[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [31258] trunk/blender: mathutils module methods only contained matrix constructors, move these to matrix class methods since this is acceptable in python.
Campbell Barton
ideasman42 at gmail.com
Wed Aug 11 18:40:36 CEST 2010
Revision: 31258
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=31258
Author: campbellbarton
Date: 2010-08-11 18:40:36 +0200 (Wed, 11 Aug 2010)
Log Message:
-----------
mathutils module methods only contained matrix constructors, move these to matrix class methods since this is acceptable in python. eg: dict.fromkeys() and groups them more logically.
mathutils.RotationMatrix -> mathutils.Matrix.Rotation
mathutils.ScaleMatrix -> mathutils.Matrix.Scale
mathutils.ShearMatrix -> mathutils.Matrix.Shear
mathutils.TranslationMatrix -> mathutils.Matrix.Translation
mathutils.OrthoProjectionMatrix -> mathutils.Matrix.OrthoProjection
Modified Paths:
--------------
trunk/blender/release/scripts/io/export_fbx.py
trunk/blender/release/scripts/io/export_obj.py
trunk/blender/release/scripts/io/export_x3d.py
trunk/blender/release/scripts/io/import_anim_bvh.py
trunk/blender/release/scripts/io/import_scene_3ds.py
trunk/blender/release/scripts/modules/add_object_utils.py
trunk/blender/release/scripts/modules/rigify/spine_pivot_flex.py
trunk/blender/release/scripts/modules/rigify/tail_control.py
trunk/blender/release/scripts/op/uvcalc_smart_project.py
trunk/blender/release/scripts/templates/gamelogic.py
trunk/blender/source/blender/python/generic/mathutils.c
trunk/blender/source/blender/python/generic/mathutils_matrix.c
Modified: trunk/blender/release/scripts/io/export_fbx.py
===================================================================
--- trunk/blender/release/scripts/io/export_fbx.py 2010-08-11 16:30:16 UTC (rev 31257)
+++ trunk/blender/release/scripts/io/export_fbx.py 2010-08-11 16:40:36 UTC (rev 31258)
@@ -55,7 +55,7 @@
import shutil # for file copying
import bpy
-from mathutils import Vector, Euler, Matrix, RotationMatrix
+from mathutils import Vector, Euler, Matrix
def copy_file(source, dest):
# XXX - remove, can use shutil
@@ -107,19 +107,19 @@
mtx4_identity = Matrix()
# testing
-mtx_x90 = RotationMatrix( math.pi/2, 3, 'X') # used
-#mtx_x90n = RotationMatrix(-90, 3, 'x')
-#mtx_y90 = RotationMatrix( 90, 3, 'y')
-#mtx_y90n = RotationMatrix(-90, 3, 'y')
-#mtx_z90 = RotationMatrix( 90, 3, 'z')
-#mtx_z90n = RotationMatrix(-90, 3, 'z')
+mtx_x90 = Matrix.Rotation( math.pi/2, 3, 'X') # used
+#mtx_x90n = Matrix.Rotation(-90, 3, 'x')
+#mtx_y90 = Matrix.Rotation( 90, 3, 'y')
+#mtx_y90n = Matrix.Rotation(-90, 3, 'y')
+#mtx_z90 = Matrix.Rotation( 90, 3, 'z')
+#mtx_z90n = Matrix.Rotation(-90, 3, 'z')
-#mtx4_x90 = RotationMatrix( 90, 4, 'x')
-mtx4_x90n = RotationMatrix(-math.pi/2, 4, 'X') # used
-#mtx4_y90 = RotationMatrix( 90, 4, 'y')
-mtx4_y90n = RotationMatrix(-math.pi/2, 4, 'Y') # used
-mtx4_z90 = RotationMatrix( math.pi/2, 4, 'Z') # used
-mtx4_z90n = RotationMatrix(-math.pi/2, 4, 'Z') # used
+#mtx4_x90 = Matrix.Rotation( 90, 4, 'x')
+mtx4_x90n = Matrix.Rotation(-math.pi/2, 4, 'X') # used
+#mtx4_y90 = Matrix.Rotation( 90, 4, 'y')
+mtx4_y90n = Matrix.Rotation(-math.pi/2, 4, 'Y') # used
+mtx4_z90 = Matrix.Rotation( math.pi/2, 4, 'Z') # used
+mtx4_z90n = Matrix.Rotation(-math.pi/2, 4, 'Z') # used
# def strip_path(p):
# return p.split('\\')[-1].split('/')[-1]
@@ -562,7 +562,7 @@
elif type =='CAMERA':
# elif ob and type =='Camera':
y = matrix_rot * Vector((0.0, 1.0, 0.0))
- matrix_rot = RotationMatrix(math.pi/2, 3, y) * matrix_rot
+ matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot
return matrix_rot
@@ -664,7 +664,7 @@
rot = tuple(matrix_rot.to_euler())
elif ob and ob.type =='Camera':
y = matrix_rot * Vector((0.0, 1.0, 0.0))
- matrix_rot = RotationMatrix(math.pi/2, 3, y) * matrix_rot
+ matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot
rot = tuple(matrix_rot.to_euler())
else:
rot = tuple(matrix_rot.to_euler())
Modified: trunk/blender/release/scripts/io/export_obj.py
===================================================================
--- trunk/blender/release/scripts/io/export_obj.py 2010-08-11 16:30:16 UTC (rev 31257)
+++ trunk/blender/release/scripts/io/export_obj.py 2010-08-11 16:40:36 UTC (rev 31258)
@@ -363,7 +363,7 @@
file.write('mtllib %s\n' % ( mtlfilepath.split('\\')[-1].split('/')[-1] ))
if EXPORT_ROTX90:
- mat_xrot90= mathutils.RotationMatrix(-math.pi/2, 4, 'X')
+ mat_xrot90= mathutils.Matrix.Rotation(-math.pi/2, 4, 'X')
# Initialize totals, these are updated each object
totverts = totuvco = totno = 1
Modified: trunk/blender/release/scripts/io/export_x3d.py
===================================================================
--- trunk/blender/release/scripts/io/export_x3d.py 2010-08-11 16:30:16 UTC (rev 31257)
+++ trunk/blender/release/scripts/io/export_x3d.py 2010-08-11 16:40:36 UTC (rev 31258)
@@ -81,7 +81,7 @@
#
DEG2RAD=0.017453292519943295
-MATWORLD= mathutils.RotationMatrix(-90, 4, 'X')
+MATWORLD= mathutils.Matrix.Rotation(-90, 4, 'X')
####################################
# Global Variables
Modified: trunk/blender/release/scripts/io/import_anim_bvh.py
===================================================================
--- trunk/blender/release/scripts/io/import_anim_bvh.py 2010-08-11 16:30:16 UTC (rev 31257)
+++ trunk/blender/release/scripts/io/import_anim_bvh.py 2010-08-11 16:40:36 UTC (rev 31258)
@@ -23,7 +23,7 @@
import bpy
import mathutils
-from mathutils import Vector, Euler, Matrix, RotationMatrix, TranslationMatrix
+from mathutils import Vector, Euler, Matrix
class bvh_node_class(object):
@@ -78,7 +78,7 @@
def eulerRotate(x, y, z, rot_order):
# Clamp all values between 0 and 360, values outside this raise an error.
- mats = [RotationMatrix(x, 3, 'X'), RotationMatrix(y, 3, 'Y'), RotationMatrix(z, 3, 'Z')]
+ mats = [Matrix.Rotation(x, 3, 'X'), Matrix.Rotation(y, 3, 'Y'), Matrix.Rotation(z, 3, 'Z')]
return (MATRIX_IDENTITY_3x3 * mats[rot_order[0]] * (mats[rot_order[1]] * (mats[rot_order[2]]))).to_euler()
# Should work but doesnt!
@@ -529,7 +529,7 @@
prev_euler[i] = euler
if bvh_node.has_loc:
- pose_bone.location = (bone_rest_matrix_inv * TranslationMatrix(Vector((lx, ly, lz)) - bvh_node.rest_head_local)).translation_part()
+ pose_bone.location = (bone_rest_matrix_inv * Matrix.Translation(Vector((lx, ly, lz)) - bvh_node.rest_head_local)).translation_part()
if bvh_node.has_loc:
pose_bone.keyframe_insert("location")
Modified: trunk/blender/release/scripts/io/import_scene_3ds.py
===================================================================
--- trunk/blender/release/scripts/io/import_scene_3ds.py 2010-08-11 16:30:16 UTC (rev 31257)
+++ trunk/blender/release/scripts/io/import_scene_3ds.py 2010-08-11 16:40:36 UTC (rev 31258)
@@ -771,7 +771,7 @@
#print contextMatrix_rot
contextMatrix_rot.invert()
#print contextMatrix_rot
- #contextMatrix_tx = Blender.mathutils.TranslationMatrix(0.5 * Blender.mathutils.Vector(data[9:]))
+ #contextMatrix_tx = mathutils.Matrix.Translation(0.5 * Blender.mathutils.Vector(data[9:]))
#contextMatrix_tx.invert()
#tx.invert()
Modified: trunk/blender/release/scripts/modules/add_object_utils.py
===================================================================
--- trunk/blender/release/scripts/modules/add_object_utils.py 2010-08-11 16:30:16 UTC (rev 31257)
+++ trunk/blender/release/scripts/modules/add_object_utils.py 2010-08-11 16:40:36 UTC (rev 31258)
@@ -25,11 +25,11 @@
def add_object_align_init(context, operator):
if operator and operator.properties.is_property_set("location") and operator.properties.is_property_set("rotation"):
- location = mathutils.TranslationMatrix(mathutils.Vector(operator.properties.location))
+ location = mathutils.Matrix.Translation(mathutils.Vector(operator.properties.location))
rotation = mathutils.Euler(operator.properties.rotation).to_matrix().resize4x4()
else:
# TODO, local view cursor!
- location = mathutils.TranslationMatrix(context.scene.cursor_location)
+ location = mathutils.Matrix.Translation(context.scene.cursor_location)
if context.user_preferences.edit.object_align == 'VIEW' and context.space_data.type == 'VIEW_3D':
rotation = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
Modified: trunk/blender/release/scripts/modules/rigify/spine_pivot_flex.py
===================================================================
--- trunk/blender/release/scripts/modules/rigify/spine_pivot_flex.py 2010-08-11 16:30:16 UTC (rev 31257)
+++ trunk/blender/release/scripts/modules/rigify/spine_pivot_flex.py 2010-08-11 16:40:36 UTC (rev 31258)
@@ -147,7 +147,7 @@
def main(obj, bone_definition, base_names, options):
- from mathutils import Vector, RotationMatrix
+ from mathutils import Vector, Matrix
from math import radians, pi
arm = obj.data
@@ -264,7 +264,7 @@
# Rotate the rev chain 180 about the by the first bones center point
pivot = (rv_chain.spine_01_e.head + rv_chain.spine_01_e.tail) * 0.5
- matrix = RotationMatrix(radians(180), 3, 'X')
+ matrix = Matrix.Rotation(radians(180), 3, 'X')
for i, attr in enumerate(rv_chain.attr_names): # similar to neck
spine_e = getattr(rv_chain, attr + "_e")
# use the first bone as the pivot
Modified: trunk/blender/release/scripts/modules/rigify/tail_control.py
===================================================================
--- trunk/blender/release/scripts/modules/rigify/tail_control.py 2010-08-11 16:30:16 UTC (rev 31257)
+++ trunk/blender/release/scripts/modules/rigify/tail_control.py 2010-08-11 16:40:36 UTC (rev 31258)
@@ -22,7 +22,7 @@
from rigify import RigifyError
from rigify_utils import bone_class_instance, copy_bone_simple
from rna_prop_ui import rna_idprop_ui_prop_get
-from mathutils import Vector, RotationMatrix
+from mathutils import Vector, Matrix
from math import radians, pi
# not used, defined for completeness
Modified: trunk/blender/release/scripts/op/uvcalc_smart_project.py
===================================================================
--- trunk/blender/release/scripts/op/uvcalc_smart_project.py 2010-08-11 16:30:16 UTC (rev 31257)
+++ trunk/blender/release/scripts/op/uvcalc_smart_project.py 2010-08-11 16:40:36 UTC (rev 31258)
@@ -22,7 +22,7 @@
# <pep8 compliant>
-from mathutils import Matrix, Vector, RotationMatrix
+from mathutils import Matrix, Vector
import time
import geometry
import bpy
@@ -275,15 +275,15 @@
# Takes a list of faces that make up a UV island and rotate
# until they optimally fit inside a square.
-ROTMAT_2D_POS_90D = RotationMatrix( radians(90.0), 2)
-ROTMAT_2D_POS_45D = RotationMatrix( radians(45.0), 2)
+ROTMAT_2D_POS_90D = Matrix.Rotation( radians(90.0), 2)
+ROTMAT_2D_POS_45D = Matrix.Rotation( radians(45.0), 2)
RotMatStepRotation = []
rot_angle = 22.5 #45.0/2
while rot_angle > 0.1:
RotMatStepRotation.append([\
- RotationMatrix( radians(rot_angle), 2),\
- RotationMatrix( radians(-rot_angle), 2)])
+ Matrix.Rotation( radians(rot_angle), 2),\
+ Matrix.Rotation( radians(-rot_angle), 2)])
rot_angle = rot_angle/2.0
Modified: trunk/blender/release/scripts/templates/gamelogic.py
===================================================================
--- trunk/blender/release/scripts/templates/gamelogic.py 2010-08-11 16:30:16 UTC (rev 31257)
+++ trunk/blender/release/scripts/templates/gamelogic.py 2010-08-11 16:40:36 UTC (rev 31258)
@@ -6,7 +6,7 @@
# for keyboard event comparison
@@ Diff output truncated at 10240 characters. @@
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