use float comparison from the "Ever Faster Float Comparisons" paper, tested with random values as well as random values converted to ints (where this existing code would fail).
- Use BGL buffer instead of string for image data.
- Add buffer interface to image source.
- Allow customization of pixel format.
- Add valid property to check if the image data is available.
The image property of all Image source objects will now
return a BGL 'buffer' object. Previously it was returning
a string, which was not working at all with Python 3.1.
The BGL buffer type allows sequence access to bytes and
is directly usable in BGL OpenGL wrapper functions.
The buffer is formated as a 1 dimensional array of bytes
with 4 bytes per pixel in RGBA order.
BGL buffers will also be accepted in the ImageBuff load()
and plot() functions.
It is possible to customize the pixel format by using
the VideoTexture.imageToArray(image, mode) function:
the first argument is a Image source object, the second
optional argument is a format string using the R, G, B,
A, 0 and 1 characters. For example "BGR" means that each
pixel will be 3 bytes, corresponding to the Blue, Green
and Red channel in that order. Use 0 for a fixed hex 00
value, 1 for hex FF. The default mode is "RGBA".
All Image source objects now support the buffer interface
which allows to create memoryview objects for direct access
to the image internal buffer without memory copy. The buffer
format is one dimensional array of bytes with 4 bytes per
pixel in RGBA order. The buffer is writable, which allows
custom modifications of the image data.
v = memoryview(source)
A bug in the Python 3.1 buffer API will cause a crash if
the memoryview object cannot be created. Therefore, you
must always check first that an image data is available
before creating a memoryview object. Use the new valid
attribute for that:
if source.valid:
v = memoryview(source)
...
Note: the BGL buffer object itself does not yet support
the buffer interface.
Note: the valid attribute makes sense only if you use
image source in conjunction with texture object like this:
# refresh texture but keep image data in memory
texture.refresh(False)
if texture.source.valid:
v = memoryview(texture.source)
# process image
...
# invalidate image for next texture refresh
texture.source.refresh()
Limitation: While memoryview objects exist, the image cannot be
resized. Resizing occurs with ImageViewport objects when the
viewport size is changed or with ImageFFmpeg when a new image
is reloaded for example. Any attempt to resize will cause a
runtime error. Delete the memoryview objects is you want to
resize an image source object.
Examples.
euler = Euler(1, 2, 3)
euler.order = 'ZXY'
euler = matrix.to_euler('XZY')
Still missing rna support. this still wont give the right order, defaulting to XYZ.
eul = object.rotation_euler
- disallow setting swizzle's that have duplicate values: vec.xxx = [1,2,3]
- raise an error if the list setting a swizzle's longer.
- mathutils write callback was running on the wrong vector, which could crash blender.
- bpy.app moved into PyStructSequence (used by sys.float_info)
- added buildinfo into bpy.app.build_*
- bpy.ui removed (wasnt used)
- include external example files in Mathutils docs (only Mathutils and Vector are currently written)
- added support to auto document PyStructSequence's
- CMake had "'s inside all its strings.
* inline some more functions, from math_base and math_vector
* also made some changes to the way inline is done so it can
work for more than one file
* reflect_v3_v3v3 requires input vectors to be normalized now.
* added rgb_to_grayscale
* added zero_v4, copy_v4_v4, swap_v4_v4, is_one_v3
* added box_clip_bounds_m4 to clip a bounding box against a
projection matrix
* utility function BLI_findstring to avoid listbase lookup loops everywhere.
eg:
ListBase *lb= objects= &CTX_data_main(C)->object;
Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2);
* made some more math functions use const's, (fix warnings I made in previous commits)
From 2 triangles and 1 point, the relative position between the point and the first triangle is applied to the second triangle to find the target point.
the barycentric weights are calculated in 2D space with a signed area so values outside the triangle bounds are supported.
wrapped by python:
pt_to = Geometry.BarycentricTransform(pt_from, t1a, t1b, t1c, t2a, t1b, t1c)
NOTE:
- moved some barycentric weight functions out of projection painting into the math lib.
- ended up making some of the math functions use const args.
TODO:
- support exceptional cases. zero area tries and similar.
From the tracker:
- typo was making the multiplication to transpose resulting matrix
eg
####
from Mathutils import *
from math import radians
cont = GameLogic.getCurrentController()
owner = cont.owner
owner.worldOrientation = RotationMatrix(radians(1), 3, 'z') * owner.worldOrientation
####
- the scripts path set in the user preferences or ~/.blender/scripts/ui (io, op, io etc..) will be used to load scripts.
- the default home dir part probably only works in *nix os's
- Added a missing sync callback to vector.toTuple()