本文整理汇总了Python中mathutils.Euler.to_quaternion方法的典型用法代码示例。如果您正苦于以下问题:Python Euler.to_quaternion方法的具体用法?Python Euler.to_quaternion怎么用?Python Euler.to_quaternion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类mathutils.Euler
的用法示例。
在下文中一共展示了Euler.to_quaternion方法的4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: mapping_node_order_flip
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_quaternion [as 别名]
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2: process
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_quaternion [as 别名]
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3: main
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_quaternion [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4: bvh_node_dict2armature
# 需要导入模块: from mathutils import Euler [as 别名]
# 或者: from mathutils.Euler import to_quaternion [as 别名]
#.........这里部分代码省略.........
# Now Apply the animation to the armature
# Get armature animation data
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
pose = arm_ob.pose
pose_bones = pose.bones
if rotate_mode == 'NATIVE':
for bvh_node in bvh_nodes.values():
bone_name = bvh_node.temp # may not be the same name as the bvh_node, could have been shortened.
pose_bone = pose_bones[bone_name]
pose_bone.rotation_mode = bvh_node.rot_order_str
elif rotate_mode != 'QUATERNION':
for pose_bone in pose_bones:
pose_bone.rotation_mode = rotate_mode
else:
# Quats default
pass
context.scene.update()
arm_ob.animation_data_create()
action = bpy.data.actions.new(name=bvh_name)
arm_ob.animation_data.action = action
# Replace the bvh_node.temp (currently an editbone)
# With a tuple (pose_bone, armature_bone, bone_rest_matrix, bone_rest_matrix_inv)
for bvh_node in bvh_nodes.values():
bone_name = bvh_node.temp # may not be the same name as the bvh_node, could have been shortened.
pose_bone = pose_bones[bone_name]
rest_bone = arm_data.bones[bone_name]
bone_rest_matrix = rest_bone.matrix_local.to_3x3()
bone_rest_matrix_inv = Matrix(bone_rest_matrix)
bone_rest_matrix_inv.invert()
bone_rest_matrix_inv.resize_4x4()
bone_rest_matrix.resize_4x4()
bvh_node.temp = (pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv)
# Make a dict for fast access without rebuilding a list all the time.
# KEYFRAME METHOD, SLOW, USE IPOS DIRECT
# TODO: use f-point samples instead (Aligorith)
if rotate_mode != 'QUATERNION':
prev_euler = [Euler() for i in range(len(bvh_nodes))]
# Animate the data, the last used bvh_node will do since they all have the same number of frames
for frame_current in range(len(bvh_node.anim_data) - 1): # skip the first frame (rest frame)
# print frame_current
# if frame_current==40: # debugging
# break
scene.frame_set(frame_start + frame_current)
# Dont neet to set the current frame
for i, bvh_node in enumerate(bvh_nodes.values()):
pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv = bvh_node.temp
lx, ly, lz, rx, ry, rz = bvh_node.anim_data[frame_current + 1]
if bvh_node.has_rot:
# apply rotation order and convert to XYZ
# note that the rot_order_str is reversed.
bone_rotation_matrix = Euler((rx, ry, rz), bvh_node.rot_order_str[::-1]).to_matrix().to_4x4()
bone_rotation_matrix = bone_rest_matrix_inv * bone_rotation_matrix * bone_rest_matrix
if rotate_mode == 'QUATERNION':
pose_bone.rotation_quaternion = bone_rotation_matrix.to_quaternion()
else:
euler = bone_rotation_matrix.to_euler(pose_bone.rotation_mode, prev_euler[i])
pose_bone.rotation_euler = euler
prev_euler[i] = euler
if bvh_node.has_loc:
pose_bone.location = (bone_rest_matrix_inv * Matrix.Translation(Vector((lx, ly, lz)) - bvh_node.rest_head_local)).to_translation()
if bvh_node.has_loc:
pose_bone.keyframe_insert("location")
if bvh_node.has_rot:
if rotate_mode == 'QUATERNION':
pose_bone.keyframe_insert("rotation_quaternion")
else:
pose_bone.keyframe_insert("rotation_euler")
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