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# Module Geometry

source code

The Blender.Geometry submodule.

# Geometry

 Functions
list
 PolyFill(polylines) Takes a list of polylines and calculates triangles that would fill in the polylines. source code
Vector
 LineIntersect2D(vec1, vec2, vec3, vec4) Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line. source code
tuple
 ClosestPointOnLine(pt, vec1, vec2) Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line. source code
int
 PointInTriangle2D(pt, tri_pt1, tri_pt2, tri_pt3) Takes 4 vectors (one for the test point and 3 for the triangle) This is a 2d function so only X and Y are used, Z and W will be ignored. source code
int
 PointInQuad2D(pt, quad_pt1, quad_pt2, quad_pt3) Takes 5 vectors (one for the test point and 5 for the quad) This is a 2d function so only X and Y are used, Z and W will be ignored. source code
tuple
 BoxPack2D(boxlist) Takes a list of 2D boxes and packs them into a square. source code
 Variables
__package__ = `None`
 Function Details

### PolyFill(polylines)

source code

Takes a list of polylines and calculates triangles that would fill in the polylines. Multiple lines can be used to make holes inside a polyline, or fill in 2 seperate lines at once.

Parameters:
• `polylines` (List of lists containing vectors, each representing a closed polyline.)
Returns: list
a list if tuples each a tuple of 3 ints representing a triangle indexing the points given.
Notes:
• 2D Vectors will have an assumed Z axis of zero, 4D Vectors W axis is ignored.
• The order of points in a polyline effect the direction returned triangles face, reverse the order of a polyline to flip the normal of returned faces.

Example:

The example below creates 2 polylines and fills them in with faces, then makes a mesh in the current scene:

```       import Blender
Vector= Blender.Mathutils.Vector

# Outline of 5 points
polyline1= [Vector(-2.0, 1.0, 1.0), Vector(-1.0, 2.0, 1.0), Vector(1.0, 2.0, 1.0), Vector(1.0, -1.0, 1.0), Vector(-1.0, -1.0, 1.0)]
polyline2= [Vector(-1, 1, 1.0), Vector(0, 1, 1.0), Vector(0, 0, 1.0), Vector(-1.0, 0.0, 1.0)]
fill= Blender.Geometry.PolyFill([polyline1, polyline2])

# Make a new mesh and add the truangles into it
me= Blender.Mesh.New()
me.verts.extend(polyline1)
me.verts.extend(polyline2)
me.faces.extend(fill) # Add the faces, they reference the verts in polyline 1 and 2

scn = Blender.Scene.GetCurrent()
ob = scn.objects.new(me)
Blender.Redraw()
```

### LineIntersect2D(vec1, vec2, vec3, vec4)

source code

Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.

Returns: Vector
a 2D Vector for the intersection or None where there is no intersection.

### ClosestPointOnLine(pt, vec1, vec2)

source code

Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.

Returns: tuple
a tuple containing a vector and a float, the vector is the closest point on the line, the float is the position on the line, between 0 and 1 the point is on the line.

### PointInTriangle2D(pt, tri_pt1, tri_pt2, tri_pt3)

source code

Takes 4 vectors (one for the test point and 3 for the triangle) This is a 2d function so only X and Y are used, Z and W will be ignored.

Returns: int
1 for a clockwise intersection, -1 for counter clockwise intersection, 0 when there is no intersection.

source code

Takes 5 vectors (one for the test point and 5 for the quad) This is a 2d function so only X and Y are used, Z and W will be ignored.

Returns: int
1 for a clockwise intersection, -1 for counter clockwise intersection, 0 when there is no intersection.

### BoxPack2D(boxlist)

source code

Takes a list of 2D boxes and packs them into a square. Each box in boxlist must be a list of at least 4 items - [x,y,w,h], after running this script, the X and Y values in each box will be moved to packed, non overlapping locations.

Example:

```       # Make 500 random boxes, pack them and make a mesh from it
from Blender import Geometry, Scene, Mesh
import random
boxes = []
for i in xrange(500):
boxes.append( [0,0, random.random()+0.1, random.random()+0.1] )
boxsize = Geometry.BoxPack2D(boxes)
print 'BoxSize', boxsize
me = Mesh.New()
for x in boxes:
me.verts.extend([(x[0],x[1], 0), (x[0],x[1]+x[3], 0), (x[0]+x[2],x[1]+x[3], 0), (x[0]+x[2],x[1], 0) ])
v1= me.verts[-1]
v2= me.verts[-2]
v3= me.verts[-3]
v4= me.verts[-4]
me.faces.extend([(v1,v2,v3,v4)])
scn = Scene.GetCurrent()
scn.objects.new(me)
```
Returns: tuple
a tuple pair - (width, height) of all the packed boxes.

Note: Each boxlist item can be longer then 4, the extra items are ignored and stay untouched.

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