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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
