add ported 3d spinning object app

sammachin-gprs
James Smith 2018-09-02 16:14:24 +01:00
parent 627ab26fc3
commit c58c9f7cc0
No known key found for this signature in database
GPG Key ID: BF20545FD5122D5D
8 changed files with 675 additions and 0 deletions

50
3dspin/coriolis.obj Normal file
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# Exported from Wings 3D 1.5.4
mtllib coriolis.mtl
o Cube1
#12 vertices, 14 faces
v -1.00000000 -1.00000000 0.0000000e+0
v -1.00000000 0.0000000e+0 -1.00000000
v 0.0000000e+0 -1.00000000 -1.00000000
v -1.00000000 0.0000000e+0 1.00000000
v 0.0000000e+0 -1.00000000 1.00000000
v 0.0000000e+0 1.00000000 -1.00000000
v -1.00000000 1.00000000 0.0000000e+0
v 0.0000000e+0 1.00000000 1.00000000
v 1.00000000 -1.00000000 0.0000000e+0
v 1.00000000 0.0000000e+0 -1.00000000
v 1.00000000 0.0000000e+0 1.00000000
v 1.00000000 1.00000000 0.0000000e+0
v 0.2 0.1 1.01
v 0.2 -0.1 1.01
v -0.2 -0.1 1.01
v -0.2 0.1 1.01
vn -0.70710678 -0.70710678 0.0000000e+0
vn -0.70710678 0.0000000e+0 -0.70710678
vn 0.0000000e+0 -0.70710678 -0.70710678
vn -0.70710678 0.0000000e+0 0.70710678
vn 0.0000000e+0 -0.70710678 0.70710678
vn 0.0000000e+0 0.70710678 -0.70710678
vn -0.70710678 0.70710678 0.0000000e+0
vn 0.0000000e+0 0.70710678 0.70710678
vn 0.70710678 -0.70710678 0.0000000e+0
vn 0.70710678 0.0000000e+0 -0.70710678
vn 0.70710678 0.0000000e+0 0.70710678
vn 0.70710678 0.70710678 0.0000000e+0
g Cube1_default
usemtl default
s 1
f 1//1 2//2 3//3
f 1//1 4//4 7//7 2//2
f 1//1 5//5 4//4
f 2//2 6//6 10//10 3//3
f 2//2 7//7 6//6
f 3//3 9//9 5//5 1//1
f 3//3 10//10 9//9
f 4//4 8//8 7//7
f 5//5 9//9 11//11
f 5//5 11//11 8//8 4//4
f 6//6 12//12 10//10
f 7//7 8//8 12//12 6//6
f 8//8 11//11 12//12
f 10//10 12//12 11//11 9//9
f 16 15 14 13

29
3dspin/cube.obj Normal file
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# Exported from Wings 3D 1.5.4
mtllib cube.mtl
o Cube1
#8 vertices, 6 faces
v -1.00000000 -1.00000000 -1.00000000
v -1.00000000 -1.00000000 1.00000000
v -1.00000000 1.00000000 -1.00000000
v -1.00000000 1.00000000 1.00000000
v 1.00000000 -1.00000000 -1.00000000
v 1.00000000 -1.00000000 1.00000000
v 1.00000000 1.00000000 -1.00000000
v 1.00000000 1.00000000 1.00000000
vn -0.57735027 -0.57735027 -0.57735027
vn -0.57735027 -0.57735027 0.57735027
vn -0.57735027 0.57735027 -0.57735027
vn -0.57735027 0.57735027 0.57735027
vn 0.57735027 -0.57735027 -0.57735027
vn 0.57735027 -0.57735027 0.57735027
vn 0.57735027 0.57735027 -0.57735027
vn 0.57735027 0.57735027 0.57735027
g Cube1_default
usemtl default
s 1
f 1//1 5//5 6//6 2//2
f 2//2 4//4 3//3 1//1
f 2//2 6//6 8//8 4//4
f 3//3 7//7 5//5 1//1
f 4//4 8//8 7//7 3//3
f 5//5 7//7 8//8 6//6

59
3dspin/dodecahedron.obj Normal file
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# Exported from Wings 3D 1.5.4
mtllib dodecahedron.mtl
o dodecahedron1
#20 vertices, 12 faces
v -0.50000000 0.0000000e+0 1.30901699
v 0.50000000 0.0000000e+0 1.30901699
v -0.80901699 -0.80901699 -0.80901699
v -0.80901699 -0.80901699 0.80901699
v -0.80901699 0.80901699 -0.80901699
v -0.80901699 0.80901699 0.80901699
v 0.80901699 -0.80901699 -0.80901699
v 0.80901699 -0.80901699 0.80901699
v 0.80901699 0.80901699 -0.80901699
v 0.80901699 0.80901699 0.80901699
v 1.30901699 0.50000000 0.0000000e+0
v 1.30901699 -0.50000000 0.0000000e+0
v -1.30901699 0.50000000 0.0000000e+0
v -1.30901699 -0.50000000 0.0000000e+0
v -0.50000000 0.0000000e+0 -1.30901699
v 0.50000000 0.0000000e+0 -1.30901699
v 0.0000000e+0 1.30901699 0.50000000
v 0.0000000e+0 1.30901699 -0.50000000
v 0.0000000e+0 -1.30901699 0.50000000
v 0.0000000e+0 -1.30901699 -0.50000000
vn -0.35682209 0.0000000e+0 0.93417236
vn 0.35682209 0.0000000e+0 0.93417236
vn -0.57735027 -0.57735027 -0.57735027
vn -0.57735027 -0.57735027 0.57735027
vn -0.57735027 0.57735027 -0.57735027
vn -0.57735027 0.57735027 0.57735027
vn 0.57735027 -0.57735027 -0.57735027
vn 0.57735027 -0.57735027 0.57735027
vn 0.57735027 0.57735027 -0.57735027
vn 0.57735027 0.57735027 0.57735027
vn 0.93417236 0.35682209 0.0000000e+0
vn 0.93417236 -0.35682209 0.0000000e+0
vn -0.93417236 0.35682209 0.0000000e+0
vn -0.93417236 -0.35682209 0.0000000e+0
vn -0.35682209 0.0000000e+0 -0.93417236
vn 0.35682209 0.0000000e+0 -0.93417236
vn 0.0000000e+0 0.93417236 0.35682209
vn 0.0000000e+0 0.93417236 -0.35682209
vn 0.0000000e+0 -0.93417236 0.35682209
vn 0.0000000e+0 -0.93417236 -0.35682209
g dodecahedron1_default
usemtl default
s 1
f 1//1 4//4 19//19 8//8 2//2
f 1//1 6//6 13//13 14//14 4//4
f 2//2 10//10 17//17 6//6 1//1
f 3//3 20//20 19//19 4//4 14//14
f 5//5 18//18 9//9 16//16 15//15
f 7//7 16//16 9//9 11//11 12//12
f 8//8 12//12 11//11 10//10 2//2
f 9//9 18//18 17//17 10//10 11//11
f 12//12 8//8 19//19 20//20 7//7
f 13//13 6//6 17//17 18//18 5//5
f 14//14 13//13 5//5 15//15 3//3
f 15//15 16//16 7//7 20//20 3//3

51
3dspin/icosahedron.obj Executable file
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# Exported from Wings 3D 1.5.4
mtllib icosahedron.mtl
o icosahedron1
#12 vertices, 20 faces
v 0.0000000e+0 1.90211303 0.0000000e+0
v 1.70130162 0.85065081 0.0000000e+0
v 0.52573111 0.85065081 1.61803399
v -1.37638192 0.85065081 1.00000000
v -1.37638192 0.85065081 -1.00000000
v 0.52573111 0.85065081 -1.61803399
v -1.70130162 -0.85065081 0.0000000e+0
v -0.52573111 -0.85065081 -1.61803399
v 1.37638192 -0.85065081 -1.00000000
v 1.37638192 -0.85065081 1.00000000
v -0.52573111 -0.85065081 1.61803399
v 0.0000000e+0 -1.90211303 0.0000000e+0
vn 2.7942283e-17 1.00000000 -1.3971142e-17
vn 0.89442719 0.44721360 0.0000000e+0
vn 0.27639320 0.44721360 0.85065081
vn -0.72360680 0.44721360 0.52573111
vn -0.72360680 0.44721360 -0.52573111
vn 0.27639320 0.44721360 -0.85065081
vn -0.89442719 -0.44721360 0.0000000e+0
vn -0.27639320 -0.44721360 -0.85065081
vn 0.72360680 -0.44721360 -0.52573111
vn 0.72360680 -0.44721360 0.52573111
vn -0.27639320 -0.44721360 0.85065081
vn -4.1913425e-17 -1.00000000 0.0000000e+0
g icosahedron1_default
usemtl default
s 1
f 1//1 3//3 2//2
f 1//1 4//4 3//3
f 1//1 5//5 4//4
f 1//1 6//6 5//5
f 2//2 6//6 1//1
f 2//2 9//9 6//6
f 2//2 10//10 9//9
f 3//3 10//10 2//2
f 3//3 11//11 10//10
f 4//4 11//11 3//3
f 5//5 7//7 4//4
f 5//5 8//8 7//7
f 6//6 8//8 5//5
f 6//6 9//9 8//8
f 7//7 11//11 4//4
f 7//7 12//12 11//11
f 8//8 12//12 7//7
f 9//9 12//12 8//8
f 10//10 12//12 9//9
f 11//11 12//12 10//10

359
3dspin/main.py Normal file
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"""3d rotating polyhedra. 2016 badge competition winner, ported for 2018!"""
___name___ = "3D Spin"
___license___ = "MIT"
___categories___ = ["Demo"]
___dependencies___ = ["app", "ugfx_helper", "random", "sleep", "buttons"]
import ugfx
from tilda import Buttons
import math
from uos import listdir
import time
# from imu import IMU
import gc
# import pyb
app_path = './3dspin'
from math import sqrt
class Vector3D:
def __init__(self, x=0.0, y=0.0, z=0.0):
self.x = x
self.y = y
self.z = z
def magnitude(self):
return sqrt(self.x*self.x+self.y*self.y+self.z*self.z)
def __sub__(self, v):
return Vector3D(self.x-v.x, self.y-v.y, self.z-v.z)
def normalize(self):
mag = self.magnitude()
if (mag > 0.0):
self.x /= mag
self.y /= mag
self.z /= mag
else:
raise Exception('*** Vector: error, normalizing zero vector! ***')
def cross(self, v): #cross product
return Vector3D(self.y*v.z-self.z*v.y, self.z*v.x-self.x*v.z, self.x*v.y-self.y*v.x)
#The layout of the matrix (row- or column-major) matters only when the user reads from or writes to the matrix (indexing). For example in the multiplication function we know that the first components of the Matrix-vectors need to be multiplied by the vector. The memory-layout is not important
class Matrix:
''' Column-major order '''
def __init__(self, createidentity=True):# (2,2) creates a 2*2 Matrix
# if rows < 2 or cols < 2:
# raise Exception('*** Matrix: error, getitem((row, col)), row, col problem! ***')
self.rows = 4
self.cols = 4
self.m = [[0.0]*self.rows for x in range(self.cols)]
#If quadratic matrix then create identity one
if createidentity:
for i in range(self.rows):
self.m[i][i] = 1.0
def mul(self, right):
if isinstance(right, Matrix):
r = Matrix(False)
for i in range(self.rows):
for j in range(right.cols):
for k in range(self.cols):
r.m[i][j] += self.m[i][k]*right.m[k][j]
return r
elif isinstance(right, Vector3D): #Translation: the last column of the matrix. Remains unchanged due to the the fourth coord of the vector (1).
# if self.cols == 4:
r = Vector3D()
addx = addy = addz = 0.0
if self.rows == self.cols == 4:
addx = self.m[0][3]
addy = self.m[1][3]
addz = self.m[2][3]
r.x = self.m[0][0]*right.x+self.m[0][1]*right.y+self.m[0][2]*right.z+addx
r.y = self.m[1][0]*right.x+self.m[1][1]*right.y+self.m[1][2]*right.z+addy
r.z = self.m[2][0]*right.x+self.m[2][1]*right.y+self.m[2][2]*right.z+addz
#In 3D game programming we use homogenous coordinates instead of cartesian ones in case of Vectors in order to be able to use them with a 4*4 Matrix. The 4th coord (w) is not included in the Vector-class but gets computed on the fly
w = self.m[3][0]*right.x+self.m[3][1]*right.y+self.m[3][2]*right.z+self.m[3][3]
if (w != 1 and w != 0):
r.x = r.x/w;
r.y = r.y/w;
r.z = r.z/w;
return r
else:
raise Exception('*** Matrix: error, matrix multiply with not matrix, vector or int or float! ***')
def loadObject(filename):
print(filename)
if (".obj" in filename):
loadObj(filename)
if (".dat" in filename):
loadDat(filename)
def loadDat(filename):
global obj_vertices
global obj_faces
obj_vertices = []
obj_faces = []
f = open(app_path + "/" + filename)
for line in f:
if line[:2] == "v ":
parts = line.split(" ")
obj_vertices.append(
Vector3D(
float(parts[1]),
float(parts[2]),
float(parts[3])
)
)
gc.collect()
elif line[:2] == "f ":
parts = line.split(" ")
face = []
for part in parts[1:]:
face.append(int(part.split("/",1)[0])-1)
obj_faces.append(face)
gc.collect()
f.close()
def loadObj(filename):
global obj_vertices
global obj_faces
obj_vertices = []
obj_faces = []
f = open(app_path + "/" + filename)
for line in f:
if line[:2] == "v ":
parts = line.split(" ")
obj_vertices.append(
Vector3D(
float(parts[1]),
float(parts[2]),
float(parts[3])
)
)
gc.collect()
elif line[:2] == "f ":
parts = line.split(" ")
face = []
for part in parts[1:]:
face.append(int(part.split("/",1)[0])-1)
obj_faces.append(face)
gc.collect()
f.close()
def toScreenCoords(pv):
px = int((pv.x+1)*0.5*240)
py = int((1-(pv.y+1)*0.5)*320)
return [px, py]
def createCameraMatrix(x,y,z):
camera_transform = Matrix()
camera_transform.m[0][3] = x
camera_transform.m[1][3] = y
camera_transform.m[2][3] = z
return camera_transform
def createProjectionMatrix(horizontal_fov, zfar, znear):
s = 1/(math.tan(math.radians(horizontal_fov/2)))
proj = Matrix()
proj.m[0][0] = s * (320/240) # inverse aspect ratio
proj.m[1][1] = s
proj.m[2][2] = -zfar/(zfar-znear)
proj.m[3][2] = -1.0
proj.m[2][3] = -(zfar*znear)/(zfar-znear)
return proj
def createRotationMatrix(x_rotation, y_rotation, z_rotation):
rot_x = Matrix()
rot_x.m[1][1] = rot_x.m[2][2] = math.cos(x_rotation)
rot_x.m[2][1] = math.sin(x_rotation)
rot_x.m[1][2] = -rot_x.m[2][1]
rot_y = Matrix()
rot_y.m[0][0] = rot_y.m[2][2] = math.cos(y_rotation)
rot_y.m[0][2] = math.sin(y_rotation)
rot_y.m[2][0] = -rot_y.m[0][2]
rot_z = Matrix()
rot_z.m[0][0] = rot_z.m[1][1] = math.cos(z_rotation)
rot_z.m[1][0] = math.sin(z_rotation)
rot_z.m[0][1] = -rot_z.m[1][0]
return rot_z.mul(rot_x).mul(rot_y)
def normal(face, vertices, normalize = True):
# Work out the face normal for lighting
normal = (vertices[face[1]]-vertices[face[0]]).cross(vertices[face[2]]-vertices[face[0]])
if normalize == True:
normal.normalize()
return normal
def clear_screen():
# Selectively clear the screen by re-rendering the previous frame in black
global last_polygons
global last_mode
for poly in last_polygons:
if last_mode == FLAT:
ugfx.fill_polygon(0,0, poly, ugfx.BLACK)
ugfx.polygon(0,0, poly, ugfx.BLACK)
def render(mode, rotation):
# Rotate all the vertices in one go
vertices = [rotation.mul(vertex) for vertex in obj_vertices]
# Calculate normal for each face (for lighting)
if mode == FLAT:
face_normal_zs = [normal(face, vertices).z for face in obj_faces]
# Project (with camera) all the vertices in one go as well
vertices = [camera_projection.mul(vertex) for vertex in vertices]
# Calculate projected normals for each face
if mode != WIREFRAME:
proj_normal_zs = [normal(face, vertices, False).z for face in obj_faces]
# Convert to screen coordinates all at once
# We could do this faster by only converting vertices that are
# in faces that will be need rendered, but it's likely that test
# would take longer.
vertices = [toScreenCoords(v) for v in vertices]
# Render the faces to the screen
vsync()
clear_screen()
global last_polygons
global last_mode
last_polygons = []
last_mode = mode
for index in range(len(obj_faces)):
# Only render things facing towards us (unless we're in wireframe mode)
if (mode == WIREFRAME) or (proj_normal_zs[index] > 0):
# Convert polygon
poly = [vertices[v] for v in obj_faces[index]]
# Calculate colour and render
ugcol = ugfx.WHITE
if mode == FLAT:
# Simple lighting calculation
colour5 = int(face_normal_zs[index] * 31)
colour6 = int(face_normal_zs[index] * 63)
# Create a 5-6-5 grey
ugcol = (colour5 << 11) | (colour6 << 5) | colour5
# Render polygon
ugfx.fill_polygon(0,0, poly, ugcol)
# Always draw the wireframe in the same colour to fill gaps left by the
# fill_polygon method
ugfx.polygon(0,0, poly, ugcol)
last_polygons.append(poly)
def vsync():
None
# while(tear.value() == 0):
# pass
# while(tear.value()):
# pass
def calculateRotation(smoothing, accelerometer):
# Keep a list of recent rotations to smooth things out
global x_rotation
global z_rotation
# First, pop off the oldest rotation
# if len(x_rotations) >= smoothing:
# x_rotations = x_rotations[1:]
# if len(z_rotations) >= smoothing:
# z_rotations = z_rotations[1:]
# Now append a new rotation
pi_2 = math.pi / 2
#x_rotations.append(-accelerometer['z'] * pi_2)
#z_rotations.append(accelerometer['x'] * pi_2)
# Calculate rotation matrix
return createRotationMatrix(
# this averaging isn't correct in the first <smoothing> frames, but who cares
math.radians(x_rotation),
math.radians(y_rotation),
math.radians(z_rotation)
)
print("Hello 3DSpin")
# Initialise hardware
ugfx.init()
ugfx.clear(ugfx.BLACK)
# imu=IMU()
# buttons.init()
# Enable tear detection for vsync
# ugfx.enable_tear()
# tear = pyb.Pin("TEAR", pyb.Pin.IN)
#ugfx.set_tear_line(1)
print("Graphics initalised")
# Set up static rendering matrices
camera_transform = createCameraMatrix(0, 0, -5.0)
proj = createProjectionMatrix(45.0, 100.0, 0.1)
camera_projection = proj.mul(camera_transform)
print("Camera initalised")
# Get the list of available objects, and load the first one
obj_vertices = []
obj_faces = []
print("available objects: {}", listdir(app_path))
objects = [x for x in listdir(app_path) if (((".obj" in x) | (".dat" in x)) & (x[0] != "."))]
selected = 0
loadObject(objects[selected])
print("loaded object {}", objects[selected])
# Set up rotation tracking arrays
x_rotation = 0
z_rotation = 0
y_rotation = 0
# Smooth rotations over 5 frames
smoothing = 5
# Rendering modes
BACKFACECULL = 1
FLAT = 2
WIREFRAME = 3
# Start with backface culling mode
mode = BACKFACECULL
last_polygons = []
last_mode = WIREFRAME
# Main loop
run = True
while run:
gc.collect()
# Render the scene
render(
mode,
calculateRotation(smoothing, None)
)
# Button presses
y_rotation += 5
x_rotation += 3
z_rotation += 1
if Buttons.is_pressed(Buttons.JOY_Left):
y_rotation -= 5
if Buttons.is_pressed(Buttons.JOY_Right):
y_rotation += 5
if Buttons.is_pressed(Buttons.JOY_Center):
y_rotation = 0
if Buttons.is_pressed(Buttons.BTN_B):
selected += 1
if selected >= len(objects):
selected = 0
loadObject(objects[selected])
time.sleep_ms(500) # Wait a while to avoid skipping ahead if the user still has the button down
if Buttons.is_pressed(Buttons.BTN_A):
mode += 1
if mode > 3:
mode = 1
time.sleep_ms(500) # Wait a while to avoid skipping ahead if the user still has the button down
if Buttons.is_pressed(Buttons.BTN_Menu):
run = False

27
3dspin/octohedron.obj Normal file
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@ -0,0 +1,27 @@
# Exported from Wings 3D 2.0.5
mtllib octohedron.mtl
o octahedron1
#6 vertices, 8 faces
v 2.00000000 0.0000000e+0 0.0000000e+0
v -2.00000000 0.0000000e+0 0.0000000e+0
v 0.0000000e+0 2.00000000 0.0000000e+0
v 0.0000000e+0 -2.00000000 0.0000000e+0
v 0.0000000e+0 0.0000000e+0 2.00000000
v 0.0000000e+0 0.0000000e+0 -2.00000000
vn 1.00000000 0.0000000e+0 0.0000000e+0
vn -1.00000000 0.0000000e+0 0.0000000e+0
vn 0.0000000e+0 1.00000000 0.0000000e+0
vn 0.0000000e+0 -1.00000000 0.0000000e+0
vn 0.0000000e+0 0.0000000e+0 1.00000000
vn 0.0000000e+0 0.0000000e+0 -1.00000000
g octahedron1_default
usemtl default
s 1
f 1//1 5//5 4//4
f 1//1 6//6 3//3
f 2//2 5//5 3//3
f 2//2 6//6 4//4
f 3//3 5//5 1//1
f 3//3 6//6 2//2
f 4//4 5//5 2//2
f 4//4 6//6 1//1

81
3dspin/octotoad.obj Normal file
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@ -0,0 +1,81 @@
# Exported from Wings 3D 2.0.5
mtllib octoad.mtl
o octotoad1
#24 vertices, 26 faces
v 1.66800000 0.55600000 0.55600000
v 1.66800000 0.55600000 -0.55600000
v 1.66800000 -0.55600000 0.55600000
v 1.66800000 -0.55600000 -0.55600000
v -1.66800000 0.55600000 0.55600000
v -1.66800000 0.55600000 -0.55600000
v -1.66800000 -0.55600000 0.55600000
v -1.66800000 -0.55600000 -0.55600000
v 0.55600000 1.66800000 0.55600000
v 0.55600000 1.66800000 -0.55600000
v 0.55600000 -1.66800000 0.55600000
v 0.55600000 -1.66800000 -0.55600000
v 0.55600000 0.55600000 1.66800000
v 0.55600000 0.55600000 -1.66800000
v 0.55600000 -0.55600000 1.66800000
v 0.55600000 -0.55600000 -1.66800000
v -0.55600000 1.66800000 0.55600000
v -0.55600000 1.66800000 -0.55600000
v -0.55600000 -1.66800000 0.55600000
v -0.55600000 -1.66800000 -0.55600000
v -0.55600000 0.55600000 1.66800000
v -0.55600000 0.55600000 -1.66800000
v -0.55600000 -0.55600000 1.66800000
v -0.55600000 -0.55600000 -1.66800000
vn 0.85476344 0.36700100 0.36700100
vn 0.85476344 0.36700100 -0.36700100
vn 0.85476344 -0.36700100 0.36700100
vn 0.85476344 -0.36700100 -0.36700100
vn -0.85476344 0.36700100 0.36700100
vn -0.85476344 0.36700100 -0.36700100
vn -0.85476344 -0.36700100 0.36700100
vn -0.85476344 -0.36700100 -0.36700100
vn 0.36700100 0.85476344 0.36700100
vn 0.36700100 0.85476344 -0.36700100
vn 0.36700100 -0.85476344 0.36700100
vn 0.36700100 -0.85476344 -0.36700100
vn 0.36700100 0.36700100 0.85476344
vn 0.36700100 0.36700100 -0.85476344
vn 0.36700100 -0.36700100 0.85476344
vn 0.36700100 -0.36700100 -0.85476344
vn -0.36700100 0.85476344 0.36700100
vn -0.36700100 0.85476344 -0.36700100
vn -0.36700100 -0.85476344 0.36700100
vn -0.36700100 -0.85476344 -0.36700100
vn -0.36700100 0.36700100 0.85476344
vn -0.36700100 0.36700100 -0.85476344
vn -0.36700100 -0.36700100 0.85476344
vn -0.36700100 -0.36700100 -0.85476344
g octotoad1_default
usemtl default
s 1
f 1//1 3//3 4//4 2//2
f 1//1 13//13 15//15 3//3
f 2//2 10//10 9//9 1//1
f 2//2 14//14 10//10
f 3//3 11//11 12//12 4//4
f 3//3 15//15 11//11
f 4//4 16//16 14//14 2//2
f 5//5 17//17 18//18 6//6
f 5//5 21//21 17//17
f 6//6 8//8 7//7 5//5
f 6//6 22//22 24//24 8//8
f 7//7 23//23 21//21 5//5
f 8//8 20//20 19//19 7//7
f 8//8 24//24 20//20
f 9//9 13//13 1//1
f 9//9 17//17 21//21 13//13
f 10//10 18//18 17//17 9//9
f 11//11 19//19 20//20 12//12
f 12//12 16//16 4//4
f 12//12 20//20 24//24 16//16
f 13//13 21//21 23//23 15//15
f 14//14 22//22 18//18 10//10
f 15//15 23//23 19//19 11//11
f 16//16 24//24 22//22 14//14
f 18//18 22//22 6//6
f 19//19 23//23 7//7

19
3dspin/tetrahedron.obj Normal file
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@ -0,0 +1,19 @@
# Exported from Wings 3D 1.5.4
mtllib tetrahedron.mtl
o tetrahedron1
#4 vertices, 4 faces
v 0.0000000e+0 1.08866211 0.0000000e+0
v 0.0000000e+0 -0.54433105 1.15470054
v -1.00000000 -0.54433105 -0.57735027
v 1.00000000 -0.54433105 -0.57735027
vn 0.0000000e+0 1.00000000 -1.1102230e-16
vn 0.0000000e+0 -0.33333333 0.94280904
vn -0.81649658 -0.33333333 -0.47140452
vn 0.81649658 -0.33333333 -0.47140452
g tetrahedron1_default
usemtl default
s 1
f 1//1 3//3 2//2
f 1//1 4//4 3//3
f 2//2 4//4 1//1
f 3//3 4//4 2//2