1
2
3 """
4 The Blender.Geometry submodule.
5
6 Geometry
7 ========
8
9 This new module provides access to a geometry function.
10 """
11
13 """
14 Takes a list of polylines and calculates triangles that would fill in the polylines.
15 Multiple lines can be used to make holes inside a polyline, or fill in 2 seperate lines at once.
16 @type polylines: List of lists containing vectors, each representing a closed polyline.
17 @rtype: list
18 @return: a list if tuples each a tuple of 3 ints representing a triangle indexing the points given.
19 @note: 2D Vectors will have an assumed Z axis of zero, 4D Vectors W axis is ignored.
20 @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.
21
22 I{B{Example:}}
23
24 The example below creates 2 polylines and fills them in with faces, then makes a mesh in the current scene::
25 import Blender
26 Vector= Blender.Mathutils.Vector
27
28 # Outline of 5 points
29 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)]
30 polyline2= [Vector(-1, 1, 1.0), Vector(0, 1, 1.0), Vector(0, 0, 1.0), Vector(-1.0, 0.0, 1.0)]
31 fill= Blender.Geometry.PolyFill([polyline1, polyline2])
32
33 # Make a new mesh and add the truangles into it
34 me= Blender.Mesh.New()
35 me.verts.extend(polyline1)
36 me.verts.extend(polyline2)
37 me.faces.extend(fill) # Add the faces, they reference the verts in polyline 1 and 2
38
39 scn = Blender.Scene.GetCurrent()
40 ob = scn.objects.new(me)
41 Blender.Redraw()
42 """
43
45 """
46 Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.
47 @rtype: Vector
48 @return: a 2D Vector for the intersection or None where there is no intersection.
49 """
50
52 """
53 Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.
54 @rtype: tuple
55 @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.
56 """
57
59 """
60 Takes 4 vectors (one for the test point and 3 for the triangle)
61 This is a 2d function so only X and Y are used, Z and W will be ignored.
62 @rtype: bool
63 @return: True or False depending on the points intersection.
64 """
65
67 """
68 Takes a list of 2D boxes and packs them into a square.
69 Each box in boxlist must be a list of at least 4 items - [x,y,w,h], after running this script,
70 the X and Y values in each box will be moved to packed, non overlapping locations.
71
72 Example::
73
74 # Make 500 random boxes, pack them and make a mesh from it
75 from Blender import Geometry, Scene, Mesh
76 import random
77 boxes = []
78 for i in xrange(500):
79 boxes.append( [0,0, random.random()+0.1, random.random()+0.1] )
80 boxsize = Geometry.BoxPack2D(boxes)
81 print 'BoxSize', boxsize
82 me = Mesh.New()
83 for x in boxes:
84 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) ])
85 v1= me.verts[-1]
86 v2= me.verts[-2]
87 v3= me.verts[-3]
88 v4= me.verts[-4]
89 me.faces.extend([(v1,v2,v3,v4)])
90 scn = Scene.GetCurrent()
91 scn.objects.new(me)
92
93 @note: Each boxlist item can be longer then 4, the extra items are ignored and stay untouched.
94 @rtype: tuple
95 @return: a tuple pair - (width, height) of all the packed boxes.
96 """
97