def patternInsideTexture(pat, prim, texture, textureForPrim): #BUT IS OK FOR MORE THAN THE FIRST POINT!!! WE HAVE TO DO THE CLIP, IF NOT WE DOESN?T ANYTHING!!! #IMPLEMENTS!!!! inside = True valid = False # We have to check if the pattern (is inside of the texture except the first and the last point, # because by definition this points are always inside) OR (intersect with his texture) OR # (intersect with a texture in upper level than his texture) # In the three cases the pattern will be valid, in other case the pattern will be invalid for index in range(len(pat.getPoints()) - 2): # check if the upper texture containign the point of pattern is his texture inside = (textureForPrim.findUpperTextureContainingPoint(pat.getPoints()[index + 1]) == texture) if (not inside): tex = textureForPrim.findUpperTextureContainingPoint(pat.getPoints()[index + 1]) logging.debug("MUST TO BE") logging.debug(str(texture)) logging.debug(str(texture.get_is_default_texture())) logging.debug(str(texture.get_absolute_points())) logging.debug(str(texture.get_absolute_points_not_erasable())) logging.debug(str(texture.get_delimited_proportions())) logging.debug(str(texture.get_obj())) logging.debug("IS") logging.debug(str(tex)) logging.debug(str(tex.get_is_default_texture())) logging.debug(str(tex.get_absolute_points())) logging.debug(str(tex.get_absolute_points_not_erasable())) logging.debug(str(tex.get_delimited_proportions())) logging.debug(str(tex.get_obj())) firstIndexOutside = index break if(inside): valid = True else: # Check if the pattern intersect with his texture # To do that, we have to check if it intersects, and if it intersects, the point which intersect # the texture has to be before than the first point outside the texture minDistance, nearestPointIntersect, allIntersections = texture.checkIntersectionWithTexture(pat.getPoints(), prim) # @UnusedVariable outsidePointDistance = GeoMath.takeDistanceInTrackToPoint(pat.getPoints(), pat.getPoints()[firstIndexOutside], pat.getPoints()[0]) valid = (minDistance <= outsidePointDistance) if(not valid): logging.debug("Texture not inside") # Check if intersect with upper texture upperLayer = textureForPrim.get_upper_texture(texture) if(upperLayer): logging.debug("Texture has upper layer") logging.debug(str(upperLayer)) logging.debug(str(upperLayer.get_is_default_texture())) logging.debug(str(upperLayer.get_absolute_points())) logging.debug(str(upperLayer.get_absolute_points_not_erasable())) logging.debug(str(upperLayer.get_delimited_proportions())) logging.debug(str(upperLayer.get_obj())) # If exsits upper layer than the current texture minDistance, nearestPointIntersect, allIntersections = upperLayer.checkIntersectionWithTexture(pat.getPoints(), prim) # @UnusedVariable # Now check if the point intersection is before than the first point outside of his texture if(nearestPointIntersect): valid = (minDistance <= outsidePointDistance) if(not valid): logging.debug('Texture upper layer doesnt intersect before the first point outside') else: logging.debug('Texture upper layer intersect') else: logging.debug('Texture upper layer doesnt intersect') else: # If not exists upper layer of texture, we check the intersection before, # so if it doesn't intersect, the pattern will be invalid logging.debug('Texture has not upper layer, so its incorrect') valid = False return valid
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
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
def patternInsideTexture(pat, prim, texture, textureForPrim): #BUT IS OK FOR MORE THAN THE FIRST POINT!!! WE HAVE TO DO THE CLIP, IF NOT WE DOESN?T ANYTHING!!! #IMPLEMENTS!!!! inside = True valid = False # We have to check if the pattern (is inside of the texture except the first and the last point, # because by definition this points are always inside) OR (intersect with his texture) OR # (intersect with a texture in upper level than his texture) # In the three cases the pattern will be valid, in other case the pattern will be invalid for index in range(len(pat.getPoints()) - 2): # check if the upper texture containign the point of pattern is his texture inside = (textureForPrim.findUpperTextureContainingPoint( pat.getPoints()[index + 1]) == texture) if (not inside): tex = textureForPrim.findUpperTextureContainingPoint( pat.getPoints()[index + 1]) logging.debug("MUST TO BE") logging.debug(str(texture)) logging.debug(str(texture.get_is_default_texture())) logging.debug(str(texture.get_absolute_points())) logging.debug(str(texture.get_absolute_points_not_erasable())) logging.debug(str(texture.get_delimited_proportions())) logging.debug(str(texture.get_obj())) logging.debug("IS") logging.debug(str(tex)) logging.debug(str(tex.get_is_default_texture())) logging.debug(str(tex.get_absolute_points())) logging.debug(str(tex.get_absolute_points_not_erasable())) logging.debug(str(tex.get_delimited_proportions())) logging.debug(str(tex.get_obj())) firstIndexOutside = index break if (inside): valid = True else: # Check if the pattern intersect with his texture # To do that, we have to check if it intersects, and if it intersects, the point which intersect # the texture has to be before than the first point outside the texture minDistance, nearestPointIntersect, allIntersections = texture.checkIntersectionWithTexture( pat.getPoints(), prim) # @UnusedVariable outsidePointDistance = GeoMath.takeDistanceInTrackToPoint( pat.getPoints(), pat.getPoints()[firstIndexOutside], pat.getPoints()[0]) valid = (minDistance <= outsidePointDistance) if (not valid): logging.debug("Texture not inside") # Check if intersect with upper texture upperLayer = textureForPrim.get_upper_texture(texture) if (upperLayer): logging.debug("Texture has upper layer") logging.debug(str(upperLayer)) logging.debug(str(upperLayer.get_is_default_texture())) logging.debug(str(upperLayer.get_absolute_points())) logging.debug( str(upperLayer.get_absolute_points_not_erasable())) logging.debug(str(upperLayer.get_delimited_proportions())) logging.debug(str(upperLayer.get_obj())) # If exsits upper layer than the current texture minDistance, nearestPointIntersect, allIntersections = upperLayer.checkIntersectionWithTexture( pat.getPoints(), prim) # @UnusedVariable # Now check if the point intersection is before than the first point outside of his texture if (nearestPointIntersect): valid = (minDistance <= outsidePointDistance) if (not valid): logging.debug( 'Texture upper layer doesnt intersect before the first point outside' ) else: logging.debug('Texture upper layer intersect') else: logging.debug('Texture upper layer doesnt intersect') else: # If not exists upper layer of texture, we check the intersection before, # so if it doesn't intersect, the pattern will be invalid logging.debug( 'Texture has not upper layer, so its incorrect') valid = False return valid