# Blender.Geometry module and its subtypes """ The Blender.Geometry submodule. Geometry ======== (when accessing it from the Game Engine use Geometry instead of Blender.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: int @return: 1 for a clockwise intersection, -1 for counter clockwise intersection, 0 when there is no intersection. """ def PointInQuad2D(pt, quad_pt1, quad_pt2, quad_pt3): """ Takes 5 vectors (one for the test point and 5 for the quad) This is a 2d function so only X and Y are used, Z and W will be ignored. @rtype: int @return: 1 for a clockwise intersection, -1 for counter clockwise intersection, 0 when there is no 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. """ def BezierInterp(vec_knot_1, vec_handle_1, vec_handle_2, vec_knot_2, resolution): """ Takes 4 vectors representing a bezier curve and returns a list of vector points. @note: any vector size is supported, the largest dimension from the input will be used for all returned vectors/ @rtype: list @return: a list of vectors the size of resolution including the start and end points (vec_knot_1 and vec_knot_2) """