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author | Campbell Barton <ideasman42@gmail.com> | 2012-11-10 13:45:43 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-11-10 13:45:43 +0400 |
commit | fecc3b9d68102630fc53f451a3f405f180b31384 (patch) | |
tree | 36d2ca28db9d0eb244ee9fad921d81f5d66adcbb /source/gameengine/Rasterizer/RAS_TexVert.cpp | |
parent | f5c9f2c2530d21474f8e2ee5ea7dfdb483b7ba7d (diff) |
add 2 new utility functions to the BGE mesh py api.
mesh.transform(matid, matrix)
mesh.transform_uv(matid, matrix, uv_index=-1))
much more efficient then looping over verts in python to transform them.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_TexVert.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_TexVert.cpp | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.cpp b/source/gameengine/Rasterizer/RAS_TexVert.cpp index 3b4f4cae30e..6d8cbfece15 100644 --- a/source/gameengine/Rasterizer/RAS_TexVert.cpp +++ b/source/gameengine/Rasterizer/RAS_TexVert.cpp @@ -151,3 +151,12 @@ void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat) SetTangent((nmat*MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue()); } +void RAS_TexVert::TransformUV(const MT_Matrix4x4& mat) +{ + SetUV((mat * MT_Vector4(m_uv1[0], m_uv1[1], 0.0, 1.0)).getValue()); +} + +void RAS_TexVert::TransformUV2(const MT_Matrix4x4& mat) +{ + SetUV2((mat * MT_Vector4(m_uv2[0], m_uv2[1], 0.0, 1.0)).getValue()); +} |