Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--add_curve_aceous_galore.py2
-rw-r--r--add_curve_torus_knots.py2
-rw-r--r--add_mesh_3d_function_surface.py2
-rw-r--r--add_mesh_BoltFactory/Boltfactory.py2
-rw-r--r--add_mesh_ant_landscape.py2
-rw-r--r--add_mesh_extras.py4
-rw-r--r--add_mesh_gears.py2
-rw-r--r--add_mesh_gemstones.py2
-rw-r--r--add_mesh_pipe_joint.py4
-rw-r--r--add_mesh_twisted_torus.py2
-rw-r--r--io_export_directx_x.py24
-rw-r--r--io_import_scene_mhx.py2
12 files changed, 25 insertions, 25 deletions
diff --git a/add_curve_aceous_galore.py b/add_curve_aceous_galore.py
index b7283e26..fe8cefa1 100644
--- a/add_curve_aceous_galore.py
+++ b/add_curve_aceous_galore.py
@@ -576,7 +576,7 @@ def CycloidCurve( number=24, length=2.0, type=0, a=1.0, b=1.0, startangle=0.0, e
# 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'):
diff --git a/add_curve_torus_knots.py b/add_curve_torus_knots.py
index fd90cd55..7a28edc2 100644
--- a/add_curve_torus_knots.py
+++ b/add_curve_torus_knots.py
@@ -41,7 +41,7 @@ from math import *
# 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'):
diff --git a/add_mesh_3d_function_surface.py b/add_mesh_3d_function_surface.py
index e6fa89a8..ea7cbfef 100644
--- a/add_mesh_3d_function_surface.py
+++ b/add_mesh_3d_function_surface.py
@@ -124,7 +124,7 @@ safe_dict = dict([(k, globals().get(k, None)) for k in safe_list])
# 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'):
diff --git a/add_mesh_BoltFactory/Boltfactory.py b/add_mesh_BoltFactory/Boltfactory.py
index 3bc20185..4ba11db0 100644
--- a/add_mesh_BoltFactory/Boltfactory.py
+++ b/add_mesh_BoltFactory/Boltfactory.py
@@ -29,7 +29,7 @@ from add_mesh_BoltFactory.preset_utils import *
# 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'):
diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py
index 5f4cc8ec..b720a626 100644
--- a/add_mesh_ant_landscape.py
+++ b/add_mesh_ant_landscape.py
@@ -38,7 +38,7 @@ from math import *
###------------------------------------------------------------
# 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'):
diff --git a/add_mesh_extras.py b/add_mesh_extras.py
index c76cfce0..a109f3e6 100644
--- a/add_mesh_extras.py
+++ b/add_mesh_extras.py
@@ -36,7 +36,7 @@ from bpy.props import *
# 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 @@ def add_spindle(segments, radius, height, cap_height):
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)
diff --git a/add_mesh_gears.py b/add_mesh_gears.py
index 3b3b2106..2ff13445 100644
--- a/add_mesh_gears.py
+++ b/add_mesh_gears.py
@@ -70,7 +70,7 @@ from bpy.props import *
# 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'):
diff --git a/add_mesh_gemstones.py b/add_mesh_gemstones.py
index 645f509d..8d53c4d8 100644
--- a/add_mesh_gemstones.py
+++ b/add_mesh_gemstones.py
@@ -36,7 +36,7 @@ from bpy.props import *
# 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'):
diff --git a/add_mesh_pipe_joint.py b/add_mesh_pipe_joint.py
index 3ebbf5d1..129acb2b 100644
--- a/add_mesh_pipe_joint.py
+++ b/add_mesh_pipe_joint.py
@@ -113,7 +113,7 @@ http://blenderartists.org/forum/showthread.php?t=154394
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 @@ from bpy.props import *
# 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'):
diff --git a/add_mesh_twisted_torus.py b/add_mesh_twisted_torus.py
index 094692f0..66fbe9a6 100644
--- a/add_mesh_twisted_torus.py
+++ b/add_mesh_twisted_torus.py
@@ -51,7 +51,7 @@ from math import cos, sin, pi
# 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'):
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
diff --git a/io_import_scene_mhx.py b/io_import_scene_mhx.py
index f2a3934e..4ea15e91 100644
--- a/io_import_scene_mhx.py
+++ b/io_import_scene_mhx.py
@@ -1805,7 +1805,7 @@ def parseProcess(args, tokens):
print(val)
axis = val[1]
angle = float(val[2])
- mat = mathutils.RotationMatrix(angle, 4, axis)
+ mat = mathutils.Matrix.Rotation(angle, 4, axis)
try:
pb = pbones[val[0]]
prod = pb.matrix_local * mat