[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [909] trunk/py/scripts/addons: updates for changes in mathutils

Campbell Barton ideasman42 at gmail.com
Wed Aug 11 18:42:23 CEST 2010


Revision: 909
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=909
Author:   campbellbarton
Date:     2010-08-11 18:42:22 +0200 (Wed, 11 Aug 2010)

Log Message:
-----------
updates for changes in mathutils

Modified Paths:
--------------
    trunk/py/scripts/addons/add_curve_aceous_galore.py
    trunk/py/scripts/addons/add_curve_torus_knots.py
    trunk/py/scripts/addons/add_mesh_3d_function_surface.py
    trunk/py/scripts/addons/add_mesh_BoltFactory/Boltfactory.py
    trunk/py/scripts/addons/add_mesh_ant_landscape.py
    trunk/py/scripts/addons/add_mesh_extras.py
    trunk/py/scripts/addons/add_mesh_gears.py
    trunk/py/scripts/addons/add_mesh_gemstones.py
    trunk/py/scripts/addons/add_mesh_pipe_joint.py
    trunk/py/scripts/addons/add_mesh_twisted_torus.py
    trunk/py/scripts/addons/io_export_directx_x.py
    trunk/py/scripts/addons/io_import_scene_mhx.py

Modified: trunk/py/scripts/addons/add_curve_aceous_galore.py
===================================================================
--- trunk/py/scripts/addons/add_curve_aceous_galore.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/add_curve_aceous_galore.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -576,7 +576,7 @@
 # calculates the matrix for the new object
 # depending on user pref
 def align_matrix(context):
-    loc = TranslationMatrix(context.scene.cursor_location)
+    loc = Matrix.Translation(context.scene.cursor_location)
     obj_align = context.user_preferences.edit.object_align
     if (context.space_data.type == 'VIEW_3D'
         and obj_align == 'VIEW'):

Modified: trunk/py/scripts/addons/add_curve_torus_knots.py
===================================================================
--- trunk/py/scripts/addons/add_curve_torus_knots.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/add_curve_torus_knots.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -41,7 +41,7 @@
 # calculates the matrix for the new object
 # depending on user pref
 def align_matrix(context):
-    loc = TranslationMatrix(context.scene.cursor_location)
+    loc = Matrix.Translation(context.scene.cursor_location)
     obj_align = context.user_preferences.edit.object_align
     if (context.space_data.type == 'VIEW_3D'
         and obj_align == 'VIEW'):

Modified: trunk/py/scripts/addons/add_mesh_3d_function_surface.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_3d_function_surface.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/add_mesh_3d_function_surface.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -124,7 +124,7 @@
 # calculates the matrix for the new object
 # depending on user pref
 def align_matrix(context):
-    loc = TranslationMatrix(context.scene.cursor_location)
+    loc = Matrix.Translation(context.scene.cursor_location)
     obj_align = context.user_preferences.edit.object_align
     if (context.space_data.type == 'VIEW_3D'
         and obj_align == 'VIEW'):

Modified: trunk/py/scripts/addons/add_mesh_BoltFactory/Boltfactory.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_BoltFactory/Boltfactory.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/add_mesh_BoltFactory/Boltfactory.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -29,7 +29,7 @@
 # calculates the matrix for the new object
 # depending on user pref
 def align_matrix(context):
-    loc = mathutils.TranslationMatrix(context.scene.cursor_location)
+    loc = mathutils.Matrix.Translation(context.scene.cursor_location)
     obj_align = context.user_preferences.edit.object_align
     if (context.space_data.type == 'VIEW_3D'
         and obj_align == 'VIEW'):

Modified: trunk/py/scripts/addons/add_mesh_ant_landscape.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_ant_landscape.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/add_mesh_ant_landscape.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -38,7 +38,7 @@
 ###------------------------------------------------------------
 # calculates the matrix for the new object depending on user pref
 def align_matrix(context):
-    loc = TranslationMatrix(context.scene.cursor_location)
+    loc = Matrix.Translation(context.scene.cursor_location)
     obj_align = context.user_preferences.edit.object_align
     if (context.space_data.type == 'VIEW_3D'
         and obj_align == 'VIEW'):

Modified: trunk/py/scripts/addons/add_mesh_extras.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_extras.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/add_mesh_extras.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -36,7 +36,7 @@
 # calculates the matrix for the new object
 # depending on user pref
 def align_matrix(context):
-    loc = TranslationMatrix(context.scene.cursor_location)
+    loc = Matrix.Translation(context.scene.cursor_location)
     obj_align = context.user_preferences.edit.object_align
     if (context.space_data.type == 'VIEW_3D'
         and obj_align == 'VIEW'):
@@ -386,7 +386,7 @@
     upper_edgeloop = []
     lower_edgeloop = []
     for index in range(segments):
-        mtx = RotationMatrix(2.0 * pi * float(index) / segments, 3, 'Z')
+        mtx = Matrix.Rotation(2.0 * pi * float(index) / segments, 3, 'Z')
 
         # Calculate index & location of upper verte4x tip.
         idx_up = len(verts)

Modified: trunk/py/scripts/addons/add_mesh_gears.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_gears.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/add_mesh_gears.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -70,7 +70,7 @@
 # calculates the matrix for the new object
 # depending on user pref
 def align_matrix(context):
-    loc = mathutils.TranslationMatrix(context.scene.cursor_location)
+    loc = mathutils.Matrix.Translation(context.scene.cursor_location)
     obj_align = context.user_preferences.edit.object_align
     if (context.space_data.type == 'VIEW_3D'
         and obj_align == 'VIEW'):

Modified: trunk/py/scripts/addons/add_mesh_gemstones.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_gemstones.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/add_mesh_gemstones.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -36,7 +36,7 @@
 # calculates the matrix for the new object
 # depending on user pref
 def align_matrix(context):
-    loc = TranslationMatrix(context.scene.cursor_location)
+    loc = Matrix.Translation(context.scene.cursor_location)
     obj_align = context.user_preferences.edit.object_align
     if (context.space_data.type == 'VIEW_3D'
         and obj_align == 'VIEW'):

Modified: trunk/py/scripts/addons/add_mesh_pipe_joint.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_pipe_joint.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/add_mesh_pipe_joint.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -113,7 +113,7 @@
 TODO:
 
 Use a rotation matrix for rotating the circle vertices:
-rotation_matrix = mathutils.RotationMatrix(-math.pi/2, 4, 'x')
+rotation_matrix = mathutils.Matrix.Rotation(-math.pi/2, 4, 'x')
 mesh.transform(rotation_matrix)
 """
 
@@ -129,7 +129,7 @@
 # calculates the matrix for the new object
 # depending on user pref
 def align_matrix(context):
-    loc = mathutils.TranslationMatrix(context.scene.cursor_location)
+    loc = mathutils.Matrix.Translation(context.scene.cursor_location)
     obj_align = context.user_preferences.edit.object_align
     if (context.space_data.type == 'VIEW_3D'
         and obj_align == 'VIEW'):

Modified: trunk/py/scripts/addons/add_mesh_twisted_torus.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_twisted_torus.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/add_mesh_twisted_torus.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -51,7 +51,7 @@
 # calculates the matrix for the new object
 # depending on user pref
 def align_matrix(context):
-    loc = TranslationMatrix(context.scene.cursor_location)
+    loc = Matrix.Translation(context.scene.cursor_location)
     obj_align = context.user_preferences.edit.object_align
     if (context.space_data.type == 'VIEW_3D'
         and obj_align == 'VIEW'):

Modified: trunk/py/scripts/addons/io_export_directx_x.py
===================================================================
--- trunk/py/scripts/addons/io_export_directx_x.py	2010-08-11 15:57:53 UTC (rev 908)
+++ trunk/py/scripts/addons/io_export_directx_x.py	2010-08-11 16:42:22 UTC (rev 909)
@@ -111,15 +111,15 @@
         print("Setting up...", end=" ")
     Config.SystemMatrix = Matrix()
     if Config.RotateX:
-        Config.SystemMatrix *= RotationMatrix(radians(-90), 4, "X")
+        Config.SystemMatrix *= Matrix.Rotation(radians(-90), 4, "X")
     if Config.CoordinateSystem == 1:
-        Config.SystemMatrix *= ScaleMatrix(-1, 4, Vector((0, 1, 0)))
+        Config.SystemMatrix *= Matrix.Scale(-1, 4, Vector((0, 1, 0)))
     Config.InverseSystemMatrix = Config.SystemMatrix.copy().invert()
     
     #Used for animating rotations
     Config.SystemQuaternion = Quaternion((1,0,0,0))
     if Config.RotateX:
-        Config.SystemQuaternion = RotationMatrix(radians(-90), 3, "X").to_quat()
+        Config.SystemQuaternion = Matrix.Rotation(radians(-90), 3, "X").to_quat()
     Config.InverseSystemQuaternion = Config.SystemQuaternion.copy().inverse()
     Config.FlipZ = -1 if Config.CoordinateSystem == 1 else 1
 
@@ -297,11 +297,11 @@
 
         if Bone.parent:
             BoneMatrix = (PoseBone.parent.matrix *
-                          RotationMatrix(radians(-90), 4, "X")).invert()
+                          Matrix.Rotation(radians(-90), 4, "X")).invert()
         else:
             BoneMatrix = Matrix()
 
-        BoneMatrix *= PoseBone.matrix * RotationMatrix(radians(-90), 4, "X")
+        BoneMatrix *= PoseBone.matrix * Matrix.Rotation(radians(-90), 4, "X")
         BoneMatrix = Config.SystemMatrix * BoneMatrix * Config.InverseSystemMatrix
 
         Config.File.write("{}FrameTransformMatrix {{\n".format("  " * Config.Whitespace))
@@ -611,7 +611,7 @@
             #  - Armature Space to Bone Space (The bone matrix needs to be rotated 90 degrees to align with Blender's world axes)
             #This way, when BoneMatrix is transformed by the bone's Frame matrix, the vertices will be in their final world position.
             
-            BoneMatrix = (RestBone.matrix_local * RotationMatrix(radians(-90), 4, "X")).invert()
+            BoneMatrix = (RestBone.matrix_local * Matrix.Rotation(radians(-90), 4, "X")).invert()
             BoneMatrix *= ArmatureObject.matrix_world.copy().invert()
             BoneMatrix *= Object.matrix_world
 
@@ -807,10 +807,10 @@
                         bpy.context.scene.set_frame(Keyframe)
 
                         if Bone.parent:
-                            PoseMatrix = (Bone.parent.matrix * RotationMatrix(radians(-90), 4, "X")).invert()
+                            PoseMatrix = (Bone.parent.matrix * Matrix.Rotation(radians(-90), 4, "X")).invert()
                         else:

@@ Diff output truncated at 10240 characters. @@



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