[Bf-committers] idea for mathutils commands

tristan panzer republicthunderbolt9 at gmail.com
Sat Feb 27 09:41:50 CET 2016


The first triangle is a the position of each vertexes and the second the
position of each UV.

2016-02-27 9:40 GMT+01:00 Jacob Merrill <blueprintrandom1 at gmail.com>:

> 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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> >>
> >
> >
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