[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [560] contrib/py/scripts/addons: Mathutils --> mathutils API change fix
Florian Meyer
florianfelix at web.de
Mon Apr 12 14:07:53 CEST 2010
Revision: 560
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=560
Author: testscreenings
Date: 2010-04-12 14:07:53 +0200 (Mon, 12 Apr 2010)
Log Message:
-----------
Mathutils --> mathutils API change fix
Modified Paths:
--------------
contrib/py/scripts/addons/add_mesh_spindle.py
contrib/py/scripts/addons/add_mesh_sqorus.py
contrib/py/scripts/addons/add_mesh_wedge.py
contrib/py/scripts/addons/cursor_to_edge_intersection.py
contrib/py/scripts/addons/export_unreal_psk_psa.py
contrib/py/scripts/addons/import_scene_unreal_psk.py
contrib/py/scripts/addons/index_visualiser.py
Modified: contrib/py/scripts/addons/add_mesh_spindle.py
===================================================================
--- contrib/py/scripts/addons/add_mesh_spindle.py 2010-04-12 11:11:43 UTC (rev 559)
+++ contrib/py/scripts/addons/add_mesh_spindle.py 2010-04-12 12:07:53 UTC (rev 560)
@@ -50,14 +50,14 @@
import bpy
-import Mathutils
+import mathutils
from math import pi
def add_spindle( spindle_segments, spindle_radius, spindle_height, spindle_cap_height):
- Vector = Mathutils.Vector
- RotationMatrix = Mathutils.RotationMatrix
+ Vector = mathutils.Vector
+ RotationMatrix = mathutils.RotationMatrix
verts = []
faces = []
Modified: contrib/py/scripts/addons/add_mesh_sqorus.py
===================================================================
--- contrib/py/scripts/addons/add_mesh_sqorus.py 2010-04-12 11:11:43 UTC (rev 559)
+++ contrib/py/scripts/addons/add_mesh_sqorus.py 2010-04-12 12:07:53 UTC (rev 560)
@@ -53,12 +53,12 @@
import bpy
-import Mathutils
+import mathutils
def add_sqorus(sqorus_width, sqorus_height, sqorus_depth):
- Vector = Mathutils.Vector
+ Vector = mathutils.Vector
verts = []
faces = []
half_depth = sqorus_depth * .5
Modified: contrib/py/scripts/addons/add_mesh_wedge.py
===================================================================
--- contrib/py/scripts/addons/add_mesh_wedge.py 2010-04-12 11:11:43 UTC (rev 559)
+++ contrib/py/scripts/addons/add_mesh_wedge.py 2010-04-12 12:07:53 UTC (rev 560)
@@ -51,12 +51,12 @@
import bpy
-import Mathutils
+import mathutils
def add_wedge( wedge_width, wedge_height, wedge_depth):
- Vector = Mathutils.Vector
+ Vector = mathutils.Vector
verts = []
faces = []
Modified: contrib/py/scripts/addons/cursor_to_edge_intersection.py
===================================================================
--- contrib/py/scripts/addons/cursor_to_edge_intersection.py 2010-04-12 11:11:43 UTC (rev 559)
+++ contrib/py/scripts/addons/cursor_to_edge_intersection.py 2010-04-12 12:07:53 UTC (rev 560)
@@ -29,7 +29,7 @@
'url': '',
'category': '3D View'}
-from Mathutils import Vector, Matrix
+from mathutils import Vector, Matrix
import math
import bpy
Modified: contrib/py/scripts/addons/export_unreal_psk_psa.py
===================================================================
--- contrib/py/scripts/addons/export_unreal_psk_psa.py 2010-04-12 11:11:43 UTC (rev 559)
+++ contrib/py/scripts/addons/export_unreal_psk_psa.py 2010-04-12 12:07:53 UTC (rev 560)
@@ -88,7 +88,7 @@
import time
import datetime
import bpy
-import Mathutils
+import mathutils
import operator
from struct import pack, calcsize
@@ -786,7 +786,7 @@
# RE - Append untransformed vector (for normal calc below)
- # TODO: convert to Blender.Mathutils
+ # TODO: convert to Blender.mathutils
vect_list.append(FVector(vert.co.x, vert.co.y, vert.co.z))
# Transform position for export
@@ -819,7 +819,7 @@
# get normal from blender
no = current_face.normal
- # TODO: convert to Blender.Mathutils
+ # TODO: convert to Blender.mathutils
# convert to FVector
norm = FVector(no[0], no[1], no[2])
@@ -1076,7 +1076,7 @@
# (ie. the same as B*A if A and B are matrices representing
# the rotations described by quaternions a and b)
def grassman(a, b):
- return Mathutils.Quaternion(
+ return mathutils.Quaternion(
a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z,
a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y,
a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x,
@@ -1202,10 +1202,10 @@
#print ("-------------------", pose_bone.name)
head = pose_bone.head
- posebonemat = Mathutils.Matrix(pose_bone.matrix)
+ posebonemat = mathutils.Matrix(pose_bone.matrix)
parent_pose = pose_bone.parent
if parent_pose != None:
- parentposemat = Mathutils.Matrix(parent_pose.matrix)
+ parentposemat = mathutils.Matrix(parent_pose.matrix)
#blender 2.4X it been flip around with new 2.50 (mat1 * mat2) should now be (mat2 * mat1)
posebonemat = parentposemat.invert() * posebonemat
head = posebonemat.translation_part()
Modified: contrib/py/scripts/addons/import_scene_unreal_psk.py
===================================================================
--- contrib/py/scripts/addons/import_scene_unreal_psk.py 2010-04-12 11:11:43 UTC (rev 559)
+++ contrib/py/scripts/addons/import_scene_unreal_psk.py 2010-04-12 12:07:53 UTC (rev 560)
@@ -43,7 +43,7 @@
"""
import bpy
-import Mathutils
+import mathutils
import os
import sys
import string
@@ -55,9 +55,9 @@
#from bpy.props import *
-import Mathutils
+import mathutils
-vector = Mathutils.Vector
+vector = mathutils.Vector
#output log in to txt file
DEBUGLOG = False
@@ -76,7 +76,7 @@
bone_index=0
name=""
bindpos=[]
- bindmat = Mathutils.Quaternion()
+ bindmat = mathutils.Quaternion()
parent=""
parent_index=0
blenderbone=None
@@ -315,12 +315,12 @@
#w,x,y,z
if (counter == 0):#main parent
print("no parent bone")
- createbone.bindmat = Mathutils.Quaternion(indata[7],indata[4],indata[5],indata[6])
- #createbone.bindmat = Mathutils.Quaternion(indata[7],-indata[4],-indata[5],-indata[6])
+ createbone.bindmat = mathutils.Quaternion(indata[7],indata[4],indata[5],indata[6])
+ #createbone.bindmat = mathutils.Quaternion(indata[7],-indata[4],-indata[5],-indata[6])
else:#parent
print("parent bone")
- createbone.bindmat = Mathutils.Quaternion(indata[7],-indata[4],-indata[5],-indata[6])
- #createbone.bindmat = Mathutils.Quaternion(indata[7],indata[4],indata[5],indata[6])
+ createbone.bindmat = mathutils.Quaternion(indata[7],-indata[4],-indata[5],-indata[6])
+ #createbone.bindmat = mathutils.Quaternion(indata[7],indata[4],indata[5],indata[6])
md5_bones.append(createbone)
counter = counter + 1
Modified: contrib/py/scripts/addons/index_visualiser.py
===================================================================
--- contrib/py/scripts/addons/index_visualiser.py 2010-04-12 11:11:43 UTC (rev 559)
+++ contrib/py/scripts/addons/index_visualiser.py 2010-04-12 12:07:53 UTC (rev 560)
@@ -37,7 +37,7 @@
"""}
-import bgl, blf, bpy, Mathutils
+import bgl, blf, bpy, mathutils
# calculate locations and store them as ID property in the mesh
def calc_callback(self, context):
@@ -66,23 +66,23 @@
if bpy.context.scene.display_vert_index:
for v in me.verts:
if v.selected or not bpy.context.scene.display_sel_only:
- locs.append([1.0, 1.0, 1.0, v.index, Mathutils.Vector(v.co[:][0], v.co[:][1], v.co[:][2], 1.0)])
+ locs.append([1.0, 1.0, 1.0, v.index, mathutils.Vector(v.co[:][0], v.co[:][1], v.co[:][2], 1.0)])
if bpy.context.scene.display_edge_index:
for ed in me.edges:
if ed.selected or not bpy.context.scene.display_sel_only:
v1, v2 = ed.verts
- v1 = Mathutils.Vector(me.verts[v1].co[:])
- v2 = Mathutils.Vector(me.verts[v2].co[:])
+ v1 = mathutils.Vector(me.verts[v1].co[:])
+ v2 = mathutils.Vector(me.verts[v2].co[:])
loc = v1 + ((v2-v1)/2.0)
- locs.append([1.0, 1.0, 0.0, ed.index, Mathutils.Vector(loc[0],loc[1],loc[2],1.0)])
+ locs.append([1.0, 1.0, 0.0, ed.index, mathutils.Vector(loc[0],loc[1],loc[2],1.0)])
if bpy.context.scene.display_face_index:
for f in me.faces:
if f.selected or not bpy.context.scene.display_sel_only:
- locs.append([1.0, 0.0, 0.5, f.index, Mathutils.Vector(f.center[0], f.center[1], f.center[2], 1.0)])
+ locs.append([1.0, 0.0, 0.5, f.index, mathutils.Vector(f.center[0], f.center[1], f.center[2], 1.0)])
for loc in locs:
vec = total_mat*loc[4] # order is important
- vec = Mathutils.Vector(vec[0]/vec[3],vec[1]/vec[3],vec[2]/vec[3]) # dehomogenise
+ vec = mathutils.Vector(vec[0]/vec[3],vec[1]/vec[3],vec[2]/vec[3]) # dehomogenise
x = int(mid_x + vec[0]*width/2.0)
y = int(mid_y + vec[1]*height/2.0)
texts+=[loc[0], loc[1], loc[2], loc[3], x, y, 0]
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