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authorCampbell Barton <ideasman42@gmail.com>2010-08-11 20:42:22 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-11 20:42:22 +0400
commit4e501fa153573a81dc2e69a1e9d6d4387baf4a9e (patch)
tree400eba0b9efdba6c599c7ba615b886cd44d488b6 /io_export_directx_x.py
parent4b29a21f0c5dc55a3eda8b16a7bb4946bf7927ec (diff)
updates for changes in mathutils
Diffstat (limited to 'io_export_directx_x.py')
-rw-r--r--io_export_directx_x.py24
1 files changed, 12 insertions, 12 deletions
diff --git a/io_export_directx_x.py b/io_export_directx_x.py
index 986dfa4d..bf455123 100644
--- a/io_export_directx_x.py
+++ b/io_export_directx_x.py
@@ -111,15 +111,15 @@ def ExportDirectX(Config):
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 @@ def WriteArmatureBones(Config, Object, ChildList):
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 @@ def WriteMeshSkinWeights(Config, Object, Mesh):
# - 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 @@ def WriteKeyedAnimationSet(Config):
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:
PoseMatrix = Matrix()
- PoseMatrix *= Bone.matrix * RotationMatrix(radians(-90), 4, "X")
+ PoseMatrix *= Bone.matrix * Matrix.Rotation(radians(-90), 4, "X")
PoseMatrix = Config.SystemMatrix * PoseMatrix * Config.InverseSystemMatrix
@@ -843,10 +843,10 @@ def WriteKeyedAnimationSet(Config):
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:
PoseMatrix = Matrix()
- PoseMatrix *= Bone.matrix * RotationMatrix(radians(-90), 4, "X")
+ PoseMatrix *= Bone.matrix * Matrix.Rotation(radians(-90), 4, "X")
PoseMatrix = Config.SystemMatrix * PoseMatrix * Config.InverseSystemMatrix
@@ -879,10 +879,10 @@ def WriteKeyedAnimationSet(Config):
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:
PoseMatrix = Matrix()
- PoseMatrix *= Bone.matrix * RotationMatrix(radians(-90), 4, "X")
+ PoseMatrix *= Bone.matrix * Matrix.Rotation(radians(-90), 4, "X")
PoseMatrix = Config.SystemMatrix * PoseMatrix * Config.InverseSystemMatrix