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authorCampbell Barton <ideasman42@gmail.com>2010-08-11 20:40:36 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-11 20:40:36 +0400
commit556b615cf8eae8c656f2d2a0905564e5c0de98cc (patch)
treeb95388a46c9e9692c92638747f5abc84d66fa6bf /release/scripts
parentab8ccaa7098f6fee887f2a249fddada7864cd6c5 (diff)
mathutils module methods only contained matrix constructors, move these to matrix class methods since this is acceptable in python. eg: dict.fromkeys() and groups them more logically.
mathutils.RotationMatrix -> mathutils.Matrix.Rotation mathutils.ScaleMatrix -> mathutils.Matrix.Scale mathutils.ShearMatrix -> mathutils.Matrix.Shear mathutils.TranslationMatrix -> mathutils.Matrix.Translation mathutils.OrthoProjectionMatrix -> mathutils.Matrix.OrthoProjection
Diffstat (limited to 'release/scripts')
-rw-r--r--release/scripts/io/export_fbx.py32
-rw-r--r--release/scripts/io/export_obj.py2
-rw-r--r--release/scripts/io/export_x3d.py2
-rw-r--r--release/scripts/io/import_anim_bvh.py6
-rw-r--r--release/scripts/io/import_scene_3ds.py2
-rw-r--r--release/scripts/modules/add_object_utils.py4
-rw-r--r--release/scripts/modules/rigify/spine_pivot_flex.py4
-rw-r--r--release/scripts/modules/rigify/tail_control.py2
-rw-r--r--release/scripts/op/uvcalc_smart_project.py10
-rw-r--r--release/scripts/templates/gamelogic.py2
10 files changed, 33 insertions, 33 deletions
diff --git a/release/scripts/io/export_fbx.py b/release/scripts/io/export_fbx.py
index 5c2e0cb5f95..c040861941a 100644
--- a/release/scripts/io/export_fbx.py
+++ b/release/scripts/io/export_fbx.py
@@ -55,7 +55,7 @@ import math # math.pi
import shutil # for file copying
import bpy
-from mathutils import Vector, Euler, Matrix, RotationMatrix
+from mathutils import Vector, Euler, Matrix
def copy_file(source, dest):
# XXX - remove, can use shutil
@@ -107,19 +107,19 @@ def eulerRadToDeg(eul):
mtx4_identity = Matrix()
# testing
-mtx_x90 = RotationMatrix( math.pi/2, 3, 'X') # used
-#mtx_x90n = RotationMatrix(-90, 3, 'x')
-#mtx_y90 = RotationMatrix( 90, 3, 'y')
-#mtx_y90n = RotationMatrix(-90, 3, 'y')
-#mtx_z90 = RotationMatrix( 90, 3, 'z')
-#mtx_z90n = RotationMatrix(-90, 3, 'z')
-
-#mtx4_x90 = RotationMatrix( 90, 4, 'x')
-mtx4_x90n = RotationMatrix(-math.pi/2, 4, 'X') # used
-#mtx4_y90 = RotationMatrix( 90, 4, 'y')
-mtx4_y90n = RotationMatrix(-math.pi/2, 4, 'Y') # used
-mtx4_z90 = RotationMatrix( math.pi/2, 4, 'Z') # used
-mtx4_z90n = RotationMatrix(-math.pi/2, 4, 'Z') # used
+mtx_x90 = Matrix.Rotation( math.pi/2, 3, 'X') # used
+#mtx_x90n = Matrix.Rotation(-90, 3, 'x')
+#mtx_y90 = Matrix.Rotation( 90, 3, 'y')
+#mtx_y90n = Matrix.Rotation(-90, 3, 'y')
+#mtx_z90 = Matrix.Rotation( 90, 3, 'z')
+#mtx_z90n = Matrix.Rotation(-90, 3, 'z')
+
+#mtx4_x90 = Matrix.Rotation( 90, 4, 'x')
+mtx4_x90n = Matrix.Rotation(-math.pi/2, 4, 'X') # used
+#mtx4_y90 = Matrix.Rotation( 90, 4, 'y')
+mtx4_y90n = Matrix.Rotation(-math.pi/2, 4, 'Y') # used
+mtx4_z90 = Matrix.Rotation( math.pi/2, 4, 'Z') # used
+mtx4_z90n = Matrix.Rotation(-math.pi/2, 4, 'Z') # used
# def strip_path(p):
# return p.split('\\')[-1].split('/')[-1]
@@ -562,7 +562,7 @@ def write(filename, batch_objects = None, \
elif type =='CAMERA':
# elif ob and type =='Camera':
y = matrix_rot * Vector((0.0, 1.0, 0.0))
- matrix_rot = RotationMatrix(math.pi/2, 3, y) * matrix_rot
+ matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot
return matrix_rot
@@ -664,7 +664,7 @@ def write(filename, batch_objects = None, \
rot = tuple(matrix_rot.to_euler())
elif ob and ob.type =='Camera':
y = matrix_rot * Vector((0.0, 1.0, 0.0))
- matrix_rot = RotationMatrix(math.pi/2, 3, y) * matrix_rot
+ matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot
rot = tuple(matrix_rot.to_euler())
else:
rot = tuple(matrix_rot.to_euler())
diff --git a/release/scripts/io/export_obj.py b/release/scripts/io/export_obj.py
index 5603f52d1a4..5e951f06406 100644
--- a/release/scripts/io/export_obj.py
+++ b/release/scripts/io/export_obj.py
@@ -363,7 +363,7 @@ def write_file(filepath, objects, scene,
file.write('mtllib %s\n' % ( mtlfilepath.split('\\')[-1].split('/')[-1] ))
if EXPORT_ROTX90:
- mat_xrot90= mathutils.RotationMatrix(-math.pi/2, 4, 'X')
+ mat_xrot90= mathutils.Matrix.Rotation(-math.pi/2, 4, 'X')
# Initialize totals, these are updated each object
totverts = totuvco = totno = 1
diff --git a/release/scripts/io/export_x3d.py b/release/scripts/io/export_x3d.py
index 5fe48a2550a..607f38be6f7 100644
--- a/release/scripts/io/export_x3d.py
+++ b/release/scripts/io/export_x3d.py
@@ -81,7 +81,7 @@ from export_3ds import create_derived_objects, free_derived_objects
#
DEG2RAD=0.017453292519943295
-MATWORLD= mathutils.RotationMatrix(-90, 4, 'X')
+MATWORLD= mathutils.Matrix.Rotation(-90, 4, 'X')
####################################
# Global Variables
diff --git a/release/scripts/io/import_anim_bvh.py b/release/scripts/io/import_anim_bvh.py
index ba9b8a1f91d..3a807680700 100644
--- a/release/scripts/io/import_anim_bvh.py
+++ b/release/scripts/io/import_anim_bvh.py
@@ -23,7 +23,7 @@ from math import radians
import bpy
import mathutils
-from mathutils import Vector, Euler, Matrix, RotationMatrix, TranslationMatrix
+from mathutils import Vector, Euler, Matrix
class bvh_node_class(object):
@@ -78,7 +78,7 @@ MATRIX_IDENTITY_4x4 = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0,
def eulerRotate(x, y, z, rot_order):
# Clamp all values between 0 and 360, values outside this raise an error.
- mats = [RotationMatrix(x, 3, 'X'), RotationMatrix(y, 3, 'Y'), RotationMatrix(z, 3, 'Z')]
+ mats = [Matrix.Rotation(x, 3, 'X'), Matrix.Rotation(y, 3, 'Y'), Matrix.Rotation(z, 3, 'Z')]
return (MATRIX_IDENTITY_3x3 * mats[rot_order[0]] * (mats[rot_order[1]] * (mats[rot_order[2]]))).to_euler()
# Should work but doesnt!
@@ -529,7 +529,7 @@ def bvh_node_dict2armature(context, bvh_nodes, ROT_MODE='XYZ', IMPORT_START_FRAM
prev_euler[i] = euler
if bvh_node.has_loc:
- pose_bone.location = (bone_rest_matrix_inv * TranslationMatrix(Vector((lx, ly, lz)) - bvh_node.rest_head_local)).translation_part()
+ pose_bone.location = (bone_rest_matrix_inv * Matrix.Translation(Vector((lx, ly, lz)) - bvh_node.rest_head_local)).translation_part()
if bvh_node.has_loc:
pose_bone.keyframe_insert("location")
diff --git a/release/scripts/io/import_scene_3ds.py b/release/scripts/io/import_scene_3ds.py
index fe242ca1f29..12c99c0ff46 100644
--- a/release/scripts/io/import_scene_3ds.py
+++ b/release/scripts/io/import_scene_3ds.py
@@ -771,7 +771,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
#print contextMatrix_rot
contextMatrix_rot.invert()
#print contextMatrix_rot
- #contextMatrix_tx = Blender.mathutils.TranslationMatrix(0.5 * Blender.mathutils.Vector(data[9:]))
+ #contextMatrix_tx = mathutils.Matrix.Translation(0.5 * Blender.mathutils.Vector(data[9:]))
#contextMatrix_tx.invert()
#tx.invert()
diff --git a/release/scripts/modules/add_object_utils.py b/release/scripts/modules/add_object_utils.py
index 9031121060a..41c05ce9d8a 100644
--- a/release/scripts/modules/add_object_utils.py
+++ b/release/scripts/modules/add_object_utils.py
@@ -25,11 +25,11 @@ import mathutils
def add_object_align_init(context, operator):
if operator and operator.properties.is_property_set("location") and operator.properties.is_property_set("rotation"):
- location = mathutils.TranslationMatrix(mathutils.Vector(operator.properties.location))
+ location = mathutils.Matrix.Translation(mathutils.Vector(operator.properties.location))
rotation = mathutils.Euler(operator.properties.rotation).to_matrix().resize4x4()
else:
# TODO, local view cursor!
- location = mathutils.TranslationMatrix(context.scene.cursor_location)
+ location = mathutils.Matrix.Translation(context.scene.cursor_location)
if context.user_preferences.edit.object_align == 'VIEW' and context.space_data.type == 'VIEW_3D':
rotation = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
diff --git a/release/scripts/modules/rigify/spine_pivot_flex.py b/release/scripts/modules/rigify/spine_pivot_flex.py
index 86f2399f7ff..c4c9886e2e2 100644
--- a/release/scripts/modules/rigify/spine_pivot_flex.py
+++ b/release/scripts/modules/rigify/spine_pivot_flex.py
@@ -147,7 +147,7 @@ def deform(obj, definitions, base_names, options):
def main(obj, bone_definition, base_names, options):
- from mathutils import Vector, RotationMatrix
+ from mathutils import Vector, Matrix
from math import radians, pi
arm = obj.data
@@ -264,7 +264,7 @@ def main(obj, bone_definition, base_names, options):
# Rotate the rev chain 180 about the by the first bones center point
pivot = (rv_chain.spine_01_e.head + rv_chain.spine_01_e.tail) * 0.5
- matrix = RotationMatrix(radians(180), 3, 'X')
+ matrix = Matrix.Rotation(radians(180), 3, 'X')
for i, attr in enumerate(rv_chain.attr_names): # similar to neck
spine_e = getattr(rv_chain, attr + "_e")
# use the first bone as the pivot
diff --git a/release/scripts/modules/rigify/tail_control.py b/release/scripts/modules/rigify/tail_control.py
index f34bde92dee..a629487c0c8 100644
--- a/release/scripts/modules/rigify/tail_control.py
+++ b/release/scripts/modules/rigify/tail_control.py
@@ -22,7 +22,7 @@ import bpy
from rigify import RigifyError
from rigify_utils import bone_class_instance, copy_bone_simple
from rna_prop_ui import rna_idprop_ui_prop_get
-from mathutils import Vector, RotationMatrix
+from mathutils import Vector, Matrix
from math import radians, pi
# not used, defined for completeness
diff --git a/release/scripts/op/uvcalc_smart_project.py b/release/scripts/op/uvcalc_smart_project.py
index fbda1955013..bbd0102fc61 100644
--- a/release/scripts/op/uvcalc_smart_project.py
+++ b/release/scripts/op/uvcalc_smart_project.py
@@ -22,7 +22,7 @@
# <pep8 compliant>
-from mathutils import Matrix, Vector, RotationMatrix
+from mathutils import Matrix, Vector
import time
import geometry
import bpy
@@ -275,15 +275,15 @@ def testNewVecLs2DRotIsBetter(vecs, mat=-1, bestAreaSoFar = -1):
# Takes a list of faces that make up a UV island and rotate
# until they optimally fit inside a square.
-ROTMAT_2D_POS_90D = RotationMatrix( radians(90.0), 2)
-ROTMAT_2D_POS_45D = RotationMatrix( radians(45.0), 2)
+ROTMAT_2D_POS_90D = Matrix.Rotation( radians(90.0), 2)
+ROTMAT_2D_POS_45D = Matrix.Rotation( radians(45.0), 2)
RotMatStepRotation = []
rot_angle = 22.5 #45.0/2
while rot_angle > 0.1:
RotMatStepRotation.append([\
- RotationMatrix( radians(rot_angle), 2),\
- RotationMatrix( radians(-rot_angle), 2)])
+ Matrix.Rotation( radians(rot_angle), 2),\
+ Matrix.Rotation( radians(-rot_angle), 2)])
rot_angle = rot_angle/2.0
diff --git a/release/scripts/templates/gamelogic.py b/release/scripts/templates/gamelogic.py
index b31d5d95987..21a901c091b 100644
--- a/release/scripts/templates/gamelogic.py
+++ b/release/scripts/templates/gamelogic.py
@@ -6,7 +6,7 @@
# for keyboard event comparison
# import GameKeys
-# support for Vector(), Matrix() types and advanced functions like ScaleMatrix(...) and RotationMatrix(...)
+# support for Vector(), Matrix() types and advanced functions like Matrix.Scale(...) and Matrix.Rotation(...)
# import mathutils
# for functions like getWindowWidth(), getWindowHeight()