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authorCampbell Barton <ideasman42@gmail.com>2009-05-22 07:45:46 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-05-22 07:45:46 +0400
commit612f3b326662498207e6e051feeceaac81e09343 (patch)
treecc2da1784826266a9cf16cf29df03f14c117d81a /release
parente191618cb5906ad50c7b6a75f52ad54cc6a812f7 (diff)
Removed use of CrossVecs, DotVecs, CrossQuats and DotQuats
for all scripts except import_dxf and colladaImEx/translator.py
Diffstat (limited to 'release')
-rw-r--r--release/scripts/bpymodules/BPyMathutils.py3
-rw-r--r--release/scripts/bpymodules/BPyMesh.py6
-rw-r--r--release/scripts/bpymodules/BPyMesh_redux.py5
-rw-r--r--release/scripts/bpymodules/BPyWindow.py2
-rw-r--r--release/scripts/bpymodules/mesh_gradient.py6
-rw-r--r--release/scripts/mesh_skin.py8
-rw-r--r--release/scripts/mesh_unfolder.py6
-rw-r--r--release/scripts/uvcalc_quad_clickproj.py4
-rw-r--r--release/scripts/uvcalc_smart_project.py18
-rw-r--r--release/scripts/vertexpaint_selfshadow_ao.py3
-rw-r--r--release/scripts/wizard_curve2tree.py34
11 files changed, 45 insertions, 50 deletions
diff --git a/release/scripts/bpymodules/BPyMathutils.py b/release/scripts/bpymodules/BPyMathutils.py
index bfa1dcc3c61..4882e9aaf21 100644
--- a/release/scripts/bpymodules/BPyMathutils.py
+++ b/release/scripts/bpymodules/BPyMathutils.py
@@ -132,7 +132,6 @@ modified for Blender/Mathutils by Campell Barton
######################################################################
# Public interface
######################################################################
-from Blender.Mathutils import DotVecs
def convexHull(point_list_2d):
"""Calculate the convex hull of a set of vectors
The vectors can be 3 or 4d but only the Xand Y are used.
@@ -197,7 +196,7 @@ def plane2mat(plane, normalize= False):
up= cent - ((plane[0]+plane[1])/2.0)
right= cent - ((plane[1]+plane[2])/2.0)
- z= CrossVecs(up, right)
+ z= up.cross(right)
if normalize:
up.normalize()
diff --git a/release/scripts/bpymodules/BPyMesh.py b/release/scripts/bpymodules/BPyMesh.py
index 6bbfaa463d0..292f7a4b91e 100644
--- a/release/scripts/bpymodules/BPyMesh.py
+++ b/release/scripts/bpymodules/BPyMesh.py
@@ -569,12 +569,11 @@ def face_edges(me):
def facesPlanerIslands(me):
- DotVecs= Blender.Mathutils.DotVecs
def roundvec(v):
return round(v[0], 4), round(v[1], 4), round(v[2], 4)
- face_props= [(cent, no, roundvec(no), DotVecs(cent, no)) for f in me.faces for no, cent in ((f.no, f.cent),)]
+ face_props= [(cent, no, roundvec(no), cent.dot(no)) for f in me.faces for no, cent in ((f.no, f.cent),)]
face_edge_users= face_edges(me)
islands= []
@@ -607,7 +606,7 @@ def facesPlanerIslands(me):
face_prop2= face_props[fidx2]
# normals are the same?
if face_prop1[2]==face_prop2[2]:
- if abs(face_prop1[3] - DotVecs(face_prop1[1], face_prop2[0])) < 0.000001:
+ if abs(face_prop1[3] - face_prop1[1].dot(face_prop2[0])) < 0.000001:
used_faces[fidx2]= 1
island.append(fidx2)
islands.append([me.faces[i] for i in island])
@@ -616,7 +615,6 @@ def facesPlanerIslands(me):
def facesUvIslands(me, PREF_IMAGE_DELIMIT=True):
- DotVecs= Blender.Mathutils.DotVecs
def roundvec(v):
return round(v[0], 4), round(v[1], 4)
diff --git a/release/scripts/bpymodules/BPyMesh_redux.py b/release/scripts/bpymodules/BPyMesh_redux.py
index 1bcc6e9f7c8..5955d696fbd 100644
--- a/release/scripts/bpymodules/BPyMesh_redux.py
+++ b/release/scripts/bpymodules/BPyMesh_redux.py
@@ -25,7 +25,6 @@ import Blender
import bpy
Vector= Blender.Mathutils.Vector
Ang= Blender.Mathutils.AngleBetweenVecs
-CrossVecs= Blender.Mathutils.CrossVecs
MidpointVecs= Blender.Mathutils.MidpointVecs
import BPyMesh
@@ -198,8 +197,8 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
# the point of collapsing.
# Enlarge so we know they intersect: self.length*2
- cv1= CrossVecs(v1no, CrossVecs(v1no, v1co-v2co))
- cv2= CrossVecs(v2no, CrossVecs(v2no, v2co-v1co))
+ cv1= v1no.cross(v1no.cross(v1co-v2co))
+ cv2= v2no.cross(v2no.cross(v2co-v1co))
# Scale to be less then the edge lengths.
cv2.length = cv1.length = 1
diff --git a/release/scripts/bpymodules/BPyWindow.py b/release/scripts/bpymodules/BPyWindow.py
index f48f5dfc0ad..d3fd4fa88b5 100644
--- a/release/scripts/bpymodules/BPyWindow.py
+++ b/release/scripts/bpymodules/BPyWindow.py
@@ -1,6 +1,6 @@
import Blender
from Blender import Mathutils, Window, Scene, Draw, Mesh
-from Blender.Mathutils import CrossVecs, Matrix, Vector, Intersect
+from Blender.Mathutils import Matrix, Vector, Intersect
# DESCRIPTION:
# screen_x, screen_y the origin point of the pick ray
diff --git a/release/scripts/bpymodules/mesh_gradient.py b/release/scripts/bpymodules/mesh_gradient.py
index 936f4958467..e582a30152b 100644
--- a/release/scripts/bpymodules/mesh_gradient.py
+++ b/release/scripts/bpymodules/mesh_gradient.py
@@ -6,7 +6,7 @@ import BPyWindow
mouseViewRay= BPyWindow.mouseViewRay
from Blender import Mathutils, Window, Scene, Draw, sys
-from Blender.Mathutils import CrossVecs, Vector, Intersect, LineIntersect, AngleBetweenVecs
+from Blender.Mathutils import Vector, Intersect, LineIntersect, AngleBetweenVecs
LMB= Window.MButs['L']
def mouseup():
@@ -101,11 +101,11 @@ def vertexGradientPick(ob, MODE):
# make a line 90d to the grad in screenspace.
if (OriginA-OriginB).length <= eps: # Persp view. same origin different direction
- cross_grad= CrossVecs(DirectionA, DirectionB)
+ cross_grad= DirectionA.cross(DirectionB)
ORTHO= False
else: # Ortho - Same direction, different origin
- cross_grad= CrossVecs(DirectionA, OriginA-OriginB)
+ cross_grad= DirectionA.cross(OriginA-OriginB)
ORTHO= True
cross_grad.normalize()
diff --git a/release/scripts/mesh_skin.py b/release/scripts/mesh_skin.py
index a554e128b41..4a330a516fb 100644
--- a/release/scripts/mesh_skin.py
+++ b/release/scripts/mesh_skin.py
@@ -52,7 +52,7 @@ A pop-up will provide further options, if the results of a method are not adequa
import Blender
import bpy
from Blender import Window
-from Blender.Mathutils import MidpointVecs, Vector, CrossVecs
+from Blender.Mathutils import MidpointVecs, Vector
from Blender.Mathutils import AngleBetweenVecs as _AngleBetweenVecs_
import BPyMessages
@@ -119,7 +119,7 @@ class edgeLoop(object):
# GENERATE AN AVERAGE NORMAL FOR THE WHOLE LOOP.
self.normal = Vector()
for e in self.edges:
- n = CrossVecs(self.centre-e.co1, self.centre-e.co2)
+ n = (self.centre-e.co1).cross(self.centre-e.co2)
# Do we realy need tot normalize?
n.normalize()
self.normal += n
@@ -149,7 +149,7 @@ class edgeLoop(object):
a = n1-n2
b = n1-n3
- normal1 = CrossVecs(a,b)
+ normal1 = a.cross(b)
normal1.normalize()
n1 = e.co2
@@ -159,7 +159,7 @@ class edgeLoop(object):
a = n1-n2
b = n1-n3
- normal2 = CrossVecs(a,b)
+ normal2 = a.cross(b)
normal2.normalize()
# Reuse normal1 var
diff --git a/release/scripts/mesh_unfolder.py b/release/scripts/mesh_unfolder.py
index 906e0f0a300..f5c19a92bd0 100644
--- a/release/scripts/mesh_unfolder.py
+++ b/release/scripts/mesh_unfolder.py
@@ -164,8 +164,8 @@ class Fold:
sangle = Mathutils.AngleBetweenVecs(self.refPolyNormal, self.polyNormal)
if(sangle!=sangle):
sangle=0.0
- ncp = Mathutils.CrossVecs(self.refPolyNormal, self.polyNormal)
- dp = Mathutils.DotVecs(ncp, self.edge.vector)
+ ncp = self.refPolyNormal.cross(self.polyNormal)
+ dp = ncp.dot(self.edge.vector)
if(dp>0.0):
return +sangle
else:
@@ -855,7 +855,7 @@ class Poly:
p.resize3D()
q = a-c
q.resize3D()
- return CrossVecs(p,q)
+ return p.cross(q)
def makeEdges(self):
self.edges = []
for i in xrange(self.nPoints()):
diff --git a/release/scripts/uvcalc_quad_clickproj.py b/release/scripts/uvcalc_quad_clickproj.py
index 130a7e5af77..298103e4d5f 100644
--- a/release/scripts/uvcalc_quad_clickproj.py
+++ b/release/scripts/uvcalc_quad_clickproj.py
@@ -46,7 +46,7 @@ import BPyWindow
mouseViewRay= BPyWindow.mouseViewRay
from Blender import Mathutils, Window, Scene, Draw, sys
-from Blender.Mathutils import CrossVecs, Vector, Matrix, LineIntersect, Intersect #, AngleBetweenVecs, Intersect
+from Blender.Mathutils import Vector, Matrix, LineIntersect, Intersect #, AngleBetweenVecs, Intersect
LMB= Window.MButs.L
RMB= Window.MButs.R
@@ -229,7 +229,7 @@ def main():
y_axis_length = line_a_len
x_axis_length = (line_isect_b_pair[1]-face_corner_main).length
- proj_y_component = CrossVecs(proj_x_component, proj_z_component)
+ proj_y_component = proj_x_component.cross(proj_z_component)
proj_y_component.length = 1/y_axis_length
proj_x_component.length = 1/x_axis_length
diff --git a/release/scripts/uvcalc_smart_project.py b/release/scripts/uvcalc_smart_project.py
index 55d6ebfaa6f..9d9bd2aaefd 100644
--- a/release/scripts/uvcalc_smart_project.py
+++ b/release/scripts/uvcalc_smart_project.py
@@ -43,7 +43,7 @@ selected faces, or all faces.
from Blender import Object, Draw, Window, sys, Mesh, Geometry
-from Blender.Mathutils import CrossVecs, Matrix, Vector, RotationMatrix, DotVecs
+from Blender.Mathutils import Matrix, Vector, RotationMatrix
import bpy
from math import cos
@@ -96,7 +96,7 @@ def pointInTri2D(v, v1, v2, v3):
side1 = v2 - v1
side2 = v3 - v1
- nor = CrossVecs(side1, side2)
+ nor = side1.cross(side2)
l1 = [side1[0], side1[1], side1[2]]
l2 = [side2[0], side2[1], side2[2]]
@@ -804,11 +804,11 @@ def VectoMat(vec):
a3 = vec.__copy__().normalize()
up = Vector(0,0,1)
- if abs(DotVecs(a3, up)) == 1.0:
+ if abs(a3.dot(up)) == 1.0:
up = Vector(0,1,0)
- a1 = CrossVecs(a3, up).normalize()
- a2 = CrossVecs(a3, a1)
+ a1 = a3.cross(up).normalize()
+ a2 = a3.cross(a1)
return Matrix([a1[0], a1[1], a1[2]], [a2[0], a2[1], a2[2]], [a3[0], a3[1], a3[2]])
@@ -1001,7 +1001,7 @@ def main():
for fIdx in xrange(len(tempMeshFaces)-1, -1, -1):
# Use half the angle limit so we dont overweight faces towards this
# normal and hog all the faces.
- if DotVecs(newProjectVec, tempMeshFaces[fIdx].no) > USER_PROJECTION_LIMIT_HALF_CONVERTED:
+ if newProjectVec.dot(tempMeshFaces[fIdx].no) > USER_PROJECTION_LIMIT_HALF_CONVERTED:
newProjectMeshFaces.append(tempMeshFaces.pop(fIdx))
# Add the average of all these faces normals as a projectionVec
@@ -1027,7 +1027,7 @@ def main():
# Get the closest vec angle we are to.
for p in projectVecs:
- temp_angle_diff= DotVecs(p, tempMeshFaces[fIdx].no)
+ temp_angle_diff= p.dot(tempMeshFaces[fIdx].no)
if angleDifference < temp_angle_diff:
angleDifference= temp_angle_diff
@@ -1066,14 +1066,14 @@ def main():
i = len(projectVecs)
# Initialize first
- bestAng = DotVecs(fvec, projectVecs[0])
+ bestAng = fvec.dot(projectVecs[0])
bestAngIdx = 0
# Cycle through the remaining, first alredy done
while i-1:
i-=1
- newAng = DotVecs(fvec, projectVecs[i])
+ newAng = fvec.dot(projectVecs[i])
if newAng > bestAng: # Reverse logic for dotvecs
bestAng = newAng
bestAngIdx = i
diff --git a/release/scripts/vertexpaint_selfshadow_ao.py b/release/scripts/vertexpaint_selfshadow_ao.py
index d641fd12111..54c67fd27e2 100644
--- a/release/scripts/vertexpaint_selfshadow_ao.py
+++ b/release/scripts/vertexpaint_selfshadow_ao.py
@@ -45,7 +45,6 @@ import BPyMesh
def vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_RADIUS, PREF_MIN_EDLEN, PREF_CLAMP_CONCAVE, PREF_CLAMP_CONVEX, PREF_SHADOW_ONLY, PREF_SEL_ONLY):
Window.WaitCursor(1)
- DotVecs = Mathutils.DotVecs
Ang= Mathutils.AngleBetweenVecs
BPyMesh.meshCalcNormals(me)
@@ -63,7 +62,7 @@ def vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_RADIUS, PREF_MIN_EDLEN, PRE
for v in f.v:
vno=v.no # get a scaled down normal.
- dot= DotVecs(vno, v.co) - DotVecs(vno, fc)
+ dot= vno.dot(v.co) - vno.dot(fc)
vert_tone_count[v.index]+=1
try:
a= Ang(vno, fno)
diff --git a/release/scripts/wizard_curve2tree.py b/release/scripts/wizard_curve2tree.py
index 1965f9a5070..07b45c1986f 100644
--- a/release/scripts/wizard_curve2tree.py
+++ b/release/scripts/wizard_curve2tree.py
@@ -39,7 +39,7 @@ __bpydoc__ = """\
import bpy
import Blender
import BPyMesh
-from Blender.Mathutils import Vector, Matrix, CrossVecs, AngleBetweenVecs, LineIntersect, TranslationMatrix, ScaleMatrix, RotationMatrix, Rand
+from Blender.Mathutils import Vector, Matrix, AngleBetweenVecs, LineIntersect, TranslationMatrix, ScaleMatrix, RotationMatrix, Rand
from Blender.Geometry import ClosestPointOnLine
from Blender.Noise import randuvec
@@ -496,12 +496,12 @@ class tree:
# Align this with the existing branch
angle = AngleBetweenVecsSafe(zup, parent_pt.no)
- cross = CrossVecs(zup, parent_pt.no)
+ cross = zup.cross(parent_pt.no)
mat_align = RotationMatrix(angle, 3, 'r', cross)
# Use the bend on the point to work out which way to make the branch point!
- if parent_pt.prev: cross = CrossVecs(parent_pt.no, parent_pt.prev.no - parent_pt.no)
- else: cross = CrossVecs(parent_pt.no, parent_pt.next.no - parent_pt.no)
+ if parent_pt.prev: cross = parent_pt.no.cross(parent_pt.prev.no - parent_pt.no)
+ else: cross = parent_pt.no.cross(parent_pt.next.no - parent_pt.no)
if parent_pt.branch.parent_pt:
angle = AngleBetweenVecsSafe(parent_pt.branch.parent_pt.no, parent_pt.no)
@@ -1065,8 +1065,8 @@ class tree:
l = line_normal.length
- cross1 = CrossVecs( seg.no, line_normal )
- cross2 = CrossVecs( pt.no, line_normal )
+ cross1 = seg.no.cross(line_normal)
+ cross2 = pt.no.cross(line_normal)
angle_line = min(AngleBetweenVecsSafe(cross1, cross2), AngleBetweenVecsSafe(cross1, -cross2))
angle_leaf_no_diff = min(AngleBetweenVecsSafe(line_normal, seg.no), AngleBetweenVecsSafe(line_normal, -seg.no))
@@ -1914,8 +1914,8 @@ class tree:
# endpoints dont rotate
if pt.next != None:
- cross1 = CrossVecs(zup, pt.no) # use this to offset the leaf later
- cross2 = CrossVecs(cross1, pt.no)
+ cross1 = zup.cross(pt.no) # use this to offset the leaf later
+ cross2 = cross1.cross(pt.no)
if odd_even ==0:
mat_yaw = RotationMatrix(leaf_branch_angle, 3, 'r', cross2)
else:
@@ -1939,7 +1939,7 @@ class tree:
# Randomize pitch and roll for the leaf
# work out the axis to pitch and roll
- cross1 = CrossVecs(zup, leaf_no) # use this to offset the leaf later
+ cross1 = zup.cross(leaf_no) # use this to offset the leaf later
if leaf_branch_pitch_rand or leaf_branch_pitch_angle:
angle = -leaf_branch_pitch_angle
@@ -2480,7 +2480,7 @@ class bpoint(object):
def calcVerts(self):
if self.prev == None:
if self.branch.parent_pt:
- cross = CrossVecs(self.no, self.branch.parent_pt.no) * RotationMatrix(-45, 3, 'r', self.no)
+ cross = self.no.cross(self.branch.parent_pt.no) * RotationMatrix(-45, 3, 'r', self.no)
else:
# parentless branch - for best results get a cross thats not the same as the normal, in rare cases this happens.
@@ -2493,9 +2493,9 @@ class bpoint(object):
else: cross = xup
else:
- cross = CrossVecs(self.prev.vecs[0], self.no)
+ cross = self.prev.vecs[0].cross(self.no)
- self.vecs[0] = Blender.Mathutils.CrossVecs(self.no, cross)
+ self.vecs[0] = self.no.cross(cross)
self.vecs[0].length = abs(self.radius)
mat = RotationMatrix(90, 3, 'r', self.no)
self.vecs[1] = self.vecs[0] * mat
@@ -2660,8 +2660,8 @@ class branch:
self_normal = self.bpoints[1].co - self.parent_pt.co
# We only want the angle in relation to the parent points normal
# modify self_normal to make this so
- cross = CrossVecs(self_normal, self.parent_pt.no)
- self_normal = CrossVecs(self.parent_pt.no, cross) # CHECK
+ cross = self_normal.cross(self.parent_pt.no)
+ self_normal = self.parent_pt.no.cross(cross) # CHECK
#try: angle = AngleBetweenVecs(parent_normal, self_normal)
#except: return 0.0
@@ -2670,7 +2670,7 @@ class branch:
# see if we need to rotate positive or negative
# USE DOT PRODUCT!
- cross = CrossVecs(parent_normal, self_normal)
+ cross = parent_normal.cross(self_normal)
if AngleBetweenVecsSafe(cross, self.parent_pt.no) > 90:
angle = -angle
@@ -3018,7 +3018,7 @@ class branch:
scales = []
for cos_ls in (cos1, cos2):
- cross = CrossVecs(cos_ls[-1], zup)
+ cross = cos_ls[-1].cross(zup)
mat = RotationMatrix(AngleBetweenVecsSafe(cos_ls[-1], zup), 3, 'r', cross)
cos_ls[:] = [co*mat for co in cos_ls]
@@ -3029,7 +3029,7 @@ class branch:
for co in cos_ls:
xy_nor.x += co.x
xy_nor.y += co.y
- cross = CrossVecs(xy_nor, xup)
+ cross = xy_nor.cross(xup)
# Also scale them here so they are 1.0 tall always
scale = 1.0/(cos_ls[0]-cos_ls[-1]).length