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internal.py
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internal.py
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# ***** GPL LICENSE BLOCK *****
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# All rights reserved.
#
# ***** GPL LICENSE BLOCK *****
import bpy, math, bmesh
from mathutils import Vector, Matrix
from collections import namedtuple
Plane = namedtuple('Plane', 'normal distance')
def normalOfPolygon(vertices):
normal = Vector((0.0, 0.0, 0.0))
for index, current in enumerate(vertices):
prev = vertices[index-1]
normal += (prev-vertices[0]).cross(current-vertices[0])
return normal
def areaOfPolygon(vertices):
return normalOfPolygon(vertices).length*0.5
def linePlaneIntersection(origin, dir, plane):
# return mathutils.geometry.intersect_line_plane(origin, origin+dir, plane.normal*plane.distance, plane.normal)
det = dir@plane.normal
return float('nan') if det == 0 else (plane.distance-origin@plane.normal)/det
def planePlaneIntersection(planeA, planeB, tollerance=0.0001):
# return mathutils.geometry.intersect_plane_plane(planeA.normal*planeA.distance, planeA.normal, planeB.normal*planeB.distance, planeB.normal)
if 1.0-abs(planeA.normal@planeB.normal) < tollerance:
return ('Parallel' if abs(planeA.distance-planeB.distance) > tollerance else 'Coplanar', None, None)
dir = planeA.normal.cross(planeB.normal).normalized()
ray_origin = planeA.normal*planeA.distance
ray_dir = planeA.normal.cross(dir)
origin = ray_origin+ray_dir*linePlaneIntersection(ray_origin, ray_dir, planeB)
return ('Intersecting', origin, dir)
def linePointDistance(begin, dir, point):
return (point-begin).cross(dir.normalized()).length
def nearestPointOfLines(originA, dirA, originB, dirB, param_tollerance=0.0, dist_tollerance=0.001):
# https://en.wikipedia.org/wiki/Skew_lines#Nearest_Points
normal = dirA.cross(dirB)
normalA = dirA.cross(normal)
normalB = dirB.cross(normal)
divisorA = dirA@normalB
divisorB = dirB@normalA
originAB = originB-originA
if abs(divisorA) <= param_tollerance or abs(divisorB) <= param_tollerance:
if dirA@dirA == 0.0 or dirB@dirB == 0.0 or linePointDistance(originA, dirA, originB) >= dist_tollerance:
return ('Parallel', float('nan'), float('nan'))
paramA = originAB@dirA/(dirA@dirA)
paramB = -originAB@dirB/(dirB@dirB)
return ('Coaxial', paramA, paramB)
else:
paramA = originAB@normalB/divisorA
paramB = -originAB@normalA/divisorB
nearestPointA = originA+dirA*paramA
nearestPointB = originB+dirB*paramB
return ('Crossing' if (nearestPointA-nearestPointB).length <= dist_tollerance else 'Skew', paramA, paramB)
def lineSegmentLineSegmentIntersection(lineAVertexA, lineAVertexB, lineBVertexA, lineBVertexB):
dirA = lineAVertexB-lineAVertexA
dirB = lineBVertexB-lineBVertexA
type, paramA, paramB = nearestPointOfLines(lineAVertexA, dirA, lineBVertexA, dirB)
if type == 'Parallel' or type == 'Skew':
return (float('nan'), float('nan'))
if type == 'Coaxial':
if paramA < 0.0 and paramB < 0.0: # Facing away from one another
return (float('nan'), float('nan'))
if paramA > 0.0 and paramB > 0.0: # Facing towards each other
if paramA > 1.0 and (lineBVertexB-lineAVertexA)@dirA > 1.0: # End of B is not in A
return (float('nan'), float('nan'))
elif paramA > 1.0 or paramB > 1.0: # One is chasing the other but out of reach
return (float('nan'), float('nan'))
paramA = max(0.0, (lineBVertexB-lineAVertexA)@dirA/(dirA@dirA))
paramB = max(0.0, (lineAVertexB-lineBVertexA)@dirB/(dirB@dirB))
return (paramA, paramB)
if paramA < 0.0 or paramA > 1.0 or paramB < 0.0 or paramB > 1.0: # Intersection is outside the line segments
return (float('nan'), float('nan'))
return (paramA, paramB)
def rayLineSegmentIntersection(originA, dirA, lineVertexA, lineVertexB):
dirB = lineVertexB-lineVertexA
type, paramA, paramB = nearestPointOfLines(originA, dirA, lineVertexA, dirB)
if type == 'Parallel' or type == 'Skew':
return float('nan')
if type == 'Coaxial':
if paramA > 0.0:
return paramA if (paramB < 0.0) else max(0.0, (lineVertexB-originA)@dirA/(dirA@dirA))
else:
return float('nan') if (paramB < 0.0 or paramB > 1.0) else 0.0
if paramA < 0.0 or paramB < 0.0 or paramB > 1.0: # Intersection is behind the rays origin or outside of the line segment
return float('nan')
return paramA
def rayRayIntersection(originA, dirA, originB, dirB):
type, paramA, paramB = nearestPointOfLines(originA, dirA, originB, dirB)
if type == 'Parallel' or type == 'Skew':
return (float('nan'), float('nan'))
if type == 'Coaxial':
if paramA < 0.0 and paramB < 0.0: # Facing away from one another
return (float('nan'), float('nan'))
if paramA > 0.0 and paramB > 0.0: # Facing towards each other
paramSum = paramA+paramB
paramA = paramA*paramA/paramSum
paramB = paramB*paramB/paramSum
return (paramA, paramB)
return (paramA, 0.0) if paramA > 0.0 else (0.0, paramB) # One is chasing the other
if paramA < 0.0 or paramB < 0.0: # Intersection is behind the rays origins
return (float('nan'), float('nan'))
return (paramA, paramB)
def insort_right(sorted_list, keyfunc, entry, lo=0, hi=None):
if hi == None:
hi = len(sorted_list)
while lo < hi:
mid = (lo+hi)//2
if keyfunc(entry) < keyfunc(sorted_list[mid]):
hi = mid
else:
lo = mid+1
sorted_list.insert(lo, entry)
def selectedPolygons(src_obj):
polygons = []
in_edit_mode = (src_obj.mode == 'EDIT')
bpy.ops.object.mode_set(mode='OBJECT')
if src_obj.type == 'CURVE':
if in_edit_mode:
splines = []
for spline in bpy.context.object.data.splines:
selected = True
if spline.type == 'POLY':
for index, point in enumerate(spline.points):
if point.select == False:
selected = False
break
if selected:
splines.append(spline)
else:
splines = src_obj.data.splines
for spline in splines:
polygons.append(list(point.co.xyz for point in spline.points))
else:
loops = []
for face in src_obj.data.polygons:
if in_edit_mode and not face.select:
continue
polygons.append(list(src_obj.data.vertices[vertex_index].co for vertex_index in face.vertices))
return polygons
def addObject(type, name):
if type == 'CURVE':
data = bpy.data.curves.new(name=name, type='CURVE')
data.dimensions = '3D'
elif type == 'MESH':
data = bpy.data.meshes.new(name=name)
obj = bpy.data.objects.new(name, data)
obj.location = bpy.context.scene.cursor.location
bpy.context.scene.collection.objects.link(obj)
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
return obj
def addPolygonSpline(obj, cyclic, vertices, weights=None, select=False):
spline = obj.data.splines.new(type='POLY')
spline.use_cyclic_u = cyclic
spline.points.add(len(vertices)-1)
for index, point in enumerate(spline.points):
point.co.xyz = vertices[index]
point.select = select
if weights:
point.weight_softbody = weights[index]
return spline
class SlabIntersection:
__slots__ = ['prev_slab', 'next_slab', 'origin', 'dir', 'begin_param', 'end_param']
def __init__(self, prev_slab, next_slab, origin, dir, begin_param, end_param):
self.prev_slab = prev_slab
self.next_slab = next_slab
self.origin = origin
self.dir = dir
self.begin_param = begin_param
self.end_param = end_param
def reverse(self):
self.dir *= -1.0
[self.begin_param, self.end_param] = [-self.end_param, -self.begin_param]
def otherSlab(self, slab):
return self.prev_slab if slab == self.next_slab else self.next_slab
class Slab:
__slots__ = ['edge', 'slope', 'plane', 'prev_slab', 'next_slab', 'prev_polygon_vertex', 'next_polygon_vertex', 'prev_lightcycles', 'next_lightcycles', 'vertices', 'slab_intersections']
def __init__(self, polygon_normal, prev_polygon_vertex, next_polygon_vertex):
self.edge = (next_polygon_vertex-prev_polygon_vertex).normalized()
edge_orthogonal = self.edge.cross(polygon_normal).normalized()
normal = (polygon_normal+edge_orthogonal).normalized()
self.slope = (polygon_normal-edge_orthogonal).normalized()
self.plane = Plane(normal=normal, distance=next_polygon_vertex@normal)
self.prev_lightcycles = []
self.next_lightcycles = []
self.prev_polygon_vertex = prev_polygon_vertex
self.next_polygon_vertex = next_polygon_vertex
self.vertices = [self.prev_polygon_vertex, self.next_polygon_vertex]
self.slab_intersections = []
def isOuterOfCollision(self, in_dir, out_dir, polygon_normal):
normal = in_dir.cross(polygon_normal)
return (normal@self.plane.normal > 0.0) == (normal@out_dir > 0.0)
def calculateVerticesFromLightcycles(self):
def handleSide(lightcycles, prepend):
for lightcycle in lightcycles:
vertex = lightcycle.slab_intersection.origin+lightcycle.slab_intersection.dir*lightcycle.slab_intersection.end_param
if prepend:
self.vertices.insert(0, vertex)
else:
self.vertices.append(vertex)
handleSide(self.prev_lightcycles, True)
handleSide(self.next_lightcycles, False)
def rayBoundaryIntersection(self, origin, dir, tollerance=0.0001):
intersections = []
for i in range(0, len(self.vertices)+1):
is_last = (i == 0 or i == len(self.vertices))
type, paramA, paramB = nearestPointOfLines(origin, dir, self.vertices[0 if i == 0 else i-1], self.slope if is_last else self.vertices[i]-self.vertices[i-1])
if type == 'Crossing':
if paramB > -tollerance and (is_last or paramB < 1.0+tollerance):
intersections.append((i, paramA))
elif type == 'Coaxial':
assert(not is_last)
intersections.append((i-1, paramA))
intersections.append((i, (self.vertices[i]-origin)@dir/(dir@dir)))
intersections.sort(key=lambda entry: entry[1])
i = 1
while i < len(intersections):
if intersections[i][1]-intersections[i-1][1] < tollerance:
del intersections[i]
else:
i += 1
return intersections
def calculateSlabIntersection(self, other_slab, is_first, tollerance=0.0001):
lightcycles = self.next_lightcycles if is_first else self.prev_lightcycles
if len(lightcycles) > 0 and (lightcycles[0].slab_intersection.prev_slab == other_slab or lightcycles[0].slab_intersection.next_slab == other_slab):
return
type, origin, dir = planePlaneIntersection(self.plane, other_slab.plane)
if type != 'Intersecting':
if self.prev_slab == other_slab or self.next_slab == other_slab:
slab_intersection = SlabIntersection(self, other_slab, self.prev_polygon_vertex if self.prev_slab == other_slab else self.next_polygon_vertex, self.slope, 0.0, float('inf'))
self.slab_intersections.append(slab_intersection)
other_slab.slab_intersections.append(slab_intersection)
return
intersectionsA = self.rayBoundaryIntersection(origin, dir)
intersectionsB = other_slab.rayBoundaryIntersection(origin, dir)
if len(intersectionsA) == 2 and len(intersectionsB) == 2:
begin_param = max(intersectionsA[0][1], intersectionsB[0][1])
end_param = min(intersectionsA[1][1], intersectionsB[1][1])
if begin_param < end_param and end_param-begin_param >= tollerance:
slab_intersection = SlabIntersection(self, other_slab, origin+begin_param*dir, dir, 0.0, end_param-begin_param)
self.slab_intersections.append(slab_intersection)
other_slab.slab_intersections.append(slab_intersection)
def calculateVerticesFromIntersections(self, tollerance=0.001):
pivot = self.prev_polygon_vertex
current_line = None
for candidate in self.slab_intersections:
if candidate.prev_slab == self.prev_slab or candidate.next_slab == self.prev_slab:
current_line = candidate
break
if current_line == None:
print('ERROR: calculateVerticesFromIntersections() could not find the first current_line')
return
if abs((current_line.origin+current_line.dir*current_line.begin_param-pivot)@current_line.dir) > abs((current_line.origin+current_line.dir*current_line.end_param-pivot)@current_line.dir):
current_line.reverse()
self.vertices = [self.prev_polygon_vertex, self.next_polygon_vertex]
while current_line.prev_slab != self.next_slab and current_line.next_slab != self.next_slab:
self.slab_intersections.remove(current_line)
pivot_param = (pivot-current_line.origin)@current_line.dir
best_candidate = None
best_param = float('nan')
current_other_slab = current_line.otherSlab(self)
lightcycles = []
if len(current_other_slab.prev_lightcycles) > 0:
lightcycles.append(current_other_slab.prev_lightcycles[-1])
if len(current_other_slab.next_lightcycles) > 0:
lightcycles.append(current_other_slab.next_lightcycles[-1])
for lightcycle in lightcycles:
param = linePlaneIntersection(lightcycle.slab_intersection.origin, lightcycle.slab_intersection.dir, self.plane)
if lightcycle.slab_intersection.begin_param-tollerance <= param and param <= lightcycle.slab_intersection.end_param+tollerance:
candidate_other_slab = lightcycle.slab_intersection.otherSlab(current_other_slab)
position = lightcycle.slab_intersection.origin+lightcycle.slab_intersection.dir*param
param = (position-pivot)@current_line.dir
if candidate_other_slab != self and param > 0.0:
for candidate in self.slab_intersections:
if candidate.otherSlab(self) == candidate_other_slab:
best_candidate = candidate
best_param = current_line.end_param
if abs((best_candidate.origin+best_candidate.dir*best_candidate.begin_param-pivot)@best_candidate.dir) > abs((best_candidate.origin+best_candidate.dir*best_candidate.end_param-pivot)@best_candidate.dir):
best_candidate.reverse()
break
for candidate in self.slab_intersections:
if candidate == best_candidate:
continue
type, paramA, paramB = nearestPointOfLines(current_line.origin, current_line.dir, candidate.origin, candidate.dir)
if (type == 'Crossing' or type == 'Coaxial') and pivot_param-tollerance <= paramA and \
current_line.begin_param-tollerance <= paramA and paramA <= current_line.end_param+tollerance and \
candidate.begin_param-tollerance <= paramB and paramB <= candidate.end_param+tollerance and \
(best_candidate == None or best_param > paramA):
best_candidate = candidate
best_param = paramA
normal = self.plane.normal.cross(current_line.dir)
if (best_candidate.origin+best_candidate.dir*best_candidate.begin_param-pivot)@normal < (best_candidate.origin+best_candidate.dir*best_candidate.end_param-pivot)@normal:
best_candidate.reverse()
if best_candidate == None:
print('ERROR: calculateVerticesFromIntersections() could not find the next current_line')
return
pivot = current_line.origin+current_line.dir*best_param
current_line = best_candidate
self.vertices.insert(0, pivot)
self.slab_intersections = None
class Collision:
__slots__ = ['winner_time', 'looser_time', 'winner', 'loosers', 'children']
def __init__(self, winner_time, looser_time, winner, loosers):
self.winner_time = winner_time
self.looser_time = looser_time
self.winner = winner
self.loosers = loosers
self.children = []
def checkCandidate(self):
if self.winner != None and self.winner.collision != None and self.winner.collision.looser_time < self.winner_time:
return False
for looser in self.loosers:
if looser.collision != None:
return False
return True
def collide(self, lightcycles, collision_candidates, polygon_vertices, polygon_normal, tollerance=0.0001):
for looser in self.loosers:
looser.collision = self
if len(self.loosers) == 2:
assert(self.loosers[0].ground_normal@self.loosers[1].ground_normal > 0.0)
position = self.loosers[0].ground_origin+self.loosers[0].ground_velocity*self.looser_time
dirA = self.loosers[0].ground_velocity.normalized()
dirB = self.loosers[1].ground_velocity.normalized()
ground_dir = dirA+dirB
if ground_dir.length > tollerance:
index = 1 if self.loosers[0].slab_intersection.prev_slab.isOuterOfCollision(dirA, ground_dir, polygon_normal) else 0
if dirA.cross(dirB)@polygon_normal > 0.0:
index = 1-index
self.children = [Lightcycle(
lightcycles, collision_candidates, polygon_vertices, polygon_normal, False,
self.looser_time, self.loosers[index].slab_intersection.prev_slab, self.loosers[1-index].slab_intersection.next_slab,
position, ground_dir.normalized(), self.loosers[0].ground_normal
)]
else:
ground_dir = dirA.cross(self.loosers[0].ground_normal)
index = 1 if self.loosers[0].slab_intersection.prev_slab.isOuterOfCollision(dirA, ground_dir, polygon_normal) else 0
self.children = [Lightcycle(
lightcycles, collision_candidates, polygon_vertices, polygon_normal, False,
self.looser_time, self.loosers[index].slab_intersection.prev_slab, self.loosers[1-index].slab_intersection.next_slab,
position, ground_dir, self.loosers[0].ground_normal
), Lightcycle(
lightcycles, collision_candidates, polygon_vertices, polygon_normal, True,
self.looser_time, self.loosers[1-index].slab_intersection.prev_slab, self.loosers[index].slab_intersection.next_slab,
position, -ground_dir, self.loosers[0].ground_normal
)]
class Lightcycle:
__slots__ = ['start_time', 'ground_origin', 'ground_velocity', 'ground_normal', 'inwards', 'collision', 'slab_intersection']
def __init__(self, lightcycles, collision_candidates, polygon_vertices, polygon_normal, immunity, start_time, prev_slab, next_slab, position, ground_dir, ground_normal):
exterior_angle = math.pi-math.acos(max(-1.0, min(prev_slab.edge@-next_slab.edge, 1.0)))
# pitch_angle = math.atan(math.cos(exterior_angle*0.5))
ground_speed = 1.0/math.cos(exterior_angle*0.5)
self.start_time = start_time
self.ground_origin = position
self.ground_velocity = ground_dir*ground_speed
self.ground_normal = ground_normal
self.inwards = (self.ground_normal@polygon_normal > 0.0)
self.collision = None
self.slab_intersection = SlabIntersection(prev_slab, next_slab, None, None, 0.0, 0.0)
if self.inwards:
prev_slab.next_lightcycles.append(self)
next_slab.prev_lightcycles.append(self)
self.collideWithLightcycles(lightcycles, collision_candidates, immunity)
self.collideWithPolygon(collision_candidates, polygon_vertices, immunity)
lightcycles.append(self)
def collideWithLightcycles(self, lightcycles, collision_candidates, immunity, arrival_tollerance=0.001):
for i in range(0, len(lightcycles)-1 if immunity == True else len(lightcycles)):
timeA, timeB = rayRayIntersection(self.ground_origin, self.ground_velocity, lightcycles[i].ground_origin, lightcycles[i].ground_velocity)
if math.isnan(timeA) or math.isnan(timeB):
continue
timeA += self.start_time
timeB += lightcycles[i].start_time
winner = None if abs(timeA-timeB) < arrival_tollerance else self if timeA < timeB else lightcycles[i]
# TODO: Insert in manyfold collision
insort_right(collision_candidates, lambda collision: collision.looser_time, Collision(
winner_time=min(timeA, timeB),
looser_time=max(timeA, timeB),
winner=winner,
loosers=([self, lightcycles[i]] if winner == None else [self if timeA > timeB else lightcycles[i]])
))
def collideWithPolygon(self, collision_candidates, polygon_vertices, immunity):
min_time = float('inf')
for index in range(0, len(polygon_vertices)):
if type(immunity) is int and (index == immunity or index == (immunity+1)%len(polygon_vertices)):
continue
time = rayLineSegmentIntersection(self.ground_origin, self.ground_velocity, polygon_vertices[index-1], polygon_vertices[index])
if not math.isnan(time):
min_time = min(time+self.start_time, min_time)
if min_time < float('inf'):
insort_right(collision_candidates, lambda collision: collision.looser_time, Collision(
winner_time=0.0,
looser_time=min_time,
winner=None,
loosers=[self]
))
def calculateSlabIntersection(self, tollerance=0.0001):
if self.collision == None:
return
self.slab_intersection.origin = self.ground_origin+self.ground_normal*self.start_time
dir = self.ground_velocity+self.ground_normal
self.slab_intersection.dir = dir.normalized()
self.slab_intersection.end_param = dir@self.slab_intersection.dir*(self.collision.looser_time-self.start_time)
if self.inwards:
self.slab_intersection.prev_slab.slab_intersections.append(self.slab_intersection)
self.slab_intersection.next_slab.slab_intersections.append(self.slab_intersection)
def straightSkeletonOfPolygon(polygon_vertices, mesh_data, height=1.5, tollerance=0.0001):
polygon_normal = normalOfPolygon(polygon_vertices).normalized()
polygon_plane = Plane(normal=polygon_normal, distance=polygon_vertices[0]@polygon_normal)
for polygon_vertex in polygon_vertices:
if abs(polygon_vertex@polygon_plane.normal-polygon_plane.distance) > tollerance:
return 'Polygon is not planar / level'
polygon_tangent = (polygon_vertices[1]-polygon_vertices[0]).normalized()
plane_matrix = Matrix.Identity(4)
plane_matrix.col[0] = polygon_tangent.to_4d()
plane_matrix.col[1] = polygon_normal.cross(polygon_tangent).normalized().to_4d()
plane_matrix.col[2] = polygon_normal.to_4d()
plane_matrix.col[3] = (polygon_plane.normal*polygon_plane.distance).to_4d()
plane_matrix.col[0].w = plane_matrix.col[1].w = plane_matrix.col[2].w = 0.0
plane_matrix_inverse = plane_matrix.inverted()
plane_matrix_inverse.row[2].zero()
polygon_vertices = [plane_matrix_inverse@vertex for vertex in polygon_vertices]
polygon_normal = Vector((0.0, 0.0, 1.0))
slabs = []
lightcycles = []
collision_candidates = []
for index, next_polygon_vertex in enumerate(polygon_vertices):
prev_polygon_vertex = polygon_vertices[index-1]
slabs.append(Slab(polygon_normal, prev_polygon_vertex, next_polygon_vertex))
for index, prev_slab in enumerate(slabs):
next_slab = slabs[(index+1)%len(polygon_vertices)]
next_slab.prev_slab = prev_slab
prev_slab.next_slab = next_slab
Lightcycle(
lightcycles, collision_candidates, polygon_vertices, polygon_normal, index,
0.0, prev_slab, next_slab, polygon_vertices[index],
(prev_slab.edge-next_slab.edge).normalized(), prev_slab.edge.cross(-next_slab.edge).normalized()
)
i = 0
while i < len(collision_candidates):
collision = collision_candidates[i]
if collision.checkCandidate():
collision.collide(lightcycles, collision_candidates, polygon_vertices, polygon_normal)
if len(collision.loosers) > 2:
return 'Manyfold collision' # TODO
i += 1
verts = []
edges = []
faces = []
for lightcycle in lightcycles:
lightcycle.calculateSlabIntersection()
# if lightcycle.collision != None:
# verts += [lightcycle.slab_intersection.origin, lightcycle.slab_intersection.origin+lightcycle.slab_intersection.dir*lightcycle.slab_intersection.end_param]
# edges.append((len(verts)-2, len(verts)-1))
for j, slabA in enumerate(slabs):
slabA.calculateVerticesFromLightcycles()
for i, slabB in enumerate(slabs):
if i >= j:
continue
slabA.calculateSlabIntersection(slabB, i == 0)
# for slab_intersection in slabA.slab_intersections:
# verts += [slab_intersection.origin+slab_intersection.dir*slab_intersection.begin_param, slab_intersection.origin+slab_intersection.dir*slab_intersection.end_param]
# edges.append((len(verts)-2, len(verts)-1))
for index, slab in enumerate(slabs):
slab.calculateVerticesFromIntersections()
vert_index = len(verts)
verts += slab.vertices
faces.append(range(vert_index, len(verts)))
mesh_data.from_pydata(verts, edges, faces)
return plane_matrix
def sliceMesh(src_mesh, dst_obj, distances, axis):
if dst_obj.type == 'MESH':
dst_obj.data.clear_geometry()
else:
dst_obj.data.splines.clear()
out_vertices = []
out_edges = []
for distance in distances:
aux_mesh = src_mesh.copy()
cut_geometry = bmesh.ops.bisect_plane(aux_mesh, geom=aux_mesh.edges[:]+aux_mesh.faces[:], dist=0, plane_co=axis*distance, plane_no=axis, clear_outer=False, clear_inner=False)['geom_cut']
edge_pool = set((e for e in cut_geometry if isinstance(e, bmesh.types.BMEdge)))
while len(edge_pool) > 0:
current_edge = edge_pool.pop()
first_vertex = current_vertex = current_edge.verts[0]
vertices = [current_vertex.co]
while True:
current_vertex = current_edge.other_vert(current_vertex)
if current_vertex == first_vertex:
break
vertices.append(current_vertex.co)
follow_edge_loop = False
for edge in current_vertex.link_edges:
if edge in edge_pool:
current_edge = edge
edge_pool.remove(current_edge)
follow_edge_loop = True
break
if not follow_edge_loop:
break
if dst_obj.type == 'MESH':
for i in range(len(out_vertices), len(out_vertices)+len(vertices)-1):
out_edges.append((i, i+1))
if current_vertex == first_vertex:
out_edges.append((len(out_vertices), len(out_vertices)+len(vertices)-1))
out_vertices += [Vector(vertex) for vertex in vertices]
else:
addPolygonSpline(dst_obj, current_vertex == first_vertex, vertices)
aux_mesh.free()
if dst_obj.type == 'MESH':
dst_obj.data.from_pydata(out_vertices, out_edges, [])