[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20333] trunk/blender/release/scripts: Removed use of CrossVecs, DotVecs, CrossQuats and DotQuats
Campbell Barton
ideasman42 at gmail.com
Fri May 22 05:45:47 CEST 2009
Revision: 20333
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20333
Author: campbellbarton
Date: 2009-05-22 05:45:46 +0200 (Fri, 22 May 2009)
Log Message:
-----------
Removed use of CrossVecs, DotVecs, CrossQuats and DotQuats
for all scripts except import_dxf and colladaImEx/translator.py
Modified Paths:
--------------
trunk/blender/release/scripts/bpymodules/BPyMathutils.py
trunk/blender/release/scripts/bpymodules/BPyMesh.py
trunk/blender/release/scripts/bpymodules/BPyMesh_redux.py
trunk/blender/release/scripts/bpymodules/BPyWindow.py
trunk/blender/release/scripts/bpymodules/mesh_gradient.py
trunk/blender/release/scripts/mesh_skin.py
trunk/blender/release/scripts/mesh_unfolder.py
trunk/blender/release/scripts/uvcalc_quad_clickproj.py
trunk/blender/release/scripts/uvcalc_smart_project.py
trunk/blender/release/scripts/vertexpaint_selfshadow_ao.py
trunk/blender/release/scripts/wizard_curve2tree.py
Modified: trunk/blender/release/scripts/bpymodules/BPyMathutils.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/BPyMathutils.py 2009-05-22 03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/bpymodules/BPyMathutils.py 2009-05-22 03:45:46 UTC (rev 20333)
@@ -132,7 +132,6 @@
######################################################################
# Public interface
######################################################################
-from Blender.Mathutils import DotVecs
def convexHull(point_list_2d):
"""Calculate the convex hull of a set of vectors
The vectors can be 3 or 4d but only the Xand Y are used.
@@ -197,7 +196,7 @@
up= cent - ((plane[0]+plane[1])/2.0)
right= cent - ((plane[1]+plane[2])/2.0)
- z= CrossVecs(up, right)
+ z= up.cross(right)
if normalize:
up.normalize()
Modified: trunk/blender/release/scripts/bpymodules/BPyMesh.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/BPyMesh.py 2009-05-22 03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/bpymodules/BPyMesh.py 2009-05-22 03:45:46 UTC (rev 20333)
@@ -569,12 +569,11 @@
def facesPlanerIslands(me):
- DotVecs= Blender.Mathutils.DotVecs
def roundvec(v):
return round(v[0], 4), round(v[1], 4), round(v[2], 4)
- face_props= [(cent, no, roundvec(no), DotVecs(cent, no)) for f in me.faces for no, cent in ((f.no, f.cent),)]
+ face_props= [(cent, no, roundvec(no), cent.dot(no)) for f in me.faces for no, cent in ((f.no, f.cent),)]
face_edge_users= face_edges(me)
islands= []
@@ -607,7 +606,7 @@
face_prop2= face_props[fidx2]
# normals are the same?
if face_prop1[2]==face_prop2[2]:
- if abs(face_prop1[3] - DotVecs(face_prop1[1], face_prop2[0])) < 0.000001:
+ if abs(face_prop1[3] - face_prop1[1].dot(face_prop2[0])) < 0.000001:
used_faces[fidx2]= 1
island.append(fidx2)
islands.append([me.faces[i] for i in island])
@@ -616,7 +615,6 @@
def facesUvIslands(me, PREF_IMAGE_DELIMIT=True):
- DotVecs= Blender.Mathutils.DotVecs
def roundvec(v):
return round(v[0], 4), round(v[1], 4)
Modified: trunk/blender/release/scripts/bpymodules/BPyMesh_redux.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/BPyMesh_redux.py 2009-05-22 03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/bpymodules/BPyMesh_redux.py 2009-05-22 03:45:46 UTC (rev 20333)
@@ -25,7 +25,6 @@
import bpy
Vector= Blender.Mathutils.Vector
Ang= Blender.Mathutils.AngleBetweenVecs
-CrossVecs= Blender.Mathutils.CrossVecs
MidpointVecs= Blender.Mathutils.MidpointVecs
import BPyMesh
@@ -198,8 +197,8 @@
# the point of collapsing.
# Enlarge so we know they intersect: self.length*2
- cv1= CrossVecs(v1no, CrossVecs(v1no, v1co-v2co))
- cv2= CrossVecs(v2no, CrossVecs(v2no, v2co-v1co))
+ cv1= v1no.cross(v1no.cross(v1co-v2co))
+ cv2= v2no.cross(v2no.cross(v2co-v1co))
# Scale to be less then the edge lengths.
cv2.length = cv1.length = 1
Modified: trunk/blender/release/scripts/bpymodules/BPyWindow.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/BPyWindow.py 2009-05-22 03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/bpymodules/BPyWindow.py 2009-05-22 03:45:46 UTC (rev 20333)
@@ -1,6 +1,6 @@
import Blender
from Blender import Mathutils, Window, Scene, Draw, Mesh
-from Blender.Mathutils import CrossVecs, Matrix, Vector, Intersect
+from Blender.Mathutils import Matrix, Vector, Intersect
# DESCRIPTION:
# screen_x, screen_y the origin point of the pick ray
Modified: trunk/blender/release/scripts/bpymodules/mesh_gradient.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/mesh_gradient.py 2009-05-22 03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/bpymodules/mesh_gradient.py 2009-05-22 03:45:46 UTC (rev 20333)
@@ -6,7 +6,7 @@
mouseViewRay= BPyWindow.mouseViewRay
from Blender import Mathutils, Window, Scene, Draw, sys
-from Blender.Mathutils import CrossVecs, Vector, Intersect, LineIntersect, AngleBetweenVecs
+from Blender.Mathutils import Vector, Intersect, LineIntersect, AngleBetweenVecs
LMB= Window.MButs['L']
def mouseup():
@@ -101,11 +101,11 @@
# make a line 90d to the grad in screenspace.
if (OriginA-OriginB).length <= eps: # Persp view. same origin different direction
- cross_grad= CrossVecs(DirectionA, DirectionB)
+ cross_grad= DirectionA.cross(DirectionB)
ORTHO= False
else: # Ortho - Same direction, different origin
- cross_grad= CrossVecs(DirectionA, OriginA-OriginB)
+ cross_grad= DirectionA.cross(OriginA-OriginB)
ORTHO= True
cross_grad.normalize()
Modified: trunk/blender/release/scripts/mesh_skin.py
===================================================================
--- trunk/blender/release/scripts/mesh_skin.py 2009-05-22 03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/mesh_skin.py 2009-05-22 03:45:46 UTC (rev 20333)
@@ -52,7 +52,7 @@
import Blender
import bpy
from Blender import Window
-from Blender.Mathutils import MidpointVecs, Vector, CrossVecs
+from Blender.Mathutils import MidpointVecs, Vector
from Blender.Mathutils import AngleBetweenVecs as _AngleBetweenVecs_
import BPyMessages
@@ -119,7 +119,7 @@
# GENERATE AN AVERAGE NORMAL FOR THE WHOLE LOOP.
self.normal = Vector()
for e in self.edges:
- n = CrossVecs(self.centre-e.co1, self.centre-e.co2)
+ n = (self.centre-e.co1).cross(self.centre-e.co2)
# Do we realy need tot normalize?
n.normalize()
self.normal += n
@@ -149,7 +149,7 @@
a = n1-n2
b = n1-n3
- normal1 = CrossVecs(a,b)
+ normal1 = a.cross(b)
normal1.normalize()
n1 = e.co2
@@ -159,7 +159,7 @@
a = n1-n2
b = n1-n3
- normal2 = CrossVecs(a,b)
+ normal2 = a.cross(b)
normal2.normalize()
# Reuse normal1 var
Modified: trunk/blender/release/scripts/mesh_unfolder.py
===================================================================
--- trunk/blender/release/scripts/mesh_unfolder.py 2009-05-22 03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/mesh_unfolder.py 2009-05-22 03:45:46 UTC (rev 20333)
@@ -164,8 +164,8 @@
sangle = Mathutils.AngleBetweenVecs(self.refPolyNormal, self.polyNormal)
if(sangle!=sangle):
sangle=0.0
- ncp = Mathutils.CrossVecs(self.refPolyNormal, self.polyNormal)
- dp = Mathutils.DotVecs(ncp, self.edge.vector)
+ ncp = self.refPolyNormal.cross(self.polyNormal)
+ dp = ncp.dot(self.edge.vector)
if(dp>0.0):
return +sangle
else:
@@ -855,7 +855,7 @@
p.resize3D()
q = a-c
q.resize3D()
- return CrossVecs(p,q)
+ return p.cross(q)
def makeEdges(self):
self.edges = []
for i in xrange(self.nPoints()):
Modified: trunk/blender/release/scripts/uvcalc_quad_clickproj.py
===================================================================
--- trunk/blender/release/scripts/uvcalc_quad_clickproj.py 2009-05-22 03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/uvcalc_quad_clickproj.py 2009-05-22 03:45:46 UTC (rev 20333)
@@ -46,7 +46,7 @@
mouseViewRay= BPyWindow.mouseViewRay
from Blender import Mathutils, Window, Scene, Draw, sys
-from Blender.Mathutils import CrossVecs, Vector, Matrix, LineIntersect, Intersect #, AngleBetweenVecs, Intersect
+from Blender.Mathutils import Vector, Matrix, LineIntersect, Intersect #, AngleBetweenVecs, Intersect
LMB= Window.MButs.L
RMB= Window.MButs.R
@@ -229,7 +229,7 @@
y_axis_length = line_a_len
x_axis_length = (line_isect_b_pair[1]-face_corner_main).length
- proj_y_component = CrossVecs(proj_x_component, proj_z_component)
+ proj_y_component = proj_x_component.cross(proj_z_component)
proj_y_component.length = 1/y_axis_length
proj_x_component.length = 1/x_axis_length
Modified: trunk/blender/release/scripts/uvcalc_smart_project.py
===================================================================
--- trunk/blender/release/scripts/uvcalc_smart_project.py 2009-05-22 03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/uvcalc_smart_project.py 2009-05-22 03:45:46 UTC (rev 20333)
@@ -43,7 +43,7 @@
from Blender import Object, Draw, Window, sys, Mesh, Geometry
-from Blender.Mathutils import CrossVecs, Matrix, Vector, RotationMatrix, DotVecs
+from Blender.Mathutils import Matrix, Vector, RotationMatrix
import bpy
from math import cos
@@ -96,7 +96,7 @@
side1 = v2 - v1
side2 = v3 - v1
- nor = CrossVecs(side1, side2)
+ nor = side1.cross(side2)
l1 = [side1[0], side1[1], side1[2]]
l2 = [side2[0], side2[1], side2[2]]
@@ -804,11 +804,11 @@
a3 = vec.__copy__().normalize()
up = Vector(0,0,1)
- if abs(DotVecs(a3, up)) == 1.0:
+ if abs(a3.dot(up)) == 1.0:
up = Vector(0,1,0)
- a1 = CrossVecs(a3, up).normalize()
- a2 = CrossVecs(a3, a1)
+ a1 = a3.cross(up).normalize()
+ a2 = a3.cross(a1)
return Matrix([a1[0], a1[1], a1[2]], [a2[0], a2[1], a2[2]], [a3[0], a3[1], a3[2]])
@@ -1001,7 +1001,7 @@
for fIdx in xrange(len(tempMeshFaces)-1, -1, -1):
# Use half the angle limit so we dont overweight faces towards this
# normal and hog all the faces.
- if DotVecs(newProjectVec, tempMeshFaces[fIdx].no) > USER_PROJECTION_LIMIT_HALF_CONVERTED:
+ if newProjectVec.dot(tempMeshFaces[fIdx].no) > USER_PROJECTION_LIMIT_HALF_CONVERTED:
newProjectMeshFaces.append(tempMeshFaces.pop(fIdx))
# Add the average of all these faces normals as a projectionVec
@@ -1027,7 +1027,7 @@
# Get the closest vec angle we are to.
for p in projectVecs:
- temp_angle_diff= DotVecs(p, tempMeshFaces[fIdx].no)
+ temp_angle_diff= p.dot(tempMeshFaces[fIdx].no)
if angleDifference < temp_angle_diff:
angleDifference= temp_angle_diff
@@ -1066,14 +1066,14 @@
i = len(projectVecs)
# Initialize first
- bestAng = DotVecs(fvec, projectVecs[0])
+ bestAng = fvec.dot(projectVecs[0])
bestAngIdx = 0
# Cycle through the remaining, first alredy done
while i-1:
i-=1
- newAng = DotVecs(fvec, projectVecs[i])
+ newAng = fvec.dot(projectVecs[i])
if newAng > bestAng: # Reverse logic for dotvecs
bestAng = newAng
bestAngIdx = i
Modified: trunk/blender/release/scripts/vertexpaint_selfshadow_ao.py
@@ Diff output truncated at 10240 characters. @@
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