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authorCampbell Barton <ideasman42@gmail.com>2006-05-28 14:44:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2006-05-28 14:44:29 +0400
commit98b2e98c79448c35ee4f805dee16bc0f0ffb6063 (patch)
treed582c651c15818ac3efec0d11e3faa772252e063 /release
parente47719d253c3be3217816a8dc83c64e0d3d9828d (diff)
Added a 2d convex hull function to BPyMathutils
Added a 2D Line intersection function Added a function to BPyMesh that gets the mesh space vertex location of a Faces UV Pixel.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/bpymodules/BPyMathutils.py145
-rw-r--r--release/scripts/bpymodules/BPyMesh.py51
2 files changed, 194 insertions, 2 deletions
diff --git a/release/scripts/bpymodules/BPyMathutils.py b/release/scripts/bpymodules/BPyMathutils.py
index dd402b66a8c..d991ef03d99 100644
--- a/release/scripts/bpymodules/BPyMathutils.py
+++ b/release/scripts/bpymodules/BPyMathutils.py
@@ -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
+
+
diff --git a/release/scripts/bpymodules/BPyMesh.py b/release/scripts/bpymodules/BPyMesh.py
index b0351e16a76..79bfd19452f 100644
--- a/release/scripts/bpymodules/BPyMesh.py
+++ b/release/scripts/bpymodules/BPyMesh.py
@@ -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()