On Thu, Feb 3, 2011 at 10:08 PM, Campbell Barton ideasma...@gmail.com wrote:
Here are some proposed changes to the mathutils API I'd like to make
As discussed on IRC, these changes look fine to me. One more
suggestion: can we allow vector components to be specified without the
use of a tuple,
Fine with me also. Thanks for taking the time to discuss it with us first.
Cheers,
Doug.
On 3 February 2011 11:25, Alex Fraser a...@phatcore.com wrote:
On Thu, Feb 3, 2011 at 10:08 PM, Campbell Barton ideasma...@gmail.com
wrote:
Here are some proposed changes to the mathutils API I'd like
Could we please have maths operator (i.e. * / +) support for eulers? You
can't do anything with them currently, you have to cast to vector then
back again!
On 03/02/2011 11:08, Campbell Barton wrote:
Here are some proposed changes to the mathutils API I'd like to make
to avoid some confusing
Those mathematical operations aren't defined on eulers triplets.
Unless you really really know what you are doing, use quats or matrices to
manipulate rotations.
Martin
--- On Thu, 2/3/11, Tom Edwards cont...@steamreview.org wrote:
From: Tom Edwards cont...@steamreview.org
Subject: Re:
Good proposal. I especially like the part on separating Modify In-Place
Methods.
Cheers,
Bart (Crouch)
On Thu, Feb 3, 2011 at 7:08 PM, Martin Poirier the...@yahoo.com wrote:
Those mathematical operations aren't defined on eulers triplets.
Unless you really really know what you are doing, use
I'm importing/exporting a format that uses eulers exclusively, so I
can't avoid them. They are also the default rotation method within Blender.
(And sorry for the confusion, but the actual signs I used were just
examples. All I've ever needed to do is add and multiply by a matrix.)
On
Dear developers and users,
Tex Face is part of Blender original design 15 years ago. The
functionality it brought to the Blender Game Engine is still useful
nowadays. However its design hasn't changed and it lacks integration with
other parts of Blender. This proposal is centered on moving the
+1 from me, seems much more sensible, and helps to clean up some of
the bizarre behaviour that's lingered over the years.
Matt
On Fri, Feb 4, 2011 at 7:56 AM, Dalai Felinto dfeli...@gmail.com wrote:
Dear developers and users,
Tex Face is part of Blender original design 15 years ago. The
On Thu, Feb 3, 2011 at 11:25 AM, Alex Fraser a...@phatcore.com wrote:
On Thu, Feb 3, 2011 at 10:08 PM, Campbell Barton ideasma...@gmail.com wrote:
Here are some proposed changes to the mathutils API I'd like to make
As discussed on IRC, these changes look fine to me. One more
suggestion: can
Euler() * 0.5, makes sense to halve rotation, but from reading down
you're mainly interested in: Euler() * Matrix().
This could be supported, internally doing...
eul = Euler()
(eul.to_matrix() * Matrix()).to_euler(eul.order)
I'd be interested to know if there are many other math libs which
+1 on the changes, with some qualifications:
-for qualifying in place vs. returning new, whatabout verb/noun instead
of present/past tense of verb:
matrix.invert() inverts the matrix, returns none
matrix.inverse() returns the new inverse matrix.
in the rename methods we go from
That is more or less what I do. There is no reason I can see why it
shouldn't happen implicitly.
On 03/02/2011 10:19, Campbell Barton wrote:
Euler() * 0.5, makes sense to halve rotation, but from reading down
you're mainly interested in: Euler() * Matrix().
This could be supported,
On Fri, Feb 4, 2011 at 8:54 AM, Campbell Barton ideasma...@gmail.com wrote:
Short answer is it doesn't make sense for Vectors to have one triple
arg, so - we could.
Longer answer:
The reason I made this change is that Quaternions and Eulers have
optional arguments which are more cumbersome
How would it decide if the return value is euler or matrix? The order of
argument (that seems dangerous since multiplication is not commutative).
Martin
--- On Thu, 2/3/11, Tom Edwards cont...@steamreview.org wrote:
From: Tom Edwards cont...@steamreview.org
Subject: Re: [Bf-committers]
At the moment you can only do:
Vector() * Matrix() -- Vector()
So it makes sense that Euler() * Matrix() -- Euler(), matching the
order of the original euler, but if nobody else is doing this it might
be better to have this as a convenience method.
Something like: eul =
Because we use row vectors, the other direction doesn't make sense.
An euler triplet is not a vector, pretending it is would be very wrong.
I would much prefer something like euler.rotate, it seriously reduces potential
confusion.
Martin
--- On Thu, 2/3/11, Campbell Barton
Points taken:
inverse() vs inverted(), I don't have a strong opinion on this one,
both are acceptable (AFAIK), its just easier to remember to add 'ed'
suffix to get a copy: normalized(). conjugated(), inverted(),
transposed()
The second is not so easy:
Disagree regarding: matix.to_euler()
On Thu, Feb 3, 2011 at 2:54 PM, Campbell Barton ideasma...@gmail.com wrote:
-- snip --
To see what I mean about sloppy argument parsing, see comparison of
2.4x and 2.5x code below - both the same function though 2.5x uses
mathutils_array_parse() utility function.
The 2.4x code even had a
Am 03.02.2011 21:56, schrieb Dalai Felinto:
Dear developers and users,
Tex Face is part of Blender original design 15 years ago. The
functionality it brought to the Blender Game Engine is still useful
nowadays. However its design hasn't changed and it lacks integration with
other parts of
On Fri, Feb 4, 2011 at 12:28 AM, Dan Eicher d...@trollwerks.org wrote:
On Thu, Feb 3, 2011 at 2:54 PM, Campbell Barton ideasma...@gmail.com wrote:
-- snip --
To see what I mean about sloppy argument parsing, see comparison of
2.4x and 2.5x code below - both the same function though 2.5x uses
--- On Thu, 2/3/11, Campbell Barton ideasma...@gmail.com wrote:
Points taken:
inverse() vs inverted(), I don't have a strong opinion on
this one,
both are acceptable (AFAIK), its just easier to remember to
add 'ed'
suffix to get a copy: normalized(). conjugated(),
inverted(),
--- On Thu, 2/3/11, Campbell Barton ideasma...@gmail.com wrote:
As Alex suggests, keywords only args could be used in this
case:
Euler(x, y, x, order='XZY')
I don't see this as especially better or worse, just
different, but I'm also not interested to change.
order is an optional argument
+1
especially since painting bumpmaps became popular just recently ;)
mostly - but not exclusively - beginners are uncertain how to even
set up texture painting
I believe removing the dependence on texfaces would aid here.
@Dalai: very nice proposal, can only second that.
cheers,
mario
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