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Diffstat (limited to 'source/blender/python/doc/epy/Geometry.py')
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diff --git a/source/blender/python/doc/epy/Geometry.py b/source/blender/python/doc/epy/Geometry.py
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-# 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)
- """