2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user