From the tracker:
- typo was making the multiplication to transpose resulting matrix
eg
####
from Mathutils import *
from math import radians
cont = GameLogic.getCurrentController()
owner = cont.owner
owner.worldOrientation = RotationMatrix(radians(1), 3, 'z') * owner.worldOrientation
####
- the scripts path set in the user preferences or ~/.blender/scripts/ui (io, op, io etc..) will be used to load scripts.
- the default home dir part probably only works in *nix os's
- Added a missing sync callback to vector.toTuple()
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
- terrible typo was making the multiplication to run in an infinite loop.
- Any matrix * vector multiplication would crash Blender.
eg
####
import Mathutils
from Mathutils import *
vec_ray = Vector(0.0, 0.0, 1.0)
tilt_mat = RotationMatrix(0.0, 3, "y")
vec_ray = tilt_mat * vec_ray
####
strangely vector.c was skipped in last merge from trunk.
-----------------------------------
Mathutils fix: Vector.reflect
* correct function for reflection and moving it to arithb.c
MathUtil matrix type follows Blender convention of column
major storage. This means that the elements on one column
are contiguous in memory. Vectors are one dimensional
arrays that can be considered in row or in column but
the Blender convention is column so vector should only
be considered as row. This means that the only logical
multiplication operation between matrix and vector is
matrix * vector.
This convention is respected in all parts of MathUtil
except in matrix/matrix and matrix/vector multiplication
where the row major convention is assumed, which in the
and is equivalent to reversing the order of multiplication.
This is clearly a bug and must be corrected but the side
effect is that it will break all scripts using these
operations. Script writers who care about the correctness
of the matrix operations have already implemented work around:
1) change order of matrix/vector multiplication.
vec2 = vec1 * mat1
This must be changed to the normal order:
vec2 = mat1 * vec1
2) change order of matrix/matrix multiplication
(with matl a local transform in matw reference)
mat3 = matl * matw
This must be changed to the normal order:
mat3 = matw * matl
3) transpose before an after the multiplication
matl.transpose()
matw.transpose()
mat3 = matw * matl
mat3.transpose()
This must be changed to:
mat3 = matw * matl;
- set python to 3.1 on linux (dont use FindPackage for now)
- remove duplicate settings (disable cache for copied settings, was quite confusing)
- added an option WITH_INSTALL, when disabled scripts and language files wont be copied to the target dir (better for quick builds)
- remove .svn (was still CVS), and pyc/pyc files after copy
- copy the 'io' as well as 'ui'
* Moved brush NKEY panel from C to Python. Could use some UI review :)
* Added a NULL check in bpy_internal_import.c, was crashing here on Python errors
* Added RNA for vpaint brush and for weight paint
* Added context for vpaint/wpaint similar to edit_object and sculpt_object
Monthly cleaning round to make it compile warning free.
Mostly it was const stuff (strings, Context), but also
a couple useful fixes, like wrong use of temp pointers.
Only Mathutils callback struct I left alone... design issue.
Added slice to PyRNA collections and arrays (py3 only).
eg.
some_verts = mesh.verts[0:10]
some_rna_array[4:-1] = [0,1,2,3]
Collections dont support assignment, when assigning slices, resizing the array isnt support like with python lists.
Mathutils support for subclassing Vector, Quat, Euler and Matrix types.
Removed C docstrings, prefer to make sure our epydocs are well maintained rather then duplicate, vague doc strings.
Will convert scripts to detect missing docs from the BGE.
* all mathutils types now have optional callbacks
* PyRNA returns mathutils quat and euler types automatically when they have the rotation subtype.
* PyRNA, reuse the BPy_StructRNA PyObject rather name making a new one for each function returned.
* use more arithb.c functions for Mathutils quaternion type (less inline cruft).
* BGE Mathutils integration mostly finished- KX_PyMath now converts to Mathutils types rather then lists.
* make all mathutils types share the same header so they can share a number of functions - dealloc, getWrapped, getOwner.
Any 3x3 or 4x4 rna matrix will automatically be returned as a Mathutils matrix.
This makes useful stuff like multiplying a vector location by an object matrix possible.
ob = bpy.data.scenes[0].objects[0]
print (ob.data.verts[0].co * ob.matrix)
Also added mathutils matrix types to the BGE GameObject.localOrientation, worldOrientation
* MT_Matrix3x3 added getValue3x3 and setValue3x3, assumed a 4x3 float array.
* KX_GameObject.cpp convenience functions NodeSetGlobalOrientation, NodeGetLocalOrientation, NodeGetLocalScaling, NodeGetLocalPosition.
* 2.5 python api now initializes modules BGL, Mathutils and Geometry
* modules py3 PyModuleDef's use PyModuleDef_HEAD_INIT, rather then {}, was making msvc fail to build.
* added macros for Vector_ReadCallback, Vector_WriteCallback etc. to check if the callback pointer is set before calling the function.
in short, vectors can work as if they are thin wrapped but not crash blender if the original data is removed.
* RNA vector's return Mathutils vector types.
* BGE vectors for GameObject's localPosition, worldPosition, localPosition, localScale, worldScale, localInertia.
* Comment USE_MATHUTILS define to disable returning vectors.
Example...
* 2.49... *
loc = gameOb.worldPosition
loc[1] = 0
gameOb.worldPosition = loc
* With vectors... *
gameOb.worldPosition[1] = 0
* But this wont crash... *
loc = gameOb.worldPosition
gameOb.endObject()
loc[1] = 0 # will raise an error that the objects removed.
This breaks games which assume return values are lists.
Will add this to eulers, matrix and quaternion types later.
Updated Mathutils.Vector/Euler/Quaternion/Matrix so these are types rather then module methods, each type now has a tp_new function, matching python builtins float/int/str.
Also cleaned up float conversion and arg passing.
Changed buttons_objects.py...
if ob in groups.objects: # no longer works
if ob.name in groups.objects: # is the new syntax
...its more dict like and a lot faster (avoids python iterating over each item and comparing each, use a single rna lookup instead).