本文整理匯總了Python中lib.GeoMath.getFalseIntersectionBetweenTwoEdges3D方法的典型用法代碼示例。如果您正苦於以下問題:Python GeoMath.getFalseIntersectionBetweenTwoEdges3D方法的具體用法?Python GeoMath.getFalseIntersectionBetweenTwoEdges3D怎麽用?Python GeoMath.getFalseIntersectionBetweenTwoEdges3D使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類lib.GeoMath
的用法示例。
在下文中一共展示了GeoMath.getFalseIntersectionBetweenTwoEdges3D方法的1個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。
示例1: checkIntersectionWithTexture
# 需要導入模塊: from lib import GeoMath [as 別名]
# 或者: from lib.GeoMath import getFalseIntersectionBetweenTwoEdges3D [as 別名]
def checkIntersectionWithTexture(self, points, prim):
global DEBUG
global epsilon
logging.debug("Start method checkIntersectionWithTexture, class Texture")
# First we check intersection with boundingBox
if(self.get_prim() and self.get_absolute_points()):
param_points_bounding_box = BoundingBox.BoundingBox2D(points, prim)
texture_bounding_box = BoundingBox.BoundingBox2D(
self.get_absolute_points(),
self.get_prim())
intersections = (
texture_bounding_box.intersect_bounding_box_without_limits_3D(
param_points_bounding_box))
if (not intersections):
return None, None, []
else:
if(not self.get_prim()):
logging.debug("Class Texture, not prim in method check intersection with texture")
else:
logging.debug("No object points")
logging.debug(str(self))
logging.debug(str(self.get_is_default_texture()))
logging.debug(str(self.get_absolute_points()))
logging.debug(str(self.get_absolute_points_not_erasable()))
logging.debug(str(self.get_delimited_proportions()))
logging.debug(str(self.get_obj()))
pointsIntersect = []
for n in range(len(points) - 1):
edge = [points[n], points[n + 1]]
for texIndex in range(len(self.absolutePoints)):
nextTexIndex = (texIndex + 1) % len(self.absolutePoints)
texEdge = [self.absolutePoints[texIndex], self.absolutePoints[nextTexIndex]]
pointIntersect = GeoMath.getFalseIntersectionBetweenTwoEdges3D(edge, texEdge, prim)
# We have to avoid first point, that surely intersect with some texture.
# Also avoid the case where two texture are together and pattern intersect with
# the first texture, but when 'exit' from this texture, it intersect with the
# other texture anda pattern of length 0 is used; with this method we avoid this
if(pointIntersect):
distacenToLastPoint = GeoMath.vecModul(GeoMath.vecSub(
points[len(points) - 1], pointIntersect))
if(GeoMath.vecModul(GeoMath.vecSub(pointIntersect, points[0]))
> epsilon and distacenToLastPoint > epsilon):
pointsIntersect.append(pointIntersect)
if(pointsIntersect):
nearestPointIntersect = None
# Big number
minDistance = 999999
# For each point we look if intersection is the minimum distance intersection
for pointIntersect in pointsIntersect:
distance, achieved = GeoMath.takeDistanceInTrackToPoint(points,
pointIntersect, points[0])
if(achieved and distance < minDistance and distance > epsilon):
# We need the minimun distance, but to avoid errors, we have
# to discard the first point and the last
minDistance = distance
nearestPointIntersect = pointIntersect
if(not nearestPointIntersect):
minDistance = None
else:
nearestPointIntersect = None
minDistance = None
if(nearestPointIntersect):
logging.debug('End method checkIntersectionWithTexture,'
'class Texture. State: Intersection')
else:
logging.debug('End method checkIntersectionWithTexture,'
'class Texture. State: No intersection')
return minDistance, nearestPointIntersect, pointsIntersect