros((10, 3), dtype = numpy.int32)

        if len(self._indices) == self._face_count:
            self._indices.resize((self._face_count * 2, 3), refcheck = False)  # Disabling refcheck allows PyCharm's debugger to use this array.

        self._indices[self._face_count, 0] = self._vertex_count
        self._indices[self._face_count, 1] = self._vertex_count + 1
        self._indices[self._face_count, 2] = self._vertex_count + 2
        self._face_count += 1

        self.addVertexWithNormal(x0, y0, z0, nx0, ny0, nz0)
        self.addVertexWithNormal(x1, y1, z1, nx1, ny1, nz1)
        self.addVertexWithNormal(x2, y2, z2, nx2, ny2, nz2)

    def setVertexColor(self, index, color):
        """Sets the color for a vertex

        :param index: :type{int} the index of the vertex in the vertices array.
        :param color: :type{UM.Math.Color} the color of the vertex.
        """

        if self._colors is None:
            self._colors = numpy.zeros((10, 4), dtype = numpy.float32)

        if len(self._colors) < len(self._vertices):
            self._colors.resize((len(self._vertices), 4), refcheck = False)  # Disabling refcheck enables PyCharm's debugger to use this array.

        self._colors[index, 0] = color.r
        self._colors[index, 1] = color.g
        self._colors[index, 2] = color.b
        self._colors[index, 3] = color.a

    def setVertexUVCoordinates(self, index, u, v):
        if self._uvs is None:
            self._uvs = numpy.zeros((10, 2), dtype = numpy.float32)

        if len(self._uvs) < len(self._vertices):
            self._uvs.resize((len(self._vertices), 2), refcheck = False)  # Disabling refcheck enables PyCharm's debugger to use this array.

        self._uvs[index, 0] = u
        self._uvs[index, 1] = v

    def addVertices(self, vertices):
        if self._vertices is None:
            self._vertices = vertices
            self._vertex_count = len(vertices)
        else:
            self._vertices = numpy.concatenate((self._vertices[0:self._vertex_count], vertices))
            self._vertex_count += len(vertices)

    def addIndices(self, indices):
        if self._indices is None:
            self._indices = indices
            self._face_count = len(indices)
        else:
            self._indices = numpy.concatenate((self._indices[0:self._face_count], indices))
            self._face_count += len(indices)

    def addColors(self, colors):
        if self._colors is None:
            self._colors = colors
        else:
            self._colors = numpy.concatenate((self._colors[0:self._vertex_count], colors))

    def addFacesWithColor(self, vertices, indices, colors):
        """Add faces defined by indices into vertices with vetex colors defined by colors
        Assumes vertices and colors have the same length.

        :param vertices: is a numpy array where each row corresponds to a 3D point used to define the faces.
        :param indices: consists of row triplet indices into the input :p vertices to build up the triangular faces.
        :param colors: defines the color of each vertex in :p vertices.
        """

        if len(self._indices) < self._face_count + len(indices) or len(self._colors) < self._vertex_count + len(colors) or len(self._vertices) < self._vertex_count + len(vertices):
            Logger.log("w", "Insufficient size of mesh_data: f_c: %s, v_c: %s, _in_l: %s, in_l: %s, _co_l: %s, co_l: %s, _ve_l: %s, ve_l: %s", self._face_count, self._vertex_count, len(self._indices), len(indices), len(self._colors), len(colors),len(self._vertices), len(vertices))
            return

        self._indices[self._face_count:(self._face_count + len(indices)), :] = self._vertex_count + indices 
        self._face_count += len(indices)

        end_index = self._vertex_count + len(vertices)    
        self._colors[self._vertex_count:end_index, :] = colors
        self._vertices[self._vertex_count:end_index, :] = vertices
        self._vertex_count += len(vertices)

    def setColors(self, colors):
        """
        :param colors: is a vertexCount by 4 numpy array with floats in range of 0 to 1.
        """

        self._colors = colors

    def calculateNormals(self, fast=False):
        """Calculate the normals of this mesh, assuming it was created by using addFace (eg; the verts are connected)

        Keyword arguments:
        - fast: A boolean indicating whether or not to use a fast method of normal calculation that assumes each triangle
        is stored as a set of three unique vertices.
        """

        if self._vertices is None:
            return

        if self.hasIndices() and not fast:
            self._normals = calculateNormalsFromIndexedVertices(self._vertices, self._indices, self._face_count)
        else:
            self._normals = calculateNormalsFromVertices(self._vertices, self._vertex_count)

    def addLine(self, v0, v1, color = None):
        """Adds a 3-dimensional line to the mesh of this mesh builder.

        :param v0: One endpoint of the line to add.
        :param v1: The other endpoint of the line to add.
        :param color: (Optional) The colour of the line, if any. If no colour is
        provided, the colour is determined by the shader.
        """

        self.addVertex(v0.x, v0.y, v0.z)
        self.addVertex(v1.x, v1.y, v1.z)

        if color: #Add colours to the vertices, if we have them.
            self.setVertexColor(self.getVertexCount() - 2, color)
            self.setVertexColor(self.getVertexCount() - 1, color)

    def addFace(self, v0, v1, v2, normal = None, color = None):
        """Adds a triangle to the mesh of this mesh builder.

        :param v0: The first corner of the triangle.
        :param v1: The second corner of the triangle.
        :param v2: The third corner of the triangle.
        :param normal: (Optional) The normal vector for the triangle. If no
        normal vector is provided, it will be calculated automatically.
        :param color: (Optional) The colour for the triangle. If no colour is
        provided, the colour is determined by the shader.
        """

        if normal:
            self.addFaceWithNormals(
                                v0.x, v0.y, v0.z,
                                normal.x, normal.y, normal.z,
                                v1.x, v1.y, v1.z,
                                normal.x, normal.y, normal.z,
                                v2.x, v2.y, v2.z,
                                normal.x, normal.y, normal.z
                            )
        else:
            self.addFaceByPoints(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, v2.x, v2.y, v2.z) #Computes the normal by itself.

        if color: #Add colours to the vertices if we have them.
            self.setVertexColor(self.getVertexCount() - 3, color)
            self.setVertexColor(self.getVertexCount() - 2, color)
            self.setVertexColor(self.getVertexCount() - 1, color)

    def addQuad(self, v0, v1, v2, v3, normal = None, color = None):
        """Add a quadrilateral to the mesh of this mesh builder.

        The quadrilateral will be constructed as two triangles. v0 and v2 are
        the two vertices across the diagonal of the quadrilateral.

        :param v0: The first corner of the quadrilateral.
        :param v1: The second corner of the quadrilateral.
        :param v2: The third corner of the quadrilateral.
        :param v3: The fourth corner of the quadrilateral.
        :param normal: (Optional) The normal vector for the quadrilateral. Both
        triangles will get the same normal vector, if provided. If no normal
        vector is provided, the normal vectors for both triangles are computed
        automatically.
        :param color: (Optional) The colour for the quadrilateral. If no colour
        is provided, the colour is determined by the shader.
        """

        self.addFace(v0, v2, v1,
            color = color,
            normal = normal
        )
        self.addFace(v0, v3, v2, #v0 and v2 are shared with the other triangle!
            color = color,
            normal = normal
        )

    def addCube(self, width, height, depth, center = Vector(0, 0, 0), color = None):
        """Add a rectangular cuboid to the mesh of this mesh builder.

        A rectangular cuboid is a square block with arbitrary width, height and
        depth.

        :param width: The size of the rectangular cuboid in the X dimension.
        :param height: The size of the rectangular cuboid in the Y dimension.
        :param depth: The size of the rectangular cuboid in the Z dimension.
        :param center: (Optional) The position of the centre of the rectangular
        cuboid in space. If not provided, the cuboid is placed at the coordinate
        origin.
        :param color: (Optional) The colour for the rectangular cuboid. If no
        colour is provided, the colour is determined by the shader.
        """

        #Compute the actual positions of the planes.
        minW = -width / 2 + center.x
        maxW = width / 2 + center.x
        minH = -height / 2 + center.y
        maxH = height / 2 + center.y
        minD = -depth / 2 + center.z
        maxD = depth / 2 + center.z

        start = self.getVertexCount()

        verts = numpy.asarray([ #All 8 corners.
            [minW, minH, maxD],
            [minW, maxH, maxD],
            [maxW, maxH, maxD],
            [maxW, minH, maxD],
            [minW, minH, minD],
            [minW, maxH, minD],
            [maxW, maxH, minD],
            [maxW, minH, minD],
        ], dtype=numpy.float32)
        self.addVertices(verts)

        indices = numpy.asarray([ #All 6 quads (12 triangles).
            [start, start + 2, start + 1],
            [start, start + 3, start + 2],

            [start + 3, start + 7, start + 6],
            [start + 3, start + 6, start + 2],

            [start + 7, start + 5, start + 6],
            [start + 7, start + 4, start + 5],

            [start + 4, start + 1, start + 5],
            [start + 4, start + 0, start + 1],

            [start + 1, start + 6, start + 5],
            [start + 1, start + 2, start + 6],

            [start + 0, start + 7, start + 3],
            [start + 0, start + 4, start + 7]
        ], dtype=numpy.int32)
        self.addIndices(indices)

        if color: #If we have a colour, add a colour to all of the vertices.
            vertex_count = self.getVertexCount()
            for i in range(1, 9):
                self.setVertexColor(vertex_count - i, color)

    def addArc(self, radius, axis, angle = math.pi * 2, center = Vector(0, 0, 0), sections = 32, color = None):
        """Add an arc to the mesh of this mesh builder.

        An arc is a curve that is also a segment of a circle.

        :param radius: The radius of the circle this arc is a segment of.
        :param axis: The axis perpendicular to the plane on which the arc lies.
        :param angle: (Optional) The length of the arc, in radians. If not
        provided, the entire circle is used (2 pi).
        :param center: (Optional) The position of the centre of the arc in space.
        If no position is provided, the arc is centred around the coordinate
        origin.
        :param sections: (Optional) The resolution of the arc. The arc is
        approximated by this number of line segments.
        :param color: (Optional) The colour for the arc. If no colour is
        provided, the colour is determined by the shader.
        """

        #We'll compute the vertices of the arc by computing an initial point and
        #rotating the initial point with a rotation matrix.
        if axis == Vector.Unit_Y:
            start = axis.cross(Vector.Unit_X).normalized() * radius
        else:
            start = axis.cross(Vector.Unit_Y).normalized() * radius

        angle_increment = angle / sections
        current_angle = 0

        point = start + center
        m = Matrix()
        while current_angle <= angle: #Add each of the vertices.
            self.addVertex(point.x, point.y, point.z)
            current_angle += angle_increment
            m.setByRotationAxis(current_angle, axis)
            point = start.multiply(m) + center #Get the next vertex by rotating the start position with a matrix.
            self.addVertex(point.x, point.y, point.z)

            if color: #If we have a colour, add that colour to the new vertex.
                self.setVertexColor(self.getVertexCount() - 2, color)
                self.setVertexColor(self.getVertexCount() - 1, color)

    def addDonut(self, inner_radius, outer_radius, width, center = Vector(0, 0, 0), sections = 32, color = None, angle = 0, axis = Vector.Unit_Y):
        """Adds a torus to the mesh of this mesh builder.

        The torus is the shape of a doughnut. This doughnut is delicious and
        moist, but not very healthy.

        :param inner_radius: The radius of the hole inside the torus. Must be
        smaller than outer_radius.
        :param outer_radius: The radius of the outside of the torus. Must be
        larger than inner_radius.
        :param width: The radius of the torus in perpendicular direction to its
        perimeter. This is the "thickness".
        :param center: (Optional) The position of the centre of the torus. If no
        position is provided, the torus will be centred around the coordinate
        origin.
        :param sections: (Optional) The resolution of the torus in the
        circumference. The resolution of the intersection of the torus cannot be
        changed.
        :param color: (Optional) The colour of the torus. If no colour is
        provided, a colour will be determined by the shader.
        :param angle: (Optional) An angle of rotation to rotate the torus by, in
        radians.
        :param axis: (Optional) An axis of rotation to rotate the torus around.
        If no axis is provided and the angle of rotation is nonzero, the torus
        will be rotated around the Y-axis.
        """

        vertices = []
        indices = []
        colors = []

        start = self.getVertexCount() #Starting index.

        for i in range(sections):
            v1 = start + i * 3 #Indices for each of the vertices we'll add for this section.
            v2 = v1 + 1
            v3 = v1 + 2
            v4 = v1 + 3
            v5 = v1 + 4
            v6 = v1 + 5

            if i+1 >= sections: # connect the end to the start
                v4 = start
                v5 = start + 1
                v6 = start + 2

            theta = i * math.pi / (sections / 2) #Angle of this piece around torus perimeter.
            c = math.cos(theta) #X-coordinate around torus perimeter.
            s = math.sin(theta) #Y-coordinate around torus perimeter.

            #One vertex on the inside perimeter, two on the outside perimiter (up and down).
            vertices.append( [inner_radius * c, inner_radius * s, 0] )
            vertices.append( [outer_radius * c, outer_radius * s, width] )
            vertices.append( [outer_radius * c, outer_radius * s, -width] )

            #Connect the vertices to the next segment.
            indices.append( [v1, v4, v5] )
            indices.append( [v2, v1, v5] )

            indices.append( [v2, v5, v6] )
            indices.append( [v3, v2, v6] )

            indices.append( [v3, v6, v4] )
            indices.append( [v1, v3, v4] )

            if color: #If we have a colour, add it to the vertices.
                colors.append( [color.r, color.g, color.b, color.a] )
                colors.append( [color.r, color.g, color.b, color.a] )
                colors.append( [color.r, color.g, color.b, color.a] )

        #Rotate the resulting torus around the specified axis.
        matrix = Matrix()
        matrix.setByRotationAxis(angle, axis)
        vertices = numpy.asarray(vertices, dtype = numpy.float32)
        vertices = vertices.dot(matrix.getData()[0:3, 0:3])
        vertices[:] += center.getData() #And translate to the desired position.

        self.addVertices(vertices)
        self.addIndices(numpy.asarray(indices, dtype = numpy.int32))
        self.addColors(numpy.asarray(colors, dtype = numpy.float32))

    def addPyramid(self, width, height, depth, angle = 0, axis = Vector.Unit_Y, center = Vector(0, 0, 0), color = None):
        """Adds a pyramid to the mesh of this mesh builder.

        :param width: The width of the base of the pyramid.
        :param height: The height of the pyramid (from base to notch).
        :param depth: The depth of the base of the pyramid.
        :param angle: (Optional) An angle of rotation to rotate the pyramid by,
        in degrees.
        :param axis: (Optional) An axis of rotation to rotate the pyramid around.
        If no axis is provided and the angle of rotation is nonzero, the pyramid
        will be rotated around the Y-axis.
        :param center: (Optional) The position of the centre of the base of the
        pyramid. If not provided, the pyramid will be placed on the coordinate
        origin.
        :param color: (Optional) The colour of the pyramid. If no colour is
        provided, a colour will be determined by the shader.
        """

        angle = math.radians(angle)

        minW = -width / 2
        maxW = width / 2
        minD = -depth / 2
        maxD = depth / 2

        start = self.getVertexCount() #Starting index.

        matrix = Matrix()
        matrix.setByRotationAxis(angle, axis)
        verts = numpy.asarray([ #All 5 vertices of the pyramid.
            [minW, 0, maxD],
            [maxW, 0, maxD],
            [minW, 0, minD],
            [maxW, 0, minD],
            [0, height, 0]
        ], dtype = numpy.float32)
        verts = verts.dot(matrix.getData()[0:3,0:3]) #Rotate the pyramid around the axis.
        verts[:] += center.getData()
        self.addVertices(verts)

        indices = numpy.asarray([ #Connect the vertices to each other (6 triangles).
            [start, start + 1, start + 4], #The four sides of the pyramid.
            [start + 1, start + 3, start + 4],
            [start + 3, start + 2, start + 4],
            [start + 2, start, start + 4],
            [start, start + 3, start + 1], #The base of the pyramid.
            [start, start + 2, start + 3]
        ], dtype = numpy.int32)
        self.addIndices(indices)

        if color: #If we have a colour, add the colour to each of the vertices.
            vertex_count = self.getVertexCount()
            for i in range(1, 6):
                self.setVertexColor(vertex_count - i, color)

    def addConvexPolygon(self, hull_points, height, color=None):
        """Create a mesh from points that represent a convex hull.
        :param hull_points: list of xy values
        :param height: the opengl y position of the generated mesh
        :return: success
        """

        # Input checking.
        if len(hull_points) < 3:
            return False

        point_first = Vector(hull_points[0][0], height, hull_points[0][1])
        point_previous = Vector(hull_points[1][0], height, hull_points[1][1])
        for point in hull_points[2:]:  # Add the faces in the order of a triangle fan.
            point_new = Vector(point[0], height, point[1])
            normal = (point_previous - point_first).cross(point_new - point_first)

            self.addFace(point_first, point_previous, point_new, color = color, normal = normal)
            point_previous = point_new  # Prepare point_previous for the next triangle.

        return True

    def addConvexPolygonExtrusion(self, xy_points, y0, y1, color=None):
        """Create an extrusion from xy coordinates that represent a convex polygon.
        :param xy_points: list of xy values
        :param y0: opengl y location 0
        :param y1: opengl y location 1
        :return: success
        """

        if len(xy_points) < 3:
            return False

        # Bottom faces
        if not self.addConvexPolygon(xy_points, y0, color=color):
            return False
        # Top faces
        if not self.addConvexPolygon(xy_points[::-1], y1, color=color):
            return False
        # Side faces.
        for idx in range(len(xy_points)-1):
            point0 = xy_points[idx]
            point1 = xy_points[idx+1]
            v0 = Vector(point0[0], y0, point0[1])
            v1 = Vector(point1[0], y0, point1[1])
            v2 = Vector(point1[0], y1, point1[1])
            v3 = Vector(point0[0], y1, point0[1])

            normal = (v1 - v0).cross(v2 - v0)

            self.addQuad(v0, v1, v2, v3, color = color, normal = normal)
        # Last face from first point to last point
        last_point = xy_points[-1]
        first_point = xy_points[0]
        v0 = Vector(last_point[0], y0, last_point[1])
        v1 = Vector(first_point[0], y0, first_point[1])
        v2 = Vector(first_point[0], y1, first_point[1])
        v3 = Vector(last_point[0], y1, last_point[1])

        normal = (v1 - v0).cross(v2 - v0)

        self.addQuad(v0, v1, v2, v3, color = color, normal = normal)

        return True