Revision: 20333
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20333
Author:   campbellbarton
Date:     2009-05-22 05:45:46 +0200 (Fri, 22 May 2009)

Log Message:
-----------
Removed use of CrossVecs, DotVecs, CrossQuats and DotQuats
for all scripts except import_dxf and colladaImEx/translator.py

Modified Paths:
--------------
    trunk/blender/release/scripts/bpymodules/BPyMathutils.py
    trunk/blender/release/scripts/bpymodules/BPyMesh.py
    trunk/blender/release/scripts/bpymodules/BPyMesh_redux.py
    trunk/blender/release/scripts/bpymodules/BPyWindow.py
    trunk/blender/release/scripts/bpymodules/mesh_gradient.py
    trunk/blender/release/scripts/mesh_skin.py
    trunk/blender/release/scripts/mesh_unfolder.py
    trunk/blender/release/scripts/uvcalc_quad_clickproj.py
    trunk/blender/release/scripts/uvcalc_smart_project.py
    trunk/blender/release/scripts/vertexpaint_selfshadow_ao.py
    trunk/blender/release/scripts/wizard_curve2tree.py

Modified: trunk/blender/release/scripts/bpymodules/BPyMathutils.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/BPyMathutils.py    2009-05-22 
03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/bpymodules/BPyMathutils.py    2009-05-22 
03:45:46 UTC (rev 20333)
@@ -132,7 +132,6 @@
 ######################################################################
 # 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 @@
        
        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()

Modified: trunk/blender/release/scripts/bpymodules/BPyMesh.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/BPyMesh.py 2009-05-22 03:22:56 UTC 
(rev 20332)
+++ trunk/blender/release/scripts/bpymodules/BPyMesh.py 2009-05-22 03:45:46 UTC 
(rev 20333)
@@ -569,12 +569,11 @@
        
 
 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 @@
                                                                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 facesUvIslands(me, PREF_IMAGE_DELIMIT=True):
-       DotVecs= Blender.Mathutils.DotVecs
        def roundvec(v):
                return round(v[0], 4), round(v[1], 4)
        

Modified: trunk/blender/release/scripts/bpymodules/BPyMesh_redux.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/BPyMesh_redux.py   2009-05-22 
03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/bpymodules/BPyMesh_redux.py   2009-05-22 
03:45:46 UTC (rev 20333)
@@ -25,7 +25,6 @@
 import bpy
 Vector= Blender.Mathutils.Vector
 Ang= Blender.Mathutils.AngleBetweenVecs
-CrossVecs= Blender.Mathutils.CrossVecs
 MidpointVecs= Blender.Mathutils.MidpointVecs
 import BPyMesh
 
@@ -198,8 +197,8 @@
                        # 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

Modified: trunk/blender/release/scripts/bpymodules/BPyWindow.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/BPyWindow.py       2009-05-22 
03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/bpymodules/BPyWindow.py       2009-05-22 
03:45:46 UTC (rev 20333)
@@ -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

Modified: trunk/blender/release/scripts/bpymodules/mesh_gradient.py
===================================================================
--- trunk/blender/release/scripts/bpymodules/mesh_gradient.py   2009-05-22 
03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/bpymodules/mesh_gradient.py   2009-05-22 
03:45:46 UTC (rev 20333)
@@ -6,7 +6,7 @@
 
 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 @@
        
        # 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()

Modified: trunk/blender/release/scripts/mesh_skin.py
===================================================================
--- trunk/blender/release/scripts/mesh_skin.py  2009-05-22 03:22:56 UTC (rev 
20332)
+++ trunk/blender/release/scripts/mesh_skin.py  2009-05-22 03:45:46 UTC (rev 
20333)
@@ -52,7 +52,7 @@
 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 @@
                # 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 @@
                        
                        a = n1-n2
                        b = n1-n3
-                       normal1 = CrossVecs(a,b)
+                       normal1 = a.cross(b)
                        normal1.normalize()
                        
                        n1 = e.co2
@@ -159,7 +159,7 @@
                        a = n1-n2
                        b = n1-n3
                        
-                       normal2 = CrossVecs(a,b)
+                       normal2 = a.cross(b)
                        normal2.normalize()
                        
                        # Reuse normal1 var

Modified: trunk/blender/release/scripts/mesh_unfolder.py
===================================================================
--- trunk/blender/release/scripts/mesh_unfolder.py      2009-05-22 03:22:56 UTC 
(rev 20332)
+++ trunk/blender/release/scripts/mesh_unfolder.py      2009-05-22 03:45:46 UTC 
(rev 20333)
@@ -164,8 +164,8 @@
                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 @@
                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()):

Modified: trunk/blender/release/scripts/uvcalc_quad_clickproj.py
===================================================================
--- trunk/blender/release/scripts/uvcalc_quad_clickproj.py      2009-05-22 
03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/uvcalc_quad_clickproj.py      2009-05-22 
03:45:46 UTC (rev 20333)
@@ -46,7 +46,7 @@
 
 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 @@
                                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

Modified: trunk/blender/release/scripts/uvcalc_smart_project.py
===================================================================
--- trunk/blender/release/scripts/uvcalc_smart_project.py       2009-05-22 
03:22:56 UTC (rev 20332)
+++ trunk/blender/release/scripts/uvcalc_smart_project.py       2009-05-22 
03:45:46 UTC (rev 20333)
@@ -43,7 +43,7 @@
 
 
 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 @@
                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 @@
        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 @@
                        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 @@
                                
                                # 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 @@
                        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

Modified: trunk/blender/release/scripts/vertexpaint_selfshadow_ao.py

@@ Diff output truncated at 10240 characters. @@

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