本文整理汇总了Python中UM.Math.Quaternion.Quaternion.rotate方法的典型用法代码示例。如果您正苦于以下问题:Python Quaternion.rotate方法的具体用法?Python Quaternion.rotate怎么用?Python Quaternion.rotate使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UM.Math.Quaternion.Quaternion
的用法示例。
在下文中一共展示了Quaternion.rotate方法的3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: test_rotateVector
# 需要导入模块: from UM.Math.Quaternion import Quaternion [as 别名]
# 或者: from UM.Math.Quaternion.Quaternion import rotate [as 别名]
def test_rotateVector(self):
q1 = Quaternion()
q1.setByAngleAxis(math.pi / 2, Vector.Unit_Z)
v = Vector(0, 1, 0)
v = q1.rotate(v)
self.assertTrue(Float.fuzzyCompare(v.x, -1.0, 1e-6))
self.assertTrue(Float.fuzzyCompare(v.y, 0.0, 1e-6))
self.assertTrue(Float.fuzzyCompare(v.z, 0.0, 1e-6))
示例2: SceneNode
# 需要导入模块: from UM.Math.Quaternion import Quaternion [as 别名]
# 或者: from UM.Math.Quaternion.Quaternion import rotate [as 别名]
#.........这里部分代码省略.........
for child in self._children:
children.extend(child.getAllChildren())
return children
## \brief Emitted whenever the list of children of this object or any child object changes.
# \param object The object that triggered the change.
childrenChanged = Signal()
## \brief Computes and returns the transformation from world to local space.
# \returns 4x4 transformation matrix
def getWorldTransformation(self):
if self._world_transformation is None:
self._updateTransformation()
return deepcopy(self._world_transformation)
## \brief Returns the local transformation with respect to its parent. (from parent to local)
# \retuns transformation 4x4 (homogenous) matrix
def getLocalTransformation(self):
if self._transformation is None:
self._updateTransformation()
return deepcopy(self._transformation)
## Get the local orientation value.
def getOrientation(self):
return deepcopy(self._orientation)
## \brief Rotate the scene object (and thus its children) by given amount
#
# \param rotation \type{Quaternion} A quaternion indicating the amount of rotation.
# \param transform_space The space relative to which to rotate. Can be any one of the constants in SceneNode::TransformSpace.
def rotate(self, rotation, transform_space = TransformSpace.Local):
if not self._enabled:
return
if transform_space == SceneNode.TransformSpace.Local:
self._orientation = self._orientation * rotation
elif transform_space == SceneNode.TransformSpace.Parent:
self._orientation = rotation * self._orientation
elif transform_space == SceneNode.TransformSpace.World:
self._orientation = self._orientation * self._getDerivedOrientation().getInverse() * rotation * self._getDerivedOrientation()
else:
raise ValueError("Unknown transform space {0}".format(transform_space))
self._orientation.normalize()
self._transformChanged()
## Set the local orientation of this scene node.
#
# \param orientation \type{Quaternion} The new orientation of this scene node.
def setOrientation(self, orientation):
if not self._enabled or orientation == self._orientation:
return
self._orientation = orientation
self._orientation.normalize()
self._transformChanged()
## Get the local scaling value.
def getScale(self):
return deepcopy(self._scale)
## Scale the scene object (and thus its children) by given amount
#
示例3: SceneNode
# 需要导入模块: from UM.Math.Quaternion import Quaternion [as 别名]
# 或者: from UM.Math.Quaternion.Quaternion import rotate [as 别名]
#.........这里部分代码省略.........
for child in self._children:
children.extend(child.getAllChildren())
return children
## \brief Emitted whenever the list of children of this object or any child object changes.
# \param object The object that triggered the change.
childrenChanged = Signal()
## \brief Computes and returns the transformation from world to local space.
# \returns 4x4 transformation matrix
def getWorldTransformation(self):
if self._world_transformation is None:
self._updateTransformation()
return deepcopy(self._world_transformation)
## \brief Returns the local transformation with respect to its parent. (from parent to local)
# \retuns transformation 4x4 (homogenous) matrix
def getLocalTransformation(self):
if self._transformation is None:
self._updateTransformation()
return deepcopy(self._transformation)
## Get the local orientation value.
def getOrientation(self):
return deepcopy(self._orientation)
## \brief Rotate the scene object (and thus its children) by given amount
#
# \param rotation \type{Quaternion} A quaternion indicating the amount of rotation.
# \param transform_space The space relative to which to rotate. Can be any one of the constants in SceneNode::TransformSpace.
def rotate(self, rotation, transform_space = TransformSpace.Local):
if not self._enabled:
return
if transform_space == SceneNode.TransformSpace.Local:
self._orientation = self._orientation * rotation
elif transform_space == SceneNode.TransformSpace.Parent:
self._orientation = rotation * self._orientation
elif transform_space == SceneNode.TransformSpace.World:
self._orientation = self._orientation * self._getDerivedOrientation().getInverse() * rotation * self._getDerivedOrientation()
else:
raise ValueError("Unknown transform space {0}".format(transform_space))
self._orientation.normalize()
self._transformChanged()
## Set the local orientation of this scene node.
#
# \param orientation \type{Quaternion} The new orientation of this scene node.
def setOrientation(self, orientation):
if not self._enabled or orientation == self._orientation:
return
self._orientation = orientation
self._orientation.normalize()
self._transformChanged()
## Get the local scaling value.
def getScale(self):
return deepcopy(self._scale)
## Scale the scene object (and thus its children) by given amount
#