本文整理汇总了Python中SofaPython.Quaternion类的典型用法代码示例。如果您正苦于以下问题:Python Quaternion类的具体用法?Python Quaternion怎么用?Python Quaternion使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Quaternion类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: onBeginAnimationStep
def onBeginAnimationStep(self, dt):
# current mu from current plane angle
currentMu = math.tan( self.currentAngle )
if self.counter < 100 : # does not rotate the plane for 100 time steps
self.counter += 1
return 0
# is it a mu we want to test?
if numpy.allclose( self.muToTest, currentMu, 1e-3, 1e-3 ) :
# at the end of 100 time steps, check if the box was sticking or sliding
self.counter = 0
self.muToTest += 0.1
# look at the box velocity along its x-axis
localbox = Quaternion.rotate(Quaternion.conj( Frame.Frame( shared.plane.position[0] ).rotation ),
shared.box.velocity[0][:3])
vel = localbox[0]
#print 'plane/ground angle:', self.currentAngle
#print 'velocity:',vel
#print shared.box.position[0], shared.box.velocity[0][:3]
#print vel, currentMu, shared.mu
testVel = (vel > 1e-1)
if testVel:
testMu = (currentMu>=shared.mu-1e-2)
else:
testMu = (currentMu>=shared.mu)
EXPECT_FALSE( testVel ^ testMu, str(vel)+' '+str(currentMu)+'mu='+str(shared.mu) ) # xor
#print testVel, testMu
#sys.stdout.flush()
# all finished
if currentMu >= shared.mu + .1:
self.sendSuccess()
# update plane orientation
self.currentAngle += 0.001
q = Quaternion.from_euler( [0,0,-self.currentAngle] )
p = shared.plane.position
p[0] = [0,0,0,q[3],q[2],q[1],q[0]]
shared.plane.position = p
return 0
示例2: run
def run():
ok=True
qi= Quaternion.id()
ok &= EXPECT_VEC_EQ([0,0,0,1],qi)
q1=[0,0.5,0,1]
ok &= test_inv(q1)
return ok
示例3: setup
def setup(self, parentNode, density=2000, param=None, generatedDir = None ):
# Computation the offset according to the attribute self.transform
offset = [0,0,0,0,0,0,1]
offset[:3] = self.transform[:3]
offset[3:] = Quaternion.from_euler(self.transform[3:6])
scale3d = self.transform[6:]
if self.type not in BoneType:
self.type = "short" # --> to set 1 frame on bone which not have a type
# Creation of the shearless affine body
self.body = RigidScale.API.ShearlessAffineBody(parentNode, self.name)
# Depending on the frame set in the constructor, let decide how the body will be initialized
if (self.frame == None) or (len(self.frame) < FramePerBoneType[self.type]):
self.body.setFromMesh(self.filepath, density, offset, scale3d, self.voxelSize, FramePerBoneType[self.type], generatedDir=generatedDir)
for p in self.body.frame: self.frame.append(p.offset())
else:
scale3dList = []
for i in range(len(self.frame)):
scale3dList.append(scale3d)
self.body.setManually(self.filepath, self.frame, self.voxelSize, density=1000, generatedDir=generatedDir)
# Add of the behavior model, the collision model and the visual model
localGeneratedDir=None if generatedDir is None else generatedDir+self.name
self.behavior = self.body.addBehavior(self.elasticity, IntegrationPointPerBoneType[self.type], generatedDir=localGeneratedDir )
self.collision = self.body.addCollisionMesh(self.filepath, scale3d, offset, generatedDir=localGeneratedDir)
self.visual = self.collision.addVisualModel()
return self.body
示例4: __init__
def __init__(self, node, filepath, scale3d, offset):
self.node = node.createChild( "collision" ) # node
r = Quaternion.to_euler(offset[3:]) * 180.0 / math.pi
self.loader = self.node.createObject("MeshObjLoader", name='loader', filename=filepath, scale3d=concat(scale3d), translation=concat(offset[:3]), rotation=concat(r), triangulate=1 )
self.topology = self.node.createObject('MeshTopology', name='topology', src="@loader" )
self.dofs = self.node.createObject('MechanicalObject', name='dofs')
self.triangles = self.node.createObject('TriangleModel', template='Vec3d', name='model')
self.mapping = self.node.createObject('RigidMapping', name="mapping")
示例5: __init__
def __init__(self, node, filepath, scale3d, offset, name_suffix=''):
global idxVisualModel
self.node = node.createChild( "visual"+name_suffix ) # node
r = Quaternion.to_euler(offset[3:]) * 180.0 / math.pi
self.model = self.node.createObject('VisualModel', name="visual"+str(idxVisualModel), fileMesh=filepath,
scale3d=concat(scale3d), translation=concat(offset[:3]) , rotation=concat(r),
useNormals=False, updateNormals=True)
self.mapping = self.node.createObject('RigidMapping', name="mapping")
idxVisualModel+=1
示例6: __init__
def __init__(self, node, filepath, scale3d, offset, name_suffix='', generatedDir=None):
r = Quaternion.to_euler(offset[3:]) * 180.0 / math.pi
global idxVisualModel;
self.node = node.createChild('visual'+name_suffix) # node
self.model = self.node.createObject('VisualModel', name='visual'+str(idxVisualModel), fileMesh=filepath, scale3d=concat(scale3d), translation=concat(offset[:3]), rotation=concat(r))
if generatedDir is None:
self.mapping = self.node.createObject('LinearMapping', template='Affine,ExtVec3f', name='mapping')
else:
serialization.importLinearMapping(self.node, generatedDir+"_visualmapping.json")
idxVisualModel+=1
示例7: getWorldInertia
def getWorldInertia(self):
""" @return inertia with respect to world reference frame
"""
R = Quaternion.to_matrix(self.inertia_rotation)
# I in world axis
I = numpy.dot(R.transpose(), numpy.dot(numpy.diag(self.diagonal_inertia), R))
# I at world origin, using // axis theorem
# see http://www.colorado.edu/physics/phys3210/phys3210_sp14/lecnotes.2014-03-07.More_on_Inertia_Tensors.html
# or https://en.wikipedia.org/wiki/Moment_of_inertia
a=numpy.array(self.com).reshape(3,1)
return I + self.mass*(pow(numpy.linalg.norm(self.com),2)*numpy.eye(3) - a*a.transpose())
示例8: decomposeInertia
def decomposeInertia(inertia):
""" Decompose an inertia matrix into
- a diagonal inertia
- the rotation (quaternion) to get to the frame in wich the inertia is diagonal
"""
U, diagonal_inertia, V = numpy.linalg.svd(inertia)
# det should be 1->rotation or -1->reflexion
if numpy.linalg.det(U) < 0 : # reflexion
# made it a rotation by negating a column
U[:,0] = -U[:,0]
inertia_rotation = Quaternion.from_matrix( U )
return diagonal_inertia, inertia_rotation
示例9: loadVisualCylinder
def loadVisualCylinder(self, meshPath, offset = [0,0,0,0,0,0,1], scale=[1,1,1], color=[1,1,1,1],radius=0.01,**kwargs):
r = Quaternion.to_euler(offset[3:]) * 180.0 / math.pi
self.visual = self.node.createObject("OglCylinderModel", radius=radius, position="@topology.position", edges="@topology.edges" )
self.normals = self.visual
示例10: loadVisual
def loadVisual(self, meshPath, offset = [0,0,0,0,0,0,1], scale=[1,1,1], color=[1,1,1,1],**kwargs):
r = Quaternion.to_euler(offset[3:]) * 180.0 / math.pi
self.visual = self.node.createObject("VisualModel", name="model", filename=meshPath, translation=concat(offset[:3]) , rotation=concat(r), scale3d=concat(scale), color=concat(color), putOnlyTexCoords=True,computeTangents=True,**kwargs)
# self.visual = self.node.createObject("VisualModel", name="model", filename=meshPath, translation=concat(offset[:3]) , rotation=concat(r), scale3d=concat(scale), color=concat(color), **kwargs)
self.visual.setColor(color[0],color[1],color[2],color[3]) # the previous assignement fails when reloading a scene..
self.normals = self.visual
示例11: loadMesh
def loadMesh(self, meshPath, offset = [0,0,0,0,0,0,1], scale=[1,1,1], triangulate=False):
r = Quaternion.to_euler(offset[3:]) * 180.0 / math.pi
self.meshLoader = SofaPython.Tools.meshLoader(self.node, meshPath, translation=concat(offset[:3]) , rotation=concat(r), scale3d=concat(scale), triangulate=triangulate)
self.topology = self.node.createObject("MeshTopology", name="topology", src="@"+self.meshLoader.name )
示例12: __init__
def __init__(self):
self.mass=0.
self.com=[0.,0.,0.]
self.diagonal_inertia=[0.,0.,0.]
self.inertia_rotation=Quaternion.id()
示例13: test_inv
def test_inv(q):
q_inv=Quaternion.inv(q)
return EXPECT_VEC_EQ(Quaternion.id(), Quaternion.prod(q,q_inv), "test_inv")
示例14: inv
def inv(x):
res = np.zeros(7)
res[3:] = quat.conj(x[3:])
res[:3] = -quat.rotate(res[3:], x[:3])
return res
示例15: prod
def prod(x, y):
print x.inv()
res = np.zeros(7)
res[:3] = x[:3] + quat.rotate(x[3:], y[:3])
res[3:] = quat.prod(x[3:], y[3:])
return res