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blender
blender-addons
Commits
f3070e7e
Commit
f3070e7e
authored
13 years ago
by
Campbell Barton
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removng curve utils, Id like to keep working on this but currently its not used anywhere.
parent
f25c170b
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modules/curve_utils.py
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f25c170b
# ##### BEGIN 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 2
# 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, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import
bpy
def
vis_curve_object
():
scene
=
bpy
.
data
.
scenes
[
0
]
# weak!
cu
=
bpy
.
data
.
curves
.
new
(
name
=
"
Line
"
,
type
=
'
CURVE
'
)
ob
=
bpy
.
data
.
objects
.
new
(
name
=
"
Test
"
,
object_data
=
cu
)
ob
.
layers
=
[
True
]
*
20
base
=
scene
.
objects
.
link
(
ob
)
return
ob
def
vis_curve_spline
(
p1
,
h1
,
p2
,
h2
):
ob
=
vis_curve_object
()
spline
=
ob
.
data
.
splines
.
new
(
type
=
'
BEZIER
'
)
spline
.
bezier_points
.
add
(
1
)
spline
.
bezier_points
[
0
].
co
=
p1
.
to_3d
()
spline
.
bezier_points
[
1
].
co
=
p2
.
to_3d
()
spline
.
bezier_points
[
0
].
handle_right
=
h1
.
to_3d
()
spline
.
bezier_points
[
1
].
handle_left
=
h2
.
to_3d
()
def
vis_circle_object
(
co
,
rad
=
1.0
):
import
math
scene
=
bpy
.
data
.
scenes
[
0
]
# weak!
ob
=
bpy
.
data
.
objects
.
new
(
name
=
"
Circle
"
,
object_data
=
None
)
ob
.
rotation_euler
.
x
=
math
.
pi
/
2
ob
.
location
=
co
.
to_3d
()
ob
.
empty_draw_size
=
rad
ob
.
layers
=
[
True
]
*
20
base
=
scene
.
objects
.
link
(
ob
)
return
ob
def
visualize_line
(
p1
,
p2
,
p3
=
None
,
rad
=
None
):
pair
=
p1
.
to_3d
(),
p2
.
to_3d
()
ob
=
vis_curve_object
()
spline
=
ob
.
data
.
splines
.
new
(
type
=
'
POLY
'
)
spline
.
points
.
add
(
1
)
for
co
,
v
in
zip
((
pair
),
spline
.
points
):
v
.
co
.
xyz
=
co
if
p3
:
spline
=
ob
.
data
.
splines
.
new
(
type
=
'
POLY
'
)
spline
.
points
[
0
].
co
.
xyz
=
p3
.
to_3d
()
if
rad
is
not
None
:
vis_circle_object
(
p3
,
rad
)
def
treat_points
(
points
,
double_limit
=
0.0001
,
):
# first remove doubles
tot_len
=
0.0
if
double_limit
!=
0.0
:
i
=
len
(
points
)
-
1
while
i
>
0
:
length
=
(
points
[
i
]
-
points
[
i
-
1
]).
length
if
length
<
double_limit
:
del
points
[
i
]
if
i
>=
len
(
points
):
i
-=
1
else
:
tot_len
+=
length
i
-=
1
return
tot_len
def
solve_curvature
(
p1
,
p2
,
n1
,
n2
,
fac
,
fallback
):
"""
Add a nice circular curvature on
"""
from
mathutils.geometry
import
(
intersect_line_line
,
)
p1_a
=
p1
+
n1
p2_a
=
p2
-
n2
isect
=
intersect_line_line
(
p1
,
p1_a
,
p2
,
p2_a
,
)
if
isect
:
corner
=
isect
[
0
].
lerp
(
isect
[
1
],
0.5
)
else
:
corner
=
None
if
corner
:
p1_first_order
=
p1
.
lerp
(
corner
,
fac
)
p2_first_order
=
corner
.
lerp
(
p2
,
fac
)
co
=
p1_first_order
.
lerp
(
p2_first_order
,
fac
)
return
co
else
:
# cant interpolate. just return interpolated value
return
fallback
.
copy
()
# p1.lerp(p2, fac)
def
points_to_bezier
(
points_orig
,
double_limit
=
0.0001
,
kink_tolerance
=
0.25
,
bezier_tolerance
=
0.05
,
# error distance, scale dependant
subdiv
=
8
,
angle_span
=
0.95
,
# 1.0 tries to evaluate splines of 180d
):
import
math
from
mathutils
import
Vector
class
Point
(
object
):
__slots__
=
(
"
co
"
,
"
angle
"
,
"
no
"
,
"
is_joint
"
,
"
next
"
,
"
prev
"
,
)
def
__init__
(
self
,
co
):
self
.
co
=
co
self
.
is_joint
=
False
def
calc_angle
(
self
):
if
self
.
prev
is
None
or
self
.
next
is
None
:
self
.
angle
=
0.0
else
:
va
=
self
.
co
-
self
.
prev
.
co
vb
=
self
.
next
.
co
-
self
.
co
self
.
angle
=
va
.
angle
(
vb
,
0.0
)
def
angle_diff
(
self
):
"""
use for detecting joints, detect difference in angle from
surrounding points.
"""
if
self
.
prev
is
None
or
self
.
next
is
None
:
return
0.0
else
:
if
(
self
.
angle
>
self
.
prev
.
angle
and
self
.
angle
>
self
.
next
.
angle
):
return
abs
(
self
.
angle
-
self
.
prev
.
angle
)
/
math
.
pi
else
:
return
0.0
def
calc_normal
(
self
):
v1
=
v2
=
None
if
self
.
prev
and
not
self
.
prev
.
is_joint
:
v1
=
(
self
.
co
-
self
.
prev
.
co
).
normalized
()
if
self
.
next
and
not
self
.
next
.
is_joint
:
v2
=
(
self
.
next
.
co
-
self
.
co
).
normalized
()
if
v1
and
v2
:
self
.
no
=
(
v1
+
v2
).
normalized
()
elif
v1
:
self
.
no
=
v1
elif
v2
:
self
.
no
=
v2
else
:
print
(
"
Warning, assigning dummy normal
"
)
self
.
no
=
Vector
((
0.0
,
1
,
0.0
))
class
Spline
(
object
):
__slots__
=
(
"
points
"
,
"
handle_left
"
,
"
handle_right
"
,
"
next
"
,
"
prev
"
,
)
def
__init__
(
self
,
points
):
self
.
points
=
points
def
link_points
(
self
):
if
hasattr
(
self
.
points
[
0
],
"
prev
"
):
raise
Exception
(
"
already linked
"
)
p_prev
=
None
for
p
in
self
.
points
:
p
.
prev
=
p_prev
p_prev
=
p
p_prev
=
None
for
p
in
reversed
(
self
.
points
):
p
.
next
=
p_prev
p_prev
=
p
def
split
(
self
,
i
,
is_joint
=
False
):
prev
=
self
.
prev
next
=
self
.
next
if
is_joint
:
self
.
points
[
i
].
is_joint
=
True
# share a point
spline_a
=
Spline
(
self
.
points
[:
i
+
1
])
spline_b
=
Spline
(
self
.
points
[
i
:])
# invalidate self, dont reuse!
self
.
points
=
None
spline_a
.
next
=
spline_b
spline_b
.
prev
=
spline_a
spline_a
.
prev
=
prev
spline_b
.
next
=
next
if
prev
:
prev
.
next
=
spline_a
if
next
:
next
.
prev
=
spline_b
return
spline_a
,
spline_b
def
calc_angle
(
self
):
for
p
in
self
.
points
:
p
.
calc_angle
()
def
calc_normal
(
self
):
for
p
in
self
.
points
:
p
.
calc_normal
()
def
calc_all
(
self
):
self
.
link_points
()
self
.
calc_angle
()
self
.
calc_normal
()
#~ def total_angle(self):
#~ return abs(sum((p.angle for p in self.points)))
def
redistribute
(
self
,
segment_length
,
smooth
=
False
):
if
len
(
self
.
points
)
==
1
:
return
from
mathutils.geometry
import
intersect_line_sphere
p_line
=
p
=
self
.
points
[
0
]
points
=
[(
p
.
co
.
copy
(),
p
.
co
.
copy
())]
p
=
p
.
next
def
point_add
(
co
,
p
=
None
):
co
=
co
.
copy
()
co_smooth
=
co
.
copy
()
if
smooth
:
if
p
is
None
:
pass
# works ok but no smoothing
elif
(
p
.
prev
.
no
-
p
.
no
).
length
<
0.001
:
pass
# normals are too similar, paralelle
elif
(
p
.
angle
>
0.0
)
!=
(
p
.
prev
.
angle
>
0.0
):
pass
else
:
# visualize_line(p.co, p.co + p.no)
# this assumes co is on the line
fac
=
((
p
.
prev
.
co
-
co
).
length
/
(
p
.
prev
.
co
-
p
.
co
).
length
)
assert
(
fac
>=
0.0
and
fac
<=
1.0
)
co_smooth
=
solve_curvature
(
p
.
prev
.
co
,
p
.
co
,
p
.
prev
.
no
,
p
.
no
,
fac
,
co
,
)
points
.
append
((
co
,
co_smooth
))
def
point_step
(
p
):
if
p
.
is_joint
or
p
.
next
is
None
:
point_add
(
p
.
co
)
return
None
else
:
return
p
.
next
print
(
"
START
"
)
while
p
:
# we want the first pont past the segment size
#if p.is_joint:
# vis_circle_object(p.co)
length
=
(
points
[
-
1
][
0
]
-
p
.
co
).
length
if
abs
(
length
-
segment_length
)
<
0.00001
:
# close enough to be considered on the circle bounds
point_add
(
p
.
co
)
p_line
=
p
p
=
point_step
(
p
)
elif
length
<
segment_length
:
p
=
point_step
(
p
)
else
:
# the point is further then the segment width
p_start
=
points
[
-
1
][
0
]
if
p
.
prev
is
p_line
else
p
.
prev
.
co
if
(
p_start
-
points
[
-
1
][
0
]).
length
>
segment_length
:
raise
Exception
(
"
eek2
"
)
if
(
p
.
co
-
points
[
-
1
][
0
]).
length
<
segment_length
:
raise
Exception
(
"
eek3
"
)
# print(p_start, p.co, points[-1][0], segment_length)
i1
,
i2
=
intersect_line_sphere
(
p_start
,
p
.
co
,
points
[
-
1
][
0
],
segment_length
,
)
# print()
# print(i1, i2)
# assert(i1 is not None)
if
i1
is
not
None
:
point_add
(
i1
,
p
)
p_line
=
p
.
prev
elif
i2
:
raise
Exception
(
"
err
"
)
elif
i1
is
None
and
i2
is
None
:
visualize_line
(
p_start
,
p
.
co
,
points
[
-
1
][
0
],
segment_length
,
)
# XXX FIXME
# raise Exception("BAD!s")
point_add
(
p
.
co
)
p_line
=
p
p
=
point_step
(
p
)
joint
=
self
.
points
[
0
].
is_joint
,
self
.
points
[
-
1
].
is_joint
self
.
points
=
[
Point
(
p
[
1
])
for
p
in
points
]
self
.
points
[
0
].
is_joint
,
self
.
points
[
-
1
].
is_joint
=
joint
self
.
calc_all
()
# raise Exception("END")
def
intersect_line
(
self
,
l1
,
l2
,
reverse
=
False
):
"""
Spectial kind of intersection, works in 3d on the plane
defimed by the points normal and the line.
"""
from
mathutils.geometry
import
(
intersect_point_line
,
)
if
reverse
:
p_first
=
self
.
points
[
-
1
]
no
=
-
self
.
points
[
-
1
].
no
point_iter
=
reversed
(
self
.
points
[:
-
1
])
else
:
p_first
=
self
.
points
[
0
]
no
=
self
.
points
[
0
].
no
point_iter
=
self
.
points
[
1
:]
# calculate the line right angles to the line
bi_no
=
(
no
-
no
.
project
(
l2
-
l1
)).
normalized
()
bi_l1
=
p_first
.
co
bi_l2
=
p_first
.
co
+
bi_no
for
p_apex
in
point_iter
:
ix
,
fac
=
intersect_point_line
(
p_apex
.
co
,
bi_l1
,
bi_l2
)
if
fac
<
0.0001
:
if
reverse
:
p_apex_other
=
p_apex
.
next
else
:
p_apex_other
=
p_apex
.
prev
# find the exact point on the line between the apex and
# the middle
p_test_1
=
intersect_point_line
(
p_apex
.
co
,
l1
,
l2
)[
0
]
p_test_2
=
intersect_point_line
(
p_apex_other
.
co
,
l1
,
l2
)[
0
]
w1
=
(
p_test_1
-
p_apex
.
co
).
length
w2
=
(
p_test_2
-
p_apex_other
.
co
).
length
#assert(w1 + w2 != 0)
try
:
fac
=
w1
/
(
w1
+
w2
)
except
ZeroDivisionError
:
fac
=
0.5
assert
(
fac
>=
0.0
and
fac
<=
1.0
)
p_apex_co
=
p_apex
.
co
.
lerp
(
p_apex_other
.
co
,
fac
)
p_apex_no
=
p_apex
.
no
.
lerp
(
p_apex_other
.
no
,
fac
)
p_apex_no
.
normalize
()
# visualize_line(p_mid.to_3d(), corner.to_3d())
# visualize_line(p_apex.co.to_3d(), p_apex_co.to_3d())
return
p_apex_co
,
p_apex_no
,
p_apex
# intersection not found
return
None
,
None
,
None
@staticmethod
def
bez_solve
(
p0
,
p1
,
p2
,
p3
,
u
,
v
):
ui
=
1.0
-
u
vi
=
1.0
-
v
u_p3
=
u
*
u
*
u
v_p3
=
v
*
v
*
v
ui_p3
=
ui
*
ui
*
ui
vi_p3
=
vi
*
vi
*
vi
a
=
3.0
*
ui
*
ui
*
u
b
=
3.0
*
ui
*
u
*
u
c
=
3.0
*
vi
*
vi
*
v
d
=
3.0
*
vi
*
v
*
v
det
=
a
*
d
-
b
*
c
if
det
==
0.0
:
assert
(
0
)
return
0
q1
=
p1
-
(
ui_p3
*
p0
+
u_p3
*
p3
)
q2
=
p2
-
(
vi_p3
*
p0
+
v_p3
*
p3
)
return
((
d
*
q1
-
b
*
q2
)
/
det
,
(
-
c
*
q1
+
a
*
q2
)
/
det
)
def
bezier_solve__math1
(
self
):
"""
Calculate bezier handles,
assume the splines have been broken up.
http://polymathprogrammer.com/
"""
def
get
(
f
,
min
=
0.0
,
max
=
1.0
):
f
=
(
f
*
(
max
-
min
)
+
min
)
return
self
.
points
[
int
((
len
(
self
.
points
)
-
1
)
*
f
)].
co
p1
=
get
(
0.0
)
p2
=
get
(
1.0
)
i1
=
get
(
1
/
3
)
i2
=
get
(
2
/
3
)
pos
=
__class__
.
bez_solve
(
p1
,
i1
,
i2
,
p2
,
1.0
/
3.0
,
2.0
/
3.0
)
self
.
handle_left
=
self
.
points
[
0
].
co
+
(
pos
[
0
]
-
self
.
points
[
0
].
co
)
self
.
handle_right
=
self
.
points
[
-
1
].
co
+
(
pos
[
1
]
-
self
.
points
[
-
1
].
co
)
def
bezier_solve__math2
(
self
):
def
get
(
f
,
min
=
0.0
,
max
=
1.0
):
f
=
(
f
*
(
max
-
min
)
+
min
)
return
self
.
points
[
int
((
len
(
self
.
points
)
-
1
)
*
f
)].
co
p1
=
get
(
0.0
,
min
=
0.0
,
max
=
0.5
)
p2
=
get
(
1.0
,
min
=
0.0
,
max
=
0.5
)
i1
=
get
(
1
/
3
,
min
=
0.0
,
max
=
0.5
)
i2
=
get
(
2
/
3
,
min
=
0.0
,
max
=
0.5
)
pos_a
=
__class__
.
bez_solve
(
p1
,
i1
,
i2
,
p2
,
1.0
/
3.0
,
2.0
/
3.0
)
p1
=
get
(
0.0
,
min
=
0.5
,
max
=
1.0
)
p2
=
get
(
1.0
,
min
=
0.5
,
max
=
1.0
)
i1
=
get
(
1
/
3
,
min
=
0.5
,
max
=
1.0
)
i2
=
get
(
2
/
3
,
min
=
0.5
,
max
=
1.0
)
pos_b
=
__class__
.
bez_solve
(
p1
,
i1
,
i2
,
p2
,
1.0
/
3.0
,
2.0
/
3.0
)
self
.
handle_left
=
self
.
points
[
0
].
co
+
(
pos_a
[
0
]
-
self
.
points
[
0
].
co
)
*
2
self
.
handle_right
=
self
.
points
[
-
1
].
co
+
(
pos_b
[
1
]
-
self
.
points
[
-
1
].
co
)
*
2
def
bezier_solve__inkscape
(
self
):
# static void
# estimate_bi(Point bezier[4], unsigned const ei,
# Point const data[], double const u[], unsigned const len)
def
estimate_bi
(
bezier
,
ei
,
data
,
u
):
def
B0
(
u
):
return
(
(
1.0
-
u
)
*
(
1.0
-
u
)
*
(
1.0
-
u
)
)
def
B1
(
u
):
return
(
3
*
u
*
(
1.0
-
u
)
*
(
1.0
-
u
)
)
def
B2
(
u
):
return
(
3
*
u
*
u
*
(
1.0
-
u
)
)
def
B3
(
u
):
return
(
u
*
u
*
u
)
# assert( not (1 <= ei and ei <= 2))
oi
=
3
-
ei
num
=
[
0.0
,
0.0
,
0.0
]
den
=
0.0
for
i
in
range
(
len
(
data
)):
ui
=
u
[
i
];
b
=
[
B0
(
ui
),
B1
(
ui
),
B2
(
ui
),
B3
(
ui
)
]
for
d
in
range
(
3
):
num
[
d
]
+=
(
b
[
ei
]
*
(
b
[
0
]
*
bezier
[
0
][
d
]
+
b
[
oi
]
*
bezier
[
oi
][
d
]
+
b
[
3
]
*
bezier
[
3
][
d
]
+
-
data
[
i
][
d
]))
den
-=
b
[
ei
]
*
b
[
ei
]
if
den
:
for
d
in
range
(
3
):
bezier
[
ei
][
d
]
=
num
[
d
]
/
den
else
:
bezier
[
ei
]
=
(
oi
*
bezier
[
0
]
+
ei
*
bezier
[
3
])
/
3.0
bezier
=
[
self
.
points
[
0
].
co
,
self
.
points
[
0
].
co
.
lerp
(
self
.
points
[
-
1
].
co
,
1
/
3
),
self
.
points
[
0
].
co
.
lerp
(
self
.
points
[
-
1
].
co
,
2
/
3
),
self
.
points
[
-
1
].
co
,
]
data
=
[
p
.
co
for
p
in
self
.
points
]
u
=
[
i
/
len
(
self
.
points
)
for
i
in
range
(
len
(
self
.
points
))]
estimate_bi
(
bezier
,
1
,
data
,
u
)
estimate_bi
(
bezier
,
2
,
data
,
u
)
estimate_bi
(
bezier
,
1
,
data
,
u
)
estimate_bi
(
bezier
,
2
,
data
,
u
)
estimate_bi
(
bezier
,
1
,
data
,
u
)
estimate_bi
(
bezier
,
2
,
data
,
u
)
estimate_bi
(
bezier
,
1
,
data
,
u
)
estimate_bi
(
bezier
,
2
,
data
,
u
)
self
.
handle_left
=
bezier
[
1
]
self
.
handle_right
=
bezier
[
2
]
def
bezier_solve_ideasman42
(
self
):
from
mathutils.geometry
import
(
intersect_point_line
,
intersect_line_line
,
)
# get a line
p1
=
self
.
points
[
0
]
p2
=
self
.
points
[
-
1
]
# ------
# take 2
p_vec
=
(
p2
.
co
-
p1
.
co
).
normalized
()
# vector between line and point directions
l1_no
=
(
p1
.
no
+
p_vec
).
normalized
()
l2_no
=
((
-
p2
.
no
)
-
p_vec
).
normalized
()
l1_co
=
p1
.
co
+
l1_no
l2_co
=
p2
.
co
+
l2_no
# visualize_line(p1.co, l1_co)
# visualize_line(p2.co, l2_co)
line_ix_p1_co
,
line_ix_p1_no
,
line_ix_p1
=
\
self
.
intersect_line
(
p1
.
co
,
l1_co
,
)
line_ix_p2_co
,
line_ix_p2_no
,
line_ix_p2
=
\
self
.
intersect_line
(
p2
.
co
,
l2_co
,
reverse
=
True
,
)
if
line_ix_p1_co
is
None
:
line_ix_p1_co
,
line_ix_p1_no
,
line_ix_p1
=
\
p1
.
next
.
co
,
p1
.
next
.
no
,
p1
.
next
if
line_ix_p2_co
is
None
:
line_ix_p2_co
,
line_ix_p2_no
,
line_ix_p2
=
\
p2
.
prev
.
co
,
p2
.
prev
.
no
,
p2
.
prev
# vis_circle_object(line_ix_p1_co)
# vis_circle_object(line_ix_p2_co)
l1_max
=
0.0
p1_apex_co
=
None
p
=
self
.
points
[
1
]
while
p
and
(
not
p
.
is_joint
)
and
p
!=
line_ix_p1
:
ix
=
intersect_point_line
(
p
.
co
,
p1
.
co
,
l1_co
)[
0
]
length
=
(
ix
-
p
.
co
).
length
if
length
>
l1_max
:
l1_max
=
length
p1_apex_co
=
p
.
co
p
=
p
.
next
l2_max
=
0.0
p2_apex_co
=
None
p
=
self
.
points
[
-
2
]
while
p
and
(
not
p
.
is_joint
)
and
p
!=
line_ix_p2
:
ix
=
intersect_point_line
(
p
.
co
,
p2
.
co
,
l2_co
)[
0
]
length
=
(
ix
-
p
.
co
).
length
if
length
>
l2_max
:
l2_max
=
length
p2_apex_co
=
p
.
co
p
=
p
.
prev
if
p1_apex_co
is
None
:
p1_apex_co
=
p1
.
next
.
co
if
p2_apex_co
is
None
:
p2_apex_co
=
p2
.
prev
.
co
l1_tan
=
(
p1
.
no
-
p1
.
no
.
project
(
l1_no
)).
normalized
()
l2_tan
=
-
(
p2
.
no
-
p2
.
no
.
project
(
l2_no
)).
normalized
()
# values are good!
visualize_line
(
p1
.
co
,
p1
.
co
+
l1_tan
)
visualize_line
(
p2
.
co
,
p2
.
co
+
l2_tan
)
visualize_line
(
p1
.
co
,
p1
.
co
+
l1_no
)
visualize_line
(
p2
.
co
,
p2
.
co
+
l2_no
)
# calculate bias based on the position of the other point allong
# the tangent.
# first need to reflect the second normal for angle comparison
# first fist need the reflection normal
# angle between - 0 - 1
from
math
import
pi
no_ref
=
p_vec
.
cross
(
p2
.
no
).
cross
(
p_vec
).
normalized
()
l2_no_ref
=
p2
.
no
.
reflect
(
no_ref
).
normalized
()
no_angle
=
p1
.
no
.
angle
(
l2_no_ref
)
/
pi
del
no_ref
# This could be tweaked but seems to work well
# fac_fac = 1.0
print
(
"
angle
"
,
"
%.6f
"
%
no_angle
)
fac_1
=
intersect_point_line
(
p2_apex_co
,
p1
.
co
,
p1
.
co
+
l1_tan
*
(
p1
.
co
-
p1_apex_co
).
length
,
)[
1
]
*
(
1.0
+
no_angle
)
fac_2
=
intersect_point_line
(
p1_apex_co
,
p2
.
co
,
p2
.
co
+
l2_tan
*
(
p2
.
co
-
p2_apex_co
).
length
,
)[
1
]
*
(
1.0
+
no_angle
)
h1_fac
=
abs
(
fac_1
)
h2_fac
=
abs
(
fac_2
)
h1
=
p1
.
co
+
(
p1
.
no
*
h1_fac
)
h2
=
p2
.
co
-
(
p2
.
no
*
h2_fac
)
self
.
handle_left
=
h1
self
.
handle_right
=
h2
'''
visualize_line(p1.co, p1_apex_co)
visualize_line(p1_apex_co, p2_apex_co)
visualize_line(p2.co, p2_apex_co)
visualize_line(p1.co, p2.co)
'''
def
bezier_solve
(
self
):
return
self
.
bezier_solve__inkscape
()
def
bezier_error
(
self
,
error_max
=-
1.0
,
test_count
=
8
):
from
mathutils.geometry
import
interpolate_bezier
test_points
=
interpolate_bezier
(
self
.
points
[
0
].
co
,
self
.
handle_left
,
self
.
handle_right
,
self
.
points
[
-
1
].
co
,
test_count
,
)
from
mathutils.geometry
import
intersect_point_line
error
=
0.0
# this is a rough method measuring the error but should be ok
# TODO. dont test against every single point.
for
co
in
test_points
:
# initial values
co_best
=
self
.
points
[
0
].
co
length_best
=
(
co
-
co_best
).
length
for
p
in
self
.
points
[
1
:]:
# dist to point
length
=
(
co
-
p
.
co
).
length
if
length
<
length_best
:
length_best
=
length
co_best
=
p
.
co
p_ix
,
fac
=
intersect_point_line
(
co
,
p
.
co
,
p
.
prev
.
co
)
p_ix
=
p_ix
if
fac
>=
0.0
and
fac
<=
1.0
:
length
=
(
co
-
p_ix
).
length
if
length
<
length_best
:
length_best
=
length
co_best
=
p_ix
error
+=
length_best
/
test_count
if
error_max
!=
-
1.0
and
error
>
error_max
:
return
True
if
error_max
!=
-
1.0
:
return
False
else
:
return
error
class
Curve
(
object
):
__slots__
=
(
"
splines
"
,
)
def
__init__
(
self
,
splines
):
self
.
splines
=
splines
def
link_splines
(
self
):
s_prev
=
None
for
s
in
self
.
splines
:
s
.
prev
=
s_prev
s_perv
=
s
s_prev
=
None
for
s
in
reversed
(
self
.
splines
):
s
.
next
=
s_prev
s_perv
=
s
def
calc_data
(
self
):
for
s
in
self
.
splines
:
s
.
calc_all
()
self
.
link_splines
()
def
split_func_map_point
(
self
,
func
,
is_joint
=
False
):
"""
func takes a point and returns true on split
return True if any splits are made.
"""
s_index
=
0
s
=
self
.
splines
[
s_index
]
while
s
:
assert
(
self
.
splines
[
s_index
]
==
s
)
for
i
,
p
in
enumerate
(
s
.
points
):
if
i
==
0
or
i
>=
len
(
s
.
points
)
-
1
:
continue
if
func
(
p
):
split_pair
=
s
.
split
(
i
,
is_joint
=
is_joint
)
# keep list in sync
self
.
splines
[
s_index
:
s_index
+
1
]
=
split_pair
# advance on main while loop
s
=
split_pair
[
0
]
assert
(
self
.
splines
[
s_index
]
==
s
)
break
s
=
s
.
next
s_index
+=
1
def
split_func_spline
(
self
,
func
,
is_joint
=
False
,
recursive
=
False
):
"""
func takes a spline and returns the point index on split or -1
return True if any splits are made.
"""
s_index
=
0
s
=
self
.
splines
[
s_index
]
while
s
:
assert
(
self
.
splines
[
s_index
]
==
s
)
i
=
func
(
s
)
if
i
!=
-
1
:
split_pair
=
s
.
split
(
i
,
is_joint
=
is_joint
)
# keep list in sync
self
.
splines
[
s_index
:
s_index
+
1
]
=
split_pair
# advance on main while loop
s
=
split_pair
[
0
]
assert
(
self
.
splines
[
s_index
]
==
s
)
if
recursive
:
continue
s
=
s
.
next
s_index
+=
1
def
validate
(
self
):
s_prev
=
None
iii
=
0
for
s
in
self
.
splines
:
assert
(
s
.
prev
==
s_prev
)
if
s_prev
:
assert
(
s_prev
.
next
==
s
)
s_prev
=
s
iii
+=
1
def
redistribute
(
self
,
segment_length
,
smooth
=
False
):
for
s
in
self
.
splines
:
s
.
redistribute
(
segment_length
,
smooth
)
def
to_blend_data
(
self
):
"""
Points to blender data, debugging only
"""
scene
=
bpy
.
data
.
scenes
[
0
]
# weak!
for
base
in
scene
.
object_bases
:
base
.
select
=
False
cu
=
bpy
.
data
.
curves
.
new
(
name
=
"
Test
"
,
type
=
'
CURVE
'
)
for
s
in
self
.
splines
:
spline
=
cu
.
splines
.
new
(
type
=
'
POLY
'
)
spline
.
points
.
add
(
len
(
s
.
points
)
-
1
)
for
p
,
v
in
zip
(
s
.
points
,
spline
.
points
):
v
.
co
.
xyz
=
p
.
co
ob
=
bpy
.
data
.
objects
.
new
(
name
=
"
Test
"
,
object_data
=
cu
)
ob
.
layers
=
[
True
]
*
20
base
=
scene
.
objects
.
link
(
ob
)
scene
.
objects
.
active
=
ob
base
.
select
=
True
# base.layers = [True] * 20
print
(
ob
,
"
Done
"
)
def
to_blend_curve
(
self
,
cu
=
None
,
cu_matrix
=
None
):
"""
return new bezier spline datablock or add to an existing
"""
if
not
cu
:
cu
=
bpy
.
data
.
curves
.
new
(
name
=
"
Curve
"
,
type
=
'
CURVE
'
)
spline
=
cu
.
splines
.
new
(
type
=
'
BEZIER
'
)
spline
.
bezier_points
.
add
(
len
(
self
.
splines
))
s_prev
=
None
for
i
,
bp
in
enumerate
(
spline
.
bezier_points
):
if
i
<
len
(
self
.
splines
):
s
=
self
.
splines
[
i
]
else
:
s
=
None
if
s_prev
and
s
:
pt
=
s
.
points
[
0
]
hl
=
s_prev
.
handle_right
hr
=
s
.
handle_left
elif
s
:
pt
=
s
.
points
[
0
]
hr
=
s
.
handle_left
hl
=
(
pt
.
co
+
(
pt
.
co
-
hr
))
elif
s_prev
:
pt
=
s_prev
.
points
[
-
1
]
hl
=
s_prev
.
handle_right
hr
=
(
pt
.
co
+
(
pt
.
co
-
hl
))
else
:
assert
(
0
)
bp
.
co
.
xyz
=
pt
.
co
bp
.
handle_left
.
xyz
=
hl
bp
.
handle_right
.
xyz
=
hr
handle_type
=
'
FREE
'
if
pt
.
is_joint
==
False
or
(
s_prev
and
s
)
==
False
:
# XXX, this should not happen, but since it can
# at least dont allow allignment to break the curve output
if
(
pt
.
co
-
hl
).
angle
(
hr
-
pt
.
co
,
0.0
)
<
0.1
:
handle_type
=
'
ALIGNED
'
bp
.
handle_left_type
=
bp
.
handle_right_type
=
handle_type
s_prev
=
s
scene
=
bpy
.
data
.
scenes
[
0
]
# weak!
ob
=
bpy
.
data
.
objects
.
new
(
name
=
"
Test
"
,
object_data
=
cu
)
ob
.
layers
=
[
True
]
*
20
base
=
scene
.
objects
.
link
(
ob
)
scene
.
objects
.
active
=
ob
base
.
select
=
True
return
cu
points
=
list
(
points_orig
)
# remove doubles
tot_length
=
treat_points
(
points
)
# calculate segment spacing
segment_length
=
(
tot_length
/
len
(
points
))
/
subdiv
curve
=
Curve
([
Spline
([
Point
(
p
)
for
p
in
points
])])
curve
.
calc_data
()
if
kink_tolerance
!=
0.0
:
pass
curve
.
split_func_map_point
(
lambda
p
:
p
.
angle_diff
()
>
kink_tolerance
,
is_joint
=
True
,
)
# return
# curve.validate()
# higher quality but not really needed
'''
curve.redistribute(segment_length / 4.0, smooth=True)
curve.redistribute(segment_length, smooth=False)
'''
curve
.
redistribute
(
segment_length
,
smooth
=
True
)
# debug only!
# to test how good the bezier spline fitting is without corrections
'''
for s in curve.splines:
s.bezier_solve()
'''
'''
def angle_point(s):
a = 0.0
a_best = len(s.points) // 2
i = 1
for p in s.points[2:-2]:
if p.angle > a:
a = p.angle
a_best = i
i += 1
return a_best
'''
# or recursively subdivide...
curve
.
split_func_spline
(
lambda
s
:
len
(
s
.
points
)
//
2
# angle_point(s)
if
((
s
.
bezier_solve
(),
s
.
bezier_error
(
bezier_tolerance
))[
1
]
and
(
len
(
s
.
points
)))
else
-
1
,
recursive
=
True
,
)
error
=
0.0
for
s
in
curve
.
splines
:
error
+=
s
.
bezier_error
()
print
(
"
%d :: %.6f
"
%
(
len
(
curve
.
splines
),
error
))
# VISUALIZE
# curve.to_blend_data()
curve
.
to_blend_curve
()
if
__name__
==
"
__main__
"
:
if
0
:
bpy
.
ops
.
wm
.
open_mainfile
(
filepath
=
"
/root/curve_test3.blend
"
)
for
c
in
"
Curve Curve.001 Curve.002 Curve.003 Curve.004 Curve.005
"
.
split
():
print
(
"
---
"
,
c
)
ob
=
bpy
.
data
.
objects
[
c
]
points
=
[
p
.
co
.
xyz
for
s
in
ob
.
data
.
splines
for
p
in
s
.
points
]
print
(
"
points_to_bezier 1
"
)
points_to_bezier
(
points
)
print
(
"
points_to_bezier 2
"
)
else
:
bpy
.
ops
.
wm
.
open_mainfile
(
filepath
=
"
/root/curve_test2.blend
"
)
ob
=
bpy
.
data
.
objects
[
'
Curve
'
]
points
=
[
p
.
co
.
xyz
for
s
in
ob
.
data
.
splines
for
p
in
s
.
points
]
print
(
"
points_to_bezier 1
"
)
points_to_bezier
(
points
)
print
(
"
points_to_bezier 2
"
)
bpy
.
ops
.
wm
.
save_as_mainfile
(
filepath
=
"
/root/curve_test_edit.blend
"
,
copy
=
True
)
print
(
"
done!
"
)
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