1
2
3 """
4 The Blender.Geometry submodule.
5
6 Geometry
7 ========
8 (when accessing it from the Game Engine use Geometry instead of Blender.Geometry)
9
10 This new module provides access to a geometry function.
11 """
12
14 """
15 Takes a list of polylines and calculates triangles that would fill in the polylines.
16 Multiple lines can be used to make holes inside a polyline, or fill in 2 seperate lines at once.
17 @type polylines: List of lists containing vectors, each representing a closed polyline.
18 @rtype: list
19 @return: a list if tuples each a tuple of 3 ints representing a triangle indexing the points given.
20 @note: 2D Vectors will have an assumed Z axis of zero, 4D Vectors W axis is ignored.
21 @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.
22
23 I{B{Example:}}
24
25 The example below creates 2 polylines and fills them in with faces, then makes a mesh in the current scene::
26 import Blender
27 Vector= Blender.Mathutils.Vector
28
29 # Outline of 5 points
30 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)]
31 polyline2= [Vector(-1, 1, 1.0), Vector(0, 1, 1.0), Vector(0, 0, 1.0), Vector(-1.0, 0.0, 1.0)]
32 fill= Blender.Geometry.PolyFill([polyline1, polyline2])
33
34 # Make a new mesh and add the truangles into it
35 me= Blender.Mesh.New()
36 me.verts.extend(polyline1)
37 me.verts.extend(polyline2)
38 me.faces.extend(fill) # Add the faces, they reference the verts in polyline 1 and 2
39
40 scn = Blender.Scene.GetCurrent()
41 ob = scn.objects.new(me)
42 Blender.Redraw()
43 """
44
46 """
47 Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.
48 @rtype: Vector
49 @return: a 2D Vector for the intersection or None where there is no intersection.
50 """
51
53 """
54 Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.
55 @rtype: tuple
56 @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.
57 """
58
60 """
61 Takes 4 vectors (one for the test point and 3 for the triangle)
62 This is a 2d function so only X and Y are used, Z and W will be ignored.
63 @rtype: int
64 @return: 1 for a clockwise intersection, -1 for counter clockwise intersection, 0 when there is no intersection.
65 """
66
68 """
69 Takes 5 vectors (one for the test point and 5 for the quad)
70 This is a 2d function so only X and Y are used, Z and W will be ignored.
71 @rtype: int
72 @return: 1 for a clockwise intersection, -1 for counter clockwise intersection, 0 when there is no intersection.
73 """
74
76 """
77 Takes a list of 2D boxes and packs them into a square.
78 Each box in boxlist must be a list of at least 4 items - [x,y,w,h], after running this script,
79 the X and Y values in each box will be moved to packed, non overlapping locations.
80
81 Example::
82
83 # Make 500 random boxes, pack them and make a mesh from it
84 from Blender import Geometry, Scene, Mesh
85 import random
86 boxes = []
87 for i in xrange(500):
88 boxes.append( [0,0, random.random()+0.1, random.random()+0.1] )
89 boxsize = Geometry.BoxPack2D(boxes)
90 print 'BoxSize', boxsize
91 me = Mesh.New()
92 for x in boxes:
93 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) ])
94 v1= me.verts[-1]
95 v2= me.verts[-2]
96 v3= me.verts[-3]
97 v4= me.verts[-4]
98 me.faces.extend([(v1,v2,v3,v4)])
99 scn = Scene.GetCurrent()
100 scn.objects.new(me)
101
102 @note: Each boxlist item can be longer then 4, the extra items are ignored and stay untouched.
103 @rtype: tuple
104 @return: a tuple pair - (width, height) of all the packed boxes.
105 """
106 -def BezierInterp(vec_knot_1, vec_handle_1, vec_handle_2, vec_knot_2, resolution):
107 """
108 Takes 4 vectors representing a bezier curve and returns a list of vector points.
109 @note: any vector size is supported, the largest dimension from the input will be used for all returned vectors/
110 @rtype: list
111 @return: a list of vectors the size of resolution including the start and end points (vec_knot_1 and vec_knot_2)
112 """
113