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Python Quaternion.setByMatrix方法代码示例

本文整理汇总了Python中UM.Math.Quaternion.Quaternion.setByMatrix方法的典型用法代码示例。如果您正苦于以下问题:Python Quaternion.setByMatrix方法的具体用法?Python Quaternion.setByMatrix怎么用?Python Quaternion.setByMatrix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UM.Math.Quaternion.Quaternion的用法示例。


在下文中一共展示了Quaternion.setByMatrix方法的5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: _updateLocalTransformation

# 需要导入模块: from UM.Math.Quaternion import Quaternion [as 别名]
# 或者: from UM.Math.Quaternion.Quaternion import setByMatrix [as 别名]
    def _updateLocalTransformation(self):
        translation, euler_angle_matrix, scale, shear = self._transformation.decompose()

        self._position = translation
        self._scale = scale
        self._shear = shear
        orientation = Quaternion()
        orientation.setByMatrix(euler_angle_matrix)
        self._orientation = orientation
开发者ID:Ultimaker,项目名称:Uranium,代码行数:11,代码来源:SceneNode.py

示例2: _updateTransformation

# 需要导入模块: from UM.Math.Quaternion import Quaternion [as 别名]
# 或者: from UM.Math.Quaternion.Quaternion import setByMatrix [as 别名]
    def _updateTransformation(self):
        scale, shear, euler_angles, translation, mirror = self._transformation.decompose()
        self._position = translation
        self._scale = scale
        self._shear = shear
        self._mirror = mirror
        orientation = Quaternion()
        euler_angle_matrix = Matrix()
        euler_angle_matrix.setByEuler(euler_angles.x, euler_angles.y, euler_angles.z)
        orientation.setByMatrix(euler_angle_matrix)
        self._orientation = orientation
        if self._parent:
            self._world_transformation = self._parent.getWorldTransformation().multiply(self._transformation, copy = True)
        else:
            self._world_transformation = self._transformation

        world_scale, world_shear, world_euler_angles, world_translation, world_mirror = self._world_transformation.decompose()
        self._derived_position = world_translation
        self._derived_scale = world_scale

        world_euler_angle_matrix = Matrix()
        world_euler_angle_matrix.setByEuler(world_euler_angles.x, world_euler_angles.y, world_euler_angles.z)
        self._derived_orientation.setByMatrix(world_euler_angle_matrix)
开发者ID:senttech,项目名称:Uranium,代码行数:25,代码来源:SceneNode.py

示例3: read

# 需要导入模块: from UM.Math.Quaternion import Quaternion [as 别名]
# 或者: from UM.Math.Quaternion.Quaternion import setByMatrix [as 别名]
    def read(self, file_name):
        result = None
        extension = os.path.splitext(file_name)[1]
        if extension.lower() == self._supported_extension:
            result = SceneNode()
            # The base object of 3mf is a zipped archive.
            archive = zipfile.ZipFile(file_name, 'r')
            try:
                root = ET.parse(archive.open("3D/3dmodel.model"))

                # There can be multiple objects, try to load all of them.
                objects = root.findall("./3mf:resources/3mf:object", self._namespaces)
                for object in objects:
                    mesh = MeshData()
                    node = SceneNode()
                    vertex_list = []
                    #for vertex in object.mesh.vertices.vertex:
                    for vertex in object.findall(".//3mf:vertex", self._namespaces):
                        vertex_list.append([vertex.get("x"), vertex.get("y"), vertex.get("z")])

                    triangles = object.findall(".//3mf:triangle", self._namespaces)

                    mesh.reserveFaceCount(len(triangles))
                    
                    #for triangle in object.mesh.triangles.triangle:
                    for triangle in triangles:
                        v1 = int(triangle.get("v1"))
                        v2 = int(triangle.get("v2"))
                        v3 = int(triangle.get("v3"))
                        mesh.addFace(vertex_list[v1][0],vertex_list[v1][1],vertex_list[v1][2],vertex_list[v2][0],vertex_list[v2][1],vertex_list[v2][2],vertex_list[v3][0],vertex_list[v3][1],vertex_list[v3][2])
                    #TODO: We currently do not check for normals and simply recalculate them. 
                    mesh.calculateNormals()
                    node.setMeshData(mesh)
                    node.setSelectable(True)
                    
                    transformation = root.findall("./3mf:build/3mf:item[@objectid='{0}']".format(object.get("id")), self._namespaces)
                    if transformation:
                        transformation = transformation[0]

                    if transformation.get("transform"):
                        splitted_transformation = transformation.get("transform").split()
                        ## Transformation is saved as:
                        ## M00 M01 M02 0.0
                        ## M10 M11 M12 0.0
                        ## M20 M21 M22 0.0
                        ## M30 M31 M32 1.0
                        ## We switch the row & cols as that is how everyone else uses matrices!
                        temp_mat = Matrix()
                        # Rotation & Scale
                        temp_mat._data[0,0] = splitted_transformation[0]
                        temp_mat._data[1,0] = splitted_transformation[1]
                        temp_mat._data[2,0] = splitted_transformation[2]
                        temp_mat._data[0,1] = splitted_transformation[3]
                        temp_mat._data[1,1] = splitted_transformation[4]
                        temp_mat._data[2,1] = splitted_transformation[5]
                        temp_mat._data[0,2] = splitted_transformation[6]
                        temp_mat._data[1,2] = splitted_transformation[7]
                        temp_mat._data[2,2] = splitted_transformation[8]
                        
                        # Translation
                        temp_mat._data[0,3] = splitted_transformation[9]
                        temp_mat._data[1,3] = splitted_transformation[10]
                        temp_mat._data[2,3] = splitted_transformation[11]
                        
                        node.setPosition(Vector(temp_mat.at(0,3), temp_mat.at(1,3), temp_mat.at(2,3)))
                        
                        temp_quaternion = Quaternion()
                        temp_quaternion.setByMatrix(temp_mat)
                        node.setOrientation(temp_quaternion)
                        
                        # Magical scale extraction
                        S2 = temp_mat.getTransposed().multiply(temp_mat)
                        scale_x = math.sqrt(S2.at(0,0))
                        scale_y = math.sqrt(S2.at(1,1))
                        scale_z = math.sqrt(S2.at(2,2))
                        node.setScale(Vector(scale_x,scale_y,scale_z))
                        
                        # We use a different coordinate frame, so rotate.
                        rotation = Quaternion.fromAngleAxis(-0.5 * math.pi, Vector(1,0,0))
                        node.rotate(rotation)
                    result.addChild(node)

                #If there is more then one object, group them.
                try:
                    if len(objects) > 1:
                        group_decorator = GroupDecorator()
                        result.addDecorator(group_decorator)
                except:
                    pass
            except Exception as e:
                Logger.log("e" ,"exception occured in 3mf reader: %s" , e)      
        return result  
开发者ID:kelvinfang,项目名称:Cura,代码行数:94,代码来源:ThreeMFReader.py

示例4: SceneNode

# 需要导入模块: from UM.Math.Quaternion import Quaternion [as 别名]
# 或者: from UM.Math.Quaternion.Quaternion import setByMatrix [as 别名]

#.........这里部分代码省略.........
    #   \return False if the view should render this node, True if we handle our own rendering.
    def render(self, renderer) -> bool:
        return False

    ##  Get whether this SceneNode is enabled, that is, it can be modified in any way.
    def isEnabled(self) -> bool:
        return self._enabled

    ##  Set whether this SceneNode is enabled.
    #   \param enable True if this object should be enabled, False if not.
    #   \sa isEnabled
    def setEnabled(self, enable: bool):
        self._enabled = enable

    ##  Get whether this SceneNode can be selected.
    #
    #   \note This will return false if isEnabled() returns false.
    def isSelectable(self) -> bool:
        return self._enabled and self._selectable

    ##  Set whether this SceneNode can be selected.
    #
    #   \param select True if this SceneNode should be selectable, False if not.
    def setSelectable(self, select: bool):
        self._selectable = select

    ##  Get the bounding box of this node and its children.
    def getBoundingBox(self) -> Optional[AxisAlignedBox]:
        if not self._calculate_aabb:
            return None
        if self._aabb is None:
            self._calculateAABB()
        return self._aabb

    ##  Set whether or not to calculate the bounding box for this node.
    #
    #   \param calculate True if the bounding box should be calculated, False if not.
    def setCalculateBoundingBox(self, calculate: bool):
        self._calculate_aabb = calculate

    boundingBoxChanged = Signal()

    def getShear(self) -> Vector:
        return self._shear

    ##  private:
    def _transformChanged(self):
        self._updateTransformation()
        self._resetAABB()
        self.transformationChanged.emit(self)

        for child in self._children:
            child._transformChanged()

    def _updateTransformation(self):
        scale, shear, euler_angles, translation, mirror = self._transformation.decompose()
        self._position = translation
        self._scale = scale
        self._shear = shear
        self._mirror = mirror
        orientation = Quaternion()
        euler_angle_matrix = Matrix()
        euler_angle_matrix.setByEuler(euler_angles.x, euler_angles.y, euler_angles.z)
        orientation.setByMatrix(euler_angle_matrix)
        self._orientation = orientation
        if self._parent:
            self._world_transformation = self._parent.getWorldTransformation().multiply(self._transformation, copy = True)
        else:
            self._world_transformation = self._transformation

        world_scale, world_shear, world_euler_angles, world_translation, world_mirror = self._world_transformation.decompose()
        self._derived_position = world_translation
        self._derived_scale = world_scale

        world_euler_angle_matrix = Matrix()
        world_euler_angle_matrix.setByEuler(world_euler_angles.x, world_euler_angles.y, world_euler_angles.z)
        self._derived_orientation.setByMatrix(world_euler_angle_matrix)

    def _resetAABB(self):
        if not self._calculate_aabb:
            return
        self._aabb = None
        if self.getParent():
            self.getParent()._resetAABB()
        self.boundingBoxChanged.emit()

    def _calculateAABB(self):
        aabb = None
        if self._mesh_data:
            aabb = self._mesh_data.getExtents(self.getWorldTransformation())
        else:  # If there is no mesh_data, use a boundingbox that encompasses the local (0,0,0)
            position = self.getWorldPosition()
            aabb = AxisAlignedBox(minimum = position, maximum = position)

        for child in self._children:
            if aabb is None:
                aabb = child.getBoundingBox()
            else:
                aabb = aabb + child.getBoundingBox()
        self._aabb = aabb
开发者ID:senttech,项目名称:Uranium,代码行数:104,代码来源:SceneNode.py

示例5: SceneNode

# 需要导入模块: from UM.Math.Quaternion import Quaternion [as 别名]
# 或者: from UM.Math.Quaternion.Quaternion import setByMatrix [as 别名]

#.........这里部分代码省略.........
    #   you can override this method and render the node. Return True to prevent the
    #   view from rendering any attached mesh data.
    #
    #   \param renderer The renderer object to use for rendering.
    #
    #   \return False if the view should render this node, True if we handle our own rendering.
    def render(self, renderer):
        return False

    ##  Get whether this SceneNode is enabled, that is, it can be modified in any way.
    def isEnabled(self):
        if self._parent != None and self._enabled:
            return self._parent.isEnabled()
        else:
            return self._enabled

    ##  Set whether this SceneNode is enabled.
    #   \param enable True if this object should be enabled, False if not.
    #   \sa isEnabled
    def setEnabled(self, enable):
        self._enabled = enable

    ##  Get whether this SceneNode can be selected.
    #
    #   \note This will return false if isEnabled() returns false.
    def isSelectable(self):
        return self._enabled and self._selectable

    ##  Set whether this SceneNode can be selected.
    #
    #   \param select True if this SceneNode should be selectable, False if not.
    def setSelectable(self, select):
        self._selectable = select

    ##  Get the bounding box of this node and its children.
    #
    #   Note that the AABB is calculated in a separate thread. This method will return an invalid (size 0) AABB
    #   while the calculation happens.
    def getBoundingBox(self):
        if self._aabb:
            return self._aabb

        if not self._aabb_job:
            self._resetAABB()

        return AxisAlignedBox()

    ##  Set whether or not to calculate the bounding box for this node.
    #
    #   \param calculate True if the bounding box should be calculated, False if not.
    def setCalculateBoundingBox(self, calculate):
        self._calculate_aabb = calculate

    boundingBoxChanged = Signal()

    ##  private:
    def _transformChanged(self):
        self._updateTransformation()
        self._resetAABB()
        self.transformationChanged.emit(self)

        for child in self._children:
            child._transformChanged()

    def _updateTransformation(self):
        scale, shear, euler_angles, translation = self._transformation.decompose()
        self._position = translation
        self._scale = scale
        self._shear = shear
        orientation = Quaternion()
        euler_angle_matrix = Matrix()
        euler_angle_matrix.setByEuler(euler_angles.x, euler_angles.y, euler_angles.z)
        orientation.setByMatrix(euler_angle_matrix)
        self._orientation = orientation
        if self._parent:
            self._world_transformation = self._parent.getWorldTransformation().multiply(self._transformation, copy = True)
        else:
            self._world_transformation = self._transformation

        world_scale, world_shear, world_euler_angles, world_translation = self._world_transformation.decompose()
        self._derived_position = world_translation
        self._derived_scale = world_scale

        world_euler_angle_matrix = Matrix()
        world_euler_angle_matrix.setByEuler(world_euler_angles.x, world_euler_angles.y, world_euler_angles.z)
        self._derived_orientation.setByMatrix(world_euler_angle_matrix)

        world_scale, world_shear, world_euler_angles, world_translation = self._world_transformation.decompose()

    def _resetAABB(self):
        if not self._calculate_aabb:
            return

        self._aabb = None

        if self._aabb_job:
            self._aabb_job.cancel()

        self._aabb_job = _CalculateAABBJob(self)
        self._aabb_job.start()
开发者ID:Kiddo3D,项目名称:Uranium,代码行数:104,代码来源:SceneNode.py


注:本文中的UM.Math.Quaternion.Quaternion.setByMatrix方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。