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Python Matrix.Identity方法代码示例

本文整理汇总了Python中mathutils.Matrix.Identity方法的典型用法代码示例。如果您正苦于以下问题:Python Matrix.Identity方法的具体用法?Python Matrix.Identity怎么用?Python Matrix.Identity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mathutils.Matrix的用法示例。


在下文中一共展示了Matrix.Identity方法的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: format_mesh

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def format_mesh(self, exportable, matrix):

        m = Mesh(exportable['object'])
        surfaces = m.surfaces
        num_kids = len(surfaces)+len(exportable['children'])+1

        bones = ''
        arm = m.armature
        if arm and CONFIG.export_animation:
            bones = utils.join_map(self.format_bone, arm.bones)
            if bones:
                num_kids += len(arm.bones)
            matrix = Matrix.Identity(4)

        context = {
            'code': constants.MDL_MESH,
            'num_kids': num_kids,
            'matrix': utils.format_floats_box(matrix),
            'props': self.format_props([['name', m.name]]),
            'surfaces': utils.join_map(self.format_surface, surfaces),
            'bones': bones,
            'childs': utils.join_map(self.format_block, exportable['children'])
        }

        return templates.render('MESH', context) 
开发者ID:alrusdi,项目名称:leadwerks-blender-exporter,代码行数:27,代码来源:exporter.py

示例2: transform

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def transform(v: typing.Union[Vector, Quaternion], data_path: str, transform: Matrix = Matrix.Identity(4)) -> typing \
        .Union[Vector, Quaternion]:
    """Manage transformations."""
    target = get_target_property_name(data_path)
    transform_func = {
        "delta_location": transform_location,
        "delta_rotation_euler": transform_rotation,
        "location": transform_location,
        "rotation_axis_angle": transform_rotation,
        "rotation_euler": transform_rotation,
        "rotation_quaternion": transform_rotation,
        "scale": transform_scale,
        "value": transform_value
    }.get(target)

    if transform_func is None:
        raise RuntimeError("Cannot transform values at {}".format(data_path))

    return transform_func(v, transform) 
开发者ID:KhronosGroup,项目名称:glTF-Blender-IO,代码行数:21,代码来源:gltf2_blender_math.py

示例3: __exportBones

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def __exportBones(self, armObj, converters=None, matrix_basis_map=None):
        if armObj is None:
            return None

        pose_bones = armObj.pose.bones
        if converters is None:
            converters = self.__getConverters(pose_bones)

        if matrix_basis_map is None:
            matrix_basis_map = {}

        matrix_identity = Matrix.Identity(4)
        vpd_bones = []
        for b in pose_bones:
            if b.is_mmd_shadow_bone:
                continue
            if b.matrix_basis == matrix_basis_map.get(b, matrix_identity):
                continue
            bone_name = b.mmd_bone.name_j or b.name
            converter = converters[b]
            location = converter.convert_location(b.location)
            w, x, y, z = b.matrix_basis.to_quaternion()
            w, x, y, z = converter.convert_rotation([x, y, z, w])
            vpd_bones.append(vpd.VpdBone(bone_name, location, [x, y, z, w]))
        return vpd_bones 
开发者ID:GiveMeAllYourCats,项目名称:cats-blender-plugin,代码行数:27,代码来源:exporter.py

示例4: circleOfTriangle

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def circleOfTriangle(a, b, c):
    # https://en.wikipedia.org/wiki/Circumscribed_circle#Cartesian_coordinates_from_cross-_and_dot-products
    dirBA = a-b
    dirCB = b-c
    dirAC = c-a
    normal = dirBA.cross(dirCB)
    lengthBA = dirBA.length
    lengthCB = dirCB.length
    lengthAC = dirAC.length
    lengthN = normal.length
    if lengthN == 0:
        return None
    factor = -1/(2*lengthN*lengthN)
    alpha = (dirBA@dirAC)*(lengthCB*lengthCB*factor)
    beta = (dirBA@dirCB)*(lengthAC*lengthAC*factor)
    gamma = (dirAC@dirCB)*(lengthBA*lengthBA*factor)
    center = a*alpha+b*beta+c*gamma
    radius = (lengthBA*lengthCB*lengthAC)/(2*lengthN)
    tangent = (a-center).normalized()
    orientation = Matrix.Identity(3)
    orientation.col[2] = normal/lengthN
    orientation.col[1] = (a-center).normalized()
    orientation.col[0] = orientation.col[1].xyz.cross(orientation.col[2].xyz)
    return Circle(orientation=orientation, center=center, radius=radius) 
开发者ID:Lichtso,项目名称:curve_cad,代码行数:26,代码来源:internal.py

示例5: bezierArcAt

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def bezierArcAt(tangent, normal, center, radius, angle, tollerance=0.99999):
    transform = Matrix.Identity(4)
    transform.col[0].xyz = tangent.cross(normal)*radius
    transform.col[1].xyz = tangent*radius
    transform.col[2].xyz = normal*radius
    transform.col[3].xyz = center
    segments = []
    segment_count = math.ceil(abs(angle)/(math.pi*0.5)*tollerance)
    angle /= segment_count
    x0 = math.cos(angle*0.5)
    y0 = math.sin(angle*0.5)
    x1 = (4.0-x0)/3.0
    y1 = (1.0-x0)*(3.0-x0)/(3.0*y0)
    points = [
        Vector((x0, -y0, 0)),
        Vector((x1, -y1, 0)),
        Vector((x1, y1, 0)),
        Vector((x0, y0, 0))
    ]
    for i in range(0, segment_count):
        rotation = Matrix.Rotation((i+0.5)*angle, 4, 'Z')
        segments.append(list(map(lambda v: transform@(rotation@v), points)))
    return segments 
开发者ID:Lichtso,项目名称:curve_cad,代码行数:25,代码来源:internal.py

示例6: _get_delta_matrix

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def _get_delta_matrix(bone_rest_matrix_scs, parent_bone_rest_matrix_scs, bone_animation_matrix_scs, import_scale):
    """."""
    scale_matrix = Matrix.Scale(import_scale, 4)

    # NOTE: apply scaling bone rest matrix, because it's subtracted by bone rest matrix inverse
    loc, rot, sca = bone_rest_matrix_scs.decompose()
    scale = Matrix.Identity(4)
    scale[0] = (sca[0], 0, 0, 0)
    scale[1] = (0, sca[1], 0, 0)
    scale[2] = (0, 0, sca[2], 0)

    return (scale_matrix @
            scale @
            bone_rest_matrix_scs.inverted() @
            parent_bone_rest_matrix_scs @
            bone_animation_matrix_scs) 
开发者ID:SCSSoftware,项目名称:BlenderTools,代码行数:18,代码来源:pia.py

示例7: __init__

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def __init__(self):
        # The ID of the glTF node this vnode was created from, or None if there
        # wasn't one
        self.node_id = None
        # List of child vnodes
        self.children = []
        # Parent vnode, or None for the root
        self.parent = None
        # (Vector, Quaternion, Vector) triple of the local-to-parent TRS transform
        self.trs = (Vector((0, 0, 0)), Quaternion((1, 0, 0, 0)), Vector((1, 1, 1)))

        # What type of Blender object will be created for this vnode: one of
        # OBJECT, ARMATURE, BONE, or ROOT (for the special vnode that we use the
        # turn the forest into a tree to make things easier to process).
        self.type = 'OBJECT'

        # Dicts of instance data
        self.mesh = None
        self.camera = None
        self.light = None
        # If this node had an instance in glTF but we moved it to another node,
        # we record where we put it here
        self.mesh_moved_to = None
        self.camera_moved_to = None
        self.light_moved_to = None

        # These will be filled out after realization with the Blender data
        # created for this vnode.
        self.blender_object = None
        self.blender_armature = None
        self.blender_editbone = None
        self.blender_name = None

        # The editbone's (Translation, Rotation)
        self.editbone_tr = None
        self.posebone_s = None
        self.editbone_local_to_armature = Matrix.Identity(4)
        self.bone_length = 0
        # Correction to apply to the original TRS to get the editbone TR
        self.correction_rotation = Quaternion((1, 0, 0, 0))
        self.correction_homscale = 1 
开发者ID:ksons,项目名称:gltf-blender-importer,代码行数:43,代码来源:vnode.py

示例8: __fake_keyframe

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def __fake_keyframe(self):
        return Matrix.Identity(4) 
开发者ID:alrusdi,项目名称:leadwerks-blender-exporter,代码行数:4,代码来源:armature.py

示例9: execute

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def execute(self, context):
        from bpy_extras.io_utils import unpack_list

        sc = context.space_data
        clip = sc.clip
        tracking_object = clip.tracking.objects.active

        new_verts = []

        scene = context.scene
        camera = scene.camera
        matrix = Matrix.Identity(4)
        if camera:
            reconstruction = tracking_object.reconstruction
            framenr = scene.frame_current - clip.frame_start + 1
            reconstructed_matrix = reconstruction.cameras.matrix_from_frame(framenr)
            matrix = camera.matrix_world * reconstructed_matrix.inverted()

        mesh = bpy.data.meshes.new(name="Tracks")
        for track in tracking_object.tracks:
            if track.has_bundle:
                new_verts.append(track.bundle)

        if new_verts:
            mesh.vertices.add(len(new_verts))
            mesh.vertices.foreach_set("co", unpack_list(new_verts))

        ob = bpy.data.objects.new(name="Tracks", object_data=mesh)

        ob.matrix_world = matrix

        context.scene.objects.link(ob)

        return {'FINISHED'} 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:36,代码来源:clip.py

示例10: MatrixCompose

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def MatrixCompose(*args):
    size = len(args)
    m = Matrix.Identity(size)
    axes = m.col # m.row

    if size == 2:
        for i in (0, 1):
            c = args[i]
            if isinstance(c, Vector):
                axes[i] = c.to_2d()
            elif hasattr(c, "__iter__"):
                axes[i] = Vector(c).to_2d()
            else:
                axes[i][i] = c
    else:
        for i in (0, 1, 2):
            c = args[i]
            if isinstance(c, Vector):
                axes[i][:3] = c.to_3d()
            elif hasattr(c, "__iter__"):
                axes[i][:3] = Vector(c).to_3d()
            else:
                axes[i][i] = c

        if size == 4:
            c = args[3]
            if isinstance(c, Vector):
                m.translation = c.to_3d()
            elif hasattr(c, "__iter__"):
                m.translation = Vector(c).to_3d()

    return m 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:34,代码来源:space_view3d_enhanced_3d_cursor.py

示例11: calc_bone_matrices

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def calc_bone_matrices(gltf):
    """
    Calculate the transformations from bone space to arma space in the bind
    pose and in the edit bone pose.
    """
    def visit(vnode_id):  # Depth-first walk
        vnode = gltf.vnodes[vnode_id]
        if vnode.type == VNode.Bone:
            if gltf.vnodes[vnode.parent].type == VNode.Bone:
                parent_bind_mat = gltf.vnodes[vnode.parent].bind_arma_mat
                parent_editbone_mat = gltf.vnodes[vnode.parent].editbone_arma_mat
            else:
                parent_bind_mat = Matrix.Identity(4)
                parent_editbone_mat = Matrix.Identity(4)

            t, r = vnode.bind_trans, vnode.bind_rot
            local_to_parent = Matrix.Translation(t) @ Quaternion(r).to_matrix().to_4x4()
            vnode.bind_arma_mat = parent_bind_mat @ local_to_parent

            t, r = vnode.editbone_trans, vnode.editbone_rot
            local_to_parent = Matrix.Translation(t) @ Quaternion(r).to_matrix().to_4x4()
            vnode.editbone_arma_mat = parent_editbone_mat @ local_to_parent

        for child in vnode.children:
            visit(child)

    visit('root') 
开发者ID:KhronosGroup,项目名称:glTF-Blender-IO,代码行数:29,代码来源:gltf2_blender_vnode.py

示例12: transform_location

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def transform_location(location: Vector, transform: Matrix = Matrix.Identity(4)) -> Vector:
    """Transform location."""
    m = Matrix.Translation(location)
    m = multiply(transform, m)
    return m.to_translation() 
开发者ID:KhronosGroup,项目名称:glTF-Blender-IO,代码行数:7,代码来源:gltf2_blender_math.py

示例13: transform_rotation

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def transform_rotation(rotation: Quaternion, transform: Matrix = Matrix.Identity(4)) -> Quaternion:
    """Transform rotation."""
    rotation.normalize()
    m = rotation.to_matrix().to_4x4()
    m = multiply(transform, m)
    return m.to_quaternion() 
开发者ID:KhronosGroup,项目名称:glTF-Blender-IO,代码行数:8,代码来源:gltf2_blender_math.py

示例14: transform_value

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def transform_value(value: Vector, _: Matrix = Matrix.Identity(4)) -> Vector:
    """Transform value."""
    return value 
开发者ID:KhronosGroup,项目名称:glTF-Blender-IO,代码行数:5,代码来源:gltf2_blender_math.py

示例15: generateRotationMatrix

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Identity [as 别名]
def generateRotationMatrix(direction, guide, trackAxis = "Z", guideAxis = "X"):
    '''
    trackAxis in ("X", "Y", "Z", "-X", "-Y", "-Z")
    guideAxis in ("X", "Y", "Z")
    '''

    matrix = Matrix.Identity(4)

    if guideAxis[-1:] == trackAxis[-1:]:
        return matrix

    if direction == zero:
        return matrix

    z = direction.normalized()
    y = z.cross(guide.normalized())
    if y == zero:
        if guideAxis == "X":
            if z.cross(xAxis) != zero: y = z.cross(xAxis)
            else: y = zAxis
        elif guideAxis == "Y":
            if z.cross(yAxis) != zero: y = z.cross(yAxis)
            else: y = zAxis
        elif guideAxis == "Z":
            if z.cross(zAxis) != zero: y = z.cross(zAxis)
            else: y = yAxis

    x = y.cross(z)

    mx, my, mz = changeAxesDict[(trackAxis, guideAxis)](x, y, z)
    matrix.col[0][:3] = mx
    matrix.col[1][:3] = my
    matrix.col[2][:3] = mz
    return matrix 
开发者ID:mifth,项目名称:mifthtools,代码行数:36,代码来源:tools_painclones.py


注:本文中的mathutils.Matrix.Identity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。