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import bpy | ||
import bmesh | ||
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def bmesh_copy_from_object(obj, transform=True, triangulate=True, apply_modifiers=False): | ||
""" | ||
Returns a transformed, triangulated copy of the mesh | ||
""" | ||
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assert(obj.type == 'MESH') | ||
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if apply_modifiers and obj.modifiers: | ||
me = obj.to_mesh(bpy.context.scene, True, 'PREVIEW', calc_tessface=False) | ||
bm = bmesh.new() | ||
bm.from_mesh(me) | ||
bpy.data.meshes.remove(me) | ||
else: | ||
me = obj.data | ||
if obj.mode == 'EDIT': | ||
bm_orig = bmesh.from_edit_mesh(me) | ||
bm = bm_orig.copy() | ||
else: | ||
bm = bmesh.new() | ||
bm.from_mesh(me) | ||
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# Remove custom data layers to save memory | ||
for elem in (bm.faces, bm.edges, bm.verts, bm.loops): | ||
for layers_name in dir(elem.layers): | ||
if not layers_name.startswith("_"): | ||
layers = getattr(elem.layers, layers_name) | ||
for layer_name, layer in layers.items(): | ||
layers.remove(layer) | ||
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if transform: | ||
bm.transform(obj.matrix_world) | ||
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if triangulate: | ||
bmesh.ops.triangulate(bm, faces=bm.faces) | ||
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return bm | ||
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def bmesh_check_intersect_objects(obj, obj2): | ||
""" | ||
Check if any faces intersect with the other object | ||
returns a boolean | ||
""" | ||
assert(obj != obj2) | ||
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# Triangulate | ||
bm = bmesh_copy_from_object(obj, transform=True, triangulate=True) | ||
bm2 = bmesh_copy_from_object(obj2, transform=True, triangulate=True) | ||
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# If bm has more edges, use bm2 instead for looping over its edges | ||
# (so we cast less rays from the simpler object to the more complex object) | ||
if len(bm.edges) > len(bm2.edges): | ||
bm2, bm = bm, bm2 | ||
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# Create a real mesh (lame!) | ||
scene = bpy.context.scene | ||
me_tmp = bpy.data.meshes.new(name="~temp~") | ||
bm2.to_mesh(me_tmp) | ||
bm2.free() | ||
obj_tmp = bpy.data.objects.new(name=me_tmp.name, object_data=me_tmp) | ||
scene.objects.link(obj_tmp) | ||
scene.update() | ||
ray_cast = obj_tmp.ray_cast | ||
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intersect = False | ||
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EPS_NORMAL = 0.000001 | ||
EPS_CENTER = 0.01 # should always be bigger | ||
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#for ed in me_tmp.edges: | ||
for ed in bm.edges: | ||
v1, v2 = ed.verts | ||
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# setup the edge with an offset | ||
co_1 = v1.co.copy() | ||
co_2 = v2.co.copy() | ||
co_mid = (co_1 + co_2) * 0.5 | ||
no_mid = (v1.normal + v2.normal).normalized() * EPS_NORMAL | ||
co_1 = co_1.lerp(co_mid, EPS_CENTER) + no_mid | ||
co_2 = co_2.lerp(co_mid, EPS_CENTER) + no_mid | ||
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co, no, index = ray_cast(co_1, co_2) | ||
if index != -1: | ||
intersect = True | ||
break | ||
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scene.objects.unlink(obj_tmp) | ||
bpy.data.objects.remove(obj_tmp) | ||
bpy.data.meshes.remove(me_tmp) | ||
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scene.update() | ||
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return intersect | ||
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obj = bpy.context.object | ||
obj2 = (ob for ob in bpy.context.selected_objects if ob != obj).__next__() | ||
intersect = bmesh_check_intersect_objects(obj, obj2) | ||
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print("There are%s intersections." % ("" if intersect else " NO")) |