From 3f5e14abefa7ee85a87c06ad3e90fc7e314f1927 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 27 Jul 2006 03:15:37 +0000 Subject: [PATCH] updated py scripts for changes in mathutils --- release/scripts/3ds_import.py | 5 +---- release/scripts/bevel_center.py | 4 ++-- release/scripts/bpymodules/BPyMesh.py | 5 +---- release/scripts/bpymodules/BPyWindow.py | 2 +- release/scripts/bpymodules/mesh_gradient.py | 2 +- release/scripts/mesh_skin.py | 4 ++-- 6 files changed, 8 insertions(+), 14 deletions(-) diff --git a/release/scripts/3ds_import.py b/release/scripts/3ds_import.py index 8d71955f51e..c78c4e280ed 100644 --- a/release/scripts/3ds_import.py +++ b/release/scripts/3ds_import.py @@ -314,10 +314,7 @@ def process_next_chunk(file, previous_chunk, importedObjects): def putContextMesh(myContextMesh, myContextMeshMaterials): - INV_MAT= Blender.Mathutils.Matrix(contextMatrix) - - INV_MAT.invert() - contextMesh.transform(INV_MAT) + contextMesh.transform(contextMatrix.inverted()) materialFaces= set() # Now make copies with assigned materils. diff --git a/release/scripts/bevel_center.py b/release/scripts/bevel_center.py index baa228de1b8..6489c302b67 100644 --- a/release/scripts/bevel_center.py +++ b/release/scripts/bevel_center.py @@ -85,9 +85,9 @@ def add_to_NV(old,dir,new): def get_v(old, *neighbors): # compute the direction of the new vert - if len(neighbors) == 1: dir = (neighbors[0].co - old.co).normalize() + if len(neighbors) == 1: dir = (neighbors[0].co - old.co).normalized() #dir - else: dir = (neighbors[0].co - old.co).normalize() + (neighbors[1].co-old.co).normalize() + else: dir = (neighbors[0].co - old.co).normalized() + (neighbors[1].co-old.co).normalized() # look in NV if this vert already exists key = tuple(dir) diff --git a/release/scripts/bpymodules/BPyMesh.py b/release/scripts/bpymodules/BPyMesh.py index 33daa347a30..fc4f517879f 100644 --- a/release/scripts/bpymodules/BPyMesh.py +++ b/release/scripts/bpymodules/BPyMesh.py @@ -1043,10 +1043,7 @@ def pointInsideMesh(ob, pt): else: return False - - obImvMat = Blender.Mathutils.Matrix(ob.matrixWorld) - obImvMat.invert() - obSpacePt = pt*obImvMat + obSpacePt = pt*ob.matrixWorld.inverted() ray = Vector(0,0,-1) me= ob.getData(mesh=1) diff --git a/release/scripts/bpymodules/BPyWindow.py b/release/scripts/bpymodules/BPyWindow.py index 537873ea04d..9b205042db8 100755 --- a/release/scripts/bpymodules/BPyWindow.py +++ b/release/scripts/bpymodules/BPyWindow.py @@ -44,7 +44,7 @@ def mouseViewRay(screen_x, screen_y, localMatrix=None, useMid = False): # sorry - i cannot explain here what they all do # - if you're not familiar with all those matrices take a look at an introduction to OpenGL... pm = Window.GetPerspMatrix() # the prespective matrix - pmi = Matrix(pm); pmi.invert() # the inverted perspective matrix + pmi = pm.inverted() # the inverted perspective matrix if (1.0 - epsilon < pmi[3][3] < 1.0 + epsilon): # pmi[3][3] is 1.0 if the 3dwin is in ortho-projection mode (toggled with numpad 5) diff --git a/release/scripts/bpymodules/mesh_gradient.py b/release/scripts/bpymodules/mesh_gradient.py index da9bee2d325..1cb958cf69c 100755 --- a/release/scripts/bpymodules/mesh_gradient.py +++ b/release/scripts/bpymodules/mesh_gradient.py @@ -109,7 +109,7 @@ def vertexGradientPick(ob, MODE): cross_grad= CrossVecs(DirectionA, OriginA-OriginB) ORTHO= True - cross_grad= cross_grad.normalize() * 100 + cross_grad= cross_grad.normalized() * 100 lineA= (OriginA, OriginA+(DirectionA*100)) lineB= (OriginB, OriginB+(DirectionB*100)) diff --git a/release/scripts/mesh_skin.py b/release/scripts/mesh_skin.py index 701d48cd1c7..b8c299ed37b 100644 --- a/release/scripts/mesh_skin.py +++ b/release/scripts/mesh_skin.py @@ -74,8 +74,8 @@ class edgeLoop: # Use next and prev, nextDist, prevDist # Get Loops centre. - fac= 1.0/len(loop) - self.centre= reduce(lambda a,b: a+b.co*fac, loop, Mathutils.Vector()) + fac= len(loop) + self.centre= reduce(lambda a,b: a+b.co/fac, loop, Mathutils.Vector()) # Convert Vert loop to Edges. self.edges = []