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