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Python Matrix.Translation方法代码示例

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


在下文中一共展示了Matrix.Translation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: _findOrCreateCamera

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def _findOrCreateCamera(context):
        scene = context.scene

        if scene.camera:
            return scene.camera

        cam = bpy.data.cameras.new(name="Camera")
        camob = bpy.data.objects.new(name="Camera", object_data=cam)
        scene.objects.link(camob)

        scene.camera = camob

        camob.matrix_local = (Matrix.Translation((7.481, -6.508, 5.344)) *
                              Matrix.Rotation(0.815, 4, 'Z') *
                              Matrix.Rotation(0.011, 4, 'Y') *
                              Matrix.Rotation(1.109, 4, 'X'))

        return camob 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:20,代码来源:clip.py

示例2: importLamp_PointLight

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def importLamp_PointLight(node, ancestry):
    vrmlname = node.getDefName()
    if not vrmlname:
        vrmlname = 'PointLight'

    # ambientIntensity = node.getFieldAsFloat('ambientIntensity', 0.0, ancestry) # TODO
    # attenuation = node.getFieldAsFloatTuple('attenuation', (1.0, 0.0, 0.0), ancestry) # TODO
    color = node.getFieldAsFloatTuple('color', (1.0, 1.0, 1.0), ancestry)
    intensity = node.getFieldAsFloat('intensity', 1.0, ancestry)  # max is documented to be 1.0 but some files have higher.
    location = node.getFieldAsFloatTuple('location', (0.0, 0.0, 0.0), ancestry)
    # is_on = node.getFieldAsBool('on', True, ancestry) # TODO
    radius = node.getFieldAsFloat('radius', 100.0, ancestry)

    bpylamp = bpy.data.lamps.new(vrmlname, 'POINT')
    bpylamp.energy = intensity
    bpylamp.distance = radius
    bpylamp.color = color

    mtx = Matrix.Translation(Vector(location))

    return bpylamp, mtx 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:23,代码来源:import_x3d.py

示例3: importViewpoint

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def importViewpoint(bpyscene, node, ancestry, global_matrix):
    name = node.getDefName()
    if not name:
        name = 'Viewpoint'

    fieldOfView = node.getFieldAsFloat('fieldOfView', 0.785398, ancestry)  # max is documented to be 1.0 but some files have higher.
    # jump = node.getFieldAsBool('jump', True, ancestry)
    orientation = node.getFieldAsFloatTuple('orientation', (0.0, 0.0, 1.0, 0.0), ancestry)
    position = node.getFieldAsFloatTuple('position', (0.0, 0.0, 0.0), ancestry)
    description = node.getFieldAsString('description', '', ancestry)

    bpycam = bpy.data.cameras.new(name)

    bpycam.angle = fieldOfView

    mtx = Matrix.Translation(Vector(position)) * translateRotation(orientation)

    bpyob = node.blendData = node.blendObject = bpy.data.objects.new(name, bpycam)
    bpyscene.objects.link(bpyob).select = True
    bpyob.matrix_world = getFinalMatrix(node, mtx, ancestry, global_matrix) 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:22,代码来源:import_x3d.py

示例4: SVGTransformRotate

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def SVGTransformRotate(params):
    """
    skewX SVG transform command
    """

    ang = float(params[0]) * pi / 180.0
    cx = cy = 0.0

    if len(params) >= 3:
        cx = float(params[1])
        cy = float(params[2])

    tm = Matrix.Translation(Vector((cx, cy, 0.0)))
    rm = Matrix.Rotation(ang, 4, Vector((0.0, 0.0, 1.0)))

    return tm * rm * tm.inverted() 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:18,代码来源:import_svg.py

示例5: _doCreateGeom

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def _doCreateGeom(self, instancing):
        """
        Create real geometries
        """

        rect = SVGRectFromNode(self._node, self._context)
        self._pushRect(rect)

        matrix = self.getNodeMatrix()

        # Better Inkscape compatibility: match document origin with
        # 3D space origin.
        if self._node.getAttribute('inkscape:version'):
            raw_height = self._node.getAttribute('height')
            document_height = SVGParseCoord(raw_height, 1.0)
            matrix = matrix * Matrix.Translation([0.0, -document_height , 0.0])

        self._pushMatrix(matrix)

        super()._doCreateGeom(False)

        self._popRect()
        self._popMatrix() 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:25,代码来源:import_svg.py

示例6: convert_swizzle_normal

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def convert_swizzle_normal(loc, armature, blender_object, export_settings):
    """Convert a normal data from Blender coordinate system to glTF coordinate system."""
    if (not armature) or (not blender_object):
        # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
        if export_settings[gltf2_blender_export_keys.YUP]:
            return Vector((loc[0], loc[2], -loc[1]))
        else:
            return Vector((loc[0], loc[1], loc[2]))
    else:
        # Mesh is skined, we have to apply armature transforms on data
        apply_matrix = (armature.matrix_world.inverted() @ blender_object.matrix_world).to_3x3().inverted()
        apply_matrix.transpose()
        new_loc = ((armature.matrix_world.to_3x3() @ apply_matrix).to_4x4() @ Matrix.Translation(Vector((loc[0], loc[1], loc[2])))).to_translation()
        new_loc.normalize()

        if export_settings[gltf2_blender_export_keys.YUP]:
            return Vector((new_loc[0], new_loc[2], -new_loc[1]))
        else:
            return Vector((new_loc[0], new_loc[1], new_loc[2])) 
开发者ID:KhronosGroup,项目名称:glTF-Blender-IO,代码行数:21,代码来源:gltf2_blender_extract.py

示例7: convert_swizzle_location

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def convert_swizzle_location(loc, armature, blender_object, export_settings):
    """Convert a location from Blender coordinate system to glTF coordinate system."""
    if (not armature) or (not blender_object):
        # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
        if export_settings[gltf2_blender_export_keys.YUP]:
            return Vector((loc[0], loc[2], -loc[1]))
        else:
            return Vector((loc[0], loc[1], loc[2]))
    else:
        # Mesh is skined, we have to apply armature transforms on data
        apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
        new_loc = (armature.matrix_world @ apply_matrix @ Matrix.Translation(Vector((loc[0], loc[1], loc[2])))).to_translation()

        if export_settings[gltf2_blender_export_keys.YUP]:
            return Vector((new_loc[0], new_loc[2], -new_loc[1]))
        else:
            return Vector((new_loc[0], new_loc[1], new_loc[2])) 
开发者ID:KhronosGroup,项目名称:glTF-Blender-IO,代码行数:19,代码来源:gltf2_blender_extract.py

示例8: random_scale_and_translate

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def random_scale_and_translate(bm, middle_edge):
    """scale and translate an edge randomly along its axis
    """
    verts = list(middle_edge.verts)
    length = middle_edge.calc_length()
    median = calc_edge_median(middle_edge)

    axis = Vector((1, 0, 0)) if verts[0].co.y == verts[1].co.y else Vector((0, 1, 0))
    scale_factor = clamp(random.random() * 3, 1, 2.95)
    bmesh.ops.scale(
        bm, verts=verts, vec=axis * scale_factor, space=Matrix.Translation(-median)
    )

    if random.choice([0, 1]):
        rand_offset = random.random() * length
        bmesh.ops.translate(bm, verts=verts, vec=axis * rand_offset) 
开发者ID:ranjian0,项目名称:building_tools,代码行数:18,代码来源:floorplan_types.py

示例9: face_pos

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def face_pos():
    depsgraph = bpy.context.evaluated_depsgraph_get()
    mats = []

    for ob in bpy.context.objects_in_mode:
        ob.update_from_editmode()
        depsgraph.update()

        ob_eval = ob.evaluated_get(depsgraph)
        me = ob_eval.to_mesh()
        me.transform(ob.matrix_world)

        for poly in me.polygons:
            if poly.select:
                mat_loc = Matrix.Translation(poly.center)
                mat_rot = poly.normal.to_track_quat("Z", "Y").to_matrix().to_4x4()
                mat = mat_loc @ mat_rot

                mats.append(mat)

        ob_eval.to_mesh_clear()

    return mats 
开发者ID:mrachinskiy,项目名称:jewelcraft,代码行数:25,代码来源:mesh.py

示例10: from_spline

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def from_spline(self, context, wM, resolution, spline):
        
        pts = self.coords_from_spline(
            spline, 
            wM, 
            resolution, 
            ccw=(self.operation == 'INTERSECTION'), 
            cw=(self.operation != 'INTERSECTION'), 
            close=True
            )
        
        # pretranslate
        o = self.find_in_selection(context, self.auto_update)
        o.matrix_world = Matrix.Translation(pts[0].copy())
        self.auto_update = False
        self.from_points(pts)
        self.auto_update = True
        self.update_parent(context, o) 
开发者ID:s-leger,项目名称:archipack,代码行数:20,代码来源:archipack_cutter.py

示例11: draw_model_box

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def draw_model_box(mat, scs_globals):
    """
    Draw Cube for Model locator.
    :param mat:
    :param scs_globals:
    :return:
    """

    mat1 = mat @ (Matrix.Translation((0.0, 0.0, 0.0)) @
                  Matrix.Scale(scs_globals.locator_size / 5, 4, (1.0, 0.0, 0.0)) @
                  Matrix.Scale(scs_globals.locator_size / 5, 4, (0.0, 1.0, 0.0)) @
                  Matrix.Scale(scs_globals.locator_size / 5, 4, (0.0, 0.0, 1.0)))

    cube_vertices, cube_faces, cube_wire_lines = _primitive.get_box_data()

    _primitive.draw_polygon_object(mat1,
                                   cube_vertices,
                                   cube_faces,
                                   scs_globals.locator_coll_face_color,
                                   False,
                                   True,
                                   wire_lines=cube_wire_lines,
                                   wire_color=scs_globals.locator_model_wire_color) 
开发者ID:SCSSoftware,项目名称:BlenderTools,代码行数:25,代码来源:model.py

示例12: __init__

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [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13: get_bone_matrix

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def get_bone_matrix(armature,bone,relative=True):
    pose_bone = armature.pose.bones[bone.name]

    m = Matrix() ### inverted posebone origin matrix
    m.row[0] = [0,0,1,0]
    m.row[1] = [1,0,0,0]
    m.row[2] = [0,1,0,0]
    m.row[3] = [0,0,0,1]

    if bone.parent == None:
        mat_bone_space = m * pose_bone.matrix
    else:
        if relative:
            #if bone.use_inherit_rotation and bone.use_inherit_scale:
            # mat_bone_space = pose_bone.parent.matrix.inverted() * pose_bone.matrix
            mat_bone_space = pose_bone.matrix
            for parent in pose_bone.parent_recursive:
                pose_bone_matrix = parent.matrix.inverted() * mat_bone_space
                mat_bone_space = pose_bone.parent.matrix.inverted() * pose_bone.matrix
        else:
            mat_bone_space = m * pose_bone.matrix
    #### remap matrix
    loc, rot, scale = mat_bone_space.decompose()

    #if not bone.use_inherit_scale:
    #    scale = (m * pose_bone.matrix).decompose()[2]

    loc_mat = Matrix.Translation(loc)

    rot_mat = rot.inverted().to_matrix().to_4x4()

    scale_mat = Matrix()
    scale_mat[0][0] = scale[1]
    scale_mat[1][1] = scale[0]
    scale_mat[2][2] = scale[2]
    mat_bone_space = loc_mat * rot_mat * scale_mat
    return mat_bone_space 
开发者ID:ndee85,项目名称:coa_tools,代码行数:39,代码来源:export_dragonbones.py

示例14: geometry

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def geometry(self, frame=0):
        t = frame / self.frames
        Rot = Matrix.Rotation(0.5*pi, 4, 'Y')
        bm = bmesh.new()

        for i in range(self.n):
            t0 = i / self.n
            r0, theta = t0*self.r0, i*goldenAngle - frame*goldenAngle + t*self.offset

            x = r0*cos(theta)
            y = r0*sin(theta)
            z = self.h0/2 - (self.h0 / (self.r0*self.r0))*r0*r0
            p0 = Vector((x, y, z))

            T0, N0, B0 = getTNBfromVector(p0)
            M0 = Matrix([T0, B0, N0]).to_4x4().transposed()

            for j in range(self.m):
                t1 = j / self.m
                t2 = 0.4 + 0.6*t0
                r1, theta = t2*t1*self.r1, j*goldenAngle #- frame*goldenAngle + t*self.offset

                x = r1*cos(theta)
                y = r1*sin(theta)
                z = self.h1 - (self.h1 / (self.r1*self.r1))*r1*r1
                p1 = Vector((x, y, z))
                T1, N1, B1 = getTNBfromVector(p1)
                M1 = Matrix([T1, B1, N1]).to_4x4().transposed()

                p = p0 + M0*p1
                r2 = t2*t1*self.r2

                T = Matrix.Translation(p)
                bmesh.ops.create_cone(bm,
                                cap_ends=True, segments=6,
                                diameter1=r2, diameter2=r2,
                                depth=0.1*r2, matrix=T*M0*M1*Rot)
        return bm 
开发者ID:njanakiev,项目名称:blender-scripting,代码行数:40,代码来源:phyllotaxis_flower.py

示例15: _createLamp

# 需要导入模块: from mathutils import Matrix [as 别名]
# 或者: from mathutils.Matrix import Translation [as 别名]
def _createLamp(scene):
        lamp = bpy.data.lamps.new(name="Lamp", type='POINT')
        lampob = bpy.data.objects.new(name="Lamp", object_data=lamp)
        scene.objects.link(lampob)

        lampob.matrix_local = Matrix.Translation((4.076, 1.005, 5.904))

        lamp.distance = 30
        lamp.shadow_method = 'RAY_SHADOW'

        return lampob 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:13,代码来源:clip.py


注:本文中的mathutils.Matrix.Translation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。