[Bf-python] Object matrix writable?

Michel Selten michel.s at home.nl
Wed May 28 14:08:12 CEST 2003


On Wed, 2003-05-28 at 06:21, Willian Padovani Germano wrote:
> >   3. Provide a method, for render export scripts and the like, which 
> > calculates the world-space transform for an object, by contatenating all 
> > the transforms in an object's heirarchy together (fast and easy - it's 
> > just matrix multiplication).  This matrix is read-only.
> > 
> > These changes would promote a stricter view of the object tranformation 
> > heirarchy than currently exists.
> > 
> > What does everyone think?
> 
> In my own import/export scripts I had to handle these calculations. 
> BPython already had all I needed to build the transformations in Python
> and apply them to the vertices.  We can always do that -- this kind of
> code can be built on top of our current API (once exppython gets 
> finished, of course) and is much simpler in Python than in C.
> 
> So, the reasons for doing this would be speed (if it's done in C) and to
> provide it as time-saver function in a Blender.3dMath module, right?
> 
> It's a good idea to have a basic lib with 3d math operations, there's
> even some old py code in the blender/intern/python dir.
> 
> Also, access to Blender's own matrix / quaternion code through a python
> module could be interesting, though I won't look at this possibility
> before we "finish" exppython.  It's open, of course, for anyone else
> wanting to consider a Blender.3dMath module.

Such additions to the API would be great!. Currently we focus on
exposing data from Blender (Ok, the Draw and BGL modules are an
exception). The next step would be to expose more of the basic
functionality that's already within Blender.

With regards,
	Michel





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