[Bf-committers] idea for mathutils commands

tristan panzer republicthunderbolt9 at gmail.com
Sat Feb 27 09:32:34 CET 2016


Hello,

uv = mathutils.getUVFromTri([p1,p2,p3],[uv1,uv2,uv3],[point])

Can be replaced by;

uv = mathuttils.geometry.barycentric_transform(point, p1, p2, p3, uv1, uv2,
uv3)

https://www.blender.org/api/blender_python_api_2_76_release/mathutils.geometry.html?highlight=mathutils#mathutils.geometry.barycentric_transform

iirc i already sent you this link, it is wrong ?

2016-02-27 7:48 GMT+01:00 Jacob Merrill <blueprintrandom1 at gmail.com>:

> I have been using BVHTree.rayCast, and it returns a hitPoint, but not a
> hitUV,
>
> so to extract this information I have been using python and have tried
> transcribing a old unity script, it kinda works, but could we have this as
> a feature of BVHtree or as a seperate mathutils command? it seems important
> to add features like python based texture painting.
>
>
>
> *idea 1 *= add UV return to BVHtree or a command UVBVHTree function for
> texture painting in python, without slowing down bvhTree.
>
>
>
>
> *idea 2:*
> *get Uv from triangle and point on triangle plane as mathutils command*
>
> uv = mathutils.getUVFromTri([p1,p2,p3],[uv1,uv2,uv3],[point])
>
> where p1 , p2, and p3 are triangle vertex location vectors, and uv1 etc
> area the uv cord for each point, point = the area you would like to get a
> UV from.
>
> referances - http://stackoverflow.com/a/17186533/1979851
>
>
>
>
> *idea 3 *
> uv = mathutils.getUVFromQuad([p1,p2,p3,p4],[uv1,uv2,uv3,uv4],[point])
>
>
>    - same as triangle but for use with a quad rather than trying to split 2
>    triangles from a quad.
>
>
> Thanks!
> BPR
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