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Python Euler.to_matrix方法代码示例

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, 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()
开发者ID:Blender-Brussels,项目名称:bpy-bge-library,代码行数:9,代码来源:work_with_data.py

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
开发者ID:Dzess,项目名称:ALFIRT,代码行数:34,代码来源:SceneInjecterX3D.py

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()
开发者ID:BitByte01,项目名称:myblendercontrib,代码行数:21,代码来源:va_gl.py

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()
开发者ID:nader92011,项目名称:zdotfiles,代码行数:15,代码来源:plugins.py

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
开发者ID:luboslenco,项目名称:lowpolyfactory,代码行数:17,代码来源:createCloudObject.py

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()
开发者ID:Hubber116sx,项目名称:BGECore,代码行数:23,代码来源:widget.py

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')
开发者ID:sechel,项目名称:jreality,代码行数:26,代码来源:renderer.py

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
开发者ID:alexeijd,项目名称:simple_yasim_import-git,代码行数:67,代码来源:simple_yasim_import.py

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
开发者ID:Italic-,项目名称:blenderpython,代码行数:104,代码来源:import_bvh.py

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.........
开发者ID:bbigii,项目名称:BlenderTools,代码行数:103,代码来源:pia.py

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.........
开发者ID:P-casper1,项目名称:BlenderTools,代码行数:103,代码来源:pia.py

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
开发者ID:meta-androcto,项目名称:blenderpython,代码行数:89,代码来源:createTreeObject.py

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'}
开发者ID:Dancovich,项目名称:blender-addons-fork,代码行数:88,代码来源:import_nuke_chan.py


注:本文中的mathutils.Euler.to_matrix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。