[Bf-committers] python mathutils api update proposal
Campbell Barton
ideasman42 at gmail.com
Thu Feb 3 23:19:50 CET 2011
Euler() * 0.5, makes sense to halve rotation, but from reading down
you're mainly interested in: Euler() * Matrix().
This could be supported, internally doing...
eul = Euler()
(eul.to_matrix() * Matrix()).to_euler(eul.order)
I'd be interested to know if there are many other math libs which do
Euler * Matrix since there are enough de-facto standard with
C++/python libs like mathutils I rather not define new ones.
On Thu, Feb 3, 2011 at 1:04 PM, Tom Edwards <contact at steamreview.org> wrote:
> Could we please have maths operator (i.e. * / +) support for eulers? You
> can't do anything with them currently, you have to cast to vector then
> back again!
>
> On 03/02/2011 11:08, Campbell Barton wrote:
>> Here are some proposed changes to the mathutils API I'd like to make
>> to avoid some confusing aspects of the api since its now used for all
>> RNA math types and GameEngine I think it would be good to make
>> improvements in this area.
>>
>> Proposal:
>> http://wiki.blender.org/index.php/Dev:2.5/Source/Python/Mathutils
>>
>> If this is acceptable I can make these changes and update scripts.
>>
>> I'm keeping a log of all mathutils changes since 2.4x in mathutils.c
>>
>> To get up to speed on changes so far:
>>
>> /* Note: Changes to Mathutils since 2.4x
>> * use radians rather then degrees
>> * - Mathutils.Vector/Euler/Quaternion(), now only take single
>> sequence arguments.
>> * - Mathutils.MidpointVecs --> vector.lerp(other, fac)
>> * - Mathutils.AngleBetweenVecs --> vector.angle(other)
>> * - Mathutils.ProjectVecs --> vector.project(other)
>> * - Mathutils.DifferenceQuats --> quat.difference(other)
>> * - Mathutils.Slerp --> quat.slerp(other, fac)
>> * - Mathutils.Rand: removed, use pythons random module
>> * - Mathutils.RotationMatrix(angle, size, axis_flag, axis) -->
>> Mathutils.RotationMatrix(angle, size, axis); merge axis& axis_flag
>> args
>> * - Matrix.scalePart --> Matrix.scale_part
>> * - Matrix.translationPart --> Matrix.translation_part
>> * - Matrix.rotationPart --> Matrix.rotation_part
>> * - mathutils.Matrix.Shear(plane, fac, size), now takes a pair of
>> floats for 3x3 or 4x4 shear factor.
>> * - toMatrix --> to_matrix
>> * - toEuler --> to_euler
>> * - toQuat --> to_quat
>> * - Vector.toTrackQuat --> Vector.to_track_quat
>> * - Quaternion * Quaternion --> cross product (not dot product)
>> * - Euler.rotate(angle, axis) --> Euler.rotate_axis(axis, angle)
>> * - Euler.unique() *removed*, not a standard function only toggled
>> different rotations.
>> *
>> * moved into class functions.
>> * - Mathutils.RotationMatrix -> mathutils.Matrix.Rotation
>> * - Mathutils.ScaleMatrix -> mathutils.Matrix.Scale
>> * - Mathutils.ShearMatrix -> mathutils.Matrix.Shear
>> * - Mathutils.TranslationMatrix -> mathutils.Matrix.Translation
>> * - Mathutils.OrthoProjectionMatrix -> mathutils.Matrix.OrthoProjection
>> *
>> * Moved to Geometry module: Intersect, TriangleArea, TriangleNormal,
>> QuadNormal, LineIntersect
>> * - geometry.Intersect -> intersect_ray_tri
>> * - geometry.ClosestPointOnLine -> intersect_point_line
>> * - geometry.PointInTriangle2D -> intersect_point_tri_2d
>> * - geometry.PointInQuad2D -> intersect_point_quad_2d
>> * - geometry.LineIntersect -> intersect_line_line
>> * - geometry.LineIntersect2D -> intersect_line_line_2d
>> * - geometry.BezierInterp -> interpolate_bezier
>> * - geometry.TriangleArea -> area_tri
>> * - geometry.QuadNormal, TriangleNormal -> normal
>> * - geometry.PolyFill -> tesselate_polygon
>> * - geometry.BoxPack2D -> box_pack_2d
>> * - geometry.BarycentricTransform -> barycentric_transform
>> */
>>
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--
- Campbell
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