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I often meet the following problem: mapping a point on the surface of a polygon in 3D coordinates to the corresponding polygon in a UV map.

To do that, the only way I've found is to:

  • Triangulate the mesh (by copying the original, and use bmesh.ops.triangulate
  • Then use a barycentric transform with barycentric_transform from mathutils.geometry

I'd like to avoid copying and triangulating the whole mesh.

My question is: how to transform on the fly the list of vertex indices associated to a polygon (which seems to be a fan) into a list of tris the same way bmesh.ops.triangulate does it (or in a coherent other way)?

lemon
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