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