[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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