[Bf-committers] python mathutils api update proposal
Tom Edwards
contact at steamreview.org
Thu Feb 3 23:31:06 CET 2011
That is more or less what I do. There is no reason I can see why it
shouldn't happen implicitly.
On 03/02/2011 10:19, Campbell Barton wrote:
> 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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