Added a 2d convex hull function to BPyMathutils
authorCampbell Barton <ideasman42@gmail.com>
Sun, 28 May 2006 10:44:29 +0000 (10:44 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Sun, 28 May 2006 10:44:29 +0000 (10:44 +0000)
Added a 2D Line intersection function
Added a function to BPyMesh that gets the mesh space vertex location of a Faces UV Pixel.

release/scripts/bpymodules/BPyMathutils.py
release/scripts/bpymodules/BPyMesh.py

index dd402b66a8cfc316738be25c514e239f4d90b4bf..d991ef03d993b1a2adfecdb6a523ff770e2d0ffc 100644 (file)
@@ -121,3 +121,148 @@ def genrand():
   return ( float(y) / 0xffffffffL ) # reals
 
 #------ Mersenne Twister -- end 
+
+
+
+
+""" 2d convexhull
+Based from Dinu C. Gherman's work,
+modified for Blender/Mathutils by Campell Barton
+"""
+######################################################################
+# Public interface
+######################################################################
+from Blender.Mathutils import DotVecs
+def convexHull(point_list_2d):
+       """Calculate the convex hull of a set of vectors
+       The vectors can be 3 or 4d but only the Xand Y are used.
+       returns a list of convex hull indicies to the given point list
+       """
+
+       ######################################################################
+       # Helpers
+       ######################################################################
+
+       def _myDet(p, q, r):
+               """Calc. determinant of a special matrix with three 2D points.
+
+               The sign, "-" or "+", determines the side, right or left,
+               respectivly, on which the point r lies, when measured against
+               a directed vector from p to q.
+               """
+               return (q.x*r.y + p.x*q.y + r.x*p.y)  -  (q.x*p.y + r.x*q.y + p.x*r.y)
+       
+       def _isRightTurn((p, q, r)):
+               "Do the vectors pq:qr form a right turn, or not?"
+               #assert p[0] != q[0] and q[0] != r[0] and p[0] != r[0]
+               if _myDet(p[0], q[0], r[0]) < 0:
+                       return 1
+               else:
+                       return 0
+
+       # Get a local list copy of the points and sort them lexically.
+       points = [(p, i) for i, p in enumerate(point_list_2d)]
+       points.sort(lambda a,b: cmp((a[0].x, a[0].y), (b[0].x, b[0].y)))
+
+       # Build upper half of the hull.
+       upper = [points[0], points[1]] # cant remove these.
+       for i in xrange(len(points)-2):
+               upper.append(points[i+2])
+               while len(upper) > 2 and not _isRightTurn(upper[-3:]):
+                       del upper[-2]
+
+       # Build lower half of the hull.
+       points.reverse()
+       lower = [points.pop(0), points.pop(1)]
+       for p in points:
+               lower.append(p)
+               while len(lower) > 2 and not _isRightTurn(lower[-3:]):
+                       del lower[-2]
+       
+       # Concatenate both halfs and return.
+       return [p[1] for ls in (upper, lower) for p in ls]
+
+
+def lineIntersect2D(v1a, v1b,  v2a, v2b):
+       '''
+       Do 2 lines intersect, if so where.
+       If there is an error, the retured X value will be None
+       the y will be an error code- usefull when debugging.
+       
+       the first line is (v1a, v1b)
+       the second is (v2a, v2b)
+       by Campbell Barton
+       This function accounts for all known cases of 2 lines ;)
+       '''
+       
+       x1,y1=          v1a.x, v1a.y
+       x2,y2=          v1b.x, v1b.y
+       _x1,_y1=        v2a.x, v2a.y
+       _x2,_y2=        v2b.x, v2b.y
+
+       # Bounding box intersection first.
+       if min(x1, x2) > max(_x1, _x2) or \
+       max(x1, x2) < min(_x1, _x2) or \
+       min(y1, y2) > max(_y1, _y2) or \
+       max(y1, y2) < min(_y1, _y2):
+               return None, 100 # Basic Bounds intersection TEST returns false.
+       
+       # are either of the segments points? Check Seg1
+       if abs(x1 - x2) + abs(y1 - y2) <= SMALL_NUM:
+               return None, 101
+       
+       # are either of the segments points? Check Seg2
+       if abs(_x1 - _x2) + abs(_y1 - _y2) <= SMALL_NUM:
+               return None, 102
+       
+       # Make sure the HOZ/Vert Line Comes first.
+       if abs(_x1 - _x2) < SMALL_NUM or abs(_y1 - _y2) < SMALL_NUM:
+               x1, x2, y1, y2, _x1, _x2, _y1, _y2 = _x1, _x2, _y1, _y2, x1, x2, y1, y2
+       
+       if abs(x2-x1) < SMALL_NUM: # VERTICLE LINE
+               if abs(_x2-_x1) < SMALL_NUM: # VERTICLE LINE SEG2
+                       return None, 111 # 2 verticle lines dont intersect.
+               
+               elif abs(_y2-_y1) < SMALL_NUM:
+                       return x1, _y1 # X of vert, Y of hoz. no calculation.           
+               
+               yi = ((_y1 / abs(_x1 - _x2)) * abs(_x2 - x1)) + ((_y2 / abs(_x1 - _x2)) * abs(_x1 - x1))
+               
+               if yi > max(y1, y2): # New point above seg1's vert line
+                       return None, 112
+               elif yi < min(y1, y2): # New point below seg1's vert line
+                       return None, 113
+                       
+               return x1, yi # Intersecting.
+       
+       
+       if abs(y2-y1) < SMALL_NUM: # HOZ LINE
+               if abs(_y2-_y1) < SMALL_NUM: # HOZ LINE SEG2
+                       return None, 121 # 2 hoz lines dont intersect.
+               
+               # Can skip vert line check for seg 2 since its covered above.   
+               xi = ((_x1 / abs(_y1 - _y2)) * abs(_y2 - y1)) + ((_x2 / abs(_y1 - _y2)) * abs(_y1 - y1))
+               if xi > max(x1, x2): # New point right of seg1's hoz line
+                       return None, 112
+               elif xi < min(x1, x2): # New point left of seg1's hoz line
+                       return None, 113
+               
+               return xi, y1 # Intersecting.
+       
+       # Accounted for hoz/vert lines. Go on with both anglular.
+       b1 = (y2-y1)/(x2-x1)
+       b2 = (_y2-_y1)/(_x2-_x1)
+       a1 = y1-b1*x1
+       a2 = _y1-b2*_x1
+       
+       if b1 - b2 == 0.0:
+               return None, 200        
+       
+       xi = - (a1-a2)/(b1-b2)
+       yi = a1+b1*xi
+       if (x1-xi)*(xi-x2) >= 0 and (_x1-xi)*(xi-_x2) >= 0 and (y1-yi)*(yi-y2) >= 0 and (_y1-yi)*(yi-_y2)>=0:
+               return xi, yi
+       else:
+               return None, 300
+
+
index b0351e16a7680a8c658584ee6f24a373abde06af..79bfd19452f6bdc2f2adc07e3733be166c977829 100644 (file)
@@ -190,6 +190,54 @@ def getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=Tru
        
        return mesh
 
+
+
+#============================================================================#
+# Takes a face, and a pixel x/y on the image and returns a worldspace x/y/z  #
+# will return none if the pixel is not inside the faces UV                   #
+#============================================================================#
+def getUvPixelLoc(face, pxLoc, img_size = None, uvArea = None):
+       TriangleArea= Blender.Mathutils.TriangleArea
+       Vector= Blender.Mathutils.Vector
+       
+       if not img_size:
+               w,h = face.image.size
+       else:
+               w,h= img_size
+       
+       scaled_uvs= [Vector(uv.x*w, uv.y*h) for uv in f.uv]
+       
+       if len(scaled_uvs)==3:
+               indicies= ((0,1,2),)
+       else:
+               indicies= ((0,1,2), (0,2,3))
+       
+       for fidxs in indicies:
+               for i1,i2,i3 in fidxs:
+                       # IS a point inside our triangle?
+                       # UVArea could be cached?
+                       uv_area = TriangleArea(scaled_uvs[i1], scaled_uvs[i2], scaled_uvs[i3])
+                       area0 = TriangleArea(pxLoc, scaled_uvs[i2], scaled_uvs[i3])
+                       area1 = TriangleArea(pxLoc, scaled_uvs[i1],     scaled_uvs[i3])
+                       area2 = TriangleArea(pxLoc, scaled_uvs[i1], scaled_uvs[i2])
+                       if area0 + area1 + area2 > uv_area + 1: # 1 px bleed/error margin.
+                               pass # if were a quad the other side may contain the pixel so keep looking.
+                       else:
+                               # We know the point is in the tri
+                               area0 /= uv_area
+                               area1 /= uv_area
+                               area2 /= uv_area
+                               
+                               # New location
+                               return Vector(\
+                                       face.v[i1].co[0]*area0 + face.v[i2].co[0]*area1 + face.v[i3].co[0]*area2,\
+                                       face.v[i1].co[1]*area0 + face.v[i2].co[1]*area1 + face.v[i3].co[1]*area2,\
+                                       face.v[i1].co[2]*area0 + face.v[i2].co[2]*area1 + face.v[i3].co[2]*area2\
+                               )
+                               
+       return None
+
+
 type_tuple= type( (0,) )
 type_list= type( [] )
 def ngon(from_data, indices):
@@ -230,8 +278,7 @@ def ngon(from_data, indices):
        
        oldmode = Mesh.Mode()
        Mesh.Mode(Mesh.SelectModes['VERTEX'])
-       for v in temp_mesh.verts:
-               v.sel= 1
+       temp_mesh.sel= True # Select all verst
        
        # Must link to scene
        scn= Scene.GetCurrent()