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authorCampbell Barton <ideasman42@gmail.com>2011-02-05 10:08:34 +0300
committerCampbell Barton <ideasman42@gmail.com>2011-02-05 10:08:34 +0300
commit696b0366f5c46dcfcb50f53b4ca4f59c593b88fb (patch)
tree8dfbeb67383adc39b5742c661f61a55eb4066659 /io_scene_fbx
parentdfd3febce161e76015beb0faac516724aceff453 (diff)
update for changes in mathutuils.
Diffstat (limited to 'io_scene_fbx')
-rw-r--r--io_scene_fbx/export_fbx.py26
1 files changed, 13 insertions, 13 deletions
diff --git a/io_scene_fbx/export_fbx.py b/io_scene_fbx/export_fbx.py
index f1eabc67..a5d173c5 100644
--- a/io_scene_fbx/export_fbx.py
+++ b/io_scene_fbx/export_fbx.py
@@ -413,7 +413,7 @@ def save(operator, context, filepath="",
# self.restMatrix = blenBone.matrix['ARMATURESPACE']
# not used yet
- # self.restMatrixInv = self.restMatrix.copy().invert()
+ # self.restMatrixInv = self.restMatrix.inverted()
# self.restMatrixLocal = None # set later, need parent matrix
self.parent = None
@@ -429,7 +429,7 @@ def save(operator, context, filepath="",
'''
def calcRestMatrixLocal(self):
if self.parent:
- self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.copy().invert()
+ self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.inverted()
else:
self.restMatrixLocal = self.restMatrix.copy()
'''
@@ -513,20 +513,20 @@ def save(operator, context, filepath="",
def parRelMatrix(self):
if self.fbxParent:
- return self.fbxParent.matrixWorld.copy().invert() * self.matrixWorld
+ return self.fbxParent.matrixWorld.inverted() * self.matrixWorld
else:
return self.matrixWorld
def setPoseFrame(self, f, fake=False):
if fake:
# annoying, have to clear GLOBAL_MATRIX
- self.__anim_poselist[f] = self.matrixWorld * GLOBAL_MATRIX.copy().invert()
+ self.__anim_poselist[f] = self.matrixWorld * GLOBAL_MATRIX.inverted()
else:
self.__anim_poselist[f] = self.blenObject.matrix_world.copy()
def getAnimParRelMatrix(self, frame):
if self.fbxParent:
- #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX
+ #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].inverted() ) * GLOBAL_MATRIX
return (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])
else:
return GLOBAL_MATRIX * self.__anim_poselist[frame]
@@ -534,9 +534,9 @@ def save(operator, context, filepath="",
def getAnimParRelMatrixRot(self, frame):
obj_type = self.blenObject.type
if self.fbxParent:
- matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).rotation_part()
+ matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).to_3x3()
else:
- matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).rotation_part()
+ matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).to_3x3()
# Lamps need to be rotated
if obj_type == 'LAMP':
@@ -609,7 +609,7 @@ def save(operator, context, filepath="",
#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
par_matrix = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
- matrix = par_matrix.copy().invert() * matrix
+ matrix = par_matrix.inverted() * matrix
loc, rot, scale = matrix.decompose()
matrix_rot = rot.to_matrix()
@@ -1091,7 +1091,7 @@ def save(operator, context, filepath="",
do_light = not (light.use_only_shadow or (not light.use_diffuse and not light.use_specular))
do_shadow = (light.shadow_method in ('RAY_SHADOW', 'BUFFER_SHADOW'))
- scale = abs(GLOBAL_MATRIX.scale_part()[0]) # scale is always uniform in this case
+ scale = abs(GLOBAL_MATRIX.to_scale()[0]) # scale is always uniform in this case
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
@@ -1434,10 +1434,10 @@ def save(operator, context, filepath="",
if my_mesh.fbxParent:
# TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
- m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
+ m = (my_mesh.matrixWorld.inverted() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
else:
# Yes! this is it... - but dosnt work when the mesh is a.
- m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
+ m = (my_mesh.matrixWorld.inverted() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
#m = mtx4_z90 * my_bone.restMatrix
matstr = mat4x4str(m)
@@ -2728,9 +2728,9 @@ Takes: {''')
for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
if TX_CHAN == 'T':
- context_bone_anim_vecs = [mtx[0].translation_part() for mtx in context_bone_anim_mats]
+ context_bone_anim_vecs = [mtx[0].to_translation() for mtx in context_bone_anim_mats]
elif TX_CHAN == 'S':
- context_bone_anim_vecs = [mtx[0].scale_part() for mtx in context_bone_anim_mats]
+ context_bone_anim_vecs = [mtx[0].to_scale() for mtx in context_bone_anim_mats]
elif TX_CHAN == 'R':
# Was....
# elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].to_euler() for mtx in context_bone_anim_mats]