本文整理汇总了Python中mathutils.Euler.to_matrix方法的典型用法代码示例。如果您正苦于以下问题:Python Euler.to_matrix方法的具体用法?Python Euler.to_matrix怎么用?Python Euler.to_matrix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mathutils.Euler
的用法示例。
在下文中一共展示了Euler.to_matrix方法的13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: obj_orientation
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
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2: __getAxisAngleBasedRotation
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
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3: draw_arc12
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
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4: main
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
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5: draw_cloud
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
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6: rotation
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
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7: createSceneFromXML
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
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8: __init__
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
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9: bvh_node_dict2armature
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
#.........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10: _get_bone_channels
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
def _get_bone_channels(bone_list, action, export_scale):
"""Takes a bone list and action and returns bone channels.
bone_channels structure example:
[("Bone", [("_TIME", [0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1]), ("_MATRIX", [])])]"""
bone_channels = []
frame_start = action.frame_range[0]
frame_end = action.frame_range[1]
total_time = action.scs_props.action_length
anim_export_step = action.scs_props.anim_export_step
total_frames = (frame_end - frame_start) / anim_export_step
# print(' -- action: %r' % str(action))
for bone in bone_list:
# print(' oo bone: %r' % str(bone))
if bone:
# print(' -- bone_name: %r' % bone.name)
bone_name = bone.name
bone_rest_mat = bone.matrix_local
if bone.parent:
parent_bone_rest_mat = Matrix.Scale(export_scale, 4) * _convert_utils.scs_to_blend_matrix().inverted() * bone.parent.matrix_local
else:
parent_bone_rest_mat = Matrix()
for group in action.groups:
if group.name == bone_name:
# print(' -- group: %r' % str(group))
# GET CHANELS' CURVES
loc_curves = {}
euler_rot_curves = {}
quat_rot_curves = {}
sca_curves = {}
rot_mode = ''
for channel in group.channels:
data_path = channel.data_path
array_index = channel.array_index
# channel_start = channel.range()[0]
# channel_end = channel.range()[1]
# print(' channel: %r (%s) [%s - %s]' % (data_path, array_index, channel_start, channel_end))
if data_path.endswith("location"):
loc_curves[array_index] = channel
elif data_path.endswith("rotation_euler"):
euler_rot_curves[array_index] = channel
rot_mode = 'euler'
elif data_path.endswith("rotation_quaternion"):
quat_rot_curves[array_index] = channel
rot_mode = 'quat'
elif data_path.endswith("scale"):
sca_curves[array_index] = channel
# GO THOUGH FRAMES
actual_frame = frame_start
timings_stream = []
matrices_stream = []
while actual_frame <= frame_end:
mat_loc = Matrix()
mat_rot = Matrix()
mat_sca = Matrix()
# LOCATION MATRIX
if len(loc_curves) > 0:
location = Vector()
for index in range(3):
if index in loc_curves:
location[index] = loc_curves[index].evaluate(actual_frame)
mat_loc = Matrix.Translation(location)
# ROTATION MATRIX
if rot_mode == 'euler' and len(euler_rot_curves) > 0:
rotation = Euler()
for index in range(3):
if index in euler_rot_curves:
rotation[index] = euler_rot_curves[index].evaluate(actual_frame)
mat_rot = Euler(rotation, 'XYZ').to_matrix().to_4x4() # TODO: Solve the other rotation modes.
if rot_mode == 'quat' and len(quat_rot_curves) > 0:
rotation = Quaternion()
for index in range(4):
if index in quat_rot_curves:
rotation[index] = quat_rot_curves[index].evaluate(actual_frame)
mat_rot = rotation.to_matrix().to_4x4()
# SCALE MATRIX
if len(sca_curves) > 0:
scale = Vector((1.0, 1.0, 1.0))
for index in range(3):
if index in sca_curves:
scale[index] = sca_curves[index].evaluate(actual_frame)
mat_sca = Matrix()
mat_sca[0] = (scale[0], 0, 0, 0)
mat_sca[1] = (0, scale[2], 0, 0)
mat_sca[2] = (0, 0, scale[1], 0)
mat_sca[3] = (0, 0, 0, 1)
# BLENDER FRAME MATRIX
mat = mat_loc * mat_rot * mat_sca
# SCALE REMOVAL MATRIX
rest_location, rest_rotation, rest_scale = bone_rest_mat.decompose()
# print(' BONES rest_scale: %s' % str(rest_scale))
rest_scale = rest_scale * export_scale
scale_removal_matrix = Matrix()
scale_removal_matrix[0] = (1.0 / rest_scale[0], 0, 0, 0)
#.........这里部分代码省略.........
示例11: _get_bone_channels
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
def _get_bone_channels(scs_root_obj, armature, scs_animation, action, export_scale):
"""Takes armature and action and returns bone channels.
bone_channels structure example:
[("Bone", [("_TIME", [0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1]), ("_MATRIX", [])])]"""
bone_channels = []
frame_start = scs_animation.anim_start
frame_end = scs_animation.anim_end
anim_export_step = action.scs_props.anim_export_step
total_frames = (frame_end - frame_start) / anim_export_step
# armature matrix stores transformation of armature object against scs root
# and has to be added to all bones as they only armature space transformations
armature_mat = scs_root_obj.matrix_world.inverted() * armature.matrix_world
invalid_data = False # flag to indicate invalid data state
curves_per_bone = {} # store all the curves we are interested in per bone names
for bone in armature.data.bones:
for fcurve in action.fcurves:
# check if curve belongs to bone
if '["' + bone.name + '"]' in fcurve.data_path:
data_path = fcurve.data_path
array_index = fcurve.array_index
if data_path.endswith("location"):
curve_type = "location"
elif data_path.endswith("rotation_euler"):
curve_type = "euler_rotation"
elif data_path.endswith("rotation_quaternion"):
curve_type = "quat_rotation"
elif data_path.endswith("scale"):
curve_type = "scale"
else:
curve_type = None
# write only recognized curves
if curve_type is not None:
if bone.name not in curves_per_bone:
curves_per_bone[bone.name] = {
"location": {},
"euler_rotation": {},
"quat_rotation": {},
"scale": {}
}
curves_per_bone[bone.name][curve_type][array_index] = fcurve
for bone_name, bone_curves in curves_per_bone.items():
bone = armature.data.bones[bone_name]
pose_bone = armature.pose.bones[bone_name]
loc_curves = bone_curves["location"]
euler_rot_curves = bone_curves["euler_rotation"]
quat_rot_curves = bone_curves["quat_rotation"]
sca_curves = bone_curves["scale"]
bone_rest_mat = armature_mat * bone.matrix_local
if bone.parent:
parent_bone_rest_mat = (Matrix.Scale(export_scale, 4) * _convert_utils.scs_to_blend_matrix().inverted() *
armature_mat * bone.parent.matrix_local)
else:
parent_bone_rest_mat = Matrix()
# GO THOUGH FRAMES
actual_frame = frame_start
timings_stream = []
matrices_stream = []
while actual_frame <= frame_end:
mat_loc = Matrix()
mat_rot = Matrix()
mat_sca = Matrix()
# LOCATION MATRIX
if len(loc_curves) > 0:
location = Vector()
for index in range(3):
if index in loc_curves:
location[index] = loc_curves[index].evaluate(actual_frame)
mat_loc = Matrix.Translation(location)
# ROTATION MATRIX
if len(euler_rot_curves) > 0:
rotation = Euler()
for index in range(3):
if index in euler_rot_curves:
rotation[index] = euler_rot_curves[index].evaluate(actual_frame)
mat_rot = Euler(rotation, pose_bone.rotation_mode).to_matrix().to_4x4() # calc rotation by pose rotation mode
elif len(quat_rot_curves) > 0:
rotation = Quaternion()
for index in range(4):
if index in quat_rot_curves:
rotation[index] = quat_rot_curves[index].evaluate(actual_frame)
mat_rot = rotation.to_matrix().to_4x4()
# SCALE MATRIX
if len(sca_curves) > 0:
scale = Vector((1.0, 1.0, 1.0))
#.........这里部分代码省略.........
示例12: get_top_mesh
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
def get_top_mesh(context, prefs):
me = context.blend_data.meshes.new("temp_mesh")
bm = bmesh.new()
bm.from_mesh(me)
mat = Matrix()
tt = prefs.lp_Tree_Type
if tt == "lp_Tree_Oak":
mat.translation = (0, 0, prefs.trunk_depth)
tsmin = prefs.lp_Tree_Top_Scale_Min
tsmax = prefs.lp_Tree_Top_Scale_Max
mat[0][0], mat[1][1], mat[2][2] = (
uniform(tsmin[0], tsmax[0]),
uniform(tsmin[1], tsmax[1]),
uniform(tsmin[2], tsmax[2]),
)
bmesh.ops.create_icosphere(bm, subdivisions=prefs.lp_Tree_Top_Subdivisions, diameter=1.0, matrix=mat)
elif tt == "lp_Tree_Pine":
segments = get_random(prefs.lp_Tree_Top_Stage_Segments_Min, prefs.lp_Tree_Top_Stage_Segments_Max)
stages = get_random(prefs.lp_Tree_Top_Stages_Min, prefs.lp_Tree_Top_Stages_Max)
td = prefs.trunk_depth - 0.7
sstep = uniform(prefs.lp_Tree_Top_Stage_Step_Min, prefs.lp_Tree_Top_Stage_Step_Max)
ssmin = prefs.lp_Tree_Top_Stage_Size_Min
ssmax = prefs.lp_Tree_Top_Stage_Size_Max
ssize = (uniform(ssmin[0], ssmax[0]), uniform(ssmin[1], ssmax[1]), uniform(ssmin[2], ssmax[2]))
for i in range(0, stages):
mult = prefs.lp_Tree_Top_Stage_Shrink_Multiplier * (i / 4)
sc = (1 - i * prefs.lp_Tree_Top_Stage_Shrink * mult) * 0.9
if sc < 0.01:
sc = 0.01
mat[0][0], mat[1][1], mat[2][2] = (sc * ssize[0], sc * ssize[1], sc * ssize[2])
mat.translation = (0, 0, (td + ((ssize[2] - 1) / 2) + i * sstep) * 0.85)
if prefs.lp_Tree_Top_Rotate_Stages:
e = Euler((0, 0, uniform(0, 3.14)), "XYZ")
mat = mat * e.to_matrix().to_4x4()
bmesh.ops.create_cone(
bm,
cap_ends=True,
cap_tris=True,
segments=segments,
diameter1=(prefs.lp_Tree_Top_Stage_Diameter),
diameter2=0,
depth=(0.85),
matrix=mat,
)
mat = Matrix()
elif tt == "lp_Tree_Palm":
trunk_length = prefs.palm_stage_length * prefs.palm_stages
leaf_length = get_random(prefs.lp_Tree_Palm_Top_Leaf_Length_Min, prefs.lp_Tree_Palm_Top_Leaf_Length_Max)
leaf_size = uniform(prefs.lp_Tree_Palm_Top_Leaf_Size_Min, prefs.lp_Tree_Palm_Top_Leaf_Size_Max)
mat.translation = (0, 0, trunk_length)
leaves = get_random(prefs.lp_Tree_Palm_Top_Leaves_Min, prefs.lp_Tree_Palm_Top_Leaves_Max)
bmesh.ops.create_cone(
bm,
cap_ends=True,
cap_tris=True,
segments=leaves,
diameter1=leaf_size,
diameter2=leaf_size,
depth=0.1,
matrix=mat,
)
faces = bm.faces[:]
for face in faces:
nor = face.normal # Asume normalized normal
dir = (nor.x * 0.3, nor.y * 0.3, -0.12)
if nor.z == 0:
for i in range(0, leaf_length):
r = bmesh.ops.extrude_discrete_faces(bm, faces=[face])
bmesh.ops.translate(bm, vec=dir, verts=r["faces"][0].verts)
face = r["faces"][0]
dir = (dir[0], dir[1], dir[2] - 0.08)
# Align last face verts
mid = [0, 0, 0]
for v in face.verts:
mid[0] += v.co.x
mid[1] += v.co.y
mid[2] += v.co.z
mid[0] /= len(face.verts)
mid[1] /= len(face.verts)
mid[2] /= len(face.verts)
for v in face.verts:
v.co.x, v.co.y, v.co.z = mid[0], mid[1], mid[2]
bm.to_mesh(me)
return me
示例13: read_chan
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_matrix [as 别名]
def read_chan(context, filepath, z_up, rot_ord, sensor_width, sensor_height):
# get the active object
scene = context.scene
obj = context.active_object
camera = obj.data if obj.type == 'CAMERA' else None
# prepare the correcting matrix
rot_mat = Matrix.Rotation(radians(90.0), 4, 'X').to_4x4()
# read the file
filehandle = open(filepath, 'r')
# iterate throug the files lines
for line in filehandle:
# reset the target objects matrix
# (the one from whitch one we'll extract the final transforms)
m_trans_mat = Matrix()
# strip the line
data = line.split()
# test if the line is not commented out
if data and not data[0].startswith("#"):
# set the frame number basing on the chan file
scene.frame_set(int(data[0]))
# read the translation values from the first three columns of line
v_transl = Vector((float(data[1]),
float(data[2]),
float(data[3])))
translation_mat = Matrix.Translation(v_transl)
translation_mat.to_4x4()
# read the rotations, and set the rotation order basing on the
# order set during the export (it's not being saved in the chan
# file you have to keep it noted somewhere
# the actual objects rotation order doesn't matter since the
# rotations are being extracted from the matrix afterwards
e_rot = Euler((radians(float(data[4])),
radians(float(data[5])),
radians(float(data[6]))))
e_rot.order = rot_ord
mrot_mat = e_rot.to_matrix()
mrot_mat.resize_4x4()
# merge the rotation and translation
m_trans_mat = translation_mat * mrot_mat
# correct the world space
# (nuke's and blenders scene spaces are different)
if z_up:
m_trans_mat = rot_mat * m_trans_mat
# break the matrix into a set of the coordinates
trns = m_trans_mat.decompose()
# set the location and the location's keyframe
obj.location = trns[0]
obj.keyframe_insert("location")
# convert the rotation to euler angles (or not)
# basing on the objects rotation mode
if obj.rotation_mode == 'QUATERNION':
obj.rotation_quaternion = trns[1]
obj.keyframe_insert("rotation_quaternion")
elif obj.rotation_mode == 'AXIS_ANGLE':
tmp_rot = trns[1].to_axis_angle()
obj.rotation_axis_angle = (tmp_rot[1], *tmp_rot[0])
obj.keyframe_insert("rotation_axis_angle")
del tmp_rot
else:
obj.rotation_euler = trns[1].to_euler(obj.rotation_mode)
obj.keyframe_insert("rotation_euler")
# check if the object is camera and fov data is present
if camera and len(data) > 7:
camera.sensor_fit = 'HORIZONTAL'
camera.sensor_width = sensor_width
camera.sensor_height = sensor_height
camera.angle_y = radians(float(data[7]))
camera.keyframe_insert("lens")
filehandle.close()
return {'FINISHED'}