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Diffstat (limited to 'doc/python_api/epy/Geometry.py')
-rw-r--r-- | doc/python_api/epy/Geometry.py | 189 |
1 files changed, 189 insertions, 0 deletions
diff --git a/doc/python_api/epy/Geometry.py b/doc/python_api/epy/Geometry.py new file mode 100644 index 00000000000..d0c4dfdfd8d --- /dev/null +++ b/doc/python_api/epy/Geometry.py @@ -0,0 +1,189 @@ +# 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 Intersect(vec1, vec2, vec3, ray, orig, clip=1): + """ + Return the intersection between a ray and a triangle, if possible, return None otherwise. + @type vec1: Vector object. + @param vec1: A 3d vector, one corner of the triangle. + @type vec2: Vector object. + @param vec2: A 3d vector, one corner of the triangle. + @type vec3: Vector object. + @param vec3: A 3d vector, one corner of the triangle. + @type ray: Vector object. + @param ray: A 3d vector, the orientation of the ray. the length of the ray is not used, only the direction. + @type orig: Vector object. + @param orig: A 3d vector, the origin of the ray. + @type clip: integer + @param clip: if 0, don't restrict the intersection to the area of the triangle, use the infinite plane defined by the triangle. + @rtype: Vector object + @return: The intersection between a ray and a triangle, if possible, None otherwise. + """ + +def TriangleArea(vec1, vec2, vec3): + """ + Return the area size of the 2D or 3D triangle defined. + @type vec1: Vector object. + @param vec1: A 2d or 3d vector, one corner of the triangle. + @type vec2: Vector object. + @param vec2: A 2d or 3d vector, one corner of the triangle. + @type vec3: Vector object. + @param vec3: A 2d or 3d vector, one corner of the triangle. + @rtype: float + @return: The area size of the 2D or 3D triangle defined. + """ + +def TriangleNormal(vec1, vec2, vec3): + """ + Return the normal of the 3D triangle defined. + @type vec1: Vector object. + @param vec1: A 3d vector, one corner of the triangle. + @type vec2: Vector object. + @param vec2: A 3d vector, one corner of the triangle. + @type vec3: Vector object. + @param vec3: A 3d vector, one corner of the triangle. + @rtype: float + @return: The normal of the 3D triangle defined. + """ + +def QuadNormal(vec1, vec2, vec3, vec4): + """ + Return the normal of the 3D quad defined. + @type vec1: Vector object. + @param vec1: A 3d vector, the first vertex of the quad. + @type vec2: Vector object. + @param vec2: A 3d vector, the second vertex of the quad. + @type vec3: Vector object. + @param vec3: A 3d vector, the third vertex of the quad. + @type vec4: Vector object. + @param vec4: A 3d vector, the fourth vertex of the quad. + @rtype: float + @return: The normal of the 3D quad defined. + """ + +def LineIntersect(vec1, vec2, vec3, vec4): + """ + Return a tuple with the points on each line respectively closest to the other + (when both lines intersect, both vector hold the same value). + The lines are evaluated as infinite lines in space, the values returned may not be between the 2 points given for each line. + @type vec1: Vector object. + @param vec1: A 3d vector, one point on the first line. + @type vec2: Vector object. + @param vec2: A 3d vector, another point on the first line. + @type vec3: Vector object. + @param vec3: A 3d vector, one point on the second line. + @type vec4: Vector object. + @param vec4: A 3d vector, another point on the second line. + @rtype: (Vector object, Vector object) + @return: A tuple with the points on each line respectively closest to the other. + """ + +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 separate 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) + """ |