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    # Blender EdgeTools
    #
    # This is a toolkit for edge manipulation based on several of mesh manipulation
    # abilities of several CAD/CAE packages, notably CATIA's Geometric Workbench
    # from which most of these tools have a functional basis based on the paradims
    # that platform enables.  These tools are a collection of scripts that I needed
    # at some point, and so I will probably add and improve these as I continue to
    # use and model with them.
    #
    # It might be good to eventually merge the tinyCAD VTX tools for unification
    # purposes, and as these are edge-based tools, it would make sense.  Or maybe
    # merge this with tinyCAD instead?
    #
    # The GUI and Blender add-on structure shamelessly coded in imitation of the
    # LoopTools addon.
    #
    # Examples:
    #   - "Ortho" inspired from CATIA's line creation tool which creates a line of a
    #       user specified length at a user specified angle to a curve at a chosen
    #       point.  The user then selects the plane the line is to be created in.
    #   - "Shaft" is inspired from CATIA's tool of the same name.  However, instead
    #       of a curve around an axis, this will instead shaft a line, a point, or
    #       a fixed radius about the selected axis.
    #   - "Slice" is from CATIA's ability to split a curve on a plane.  When
    #       completed this be a Python equivalent with all the same basic
    #       functionality, though it will sadly be a little clumsier to use due
    #       to Blender's selection limitations.
    #
    # Tasks:
    #   - Figure out how to do a GUI for "Shaft", especially for controlling radius.
    #
    # Paul "BrikBot" Marshall
    # Created: January 28, 2012
    # Last Modified: May 11, 2012
    # Homepage (blog): http://post.darkarsenic.com/
    #                       //blog.darkarsenic.com/
    #
    # Coded in IDLE, tested in Blender 2.63.
    # Search for "@todo" to quickly find sections that need work.
    #
    # Remeber -
    #   Functional code comes before fast code.  Once it works, then worry about
    #   making it faster/more efficient.
    #
    # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  The Blender Edgetools is to bring CAD tools to Blender.
    #  Copyright (C) 2012  Paul Marshall
    #
    #  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/>.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    # <pep8 compliant>
    # ^^ Maybe. . . . :P
    
    bl_info = {
        'name': "EdgeTools",
        'author': "Paul Marshall",
        'version': (0, 8),
        'blender': (2, 6, 3),
        'location': "View3D > Toolbar and View3D > Specials (W-key)",
        'warning': "",
        'description': "CAD style edge manipulation tools",
        'wiki_url': "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/EdgeTools",
        'tracker_url': "https://blenderpython.svn.sourceforge.net/svnroot/blenderpython/scripts_library/scripts/addons_extern/mesh_edgetools.py",
        'category': 'Mesh'}
    
    import bpy, bmesh, mathutils
    from math import pi, radians, sin, sqrt, tan
    from mathutils import Matrix, Vector
    from mathutils.geometry import (distance_point_to_plane,
                                    interpolate_bezier,
                                    intersect_point_line,
                                    intersect_line_line,
                                    intersect_line_plane)
    from bpy.props import (BoolProperty,
                           BoolVectorProperty,
                           IntProperty,
                           FloatProperty,
                           EnumProperty)
    
    # Quick an dirty method for getting the sign of a number:
    def sign(number):
        return (number > 0) - (number < 0)
    
    
    # is_parallel
    #
    # Checks to see if two lines are parallel
    def is_parallel(v1, v2, v3, v4):
        result = intersect_line_line(v1, v2, v3, v4) 
        return result == None
    
    
    # is_axial
    #
    # This is for the special case where the edge is parallel to an axis.  In this
    # the projection onto the XY plane will fail so it will have to be handled
    # differently.  This tells us if and how:
    def is_axial(v1, v2, error = 0.000002):
        vector = v2 - v1
        # Don't need to store, but is easier to read:
        vec0 = vector[0] > -error and vector[0] < error
        vec1 = vector[1] > -error and vector[1] < error
        vec2 = vector[2] > -error and vector[2] < error
        if (vec0 or vec1) and vec2:
            return 'Z'
        elif vec0 and vec1:
            return 'Y'
        return None
    
    
    # is_same_co
    #
    # For some reason "Vector = Vector" does not seem to look at the actual
    # coordinates.  This provides a way to do so.
    def is_same_co(v1, v2):
        if len(v1) != len(v2):
            return False
        else:
            for co1, co2 in zip(v1, v2):
                if co1 != co2:
                    return False
        return True
    
    
    # other_joined_edges
    #
    # Starts with an edge.  Then scans for linked, selected edges and builds a
    # list with them in "order", starting at one end and moving towards the other.
    def order_joined_edges(edge, edges = [], direction = 1):
        if len(edges) == 0:
            edges.append(edge)
            edges[0] = edge
    
    ##    if bpy.app.debug:
    ##        print(edge, end = ", ")
    ##        print(edges, end = ", ")
    ##        print(direction, end = "; ")
    
        newList = []
        for e in edge.verts[0].link_edges:
            if e.select and edges.count(e) == 0:
                if direction > 0:
                    edges.insert(0, e)
                    newList.extend(order_joined_edges(e, edges, direction + 1))
                    newList.extend(edges)
                else:
                    edges.append(e)
                    newList.extend(edges)
                    newList.extend(order_joined_edges(e, edges, direction - 1))
    
        # This will only matter at the first level:
        direction = direction - 1
    
        for e in edge.verts[1].link_edges:
            if e.select and edges.count(e) == 0:
                if direction > 0:
                    edges.insert(0, e)
                    newList.extend(order_joined_edges(e, edges, direction + 2))
                    newList.extend(edges)
                else:
                    edges.append(e)
                    newList.extend(edges)
                    newList.extend(order_joined_edges(e, edges, direction))
    
    ##    if bpy.app.debug:
    ##        print(newList, end = ", ")
    ##        print(direction)
    
        return newList
    
    
    # --------------- GEOMETRY CALCULATION METHODS --------------
    
    # distance_point_line
    #
    # I don't know why the mathutils.geometry API does not already have this, but
    # it is trivial to code using the structures already in place.  Instead of
    # returning a float, I also want to know the direction vector defining the
    # distance.  Distance can be found with "Vector.length".
    def distance_point_line(pt, line_p1, line_p2):
        int_co = intersect_point_line(pt, line_p1, line_p2)
        distance_vector = int_co[0] - pt
        return distance_vector
    
    
    # interpolate_line_line
    #
    # This is an experiment into a cubic Hermite spline (c-spline) for connecting
    # two edges with edges that obey the general equation.
    # This will return a set of point coordinates (Vectors).
    #
    # A good, easy to read background on the mathematics can be found at:
    # http://cubic.org/docs/hermite.htm
    #
    # Right now this is . . . less than functional :P
    # @todo
    #   - C-Spline and Bezier curves do not end on p2_co as they are supposed to.
    #   - B-Spline just fails.  Epically.
    #   - Add more methods as I come across them.  Who said flexibility was bad?
    def interpolate_line_line(p1_co, p1_dir, p2_co, p2_dir, segments, tension = 1,
                              typ = 'BEZIER', include_ends = False):
        pieces = []
        fraction = 1 / segments
        # Form: p1, tangent 1, p2, tangent 2
        if typ == 'HERMITE':
            poly = [[2, -3, 0, 1], [1, -2, 1, 0],
                    [-2, 3, 0, 0], [1, -1, 0, 0]]
        elif typ == 'BEZIER':
            poly = [[-1, 3, -3, 1], [3, -6, 3, 0],
                    [1, 0, 0, 0], [-3, 3, 0, 0]]
            p1_dir = p1_dir + p1_co
            p2_dir = -p2_dir + p2_co
        elif typ == 'BSPLINE':
    ##        Supposed poly matrix for a cubic b-spline:
    ##        poly = [[-1, 3, -3, 1], [3, -6, 3, 0],
    ##                [-3, 0, 3, 0], [1, 4, 1, 0]]
            # My own invention to try to get something that somewhat acts right.
            # This is semi-quadratic rather than fully cubic:
            poly = [[0, -1, 0, 1], [1, -2, 1, 0],
                    [0, -1, 2, 0], [1, -1, 0, 0]]
        if include_ends:
            pieces.append(p1_co)
        # Generate each point:
        for i in range(segments - 1):
            t = fraction * (i + 1)
            if bpy.app.debug:
                print(t)
            s = [t ** 3, t ** 2, t, 1]
            h00 = (poly[0][0] * s[0]) + (poly[0][1] * s[1]) + (poly[0][2] * s[2]) + (poly[0][3] * s[3])
            h01 = (poly[1][0] * s[0]) + (poly[1][1] * s[1]) + (poly[1][2] * s[2]) + (poly[1][3] * s[3])
            h10 = (poly[2][0] * s[0]) + (poly[2][1] * s[1]) + (poly[2][2] * s[2]) + (poly[2][3] * s[3])
            h11 = (poly[3][0] * s[0]) + (poly[3][1] * s[1]) + (poly[3][2] * s[2]) + (poly[3][3] * s[3])
            pieces.append((h00 * p1_co) + (h01 * p1_dir) + (h10 * p2_co) + (h11 * p2_dir))
        if include_ends:
            pieces.append(p2_co)
        # Return:
        if len(pieces) == 0:
            return None
        else:
            if bpy.app.debug:
                print(pieces)
            return pieces
    
    
    # intersect_line_face
    #
    # Calculates the coordinate of intersection of a line with a face.  It returns
    # the coordinate if one exists, otherwise None.  It can only deal with tris or
    # quads for a face.  A quad does NOT have to be planar. Thus the following.
    #
    # Quad math and theory:
    # A quad may not be planar.  Therefore the treated definition of the surface is
    # that the surface is composed of all lines bridging two other lines defined by
    # the given four points.  The lines do not "cross".
    # 
    # The two lines in 3-space can defined as:
    #   ┌  ┐         ┌   ┐     ┌   ┐  ┌  ┐         ┌   ┐     ┌   ┐
    #   │x1│         │a11│     │b11│  │x2│         │a21│     │b21│
    #   │y1│ = (1-t1)│a12│ + t1│b12│, │y2│ = (1-t2)│a22│ + t2│b22│
    #   │z1│         │a13│     │b13│  │z2│         │a23│     │b23│
    #   └  ┘         └   ┘     └   ┘  └  ┘         └   ┘     └   ┘
    # Therefore, the surface is the lines defined by every point alone the two
    # lines with a same "t" value (t1 = t2).  This is basically R = V1 + tQ, where
    # Q = V2 - V1 therefore R = V1 + t(V2 - V1) -> R = (1 - t)V1 + tV2:
    #   ┌   ┐            ┌                  ┐      ┌                  ┐
    #   │x12│            │(1-t)a11 + t * b11│      │(1-t)a21 + t * b21│
    #   │y12│ = (1 - t12)│(1-t)a12 + t * b12│ + t12│(1-t)a22 + t * b22│
    #   │z12│            │(1-t)a13 + t * b13│      │(1-t)a23 + t * b23│
    #   └   ┘            └                  ┘      └                  ┘
    # Now, the equation of our line can be likewise defined:
    #   ┌  ┐   ┌   ┐     ┌   ┐
    #   │x3│   │a31│     │b31│
    #   │y3│ = │a32│ + t3│b32│
    #   │z3│   │a33│     │b33│
    #   └  ┘   └   ┘     └   ┘
    # Now we just have to find a valid solution for the two equations.  This should
    # be our point of intersection.  Therefore, x12 = x3 -> x, y12 = y3 -> y,
    # z12 = z3 -> z.  Thus, to find that point we set the equation defining the
    # surface as equal to the equation for the line:
    #            ┌                  ┐      ┌                  ┐   ┌   ┐     ┌   ┐
    #            │(1-t)a11 + t * b11│      │(1-t)a21 + t * b21│   │a31│     │b31│
    #   (1 - t12)│(1-t)a12 + t * b12│ + t12│(1-t)a22 + t * b22│ = │a32│ + t3│b32│
    #            │(1-t)a13 + t * b13│      │(1-t)a23 + t * b23│   │a33│     │b33│
    #            └                  ┘      └                  ┘   └   ┘     └   ┘
    # This leaves us with three equations, three unknowns.  Solving the system by
    # hand is practically impossible, but using Mathematica we are given an insane
    # series of three equations (not reproduced here for the sake of space: see
    # http://www.mediafire.com/file/cc6m6ba3sz2b96m/intersect_line_surface.nb and
    # http://www.mediafire.com/file/0egbr5ahg14talm/intersect_line_surface2.nb for
    # Mathematica computation).
    #
    # Tri math and theory:
    # A triangle must be planar (three points define a plane).  Therefore we just
    # have to make sure that the line intersects inside the triangle.
    def intersect_line_face(edge, face):
        # If we are dealing with a quad:
        if len(face.verts) == 4:
            edgeA = face.edges[0]
            edgeB = None
            flipB = False
    
            for i in range(len(face.edges)):
                if face.edges[i].verts[0] not in edgeA.verts and face.edges[i].verts[1] not in edgeA.verts:
                    edgeB = face.edges[i]
                    break
    
            # I haven't figured out a way to mix this in with the above.  Doing so might remove a
            # few extra instructions from having to be executed saving a few clock cycles:
            for i in range(len(face.edges)):
                if face.edges[i] == edgeA or face.edges[i] == edgeB:
                    continue
                if (edgeA.verts[0] in face.edges[i].verts and edgeB.verts[1] in face.edges[i].verts) or (edgeA.verts[1] in face.edges[i].verts and edgeB.verts[0] in face.edges[i].verts):
                    flipB = True
                    break
    
            # Define calculation coefficient constants:
            # "xx1" is the x coordinate, "xx2" is the y coordinate, and "xx3" is the z
            # coordinate.
            a11, a12, a13 = edgeA.verts[0].co[0], edgeA.verts[0].co[1], edgeA.verts[0].co[2]
            b11, b12, b13 = edgeA.verts[1].co[0], edgeA.verts[1].co[1], edgeA.verts[1].co[2]
            if flipB:
                a21, a22, a23 = edgeB.verts[1].co[0], edgeB.verts[1].co[1], edgeB.verts[1].co[2]
                b21, b22, b23 = edgeB.verts[0].co[0], edgeB.verts[0].co[1], edgeB.verts[0].co[2]
            else:
                a21, a22, a23 = edgeB.verts[0].co[0], edgeB.verts[0].co[1], edgeB.verts[0].co[2]
                b21, b22, b23 = edgeB.verts[1].co[0], edgeB.verts[1].co[1], edgeB.verts[1].co[2]
    
            a31, a32, a33 = edge.verts[0].co[0], edge.verts[0].co[1], edge.verts[0].co[2]
            b31, b32, b33 = edge.verts[1].co[0], edge.verts[1].co[1], edge.verts[1].co[2]
    
            # There are a bunch of duplicate "sub-calculations" inside the resulting
            # equations for t, t12, and t3.  Calculate them once and store them to
            # reduce computational time:
            m01 = a13 * a22 * a31
            m02 = a12 * a23 * a31
            m03 = a13 * a21 * a32
            m04 = a11 * a23 * a32
            m05 = a12 * a21 * a33
            m06 = a11 * a22 * a33
            m07 = a23 * a32 * b11
            m08 = a22 * a33 * b11
            m09 = a23 * a31 * b12
            m10 = a21 * a33 * b12
            m11 = a22 * a31 * b13
            m12 = a21 * a32 * b13
            m13 = a13 * a32 * b21
            m14 = a12 * a33 * b21
            m15 = a13 * a31 * b22
            m16 = a11 * a33 * b22
            m17 = a12 * a31 * b23
            m18 = a11 * a32 * b23
            m19 = a13 * a22 * b31
            m20 = a12 * a23 * b31
            m21 = a13 * a32 * b31
            m22 = a23 * a32 * b31
            m23 = a12 * a33 * b31
            m24 = a22 * a33 * b31
            m25 = a23 * b12 * b31
            m26 = a33 * b12 * b31
            m27 = a22 * b13 * b31
            m28 = a32 * b13 * b31
            m29 = a13 * b22 * b31
            m30 = a33 * b22 * b31
            m31 = a12 * b23 * b31
            m32 = a32 * b23 * b31
            m33 = a13 * a21 * b32
            m34 = a11 * a23 * b32
            m35 = a13 * a31 * b32
            m36 = a23 * a31 * b32
            m37 = a11 * a33 * b32
            m38 = a21 * a33 * b32
            m39 = a23 * b11 * b32
            m40 = a33 * b11 * b32
            m41 = a21 * b13 * b32
            m42 = a31 * b13 * b32
            m43 = a13 * b21 * b32
            m44 = a33 * b21 * b32
            m45 = a11 * b23 * b32
            m46 = a31 * b23 * b32
            m47 = a12 * a21 * b33
            m48 = a11 * a22 * b33
            m49 = a12 * a31 * b33
            m50 = a22 * a31 * b33
            m51 = a11 * a32 * b33
            m52 = a21 * a32 * b33
            m53 = a22 * b11 * b33
            m54 = a32 * b11 * b33
            m55 = a21 * b12 * b33
            m56 = a31 * b12 * b33
            m57 = a12 * b21 * b33
            m58 = a32 * b21 * b33
            m59 = a11 * b22 * b33
            m60 = a31 * b22 * b33
    
            m61 = a33 * b12 * b21
            m62 = a32 * b13 * b21
            m63 = a33 * b11 * b22
            m64 = a31 * b13 * b22
            m65 = a32 * b11 * b23
            m66 = a31 * b12 * b23
            m67 = b13 * b22 * b31
            m68 = b12 * b23 * b31
            m69 = b13 * b21 * b32
            m70 = b11 * b23 * b32
            m71 = b12 * b21 * b33
            m72 = b11 * b22 * b33
    
            n01 = m01 - m02 - m03 + m04 + m05 - m06
            n02 = -m07 + m08 + m09 - m10 - m11 + m12 + m13 - m14 - m15 + m16 + m17 - m18 - m25 + m27 + m29 - m31 + m39 - m41 - m43 + m45 - m53 + m55 + m57 - m59
            n03 = -m19 + m20 + m33 - m34 - m47 + m48
            n04 = m21 - m22 - m23 + m24 - m35 + m36 + m37 - m38 + m49 - m50 - m51 + m52
            n05 = m26 - m28 - m30 + m32 - m40 + m42 + m44 - m46 + m54 - m56 - m58 + m60
            n06 = m61 - m62 - m63 + m64 + m65 - m66 - m67 + m68 + m69 - m70 - m71 + m72
            n07 = 2 * n01 + n02 + 2 * n03 + n04 + n05
            n08 = n01 + n02 + n03 + n06
    
            # Calculate t, t12, and t3:
            t = (n07 - sqrt(pow(-n07, 2) - 4 * (n01 + n03 + n04) * n08)) / (2 * n08)
            # t12 can be greatly simplified by defining it with t in it:
            t12 = -(-(a32 - b32) * (-a31 + a11 * (1 - t) + b11 * t) + (a31 - b31) * (-a32 + a12 * (1 - t) + b12 * t)) / (-(a32 - b32) * (-a11 * (1 - t) + a21 * (1 - t) - b11 * t + b21 * t) + (a31 - b31) * (-a12 * (1 - t) + a22 * (1 - t) - b12 * t + b22 * t))
            # Likewise, t3 is greatly simplified by defining it in terms of t and t12:
            t3 = (-a11 + a31 + (a11 * t) - (b11 * t) + (a11 * t12) - (a21 * t12) - (a11 * t * t12) + (a21 * t * t12) + (b11 * t * t12) - (b21 * t * t12)) / (a31 - b31)
    
            # Calculate the point of intersection:
            x = (1 - t3) * a31 + t3 * b31
            y = (1 - t3) * a32 + t3 * b32
            z = (1 - t3) * a33 + t3 * b33
    
            int_co = [True, Vector((x, y, z))]
    
            # If the line does not intersect the quad, we return "None":
            if t < 0 or t > 1 or t12 < 0 or t12 > 1:
                int_co[0] = False
    
            return int_co
        elif len(face.verts) == 3:
            return int_co
    
    
    # project_point_plane
    #
    # Projects a point onto a plane.  Returns a tuple of the projection vector
    # and the projected coordinate.
    def project_point_plane(pt, plane_co, plane_no):
        proj_co = intersect_line_plane(pt, pt + plane_no, plane_co, plane_no)
        proj_ve = proj_co - pt
        return (proj_ve, proj_co)
        
    
    # ------------ FILLET/CHAMPHER HELPER METHODS -------------
    
    # get_next_edge
    #
    # The following is used to return edges that might be possible edges for
    # propagation.  If an edge is connected to the end vert, but is also a part
    # of the on of the faces that the current edge composes, then it is a
    # "corner edge" and is not valid as a propagation edge.  If the edge is
    # part of two faces that a in the same plane, then we cannot fillet/chamfer
    # it because there is no angle between them.
    def get_next_edge(edge, vert):
        invalidEdges = [e for f in edge.link_faces for e in f.edges if e != edge]
        invalidEdges.append(edge)
        if bpy.app.debug:
            print(invalidEdges)
        newEdge = [e for e in vert.link_edges if e not in invalidEdges and not is_planar_edge(e)]
        if len(newEdge) == 0:
            return None
        elif len(newEdge) == 1:
            return newEdge[0]
        else:
            return newEdge
    
    
    def is_planar_edge(edge, error = 0.000002):
        angle = edge.calc_face_angle()
        return (angle < error and angle > -error) or (angle < (180 + error) and angle > (180 - error))
    
    
    # fillet_geom_data
    #
    # Calculates the base geometry data for the fillet.  The seems to be issues
    # some of the vector math right now.  Will need to be debuged.
    def fillet_axis(edge, radius):
        vectors = [None, None, None, None]
        
        origin = Vector((0, 0, 0))
        axis = edge.verts[1].co - edge.verts[0].co
    
        # Get the "adjacency" base vectors for face 0:
        for e in edge.link_faces[0].edges:
            if e == edge:
                continue
            if e.verts[0] == edge.verts[0]:
                vectors[0] = e.verts[1].co - e.verts[0].co
            elif e.verts[1] == edge.verts[0]:
                vectors[0] = e.verts[0].co - e.verts[1].co
            elif e.verts[0] == edge.verts[1]:
                vectors[1] = e.verts[1].co - e.verts[0].co
            elif e.verts[1] == edge.verts[1]:
                vectors[1] = e.verts[0].co - e.verts[1].co
    
        # Get the "adjacency" base vectors for face 1:
        for e in edge.link_faces[1].edges:
            if e == edge:
                continue
            if e.verts[0] == edge.verts[0]:
                vectors[2] = e.verts[1].co - e.verts[0].co
            elif e.verts[1] == edge.verts[0]:
                vectors[2] = e.verts[0].co - e.verts[1].co
            elif e.verts[0] == edge.verts[1]:
                vectors[3] = e.verts[1].co - e.verts[0].co
            elif e.verts[1] == edge.verts[1]:
                vectors[3] = e.verts[0].co - e.verts[1].co
    
        # Get the normal for face 0 and face 1:
        norm1 = edge.link_faces[0].normal
        norm2 = edge.link_faces[1].normal
        
        # We need to find the angle between the two faces, then bisect it:
        theda = (pi - edge.calc_face_angle()) / 2
        
        # We are dealing with a triangle here, and we will need the length
        # of its adjacent side.  The opposite is the radius:
        adj_len = radius / tan(theda)
    
        # Vectors can be thought of as being at the origin, and we need to make sure
        # that the base vectors are planar with the "normal" definied by the edge to
        # be filleted.  Then we set the length of the vector and shift it into a
        # coordinate:
        for i in range(len(vectors)):
            vectors[i] = project_point_plane(vectors[i], origin, axis)[1]
            vectors[i].length = adj_len
            vectors[i] = vectors[i] + edge.verts[i % 2].co
        
        # Compute fillet axis end points:
        v1 = intersect_line_line(vectors[0], vectors[0] + norm1, vectors[2], vectors[2] + norm2)[0]
        v2 = intersect_line_line(vectors[1], vectors[1] + norm1, vectors[3], vectors[3] + norm2)[0]
        return [v1, v2]
    
    
    # ------------------- EDGE TOOL METHODS -------------------
    
    # Extends an "edge" in two directions:
    #   - Requires two vertices to be selected.  They do not have to form an edge.
    #   - Extends "length" in both directions
    class Extend(bpy.types.Operator):
        bl_idname = "mesh.edgetools_extend"
        bl_label = "Extend"
        bl_description = "Extend the selected edges of vertice pair."
        bl_options = {'REGISTER', 'UNDO'}
    
        di1 = BoolProperty(name = "Forwards",
                           description = "Extend the edge forwards",
                           default = True)
        di2 = BoolProperty(name = "Backwards",
                           description = "Extend the edge backwards",
                           default = False)
        length = FloatProperty(name = "Length",
                               description = "Length to extend the edge",
                               min = 0.0, max = 1024.0,
                               default = 1.0)
    
        def draw(self, context):
            layout = self.layout
            layout.prop(self, "di1")
            layout.prop(self, "di2")
            layout.prop(self, "length")
        
    
        @classmethod
        def poll(cls, context):
            ob = context.active_object
            return(ob and ob.type == 'MESH' and context.mode == 'EDIT_MESH')
    
    
        def invoke(self, context, event):
            return self.execute(context)
    
        
        def execute(self, context):
            bpy.ops.object.editmode_toggle()
            bm = bmesh.new()
            bm.from_mesh(bpy.context.active_object.data)
            bm.normal_update()
    
            bEdges = bm.edges
            bVerts = bm.verts
    
            edges = [e for e in bEdges if e.select]
            verts = [v for v in bVerts if v.select]
    
            if len(edges) > 0:
                for e in edges:
                    vector = e.verts[0].co - e.verts[1].co
                    vector.length = self.length
                    
                    if self.di1:
                        v = bVerts.new()
                        if (vector[0] + vector[1] + vector[2]) < 0:
                            v.co = e.verts[1].co - vector
                            newE = bEdges.new((e.verts[1], v))
                        else:
                            v.co = e.verts[0].co + vector
                            newE = bEdges.new((e.verts[0], v))
                    if self.di2:
                        v = bVerts.new()
                        if (vector[0] + vector[1] + vector[2]) < 0:
                            v.co = e.verts[0].co + vector
                            newE = bEdges.new((e.verts[0], v))
                        else:
                            v.co = e.verts[1].co - vector
                            newE = bEdges.new((e.verts[1], v))
            else:
                vector = verts[0].co - verts[1].co
                vector.length = self.length
    
                if self.di1:
                    v = bVerts.new()
                    if (vector[0] + vector[1] + vector[2]) < 0:
                        v.co = verts[1].co - vector
                        e = bEdges.new((verts[1], v))
                    else:
                        v.co = verts[0].co + vector
                        e = bEdges.new((verts[0], v))
                if self.di2:
                    v = bVerts.new()
                    if (vector[0] + vector[1] + vector[2]) < 0:
                        v.co = verts[0].co + vector
                        e = bEdges.new((verts[0], v))
                    else:
                        v.co = verts[1].co - vector
                        e = bEdges.new((verts[1], v))
    
            bm.to_mesh(bpy.context.active_object.data)
            bpy.ops.object.editmode_toggle()
            return {'FINISHED'}
    
    
    # Creates a series of edges between two edges using spline interpolation.
    # This basically just exposes existing functionality in addition to some
    # other common methods: Hermite (c-spline), Bezier, and b-spline.  These
    # alternates I coded myself after some extensive research into spline
    # theory.
    #
    # @todo Figure out what's wrong with the Blender bezier interpolation.
    class Spline(bpy.types.Operator):
        bl_idname = "mesh.edgetools_spline"
        bl_label = "Spline"
        bl_description = "Create a spline interplopation between two edges"
        bl_options = {'REGISTER', 'UNDO'}
        
        alg = EnumProperty(name = "Spline Algorithm",
                           items = [('Blender', 'Blender', 'Interpolation provided through \"mathutils.geometry\"'),
                                    ('Hermite', 'C-Spline', 'C-spline interpolation'),
                                    ('Bezier', 'Bézier', 'Bézier interpolation'),
                                    ('B-Spline', 'B-Spline', 'B-Spline interpolation')],
                           default = 'Bezier')
        segments = IntProperty(name = "Segments",
                               description = "Number of segments to use in the interpolation",
                               min = 2, max = 4096,
                               soft_max = 1024,
                               default = 32)
        flip1 = BoolProperty(name = "Flip Edge",
                             description = "Flip the direction of the spline on edge 1",
                             default = False)
        flip2 = BoolProperty(name = "Flip Edge",
                             description = "Flip the direction of the spline on edge 2",
                             default = False)
        ten1 = FloatProperty(name = "Tension",
                             description = "Tension on edge 1",
                             min = -4096.0, max = 4096.0,
                             soft_min = -8.0, soft_max = 8.0,
                             default = 1.0)
        ten2 = FloatProperty(name = "Tension",
                             description = "Tension on edge 2",
                             min = -4096.0, max = 4096.0,
                             soft_min = -8.0, soft_max = 8.0,
                             default = 1.0)
    
        def draw(self, context):
            layout = self.layout
    
            layout.prop(self, "alg")
            layout.prop(self, "segments")
            layout.label("Edge 1:")
            layout.prop(self, "ten1")
            layout.prop(self, "flip1")
            layout.label("Edge 2:")
            layout.prop(self, "ten2")
            layout.prop(self, "flip2")
    
    
        @classmethod
        def poll(cls, context):
            ob = context.active_object
            return(ob and ob.type == 'MESH' and context.mode == 'EDIT_MESH')
    
    
        def invoke(self, context, event):
            return self.execute(context)
    
        
        def execute(self, context):
            bpy.ops.object.editmode_toggle()
            bm = bmesh.new()
            bm.from_mesh(bpy.context.active_object.data)
            bm.normal_update()
    
            bEdges = bm.edges
            bVerts = bm.verts
            
            seg = self.segments
            edges = [e for e in bEdges if e.select]
            verts = [edges[v // 2].verts[v % 2] for v in range(4)]
    
            if self.flip1:
                v1 = verts[1]
                p1_co = verts[1].co
                p1_dir = verts[1].co - verts[0].co
            else:
                v1 = verts[0]
                p1_co = verts[0].co
                p1_dir = verts[0].co - verts[1].co
            if self.ten1 < 0:
                p1_dir = -1 * p1_dir
                p1_dir.length = -self.ten1
            else:
                p1_dir.length = self.ten1
    
            if self.flip2:
                v2 = verts[3]
                p2_co = verts[3].co
                p2_dir = verts[2].co - verts[3].co
            else:
                v2 = verts[2]
                p2_co = verts[2].co
                p2_dir = verts[3].co - verts[2].co 
            if self.ten2 < 0:
                p2_dir = -1 * p2_dir
                p2_dir.length = -self.ten2
            else:
                p2_dir.length = self.ten2
    
            # Get the interploted coordinates:
            if self.alg == 'Blender':
                pieces = interpolate_bezier(p1_co, p1_dir, p2_dir, p2_co, self.segments)
            elif self.alg == 'Hermite':
                pieces = interpolate_line_line(p1_co, p1_dir, p2_co, p2_dir, self.segments, 1, 'HERMITE')
            elif self.alg == 'Bezier':
                pieces = interpolate_line_line(p1_co, p1_dir, p2_co, p2_dir, self.segments, 1, 'BEZIER')
            elif self.alg == 'B-Spline':
                pieces = interpolate_line_line(p1_co, p1_dir, p2_co, p2_dir, self.segments, 1, 'BSPLINE')
    
            verts = []
            verts.append(v1)
            # Add vertices and set the points:
            for i in range(seg - 1):
                v = bVerts.new()
                v.co = pieces[i]
                verts.append(v)
            verts.append(v2)
            # Connect vertices:
            for i in range(seg):
                e = bEdges.new((verts[i], verts[i + 1]))
    
            bm.to_mesh(bpy.context.active_object.data)
            bpy.ops.object.editmode_toggle()
            return {'FINISHED'}
    
    
    # Creates edges normal to planes defined between each of two edges and the
    # normal or the plane defined by those two edges.
    #   - Select two edges.  The must form a plane.
    #   - On running the script, eight edges will be created.  Delete the
    #     extras that you don't need.
    #   - The length of those edges is defined by the variable "length"
    #
    # @todo Change method from a cross product to a rotation matrix to make the
    #   angle part work.
    #   --- todo completed Feb 4th, but still needs work ---
    # @todo Figure out a way to make +/- predictable
    #   - Maybe use angel between edges and vector direction definition?
    #   --- TODO COMPLETED ON 2/9/2012 ---
    class Ortho(bpy.types.Operator):
        bl_idname = "mesh.edgetools_ortho"
        bl_label = "Angle off Edge"
        bl_description = ""
        bl_options = {'REGISTER', 'UNDO'}
    
        vert1 = BoolProperty(name = "Vertice 1",
                             description = "Enable edge creation for vertice 1.",
                             default = True)
        vert2 = BoolProperty(name = "Vertice 2",
                             description = "Enable edge creation for vertice 2.",
                             default = True)
        vert3 = BoolProperty(name = "Vertice 3",
                             description = "Enable edge creation for vertice 3.",
                             default = True)
        vert4 = BoolProperty(name = "Vertice 4",
                             description = "Enable edge creation for vertice 4.",
                             default = True)
        pos = BoolProperty(name = "+",
                           description = "Enable positive direction edges.",
                           default = True)
        neg = BoolProperty(name = "-",
                           description = "Enable negitive direction edges.",
                           default = True)
        angle = FloatProperty(name = "Angle",
                              description = "Angle off of the originating edge",
                              min = 0.0, max = 180.0,
                              default = 90.0)
        length = FloatProperty(name = "Length",
                               description = "Length of created edges.",
                               min = 0.0, max = 1024.0,
                               default = 1.0)
    
        # For when only one edge is selected (Possible feature to be testd):
        plane = EnumProperty(name = "Plane",
                             items = [("XY", "X-Y Plane", "Use the X-Y plane as the plane of creation"),
                                      ("XZ", "X-Z Plane", "Use the X-Z plane as the plane of creation"),
                                      ("YZ", "Y-Z Plane", "Use the Y-Z plane as the plane of creation")],
                             default = "XY")
    
        def draw(self, context):
            layout = self.layout
    
            layout.prop(self, "vert1")
            layout.prop(self, "vert2")
            layout.prop(self, "vert3")
            layout.prop(self, "vert4")
            row = layout.row(align = False)
            row.alignment = 'EXPAND'
            row.prop(self, "pos")
            row.prop(self, "neg")
            layout.prop(self, "angle")
            layout.prop(self, "length")
        
        @classmethod
        def poll(cls, context):
            ob = context.active_object
            return(ob and ob.type == 'MESH' and context.mode == 'EDIT_MESH')
    
    
        def invoke(self, context, event):
            return self.execute(context)
    
        
        def execute(self, context):
            bpy.ops.object.editmode_toggle()
            bm = bmesh.new()
            bm.from_mesh(bpy.context.active_object.data)
            bm.normal_update()
    
            bVerts = bm.verts
            bEdges = bm.edges
            edges = [e for e in bEdges if e.select]
            vectors = []
    
            # Until I can figure out a better way of handeling it:
            if len(edges) < 2:
                bpy.ops.object.editmode_toggle()
                self.report({'ERROR_INVALID_INPUT'}, "You must select two edges.")
                return {'CANCELLED'}
    
            verts = [edges[0].verts[0],
                     edges[0].verts[1],
                     edges[1].verts[0],
                     edges[1].verts[1]]
    
            cos = intersect_line_line(verts[0].co, verts[1].co, verts[2].co, verts[3].co)
    
            # If the two edges are parallel:
            if cos == None:
                self.report({'WARNING'}, "Selected lines are parallel: results may be unpredictable.")
                vectors.append(verts[0].co - verts[1].co)
                vectors.append(verts[0].co - verts[2].co)
                vectors.append(vectors[0].cross(vectors[1]))
                vectors.append(vectors[2].cross(vectors[0]))
                vectors.append(-vectors[3])
            else:
                # Warn the user if they have not chosen two planar edges:
                if not is_same_co(cos[0], cos[1]):
                    self.report({'WARNING'}, "Selected lines are not planar: results may be unpredictable.")
    
                # This makes the +/- behavior predictable:
                if (verts[0].co - cos[0]).length < (verts[1].co - cos[0]).length:
                    verts[0], verts[1] = verts[1], verts[0]
                if (verts[2].co - cos[0]).length < (verts[3].co - cos[0]).length:
                    verts[2], verts[3] = verts[3], verts[2]
    
                vectors.append(verts[0].co - verts[1].co)
                vectors.append(verts[2].co - verts[3].co)
                
                # Normal of the plane formed by vector1 and vector2:
                vectors.append(vectors[0].cross(vectors[1]))
    
                # Possible directions:
                vectors.append(vectors[2].cross(vectors[0]))
                vectors.append(vectors[1].cross(vectors[2]))
    
            # Set the length:
            vectors[3].length = self.length
            vectors[4].length = self.length
    
            # Perform any additional rotations:
            matrix = Matrix.Rotation(radians(90 + self.angle), 3, vectors[2])
            vectors.append(matrix * -vectors[3]) # vectors[5]
            matrix = Matrix.Rotation(radians(90 - self.angle), 3, vectors[2])
            vectors.append(matrix * vectors[4]) # vectors[6]
            vectors.append(matrix * vectors[3]) # vectors[7]
            matrix = Matrix.Rotation(radians(90 + self.angle), 3, vectors[2])
            vectors.append(matrix * -vectors[4]) # vectors[8]
    
            # Perform extrusions and displacements:
            # There will be a total of 8 extrusions.  One for each vert of each edge.
            # It looks like an extrusion will add the new vert to the end of the verts
            # list and leave the rest in the same location.
            # ----------- EDIT -----------
            # It looks like I might be able to do this with in "bpy.data" with the ".add"
            # function.
            # ------- BMESH UPDATE -------
            # BMesh uses ".new()"
    
            for v in range(len(verts)):
                vert = verts[v]
                if (v == 0 and self.vert1) or (v == 1 and self.vert2) or (v == 2 and self.vert3) or (v == 3 and self.vert4):
                    if self.pos:
                        new = bVerts.new()
                        new.co = vert.co - vectors[5 + (v // 2) + ((v % 2) * 2)]
                        bEdges.new((vert, new))
                    if self.neg:
                        new = bVerts.new()
                        new.co = vert.co + vectors[5 + (v // 2) + ((v % 2) * 2)]
                        bEdges.new((vert, new))
    
            bm.to_mesh(bpy.context.active_object.data)
            bpy.ops.object.editmode_toggle()
            return {'FINISHED'}
    
    
    # Usage:
    # Select an edge and a point or an edge and specify the radius (default is 1 BU)
    # You can select two edges but it might be unpredicatble which edge it revolves
    # around so you might have to play with the switch.
    class Shaft(bpy.types.Operator):
        bl_idname = "mesh.edgetools_shaft"
        bl_label = "Shaft"
        bl_description = "Create a shaft mesh around an axis"
        bl_options = {'REGISTER', 'UNDO'}
    
        shaftType = 0
        edge = IntProperty(name = "Edge",
                           description = "Edge to shaft around.",
                           min = 0, max = 1,
                           default = 0)
        flip = BoolProperty(name = "Flip Second Edge",
                            description = "Flip the percieved direction of the second edge.",
                            default = False)
        radius = FloatProperty(name = "Radius",
                               description = "Shaft Radius",
                               min = 0.0, max = 1024.0,
                               default = 1.0)
        start = FloatProperty(name = "Starting Angle",
                              description = "Angle to start the shaft at.",
                              min = -360.0, max = 360.0,
                              default = 0.0)
        finish = FloatProperty(name = "Ending Angle",
                               description = "Angle to end the shaft at.",
                               min = -360.0, max = 360.0,
                               default = 360.0)
        segments = IntProperty(name = "Shaft Segments",
                               description = "Number of sgements to use in the shaft.",
                               min = 1, max = 4096,
                               soft_max = 512,
                               default = 32)
    
    
        def draw(self, context):
            layout = self.layout
    
            if self.shaftType == 0:
                layout.prop(self, "edge")
                layout.prop(self, "flip")
            elif self.shaftType == 3:
                layout.prop(self, "radius")
            layout.prop(self, "segments")