[Bf-committers] idea for mathutils commands

Jacob Merrill blueprintrandom1 at gmail.com
Sat Feb 27 09:58:21 CET 2016


Ok I got it working, it returns the same cords as my own script,

I guess my error is from some other oversight on my own part,
(even when the hitPoint changes, the UV cord does not change unless the
face does)

http://www.pasteall.org/65387/python

any more help should take place here,

http://blenderartists.org/forum/showthread.php?393329-Convert-Mono-to-Py&p=3015344#post3015344

as I don't want to spam the mailing list.

On Sat, Feb 27, 2016 at 12:41 AM, tristan panzer <
republicthunderbolt9 at gmail.com> wrote:

> 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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