Added python func Blender.Geometry.LineIntersect2D(v1,v2,v3,v4)
updated archimap and cookie cutter to use it, removed python version from BPyMathutils archimap island merging is noticibly faster
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@@ -182,86 +182,3 @@ def convexHull(point_list_2d):
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# Concatenate both halfs and return.
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return [p[1] for ls in (upper, lower) for p in ls]
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SMALL_NUM = 0.000001
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def lineIntersect2D(v1a, v1b, v2a, v2b):
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'''
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Do 2 lines intersect, if so where.
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If there is an error, the retured X value will be None
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the y will be an error code- usefull when debugging.
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the first line is (v1a, v1b)
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the second is (v2a, v2b)
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by Campbell Barton
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This function accounts for all known cases of 2 lines ;)
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'''
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x1,y1= v1a.x, v1a.y
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x2,y2= v1b.x, v1b.y
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_x1,_y1= v2a.x, v2a.y
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_x2,_y2= v2b.x, v2b.y
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# Bounding box intersection first.
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if min(x1, x2) > max(_x1, _x2) or \
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max(x1, x2) < min(_x1, _x2) or \
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min(y1, y2) > max(_y1, _y2) or \
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max(y1, y2) < min(_y1, _y2):
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return None, 100 # Basic Bounds intersection TEST returns false.
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# are either of the segments points? Check Seg1
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if abs(x1 - x2) + abs(y1 - y2) <= SMALL_NUM:
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return None, 101
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# are either of the segments points? Check Seg2
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if abs(_x1 - _x2) + abs(_y1 - _y2) <= SMALL_NUM:
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return None, 102
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# Make sure the HOZ/Vert Line Comes first.
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if abs(_x1 - _x2) < SMALL_NUM or abs(_y1 - _y2) < SMALL_NUM:
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x1, x2, y1, y2, _x1, _x2, _y1, _y2 = _x1, _x2, _y1, _y2, x1, x2, y1, y2
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if abs(x2-x1) < SMALL_NUM: # VERTICLE LINE
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if abs(_x2-_x1) < SMALL_NUM: # VERTICLE LINE SEG2
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return None, 111 # 2 verticle lines dont intersect.
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elif abs(_y2-_y1) < SMALL_NUM:
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return x1, _y1 # X of vert, Y of hoz. no calculation.
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yi = ((_y1 / abs(_x1 - _x2)) * abs(_x2 - x1)) + ((_y2 / abs(_x1 - _x2)) * abs(_x1 - x1))
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if yi > max(y1, y2): # New point above seg1's vert line
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return None, 112
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elif yi < min(y1, y2): # New point below seg1's vert line
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return None, 113
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return x1, yi # Intersecting.
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if abs(y2-y1) < SMALL_NUM: # HOZ LINE
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if abs(_y2-_y1) < SMALL_NUM: # HOZ LINE SEG2
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return None, 121 # 2 hoz lines dont intersect.
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# Can skip vert line check for seg 2 since its covered above.
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xi = ((_x1 / abs(_y1 - _y2)) * abs(_y2 - y1)) + ((_x2 / abs(_y1 - _y2)) * abs(_y1 - y1))
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if xi > max(x1, x2): # New point right of seg1's hoz line
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return None, 112
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elif xi < min(x1, x2): # New point left of seg1's hoz line
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return None, 113
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return xi, y1 # Intersecting.
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# Accounted for hoz/vert lines. Go on with both anglular.
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b1 = (y2-y1)/(x2-x1)
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b2 = (_y2-_y1)/(_x2-_x1)
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a1 = y1-b1*x1
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a2 = _y1-b2*_x1
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if b1 - b2 == 0.0:
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return None, 200
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xi = - (a1-a2)/(b1-b2)
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yi = a1+b1*xi
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if (x1-xi)*(xi-x2) >= 0 and (_x1-xi)*(xi-_x2) >= 0 and (y1-yi)*(yi-y2) >= 0 and (_y1-yi)*(yi-_y2)>=0:
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return xi, yi
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else:
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return None, 300
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