本文整理汇总了Python中mathutils.Euler类的典型用法代码示例。如果您正苦于以下问题:Python Euler类的具体用法?Python Euler怎么用?Python Euler使用的例子?那么恭喜您, 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Euler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: add_object_align_init
def add_object_align_init(context, operator):
"""
Return a matrix using the operator settings and view context.
:arg context: The context to use.
:type context: :class:`bpy.types.Context`
:arg operator: The operator, checked for location and rotation properties.
:type operator: :class:`bpy.types.Operator`
:return: the matrix from the context and settings.
:rtype: :class:`mathutils.Matrix`
"""
from mathutils import Matrix, Vector, Euler
properties = operator.properties if operator is not None else None
space_data = context.space_data
if space_data and space_data.type != 'VIEW_3D':
space_data = None
# location
if operator and properties.is_property_set("location"):
location = Matrix.Translation(Vector(properties.location))
else:
location = Matrix.Translation(context.scene.cursor.location)
if operator:
properties.location = location.to_translation()
# rotation
view_align = (context.preferences.edit.object_align == 'VIEW')
view_align_force = False
if operator:
if properties.is_property_set("view_align"):
view_align = view_align_force = operator.view_align
else:
if properties.is_property_set("rotation"):
# ugh, 'view_align' callback resets
value = properties.rotation[:]
properties.view_align = view_align
properties.rotation = value
del value
else:
properties.view_align = view_align
if operator and (properties.is_property_set("rotation") and
not view_align_force):
rotation = Euler(properties.rotation).to_matrix().to_4x4()
else:
if view_align and space_data:
rotation = space_data.region_3d.view_matrix.to_3x3().inverted()
rotation.resize_4x4()
else:
rotation = Matrix()
# set the operator properties
if operator:
properties.rotation = rotation.to_euler()
return location @ rotation
示例2: obj_orientation
def obj_orientation(obj, alpha, beta, gamma):
'''Set obj orientation, angle in degrees'''
alpha = alpha*pi/180
beta = beta*pi/180
gamma = gamma*pi/180
rot_in_euler = Euler([alpha, beta, gamma])
obj.worldOrientation = rot_in_euler.to_matrix()
示例3: __getAxisAngleBasedRotation
def __getAxisAngleBasedRotation(self, rotate, translate):
euler = Euler(rotate)
self.logger.debug("Injecting rotation: '%s'", str(euler))
vector_translate = Vector((translate[0], translate[1], translate[2]))
# actually the translation is also needed to be passed here
rotate_mtx = Matrix.to_4x4(euler.to_matrix())
translate_mtx = Matrix.Translation(vector_translate)
cameraMatrix = translate_mtx * rotate_mtx
# global matrix rotate (guess it is for world coordinate system rotating)
mtx = Matrix.Rotation(-(math.pi / 2.0), 4, 'X')
mtx = mtx * cameraMatrix
(loc, quat, _) = mtx.decompose()
# get the values the way that in x3d exporter does
quat = quat.normalized()
# some weird stuff
axises = list(quat.axis.to_tuple())
angle = quat.angle
orientation = self.__getStringRepresentation(axises) + " " + str(angle)
translation = self.__getStringRepresentation(loc)
return translation, orientation
示例4: getTransformFromParent
def getTransformFromParent(self):
rot = Euler((radians(self.alpha.value), radians(self.beta.value),
radians(self.gamma.value)), 'XYZ').to_matrix()
rot.resize_4x4()
transl = Matrix.Translation((self.x.value, self.y.value, self.z.value))
# print("here",transl * rot)
return transl * rot
示例5: mapping_node_order_flip
def mapping_node_order_flip(orientation):
"""
Flip euler order of mapping shader node
see: Blender #a1ffb49
"""
rot = Euler(orientation)
rot.order = 'ZYX'
quat = rot.to_quaternion()
return quat.to_euler('XYZ')
示例6: process
def process(self):
if not self.outputs['Quaternions'].is_linked:
return
inputs = self.inputs
quaternionList = []
if self.mode == "WXYZ":
I = [inputs[n].sv_get()[0] for n in "WXYZ"]
params = match_long_repeat(I)
for wxyz in zip(*params):
q = Quaternion(wxyz)
if self.normalize:
q.normalize()
quaternionList.append(q)
elif self.mode == "SCALARVECTOR":
I = [inputs[n].sv_get()[0] for n in ["Scalar", "Vector"]]
params = match_long_repeat(I)
for scalar, vector in zip(*params):
q = Quaternion([scalar, *vector])
if self.normalize:
q.normalize()
quaternionList.append(q)
elif self.mode == "EULER":
I = [inputs["Angle " + n].sv_get()[0] for n in "XYZ"]
params = match_long_repeat(I)
au = angleConversion[self.angleUnits]
for angleX, angleY, angleZ in zip(*params):
euler = Euler((angleX * au, angleY * au, angleZ * au), self.eulerOrder)
q = euler.to_quaternion()
if self.normalize:
q.normalize()
quaternionList.append(q)
elif self.mode == "AXISANGLE":
I = [inputs[n].sv_get()[0] for n in ["Axis", "Angle"]]
params = match_long_repeat(I)
au = angleConversion[self.angleUnits]
for axis, angle in zip(*params):
q = Quaternion(axis, angle * au)
if self.normalize:
q.normalize()
quaternionList.append(q)
elif self.mode == "MATRIX":
input_M = inputs["Matrix"].sv_get(default=idMat)
for m in input_M:
q = Matrix(m).to_quaternion()
if self.normalize:
q.normalize()
quaternionList.append(q)
self.outputs['Quaternions'].sv_set([quaternionList])
示例7: eval_planet_rotation
def eval_planet_rotation(scn_name, obj_name, index=None, time=None):
"""Evaluate the planets rotation, used by driver.
scn_name = Name of a scene which contains the object
obj_name = Name of the object to simulate
index = index of the rotation channel,
usually only z-axis (index=2) changes
time = time when to calculate, if not given use current scene time
time is in seconds of the simulation
returns an Euler in mode ZYX or, if index given, an angle in radians
"""
scn = bpy.data.scenes.get(scn_name)
obj = bpy.data.objects.get(obj_name)
if not obj or not scn:
errmsg = "DRIVER ERROR: Invalid obj_name ({}) or scn_name ({})"
print(errmsg.format(obj_name, scn_name))
return 0
simscn = scn.sssim_scn
simrot = obj.sssim_rotation
# time = time in seconds, if None use current scene time
if time is None:
time = simscn.time
# rotation_period is also in seconds
rotation_period = simrot.rotation_period
if rotation_period != 0:
rot_z = 2 * pi * time / rotation_period
else:
# invalid input -> no rotation
rot_z = 0
tilt = simrot.axis_tilt
planet_rot = Euler((tilt, 0.0, 0.0), 'ZYX') # note that mode is 'ZYX'
# rotate around global (not local) z-axis
direction = simrot.axis_direction
planet_rot.rotate(Euler((0.0, 0.0, direction), 'XYZ'))
# rotate around local z-axis
# NOTE: we won't use planet_rot.rotate_axis('Z', rot_z) because then
# all rotations are between -180 and 180 and for the rotation around
# z we need a continous motion with increasing z values
planet_rot.z += rot_z
if simrot.relative_to_orbit and obj.sssim_obj.object_type == 'PLANET':
planet_rot = orbit_rotate(planet_rot, obj.sssim_orbit)
if index is None:
return planet_rot
else:
return planet_rot[index]
示例8: main
def main(_self, entity_object, plugin_data):
# Restore Euler structure
new_orientation = [0, 0, 0]
for value in plugin_data:
new_orientation[value[1]] = value[0]
euler_orientation = Euler(new_orientation)
# Interpolate between data and use for extrapolation
interpolator = setdefaultdict(entity_object, "interpolate_orientation", interpolate([entity_object.worldOrientation.to_quaternion(), 0.0]))
orientation = [euler_orientation.to_quaternion(), time.time()]
interpolator.update(orientation)
entity_object.worldOrientation = euler_orientation.to_matrix()
示例9: draw_cloud
def draw_cloud(bm, prefs, translation=(0, 0, 0)):
mat = Matrix()
mat.translation = translation
smin = prefs.lp_Cloud_Scale_Min
smax = prefs.lp_Cloud_Scale_Max
sx = uniform(smin[0], smax[0])
sy = uniform(smin[1], smax[1])
sz = uniform(smin[2], smax[2])
scale = (sx, sy, sz)
mat[0][0], mat[1][1], mat[2][2] = scale[0], scale[1], scale[2]
e = Euler((uniform(0, 3.14), uniform(0, 3.14), uniform(0, 3.14)), 'XYZ')
mat = mat * e.to_matrix().to_4x4()
bmesh.ops.create_icosphere(bm, subdivisions=prefs.lp_Cloud_Subdivisions,
diameter=1.0, matrix=mat)
return scale
示例10: draw_arc12
def draw_arc12(x, y, radius, start_angle, end_angle, subdivide): # いずれ削除
# 十二時から時計回りに描画
v = Vector([0, 1, 0])
e = Euler((0, 0, -start_angle))
m = e.to_matrix()
v = v * m
if end_angle >= start_angle:
a = (end_angle - start_angle) / (subdivide + 1)
else:
a = (end_angle + math.pi * 2 - start_angle) / (subdivide + 1)
e = Euler((0, 0, -a))
m = e.to_matrix()
bgl.glBegin(bgl.GL_LINE_STRIP)
for i in range(subdivide + 2):
v1 = v * radius
bgl.glVertex2f(x + v1[0], y + v1[1])
v = v * m
bgl.glEnd()
示例11: rotation
def rotation(self, xyz):
if len(xyz) != 3: utils.debug("Rotation assignment failed on " + self.obj.name + " object. xyz size != 3.")
if isinstance(xyz, (list, tuple)) or len(xyz) == 3:
xyz = Euler(xyz, 'XYZ')
srt = self.obj.localOrientation.copy()
xyz = xyz.to_matrix()
for obj in self.transformable:
if obj.__class__.__name__ == "KX_GameObject":
if obj == self.obj: obj.localOrientation = xyz
else:
srr = obj.worldOrientation.copy()
srr.rotate(xyz)
srr = srr.to_euler()
obj.localOrientation = srr
else:
srr = obj.rotation.copy()
srr.rotate(xyz)
obj.localOrientation = srr
obj.rotation = srr
self._rotation = self.ProxyRotation()
示例12: createSceneFromXML
def createSceneFromXML(scene_file):
# parse xml
sceneTree = ET.parse(scene_file)
root = sceneTree.getroot()
# traverse scene xml
materialStack.append(createDefaultMaterial())
transformStack.append(Matrix.Identity(4))
rootObject = createObjectFromXML(root, root[0], './sceneRoot', None, True)
# create coordinate conversion root
sceneObject = bpy.data.objects.new('JReality Scene', None)
jrealityToBlender = Euler((math.pi/2, 0.0, math.pi/2), 'XYZ')
sceneObject.matrix_local = jrealityToBlender.to_matrix().to_4x4()
bpy.context.scene.objects.link(sceneObject)
rootObject.parent = sceneObject;
# find active camera
cameraPath = root.find("scenePaths/path[@name='cameraPath']")
if cameraPath != None:
cameraPathXpath = resolveReferencePath(root, cameraPath, "./scenePaths/path[@name='cameraPath']")
cameraPath = resolveReference(root, cameraPath, "./scenePaths/path[@name='cameraPath']")
node = cameraPath.find('node[last()]')
camTag = resolveReference(root, node, cameraPathXpath + "/node[last()]")
bpy.context.scene.camera = tagToObject[camTag]
else:
print('WARNING: no camera path set')
示例13: __init__
def __init__(self, name, root, length, chord, incidence, twist, taper, sweep, dihedral):
# transform angles to rad
sweep *= DEG2RAD
twist *= DEG2RAD
dihedral *= DEG2RAD
incidence *=DEG2RAD
# find out if it's a symetric element
self.is_symetric = not name.startswith("YASim_vstab")
# create the wing mesh object
# the wing is first created at ORIGIN w/o incidence/dihedral
base = ORIGIN
basefore = ORIGIN + 0.5 * chord * X
baseaft = ORIGIN - 0.5 * chord * X
tip = ORIGIN + (math.cos(sweep) * length * Y) - (math.sin(sweep) * length * X)
tipfore = tip + (0.5 * taper * chord * math.cos(twist) * X) + (0.5 * taper * chord * math.sin(twist) * Z)
tipaft = tip + tip - tipfore
# <1--0--2
# \ | /
# 4-3-5
wing_obj = mesh_create(name, ORIGIN, [base, basefore, baseaft, tip, tipfore, tipaft], [],
[(0, 1, 4, 3), (2, 0, 3, 5)])
# now transform the mesh
# set the created object active !!!!!!!
bpy.context.scene.objects.active = wing_obj
# get the active mesh
mesh = bpy.context.object.data
# create a rotation matrix, for dihedral and incidence rotation
e = Euler((dihedral, -incidence, 0))
m1 = e.to_matrix()
m = m1.to_4x4()
# rotate it
mesh.transform(m)
mesh.update()
# position the object
#wing_obj.location = root
# use the matrix to position it
wing_obj.matrix_world = Matrix.Translation(root)
# assign materials
if self.is_symetric:
Item.set_material('tgreen-1', (0.0,0.5,0.0), 0.5)
Symetric.list_append(wing_obj)
else:
Item.set_material('tred-1', (0.5,0.0,0.0), 0.5)
# write out the vars for the flaps
self.baseaft = baseaft
self.tipaft = tipaft
self.base = base
self.wing_obj = wing_obj
self.mesh_matrix = m
示例14: bvh_node_dict2armature
#.........这里部分代码省略.........
# Create a shared time axis for all animation curves.
time = [float(frame_start)] * num_frame
dt = 0.0
if use_fps_scale:
dt = scene.render.fps * bvh_frame_time
for frame_i in range(1, num_frame):
time[frame_i] += float(frame_i) * dt
else:
sub_frame_step = 1
for frame_i in range(1, num_frame):
time[frame_i] += float(frame_i)
frange = range(0, num_frame, sub_frame_step)
print("bvh_frame_time = %f, dt = %f, num_frame = %d"
% (bvh_frame_time, dt, num_frame))
for i, bvh_node in enumerate(bvh_nodes_list):
pose_bone, bone_rest_matrix, bone_rest_matrix_inv = bvh_node.temp
#print("FRANGE:", frange)
if bvh_node.has_loc:
# Not sure if there is a way to query this or access it in the
# PoseBone structure.
if (pose_bone.parent is None and only_rootbone_location) or not only_rootbone_location:
data_path = 'pose.bones["%s"].location' % pose_bone.name
location = [(0.0, 0.0, 0.0)] * num_frame
for frame_i in range(0, num_frame):
bvh_loc = bvh_node.anim_data[frame_i + skip_frame][:3]
bone_translate_matrix = Matrix.Translation(
Vector(bvh_loc) - bvh_node.rest_head_local)
location[frame_i] = (bone_rest_matrix_inv *
bone_translate_matrix).to_translation()
# For each location x, y, z.
for axis_i in range(3):
curve = action.fcurves.new(data_path=data_path, index=axis_i)
keyframe_points = curve.keyframe_points
keyframe_points.add(len(frange))
for i, frame_i in enumerate(frange):
keyframe_points[i].co = \
(time[frame_i], location[frame_i][axis_i])
if bvh_node.has_rot:
data_path = None
rotate = None
if 'QUATERNION' == rotate_mode:
rotate = [(1.0, 0.0, 0.0, 0.0)] * num_frame
data_path = ('pose.bones["%s"].rotation_quaternion'
% pose_bone.name)
else:
rotate = [(0.0, 0.0, 0.0)] * num_frame
data_path = ('pose.bones["%s"].rotation_euler' %
pose_bone.name)
prev_euler = Euler((0.0, 0.0, 0.0))
for frame_i in range(0, num_frame):
bvh_rot = bvh_node.anim_data[frame_i + skip_frame][3:]
# apply rotation order and convert to XYZ
# note that the rot_order_str is reversed.
euler = Euler(bvh_rot, bvh_node.rot_order_str[::-1])
bone_rotation_matrix = euler.to_matrix().to_4x4()
bone_rotation_matrix = (bone_rest_matrix_inv *
bone_rotation_matrix *
bone_rest_matrix)
if 4 == len(rotate[frame_i]):
rotate[frame_i] = bone_rotation_matrix.to_quaternion()
else:
rotate[frame_i] = bone_rotation_matrix.to_euler(
pose_bone.rotation_mode, prev_euler)
prev_euler = rotate[frame_i]
# For each Euler angle x, y, z (or Quaternion w, x, y, z).
for axis_i in range(len(rotate[0])):
curve = action.fcurves.new(data_path=data_path, index=axis_i)
keyframe_points = curve.keyframe_points
keyframe_points.add(len(frange))
for i, frame_i in enumerate(frange):
keyframe_points[i].co = \
(time[frame_i], rotate[frame_i][axis_i])
for cu in action.fcurves:
if IMPORT_LOOP:
pass # 2.5 doenst have cyclic now?
for bez in cu.keyframe_points:
bez.interpolation = 'LINEAR'
# finally apply matrix
arm_ob.matrix_world = global_matrix
bpy.ops.object.transform_apply(rotation=True)
return arm_ob
示例15: poll
import bge
import time
from rift import PyRift
from mathutils import Quaternion, Euler, Vector
# Functions
def poll():
bge.logic.rift.pollSensor()
bge.logic.rotation = Quaternion((bge.logic.rift.headPose[3], bge.logic.rift.headPose[4], bge.logic.rift.headPose[5], bge.logic.rift.headPose[6]))
bge.logic.position = Vector((bge.logic.rift.headPose[0],bge.logic.rift.headPose[1],bge.logic.rift.headPose[2]))
# Main
try:
eu = bge.logic.rotation.to_euler()
fix = Euler((-1.57, 0, 0), 'XYZ')
rot = Euler((-eu.z, eu.y, -eu.x), 'XYZ')
rot.rotate(fix)
bge.logic.prev_orientation = rot;
poll()
except:
bge.logic.rift = PyRift()
bge.logic.rift.connect()
scene_e = bge.logic.getCurrentScene()
cam_e = scene_e.active_camera
bge.logic.init_position = Vector((cam_e.localPosition[0],cam_e.localPosition[1],cam_e.localPosition[2]))
bge.logic.init_orientation = cam_e.localOrientation.to_euler()
eu = Euler()