本文整理汇总了Python中UM.Scene.SceneNode.SceneNode.translate方法的典型用法代码示例。如果您正苦于以下问题:Python SceneNode.translate方法的具体用法?Python SceneNode.translate怎么用?Python SceneNode.translate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.Scene.SceneNode.SceneNode
的用法示例。
在下文中一共展示了SceneNode.translate方法的7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_scaleWorld
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import translate [as 别名]
def test_scaleWorld(self):
node1 = SceneNode()
node2 = SceneNode(node1)
node2.scale(Vector(1.5,1.,1.))
node2.translate(Vector(10,10,10))
self.assertEqual(node2.getWorldPosition(), Vector(15,10,10))
node2.scale(Vector(1.5,1,1))
self.assertEqual(node2.getWorldPosition(), Vector(15,10,10))
示例2: test_translate
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import translate [as 别名]
def test_translate(self):
node = SceneNode()
self.assertEqual(node.getPosition(), Vector(0, 0, 0))
node.translate(Vector(0, 0, 10))
self.assertEqual(node.getPosition(), Vector(0, 0, 10))
node.translate(Vector(0, 0, 10))
self.assertEqual(node.getPosition(), Vector(0, 0, 20))
示例3: multiplyObject
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import translate [as 别名]
def multiplyObject(self, object_id, count):
node = self.getController().getScene().findObject(object_id)
if node:
op = GroupedOperation()
for i in range(count):
new_node = SceneNode()
new_node.setMeshData(node.getMeshData())
new_node.setScale(node.getScale())
new_node.translate(Vector((i + 1) * node.getBoundingBox().width, 0, 0))
new_node.setSelectable(True)
op.addOperation(AddSceneNodeOperation(new_node, node.getParent()))
op.push()
示例4: groupSelected
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import translate [as 别名]
def groupSelected(self):
group_node = SceneNode()
group_decorator = GroupDecorator()
group_node.addDecorator(group_decorator)
group_node.setParent(self.getController().getScene().getRoot())
for node in Selection.getAllSelectedObjects():
node.setParent(group_node)
group_node.setCenterPosition(group_node.getBoundingBox().center)
#group_node.translate(Vector(0,group_node.getBoundingBox().center.y,0))
group_node.translate(group_node.getBoundingBox().center)
for node in group_node.getChildren():
Selection.remove(node)
Selection.add(group_node)
示例5: test_deepCopy
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import translate [as 别名]
def test_deepCopy(self):
node_1 = SceneNode()
node_2 = SceneNode()
node_1.translate(Vector(1, 2, 3))
node_1.scale(Vector(1.5, 1., 1.))
node_1.setMeshData(MeshData())
node_1.addChild(node_2)
node_1.addDecorator(GroupDecorator())
copied_node = deepcopy(node_1)
assert copied_node.getScale() == Vector(1.5, 1, 1)
assert copied_node.getPosition() == Vector(1, 2, 3)
assert len(copied_node.getChildren()) == 1
# Ensure that the decorator also got copied
assert copied_node.callDecoration("isGroup")
示例6: multiplyObject
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import translate [as 别名]
def multiplyObject(self, object_id, count):
node = self.getController().getScene().findObject(object_id)
if not node and object_id != 0: #Workaround for tool handles overlapping the selected object
node = Selection.getSelectedObject(0)
if node:
op = GroupedOperation()
for i in range(count):
new_node = SceneNode()
new_node.setMeshData(node.getMeshData())
new_node.translate(Vector((i + 1) * node.getBoundingBox().width, node.getPosition().y, 0))
new_node.setOrientation(node.getOrientation())
new_node.setScale(node.getScale())
new_node.setSelectable(True)
op.addOperation(AddSceneNodeOperation(new_node, node.getParent()))
op.push()
示例7: test_translateWorld
# 需要导入模块: from UM.Scene.SceneNode import SceneNode [as 别名]
# 或者: from UM.Scene.SceneNode.SceneNode import translate [as 别名]
def test_translateWorld(self):
node1 = SceneNode()
node2 = SceneNode(node1)
self.assertEqual(node2.getWorldPosition(), Vector(0, 0, 0))
node1.translate(Vector(0, 0, 10))
self.assertEqual(node1.getWorldPosition(), Vector(0, 0, 10))
self.assertEqual(node2.getWorldPosition(), Vector(0, 0, 10))
node2.translate(Vector(0, 0, 10))
self.assertEqual(node1.getWorldPosition(), Vector(0, 0, 10))
self.assertEqual(node2.getWorldPosition(), Vector(0, 0, 20))
node1.rotate(Quaternion.fromAngleAxis(math.pi / 2, Vector.Unit_Y))
self.assertEqual(node1.getWorldPosition(), Vector(0, 0, 10))
self.assertEqual(node2.getWorldPosition(), Vector(10, 0, 10))
node2.translate(Vector(0, 0, 10))
# Local translation on Z with a parent rotated 90 degrees results in movement on X axis
pos = node2.getWorldPosition()
#Using fuzzyCompare due to accumulation of floating point error
self.assertTrue(Float.fuzzyCompare(pos.x, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 10)))
self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 10)))
self.assertTrue(Float.fuzzyCompare(pos.z, 10, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 10)))
node2.translate(Vector(0, 0, 10), SceneNode.TransformSpace.World)
# World translation on Z with a parent rotated 90 degrees results in movement on Z axis
pos = node2.getWorldPosition()
self.assertTrue(Float.fuzzyCompare(pos.x, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 20)))
self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 20)))
self.assertTrue(Float.fuzzyCompare(pos.z, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(20, 0, 20)))
node1.translate(Vector(0, 0, 10))
self.assertEqual(node1.getWorldPosition(), Vector(10, 0, 10))
pos = node2.getWorldPosition()
self.assertTrue(Float.fuzzyCompare(pos.x, 30, 1e-5), "{0} does not equal {1}".format(pos, Vector(30, 0, 20)))
self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-5), "{0} does not equal {1}".format(pos, Vector(30, 0, 20)))
self.assertTrue(Float.fuzzyCompare(pos.z, 20, 1e-5), "{0} does not equal {1}".format(pos, Vector(30, 0, 20)))
node1.scale(Vector(2, 2, 2))
pos = node2.getWorldPosition()
self.assertTrue(Float.fuzzyCompare(pos.x, 50, 1e-4), "{0} does not equal {1}".format(pos, Vector(50, 0, 30)))
self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-4), "{0} does not equal {1}".format(pos, Vector(50, 0, 30)))
self.assertTrue(Float.fuzzyCompare(pos.z, 30, 1e-4), "{0} does not equal {1}".format(pos, Vector(50, 0, 30)))
node2.translate(Vector(0, 0, 10))
pos = node2.getWorldPosition()
self.assertTrue(Float.fuzzyCompare(pos.x, 70, 1e-4), "{0} does not equal {1}".format(pos, Vector(70, 0, 30)))
self.assertTrue(Float.fuzzyCompare(pos.y, 0, 1e-4), "{0} does not equal {1}".format(pos, Vector(70, 0, 30)))
self.assertTrue(Float.fuzzyCompare(pos.z, 30, 1e-4), "{0} does not equal {1}".format(pos, Vector(70, 0, 30)))
# World space set position
node1 = SceneNode()
node2 = SceneNode(node1)
node1.setPosition(Vector(15,15,15))
node2.setPosition(Vector(10,10,10))
self.assertEqual(node2.getWorldPosition(), Vector(25, 25, 25))
node2.setPosition(Vector(15,15,15), SceneNode.TransformSpace.World)
self.assertEqual(node2.getWorldPosition(), Vector(15, 15, 15))
self.assertEqual(node2.getPosition(), Vector(0,0,0))
node1.setPosition(Vector(15,15,15))
node2.setPosition(Vector(0,0,0))
node2.rotate(Quaternion.fromAngleAxis(-math.pi / 2, Vector.Unit_Y))
node2.translate(Vector(10,0,0))
self.assertEqual(node2.getWorldPosition(), Vector(15,15,25))
node2.setPosition(Vector(15,15,25), SceneNode.TransformSpace.World)
self.assertEqual(node2.getWorldPosition(), Vector(15,15,25))
self.assertEqual(node2.getPosition(), Vector(0,0,10))