[Bf-committers] idea for mathutils commands

Jacob Merrill blueprintrandom1 at gmail.com
Sat Feb 27 09:40:22 CET 2016


looked at it - the command says it's for using 2 triangles to do something,

It does not accept UV as the second argument.

On Sat, Feb 27, 2016 at 12:34 AM, Jacob Merrill <blueprintrandom1 at gmail.com>
wrote:

> must have missed it
>
>
> On Sat, Feb 27, 2016 at 12:32 AM, tristan panzer <
> republicthunderbolt9 at gmail.com> wrote:
>
>> 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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>> > Bf-committers at blender.org
>> > http://lists.blender.org/mailman/listinfo/bf-committers
>> >
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