90 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| # Blender.Geometry module and its subtypes
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| 
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| """
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| The Blender.Geometry submodule.
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| 
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| Geometry
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| ========
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| 
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| This new module provides access to a geometry function.
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| """
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| 
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| def PolyFill(polylines):
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| 	"""
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| 	Takes a list of polylines and calculates triangles that would fill in the polylines.
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| 	Multiple lines can be used to make holes inside a polyline, or fill in 2 seperate lines at once.
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| 	@type polylines: List of lists containing vectors, each representing a closed polyline.
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| 	@rtype: list
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| 	@return: a list if tuples each a tuple of 3 ints representing a triangle indexing the points given.
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| 	@note: 2D Vectors will have an assumed Z axis of zero, 4D Vectors W axis is ignored.
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| 	@note: The order of points in a polyline effect the direction returned triangles face, reverse the order of a polyline to flip the normal of returned faces.
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| 
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| 	I{B{Example:}}
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| 
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| 	The example below creates 2 polylines and fills them in with faces, then makes a mesh in the current scene::
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| 		import Blender
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| 		Vector= Blender.Mathutils.Vector
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| 
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| 		# Outline of 5 points
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| 		polyline1= [Vector(-2.0, 1.0, 1.0), Vector(-1.0, 2.0, 1.0), Vector(1.0, 2.0, 1.0), Vector(1.0, -1.0, 1.0), Vector(-1.0, -1.0, 1.0)]
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| 		polyline2= [Vector(-1, 1, 1.0), Vector(0, 1, 1.0), Vector(0, 0, 1.0), Vector(-1.0, 0.0, 1.0)]
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| 		fill= Blender.Geometry.PolyFill([polyline1, polyline2])
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| 
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| 		# Make a new mesh and add the truangles into it
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| 		me= Blender.Mesh.New()
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| 		me.verts.extend(polyline1)
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| 		me.verts.extend(polyline2)
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| 		me.faces.extend(fill) # Add the faces, they reference the verts in polyline 1 and 2
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| 
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| 		scn = Blender.Scene.GetCurrent()
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| 		ob = scn.objects.new(me)
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| 		Blender.Redraw()
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| 	"""
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| 
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| def LineIntersect2D(vec1, vec2, vec3, vec4):
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| 	"""
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| 	Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.
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| 	@rtype: Vector
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| 	@return: a 2D Vector for the intersection or None where there is no intersection.
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| 	"""
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| 
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| def PointInTriangle2D(pt, tri_pt1, tri_pt2, tri_pt3):
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| 	"""
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| 	Takes 4 vectors (one for the test point and 3 for the triangle)
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| 	This is a 2d function so only X and Y are used, Z and W will be ignored.
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| 	@rtype: bool
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| 	@return: True or False depending on the points intersection.
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| 	"""
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| 
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| def BoxPack2D(boxlist):
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| 	"""
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| 	Takes a list of 2D boxes and packs them into a square.
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| 	Each box in boxlist must be a list of at least 4 items - [x,y,w,h], after running this script,
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| 	the X and Y values in each box will be moved to packed, non overlapping locations.
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| 	
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| 	Example::
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| 
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| 		# Make 500 random boxes, pack them and make a mesh from it
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| 		from Blender import Geometry, Scene, Mesh
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| 		import random
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| 		boxes = []
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| 		for i in xrange(500):
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| 			boxes.append( [0,0, random.random()+0.1, random.random()+0.1] )
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| 		boxsize = Geometry.BoxPack2D(boxes)
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| 		print 'BoxSize', boxsize
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| 		me = Mesh.New()
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| 		for x in boxes:
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| 			me.verts.extend([(x[0],x[1], 0), (x[0],x[1]+x[3], 0), (x[0]+x[2],x[1]+x[3], 0), (x[0]+x[2],x[1], 0) ])
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| 			v1= me.verts[-1]
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| 			v2= me.verts[-2]
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| 			v3= me.verts[-3]
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| 			v4= me.verts[-4]
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| 			me.faces.extend([(v1,v2,v3,v4)])
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| 		scn = Scene.GetCurrent()
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| 		scn.objects.new(me)
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| 	
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| 	@note: Each boxlist item can be longer then 4, the extra items are ignored and stay untouched.
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| 	@rtype: tuple
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| 	@return: a tuple pair - (width, height) of all the packed boxes.
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| 	"""
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| 	 |