[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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