The first triangle is a the position of each vertexes and the second the position of each UV.
2016-02-27 9:40 GMT+01:00 Jacob Merrill <[email protected]>: > looked at it - the command says it's for using 2 triangles to do something, > > It does not accept UV as the second argument. > > On Sat, Feb 27, 2016 at 12:34 AM, Jacob Merrill < > [email protected]> > wrote: > > > must have missed it > > > > > > On Sat, Feb 27, 2016 at 12:32 AM, tristan panzer < > > [email protected]> wrote: > > > >> 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 > >> > > > > > _______________________________________________ > 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
