blender-addons/curve_tools/curves.py

595 lines
20 KiB
Python

from . import mathematics
import bpy
class BezierPoint:
@staticmethod
def FromBlenderBezierPoint(blenderBezierPoint):
return BezierPoint(blenderBezierPoint.handle_left, blenderBezierPoint.co, blenderBezierPoint.handle_right)
def __init__(self, handle_left, co, handle_right):
self.handle_left = handle_left
self.co = co
self.handle_right = handle_right
def Copy(self):
return BezierPoint(self.handle_left.copy(), self.co.copy(), self.handle_right.copy())
def Reversed(self):
return BezierPoint(self.handle_right, self.co, self.handle_left)
def Reverse(self):
tmp = self.handle_left
self.handle_left = self.handle_right
self.handle_right = tmp
class BezierSegment:
@staticmethod
def FromBlenderBezierPoints(blenderBezierPoint1, blenderBezierPoint2):
bp1 = BezierPoint.FromBlenderBezierPoint(blenderBezierPoint1)
bp2 = BezierPoint.FromBlenderBezierPoint(blenderBezierPoint2)
return BezierSegment(bp1, bp2)
def Copy(self):
return BezierSegment(self.bezierPoint1.Copy(), self.bezierPoint2.Copy())
def Reversed(self):
return BezierSegment(self.bezierPoint2.Reversed(), self.bezierPoint1.Reversed())
def Reverse(self):
# make a copy, otherwise neighboring segment may be affected
tmp = self.bezierPoint1.Copy()
self.bezierPoint1 = self.bezierPoint2.Copy()
self.bezierPoint2 = tmp
self.bezierPoint1.Reverse()
self.bezierPoint2.Reverse()
def __init__(self, bezierPoint1, bezierPoint2):
# bpy.types.BezierSplinePoint
# ## NOTE/TIP: copy() helps with repeated (intersection) action -- ??
self.bezierPoint1 = bezierPoint1.Copy()
self.bezierPoint2 = bezierPoint2.Copy()
self.ctrlPnt0 = self.bezierPoint1.co
self.ctrlPnt1 = self.bezierPoint1.handle_right
self.ctrlPnt2 = self.bezierPoint2.handle_left
self.ctrlPnt3 = self.bezierPoint2.co
self.coeff0 = self.ctrlPnt0
self.coeff1 = self.ctrlPnt0 * (-3.0) + self.ctrlPnt1 * (+3.0)
self.coeff2 = self.ctrlPnt0 * (+3.0) + self.ctrlPnt1 * (-6.0) + self.ctrlPnt2 * (+3.0)
self.coeff3 = self.ctrlPnt0 * (-1.0) + self.ctrlPnt1 * (+3.0) + self.ctrlPnt2 * (-3.0) + self.ctrlPnt3
def CalcPoint(self, parameter = 0.5):
parameter2 = parameter * parameter
parameter3 = parameter * parameter2
rvPoint = self.coeff0 + self.coeff1 * parameter + self.coeff2 * parameter2 + self.coeff3 * parameter3
return rvPoint
def CalcDerivative(self, parameter = 0.5):
parameter2 = parameter * parameter
rvPoint = self.coeff1 + self.coeff2 * parameter * 2.0 + self.coeff3 * parameter2 * 3.0
return rvPoint
def CalcLength(self, nrSamples = 2):
nrSamplesFloat = float(nrSamples)
rvLength = 0.0
for iSample in range(nrSamples):
par1 = float(iSample) / nrSamplesFloat
par2 = float(iSample + 1) / nrSamplesFloat
point1 = self.CalcPoint(parameter = par1)
point2 = self.CalcPoint(parameter = par2)
diff12 = point1 - point2
rvLength += diff12.magnitude
return rvLength
#http://en.wikipedia.org/wiki/De_Casteljau's_algorithm
def CalcSplitPoint(self, parameter = 0.5):
par1min = 1.0 - parameter
bez00 = self.ctrlPnt0
bez01 = self.ctrlPnt1
bez02 = self.ctrlPnt2
bez03 = self.ctrlPnt3
bez10 = bez00 * par1min + bez01 * parameter
bez11 = bez01 * par1min + bez02 * parameter
bez12 = bez02 * par1min + bez03 * parameter
bez20 = bez10 * par1min + bez11 * parameter
bez21 = bez11 * par1min + bez12 * parameter
bez30 = bez20 * par1min + bez21 * parameter
bezPoint1 = BezierPoint(self.bezierPoint1.handle_left, bez00, bez10)
bezPointNew = BezierPoint(bez20, bez30, bez21)
bezPoint2 = BezierPoint(bez12, bez03, self.bezierPoint2.handle_right)
return [bezPoint1, bezPointNew, bezPoint2]
class BezierSpline:
@staticmethod
def FromSegments(listSegments):
rvSpline = BezierSpline(None)
rvSpline.segments = listSegments
return rvSpline
def __init__(self, blenderBezierSpline):
if not blenderBezierSpline is None:
if blenderBezierSpline.type != 'BEZIER':
print("## ERROR:", "blenderBezierSpline.type != 'BEZIER'")
raise Exception("blenderBezierSpline.type != 'BEZIER'")
if len(blenderBezierSpline.bezier_points) < 1:
if not blenderBezierSpline.use_cyclic_u:
print("## ERROR:", "len(blenderBezierSpline.bezier_points) < 1")
raise Exception("len(blenderBezierSpline.bezier_points) < 1")
self.bezierSpline = blenderBezierSpline
self.resolution = 12
self.isCyclic = False
if not self.bezierSpline is None:
self.resolution = self.bezierSpline.resolution_u
self.isCyclic = self.bezierSpline.use_cyclic_u
self.segments = self.SetupSegments()
def __getattr__(self, attrName):
if attrName == "nrSegments":
return len(self.segments)
if attrName == "bezierPoints":
rvList = []
for seg in self.segments: rvList.append(seg.bezierPoint1)
if not self.isCyclic: rvList.append(self.segments[-1].bezierPoint2)
return rvList
if attrName == "resolutionPerSegment":
try: rvResPS = int(self.resolution / self.nrSegments)
except: rvResPS = 2
if rvResPS < 2: rvResPS = 2
return rvResPS
if attrName == "length":
return self.CalcLength()
return None
def SetupSegments(self):
rvSegments = []
if self.bezierSpline is None: return rvSegments
nrBezierPoints = len(self.bezierSpline.bezier_points)
for iBezierPoint in range(nrBezierPoints - 1):
bezierPoint1 = self.bezierSpline.bezier_points[iBezierPoint]
bezierPoint2 = self.bezierSpline.bezier_points[iBezierPoint + 1]
rvSegments.append(BezierSegment.FromBlenderBezierPoints(bezierPoint1, bezierPoint2))
if self.isCyclic:
bezierPoint1 = self.bezierSpline.bezier_points[-1]
bezierPoint2 = self.bezierSpline.bezier_points[0]
rvSegments.append(BezierSegment.FromBlenderBezierPoints(bezierPoint1, bezierPoint2))
return rvSegments
def UpdateSegments(self, newSegments):
prevNrSegments = len(self.segments)
diffNrSegments = len(newSegments) - prevNrSegments
if diffNrSegments > 0:
newBezierPoints = []
for segment in newSegments: newBezierPoints.append(segment.bezierPoint1)
if not self.isCyclic: newBezierPoints.append(newSegments[-1].bezierPoint2)
self.bezierSpline.bezier_points.add(diffNrSegments)
for i, bezPoint in enumerate(newBezierPoints):
blBezPoint = self.bezierSpline.bezier_points[i]
blBezPoint.tilt = 0
blBezPoint.radius = 1.0
blBezPoint.handle_left_type = 'FREE'
blBezPoint.handle_left = bezPoint.handle_left
blBezPoint.co = bezPoint.co
blBezPoint.handle_right_type = 'FREE'
blBezPoint.handle_right = bezPoint.handle_right
self.segments = newSegments
else:
print("### WARNING: UpdateSegments(): not diffNrSegments > 0")
def Reversed(self):
revSegments = []
for iSeg in reversed(range(self.nrSegments)): revSegments.append(self.segments[iSeg].Reversed())
rvSpline = BezierSpline.FromSegments(revSegments)
rvSpline.resolution = self.resolution
rvSpline.isCyclic = self.isCyclic
return rvSpline
def Reverse(self):
revSegments = []
for iSeg in reversed(range(self.nrSegments)):
self.segments[iSeg].Reverse()
revSegments.append(self.segments[iSeg])
self.segments = revSegments
def CalcDivideResolution(self, segment, parameter):
if not segment in self.segments:
print("### WARNING: InsertPoint(): not segment in self.segments")
return None
iSeg = self.segments.index(segment)
dPar = 1.0 / self.nrSegments
splinePar = dPar * (parameter + float(iSeg))
res1 = int(splinePar * self.resolution)
if res1 < 2:
print("### WARNING: CalcDivideResolution(): res1 < 2 -- res1: %d" % res1, "-- setting it to 2")
res1 = 2
res2 = int((1.0 - splinePar) * self.resolution)
if res2 < 2:
print("### WARNING: CalcDivideResolution(): res2 < 2 -- res2: %d" % res2, "-- setting it to 2")
res2 = 2
return [res1, res2]
# return [self.resolution, self.resolution]
def CalcPoint(self, parameter):
nrSegs = self.nrSegments
segmentIndex = int(nrSegs * parameter)
if segmentIndex < 0: segmentIndex = 0
if segmentIndex > (nrSegs - 1): segmentIndex = nrSegs - 1
segmentParameter = nrSegs * parameter - segmentIndex
if segmentParameter < 0.0: segmentParameter = 0.0
if segmentParameter > 1.0: segmentParameter = 1.0
return self.segments[segmentIndex].CalcPoint(parameter = segmentParameter)
def CalcDerivative(self, parameter):
nrSegs = self.nrSegments
segmentIndex = int(nrSegs * parameter)
if segmentIndex < 0: segmentIndex = 0
if segmentIndex > (nrSegs - 1): segmentIndex = nrSegs - 1
segmentParameter = nrSegs * parameter - segmentIndex
if segmentParameter < 0.0: segmentParameter = 0.0
if segmentParameter > 1.0: segmentParameter = 1.0
return self.segments[segmentIndex].CalcDerivative(parameter = segmentParameter)
def InsertPoint(self, segment, parameter):
if not segment in self.segments:
print("### WARNING: InsertPoint(): not segment in self.segments")
return
iSeg = self.segments.index(segment)
nrSegments = len(self.segments)
splitPoints = segment.CalcSplitPoint(parameter = parameter)
bezPoint1 = splitPoints[0]
bezPointNew = splitPoints[1]
bezPoint2 = splitPoints[2]
segment.bezierPoint1.handle_right = bezPoint1.handle_right
segment.bezierPoint2 = bezPointNew
if iSeg < (nrSegments - 1):
nextSeg = self.segments[iSeg + 1]
nextSeg.bezierPoint1.handle_left = bezPoint2.handle_left
else:
if self.isCyclic:
nextSeg = self.segments[0]
nextSeg.bezierPoint1.handle_left = bezPoint2.handle_left
newSeg = BezierSegment(bezPointNew, bezPoint2)
self.segments.insert(iSeg + 1, newSeg)
def Split(self, segment, parameter):
if not segment in self.segments:
print("### WARNING: InsertPoint(): not segment in self.segments")
return None
iSeg = self.segments.index(segment)
nrSegments = len(self.segments)
splitPoints = segment.CalcSplitPoint(parameter = parameter)
bezPoint1 = splitPoints[0]
bezPointNew = splitPoints[1]
bezPoint2 = splitPoints[2]
newSpline1Segments = []
for iSeg1 in range(iSeg): newSpline1Segments.append(self.segments[iSeg1])
if len(newSpline1Segments) > 0: newSpline1Segments[-1].bezierPoint2.handle_right = bezPoint1.handle_right
newSpline1Segments.append(BezierSegment(bezPoint1, bezPointNew))
newSpline2Segments = []
newSpline2Segments.append(BezierSegment(bezPointNew, bezPoint2))
for iSeg2 in range(iSeg + 1, nrSegments): newSpline2Segments.append(self.segments[iSeg2])
if len(newSpline2Segments) > 1: newSpline2Segments[1].bezierPoint1.handle_left = newSpline2Segments[0].bezierPoint2.handle_left
newSpline1 = BezierSpline.FromSegments(newSpline1Segments)
newSpline2 = BezierSpline.FromSegments(newSpline2Segments)
return [newSpline1, newSpline2]
def Join(self, spline2, mode = 'At_midpoint'):
if mode == 'At_midpoint':
self.JoinAtMidpoint(spline2)
return
if mode == 'Insert_segment':
self.JoinInsertSegment(spline2)
return
print("### ERROR: Join(): unknown mode:", mode)
def JoinAtMidpoint(self, spline2):
bezPoint1 = self.segments[-1].bezierPoint2
bezPoint2 = spline2.segments[0].bezierPoint1
mpHandleLeft = bezPoint1.handle_left.copy()
mpCo = (bezPoint1.co + bezPoint2.co) * 0.5
mpHandleRight = bezPoint2.handle_right.copy()
mpBezPoint = BezierPoint(mpHandleLeft, mpCo, mpHandleRight)
self.segments[-1].bezierPoint2 = mpBezPoint
spline2.segments[0].bezierPoint1 = mpBezPoint
for seg2 in spline2.segments: self.segments.append(seg2)
self.resolution += spline2.resolution
self.isCyclic = False # is this ok?
def JoinInsertSegment(self, spline2):
self.segments.append(BezierSegment(self.segments[-1].bezierPoint2, spline2.segments[0].bezierPoint1))
for seg2 in spline2.segments: self.segments.append(seg2)
self.resolution += spline2.resolution # extra segment will usually be short -- impact on resolution negligable
self.isCyclic = False # is this ok?
def RefreshInScene(self):
bezierPoints = self.bezierPoints
currNrBezierPoints = len(self.bezierSpline.bezier_points)
diffNrBezierPoints = len(bezierPoints) - currNrBezierPoints
if diffNrBezierPoints > 0: self.bezierSpline.bezier_points.add(diffNrBezierPoints)
for i, bezPoint in enumerate(bezierPoints):
blBezPoint = self.bezierSpline.bezier_points[i]
blBezPoint.tilt = 0
blBezPoint.radius = 1.0
blBezPoint.handle_left_type = 'FREE'
blBezPoint.handle_left = bezPoint.handle_left
blBezPoint.co = bezPoint.co
blBezPoint.handle_right_type = 'FREE'
blBezPoint.handle_right = bezPoint.handle_right
self.bezierSpline.use_cyclic_u = self.isCyclic
self.bezierSpline.resolution_u = self.resolution
def CalcLength(self):
try: nrSamplesPerSegment = int(self.resolution / self.nrSegments)
except: nrSamplesPerSegment = 2
if nrSamplesPerSegment < 2: nrSamplesPerSegment = 2
rvLength = 0.0
for segment in self.segments:
rvLength += segment.CalcLength(nrSamples = nrSamplesPerSegment)
return rvLength
def GetLengthIsSmallerThan(self, threshold):
try: nrSamplesPerSegment = int(self.resolution / self.nrSegments)
except: nrSamplesPerSegment = 2
if nrSamplesPerSegment < 2: nrSamplesPerSegment = 2
length = 0.0
for segment in self.segments:
length += segment.CalcLength(nrSamples = nrSamplesPerSegment)
if not length < threshold: return False
return True
class Curve:
def __init__(self, blenderCurve):
self.curve = blenderCurve
self.curveData = blenderCurve.data
self.splines = self.SetupSplines()
def __getattr__(self, attrName):
if attrName == "nrSplines":
return len(self.splines)
if attrName == "length":
return self.CalcLength()
if attrName == "worldMatrix":
return self.curve.matrix_world
if attrName == "location":
return self.curve.location
return None
def SetupSplines(self):
rvSplines = []
for spline in self.curveData.splines:
if spline.type != 'BEZIER':
print("## WARNING: only bezier splines are supported, atm; other types are ignored")
continue
try: newSpline = BezierSpline(spline)
except:
print("## EXCEPTION: newSpline = BezierSpline(spline)")
continue
rvSplines.append(newSpline)
return rvSplines
def RebuildInScene(self):
self.curveData.splines.clear()
for spline in self.splines:
blSpline = self.curveData.splines.new('BEZIER')
blSpline.use_cyclic_u = spline.isCyclic
blSpline.resolution_u = spline.resolution
bezierPoints = []
for segment in spline.segments: bezierPoints.append(segment.bezierPoint1)
if not spline.isCyclic: bezierPoints.append(spline.segments[-1].bezierPoint2)
#else: print("????", "spline.isCyclic")
nrBezierPoints = len(bezierPoints)
blSpline.bezier_points.add(nrBezierPoints - 1)
for i, blBezPoint in enumerate(blSpline.bezier_points):
bezPoint = bezierPoints[i]
blBezPoint.tilt = 0
blBezPoint.radius = 1.0
blBezPoint.handle_left_type = 'FREE'
blBezPoint.handle_left = bezPoint.handle_left
blBezPoint.co = bezPoint.co
blBezPoint.handle_right_type = 'FREE'
blBezPoint.handle_right = bezPoint.handle_right
def CalcLength(self):
rvLength = 0.0
for spline in self.splines:
rvLength += spline.length
return rvLength
def RemoveShortSplines(self, threshold):
splinesToRemove = []
for spline in self.splines:
if spline.GetLengthIsSmallerThan(threshold): splinesToRemove.append(spline)
for spline in splinesToRemove: self.splines.remove(spline)
return len(splinesToRemove)
def JoinNeighbouringSplines(self, startEnd, threshold, mode):
nrJoins = 0
while True:
firstPair = self.JoinGetFirstPair(startEnd, threshold)
if firstPair is None: break
firstPair[0].Join(firstPair[1], mode)
self.splines.remove(firstPair[1])
nrJoins += 1
return nrJoins
def JoinGetFirstPair(self, startEnd, threshold):
nrSplines = len(self.splines)
if startEnd:
for iCurrentSpline in range(nrSplines):
currentSpline = self.splines[iCurrentSpline]
for iNextSpline in range(iCurrentSpline + 1, nrSplines):
nextSpline = self.splines[iNextSpline]
currEndPoint = currentSpline.segments[-1].bezierPoint2.co
nextStartPoint = nextSpline.segments[0].bezierPoint1.co
if mathematics.IsSamePoint(currEndPoint, nextStartPoint, threshold): return [currentSpline, nextSpline]
nextEndPoint = nextSpline.segments[-1].bezierPoint2.co
currStartPoint = currentSpline.segments[0].bezierPoint1.co
if mathematics.IsSamePoint(nextEndPoint, currStartPoint, threshold): return [nextSpline, currentSpline]
return None
else:
for iCurrentSpline in range(nrSplines):
currentSpline = self.splines[iCurrentSpline]
for iNextSpline in range(iCurrentSpline + 1, nrSplines):
nextSpline = self.splines[iNextSpline]
currEndPoint = currentSpline.segments[-1].bezierPoint2.co
nextStartPoint = nextSpline.segments[0].bezierPoint1.co
if mathematics.IsSamePoint(currEndPoint, nextStartPoint, threshold): return [currentSpline, nextSpline]
nextEndPoint = nextSpline.segments[-1].bezierPoint2.co
currStartPoint = currentSpline.segments[0].bezierPoint1.co
if mathematics.IsSamePoint(nextEndPoint, currStartPoint, threshold): return [nextSpline, currentSpline]
if mathematics.IsSamePoint(currEndPoint, nextEndPoint, threshold):
nextSpline.Reverse()
#print("## ", "nextSpline.Reverse()")
return [currentSpline, nextSpline]
if mathematics.IsSamePoint(currStartPoint, nextStartPoint, threshold):
currentSpline.Reverse()
#print("## ", "currentSpline.Reverse()")
return [currentSpline, nextSpline]
return None