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 aspects of the api since its now used for all > RNA math types and GameEngine I think it would be good to make > improvements in this area. > > Proposal: > http://wiki.blender.org/index.php/Dev:2.5/Source/Python/Mathutils > > If this is acceptable I can make these changes and update scripts. > > I'm keeping a log of all mathutils changes since 2.4x in mathutils.c > > To get up to speed on changes so far: > > /* Note: Changes to Mathutils since 2.4x > * use radians rather then degrees > * - Mathutils.Vector/Euler/Quaternion(), now only take single > sequence arguments. > * - Mathutils.MidpointVecs --> vector.lerp(other, fac) > * - Mathutils.AngleBetweenVecs --> vector.angle(other) > * - Mathutils.ProjectVecs --> vector.project(other) > * - Mathutils.DifferenceQuats --> quat.difference(other) > * - Mathutils.Slerp --> quat.slerp(other, fac) > * - Mathutils.Rand: removed, use pythons random module > * - Mathutils.RotationMatrix(angle, size, axis_flag, axis) --> > Mathutils.RotationMatrix(angle, size, axis); merge axis& axis_flag > args > * - Matrix.scalePart --> Matrix.scale_part > * - Matrix.translationPart --> Matrix.translation_part > * - Matrix.rotationPart --> Matrix.rotation_part > * - mathutils.Matrix.Shear(plane, fac, size), now takes a pair of > floats for 3x3 or 4x4 shear factor. > * - toMatrix --> to_matrix > * - toEuler --> to_euler > * - toQuat --> to_quat > * - Vector.toTrackQuat --> Vector.to_track_quat > * - Quaternion * Quaternion --> cross product (not dot product) > * - Euler.rotate(angle, axis) --> Euler.rotate_axis(axis, angle) > * - Euler.unique() *removed*, not a standard function only toggled > different rotations. > * > * moved into class functions. > * - Mathutils.RotationMatrix -> mathutils.Matrix.Rotation > * - Mathutils.ScaleMatrix -> mathutils.Matrix.Scale > * - Mathutils.ShearMatrix -> mathutils.Matrix.Shear > * - Mathutils.TranslationMatrix -> mathutils.Matrix.Translation > * - Mathutils.OrthoProjectionMatrix -> mathutils.Matrix.OrthoProjection > * > * Moved to Geometry module: Intersect, TriangleArea, TriangleNormal, > QuadNormal, LineIntersect > * - geometry.Intersect -> intersect_ray_tri > * - geometry.ClosestPointOnLine -> intersect_point_line > * - geometry.PointInTriangle2D -> intersect_point_tri_2d > * - geometry.PointInQuad2D -> intersect_point_quad_2d > * - geometry.LineIntersect -> intersect_line_line > * - geometry.LineIntersect2D -> intersect_line_line_2d > * - geometry.BezierInterp -> interpolate_bezier > * - geometry.TriangleArea -> area_tri > * - geometry.QuadNormal, TriangleNormal -> normal > * - geometry.PolyFill -> tesselate_polygon > * - geometry.BoxPack2D -> box_pack_2d > * - geometry.BarycentricTransform -> barycentric_transform > */ > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
