diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-08-11 20:42:22 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-08-11 20:42:22 +0400 |
commit | 4e501fa153573a81dc2e69a1e9d6d4387baf4a9e (patch) | |
tree | 400eba0b9efdba6c599c7ba615b886cd44d488b6 /io_export_directx_x.py | |
parent | 4b29a21f0c5dc55a3eda8b16a7bb4946bf7927ec (diff) |
updates for changes in mathutils
Diffstat (limited to 'io_export_directx_x.py')
-rw-r--r-- | io_export_directx_x.py | 24 |
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 |