There's unfortunately no way to use the Bullet physics engine to test for collisions. So you really have to ray_cast()
to find intersections.
The 3D Printing Toolbox addon comes with a self-intersection checker. I quickly adapted the code to test for intersections between two objects (updated for Blender 2.80+):
import bpy
import bmesh
def bmesh_copy_from_object(obj, transform=True, triangulate=True, apply_modifiers=False):
"""
Returns a transformed, triangulated copy of the mesh
"""
assert(obj.type == 'MESH')
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)
# 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)
if transform:
bm.transform(obj.matrix_world)
if triangulate:
bmesh.ops.triangulate(bm, faces=bm.faces)
return bm
def bmesh_check_intersect_objects(obj, obj2):
"""
Check if any faces intersect with the other object
returns a boolean
"""
assert(obj != obj2)
# Triangulate
bm = bmesh_copy_from_object(obj, transform=True, triangulate=True)
bm2 = bmesh_copy_from_object(obj2, transform=True, triangulate=True)
# 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
# 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)
bpy.context.collection.objects.link(obj_tmp)
ray_cast = obj_tmp.ray_cast
intersect = False
EPS_NORMAL = 0.000001
EPS_CENTER = 0.01 # should always be bigger
#for ed in me_tmp.edges:
for ed in bm.edges:
v1, v2 = ed.verts
# 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
success, co, no, index = ray_cast(co_1, (co_2 - co_1).normalized(), distance = ed.calc_length())
if index != -1:
intersect = True
break
# scene.objects.unlink(obj_tmp)
bpy.context.collection.objects.unlink(obj_tmp)
bpy.data.objects.remove(obj_tmp)
bpy.data.meshes.remove(me_tmp)
return intersect
# obj = bpy.context.object
# obj2 = (ob for ob in bpy.context.selected_objects if ob != obj).__next__()
# intersect = bmesh_check_intersect_objects(obj, obj2)
# print("There are%s intersections." % ("" if intersect else " NO"))
Select two mesh objects and run the script. It will print the result to the system console.
Note that there's a special case: If, for instance, a cube is fully inside another cube, it will report "NO intersections" - since there are none. But if you think of the objects as solid bodies, they do collide.