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@GPSalachs
Created April 25, 2018 11:32
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# Brick Dimensions
brick = brick3D('brick', lx, ly, lz) # lx,ly,lz come input
halfbrick = brick3D('brick', lx / 2, ly, lz)
bricky = brick3D('halfbrick', ly, lx, lz)
# --------------------------------------------#
# ------------------FACE 1--------------------#
# --------------------------------------------#
brick1 = brick
brick2 = halfbrick
z1 = 0.5 * brick.lz
first_blue=[]
first_red=[]
last_blue = []
last_red = []
for j1 in range(0, Height):
y1 = 0
if j1 % 2 == 0:
color = 'BLUEx'
x1 = 0
# Plain Bricks
for i1 in range(0, Base):
x1 += 0.5 * brick1.lx
body = brick1.rigidBrick(center=[x1, y1, z1], model=mod, material=mat, color=color)
bodies += body
first_blue.append(body)
last_blue.append(body)
x1 += 0.5 * brick1.lx + e_joint
first_brick = first_blue[-Base]
last_brick = last_blue[-2]
#point1.append(last_brick)
# Half Bricks
x1 += 0.5 * bricky.lx
body = bricky.rigidBrick(center=[x1, y1 + 0.5 * bricky.ly - 0.5 * brick.ly, z1], model=mod, material=mat,color=color)
bodies += body
x1 += 0.5 * brick2.lx + e_joint
if j1 % 2 != 0:
color = 'REDxx'
x1 = 0
# Half Bricks
x1 += 0.5 * bricky.lx
body = bricky.rigidBrick(center=[x1, y1 + 0.5 * bricky.ly - 0.5 * brick.ly, z1], model=mod, material=mat,color=color)
bodies += body
x1 += 0.5 * bricky.lx + e_joint
# Plain Bricks
for i1 in range(0, Base):
x1 += 0.5 * brick1.lx
body = brick1.rigidBrick(center=[x1, y1, z1], model=mod, material=mat, color=color)
bodies += body
first_red.append(body)
last_red.append(body)
x1 += 0.5 * brick1.lx + e_joint
first_brick = first_red[-Base]
last_brick = last_red[-2]
#point1.append(last_brick)
z1 += brick1.lz + e_joint
point1.append(first_brick)
point1.append(last_brick)
X = x1 - 0.5 * brick.ly
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