本文整理汇总了Python中mathutils.Matrix方法的典型用法代码示例。如果您正苦于以下问题:Python mathutils.Matrix方法的具体用法?Python mathutils.Matrix怎么用?Python mathutils.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类mathutils
的用法示例。
在下文中一共展示了mathutils.Matrix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: mat4_svd_decompose_to_mats
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def mat4_svd_decompose_to_mats(mat4):
"""
Decompose the given matrix into a couple of TRS-decomposable matrices or
Returns None in case of an error.
"""
try:
u, s, vh = np.linalg.svd(mat4.to_3x3())
mat_u = mathutils.Matrix(u)
mat_s = mathutils.Matrix([[s[0], 0, 0], [0, s[1], 0], [0, 0, s[2]]])
mat_vh = mathutils.Matrix(vh)
# NOTE: a potential reflection part in U and VH matrices isn't considered
mat_trans = mathutils.Matrix.Translation(mat4.to_translation())
mat_left = mat_trans @ (mat_u @ mat_s).to_4x4()
return (mat_left, mat_vh.to_4x4())
except np.linalg.LinAlgError:
# numpy failed to decompose the matrix
return None
示例2: get_lookat_aligned_up_matrix
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def get_lookat_aligned_up_matrix(eye, target):
"""
This method uses camera axes for building the matrix.
"""
axis_z = (eye - target).normalized()
if axis_z.length == 0:
axis_z = mathutils.Vector((0, -1, 0))
axis_x = mathutils.Vector((0, 0, 1)).cross(axis_z)
if axis_x.length == 0:
axis_x = mathutils.Vector((1, 0, 0))
axis_y = axis_z.cross(axis_x)
return mathutils.Matrix([
axis_x,
axis_y,
axis_z,
]).transposed()
示例3: ai_properties
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def ai_properties(self):
scale = self.geometry_matrix_scale
matrix = Matrix([
[scale.x, 0, 0],
[0, scale.y, 0],
[0, 0, scale.z]
])
matrix.rotate(Euler(self.geometry_matrix_rotation))
matrix = matrix.to_4x4()
matrix.translation = (self.geometry_matrix_translation)
return {
"format": ('STRING', self.format),
"resolution": ('STRING', self.resolution),
"portal_mode": ('STRING', self.portal_mode),
"matrix": ('MATRIX', matrix),
"camera": ('BOOL', self.camera),
"diffuse": ('BOOL', self.diffuse),
"specular": ('BOOL', self.specular),
"sss": ('BOOL', self.sss),
"volume": ('BOOL', self.volume),
"transmission": ('BOOL', self.transmission)
}
示例4: draw_buttons
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def draw_buttons(self, context, layout):
col = layout.column()
col.prop(self, "geometry_type")
col.prop(self, "axis")
col.prop(self, "ramp")
col.prop(self, "height_edge")
col.prop(self, "width_edge")
col.prop(self, "roundness")
col.label(text="Matrix:")
sub = col.box().column()
sub.prop_search(self, "geometry_matrix_object", context.scene, "objects", text="")
sub = sub.column()
sub.enabled = not self.geometry_matrix_object
sub.template_component_menu(self, "geometry_matrix_scale", name="Weight:")
sub.template_component_menu(self, "geometry_matrix_rotation", name="Rotation:")
sub.template_component_menu(self, "geometry_matrix_translation", name="Translation:")
示例5: setup_camera
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def setup_camera(scene, fx=572, fy=574, cx=325, cy=242):
cam = scene.objects['Camera']
width = scene.render.resolution_x
height = scene.render.resolution_y
cam.data.sensor_height = cam.data.sensor_width * height / width
cam.data.lens = (fx + fy) / 2 * cam.data.sensor_width / width
cam.data.shift_x = (width / 2 - cx) / width
cam.data.shift_y = (cy - height / 2) / width
# change to OpenCV camera coordinate system
cam.matrix_world = Matrix(((1.0, 0.0, 0.0, 0.0),
(0.0, -1.0, 0.0, 0.0),
(0.0, 0.0, -1.0, 0.0),
(0.0, 0.0, 0.0, 1.0)))
return cam
# Add material to object
示例6: get_vertical_mode_matrix
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def get_vertical_mode_matrix(is_vertical, camera_rotation):
if is_vertical:
# Get the up direction of the camera
up_vec = mathutils.Vector((0.0, 1.0, 0.0))
up_vec.rotate(camera_rotation)
# Decide around which axis to rotate
vert_mode_rotate_x = abs(up_vec[0]) < abs(up_vec[1])
# Create rotation matrix
if vert_mode_rotate_x:
vert_angle = pi / 2 if up_vec[1] > 0 else -pi / 2
return mathutils.Matrix().Rotation(vert_angle, 3, "X")
else:
vert_angle = pi / 2 if up_vec[0] < 0 else -pi / 2
return mathutils.Matrix().Rotation(vert_angle, 3, "Y")
else:
return mathutils.Matrix().Identity(3)
示例7: get_view_projection_matrix
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def get_view_projection_matrix(context, settings):
"""
Returns view projection matrix.
Projection matrix is either identity if 3d export is selected or
camera projection if a camera or view is selected.
Currently only orthographic projection is used. (Subject to discussion).
"""
cam = settings['projectionThrough']
if cam == None:
mw = mathutils.Matrix()
mw.identity()
elif cam in projectionMapping.keys():
projection = mathutils.Matrix.OrthoProjection(projectionMapping[cam], 4)
mw = projection
else: # get camera with given name
c = context.scene.objects[cam]
mw = getCameraMatrix(c)
return mw
示例8: finalize_islands
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def finalize_islands(self, title_height=0):
for island in self.islands:
if title_height:
island.title = "[{}] {}".format(island.abbreviation, island.label)
points = list(vertex.co for vertex in island.verts) + island.fake_verts
angle = M.geometry.box_fit_2d(points)
rot = M.Matrix.Rotation(angle, 2)
for point in points:
# note: we need an in-place operation, and Vector.rotate() seems to work for 3d vectors only
point[:] = rot * point
for marker in island.markers:
marker.rot = rot * marker.rot
bottom_left = M.Vector((min(v.x for v in points), min(v.y for v in points) - title_height))
for point in points:
point -= bottom_left
island.bounding_box = M.Vector((max(v.x for v in points), max(v.y for v in points)))
示例9: to_matrix
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def to_matrix(self):
"""
mat = M(to original transform)^-1 * Mt(to origin) * Ms *
Mt(to origin)^-1 * M(to original transform)
"""
m = self.__mat
mi = self.__mat.inverted()
mtoi = mathutils.Matrix.Translation((-self.__iox, -self.__ioy, 0.0))
mto = mathutils.Matrix.Translation((self.__iox, self.__ioy, 0.0))
# every point must be transformed to origin
t = m * mathutils.Vector((self.__ix, self.__iy, 0.0))
tix, tiy = t.x, t.y
t = m * mathutils.Vector((self.__ox, self.__oy, 0.0))
tox, toy = t.x, t.y
t = m * mathutils.Vector((self.__x, self.__y, 0.0))
tx, ty = t.x, t.y
ms = mathutils.Matrix()
ms.identity()
if self.__dir_x == 1:
ms[0][0] = (tx - tox) * self.__dir_x / (tix - tox)
if self.__dir_y == 1:
ms[1][1] = (ty - toy) * self.__dir_y / (tiy - toy)
return mi * mto * ms * mtoi * m
示例10: fix_matrix
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def fix_matrix(mtx):
""" Shuffles a matrix to change from y-up to z-up"""
# TODO: can this be replaced my a matrix multiplcation?
trans = mathutils.Matrix(mtx)
up_axis = 2
for i in range(3):
trans[1][i], trans[up_axis][i] = trans[up_axis][i], trans[1][i]
for i in range(3):
trans[i][1], trans[i][up_axis] = trans[i][up_axis], trans[i][1]
trans[1][3], trans[up_axis][3] = trans[up_axis][3], trans[1][3]
trans[up_axis][0] = -trans[up_axis][0]
trans[up_axis][1] = -trans[up_axis][1]
trans[0][up_axis] = -trans[0][up_axis]
trans[1][up_axis] = -trans[1][up_axis]
trans[up_axis][3] = -trans[up_axis][3]
return trans
示例11: add_obj_xform_track
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def add_obj_xform_track(self, node_type, track_path,
xform_frames_list, frame_range,
parent_mat_inverse=mathutils.Matrix.Identity(4)):
"""Add a object transform track to AnimationResource"""
track = TransformTrack(
track_path,
frames_iter=range(frame_range[0], frame_range[1]),
values_iter=xform_frames_list,
)
track.set_parent_inverse(parent_mat_inverse)
if node_type in ("SpotLight", "DirectionalLight",
"Camera", "CollisionShape"):
track.is_directional = True
self.add_track(track)
# pylint: disable-msg=too-many-arguments
示例12: get_mvp_matrix
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def get_mvp_matrix(self, view3D=True):
'''
if view3D == True: returns MVP for 3D view
else: returns MVP for pixel view
TODO: compute separate M,V,P matrices
'''
if not self.r3d: return None
if view3D:
# 3D view
return self.r3d.perspective_matrix
else:
# pixel view
return self.get_pixel_matrix()
mat_model = Matrix()
mat_view = Matrix()
mat_proj = Matrix()
view_loc = self.r3d.view_location # vec
view_rot = self.r3d.view_rotation # quat
view_per = self.r3d.view_perspective # 'PERSP' or 'ORTHO'
return mat_model,mat_view,mat_proj
示例13: _create_bone
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def _create_bone(self, rig, name, delta_pos):
b = rig.data.edit_bones.new('DEF-' + name)
b.head = self.bones_position[name] + delta_pos
b.tail = b.head
if name == 'Body':
b.tail.y += b.tail.z * 4
else:
b.tail.y += b.tail.z
target_obj_name = self.target_objects_name.get(name)
if target_obj_name is not None and target_obj_name in bpy.context.scene.objects:
target_obj = bpy.context.scene.objects[target_obj_name]
if name == 'Body':
b.tail = b.head
b.tail.y += target_obj.dimensions[1] / 2 if target_obj.dimensions and target_obj.dimensions[0] != 0 else 1
target_obj.parent = rig
target_obj.parent_bone = b.name
target_obj.parent_type = 'BONE'
target_obj.location += rig.matrix_world.to_translation()
target_obj.matrix_parent_inverse = (rig.matrix_world @ mathutils.Matrix.Translation(b.tail)).inverted()
return b
示例14: offscreen_refresh
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def offscreen_refresh(self, context):
if self.offscreen is not None:
self.offscreen.free()
width = self.region.width
height = self.region.height
self.offscreen = gpu.types.GPUOffScreen(width, height)
mat_offscreen = Matrix()
mat_offscreen[0][0] = 2 / width
mat_offscreen[0][3] = -1
mat_offscreen[1][1] = 2 / height
mat_offscreen[1][3] = -1
with self.offscreen.bind():
bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
with gpu.matrix.push_pop():
gpu.matrix.load_matrix(mat_offscreen)
gpu.matrix.load_projection_matrix(Matrix())
self.draw_gems(context)
示例15: get_3x4_RT_matrix_from_blender
# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Matrix [as 别名]
def get_3x4_RT_matrix_from_blender(camera):
# bcam stands for blender camera
R_bcam2cv = Matrix(
((1, 0, 0),
(0, -1, 0),
(0, 0, -1)))
# Use matrix_world instead to account for all constraints
location, rotation = camera.matrix_world.decompose()[0:2]
R_world2bcam = rotation.to_matrix().transposed()
# Convert camera location to translation vector used in coordinate changes
# Use location from matrix_world to account for constraints:
T_world2bcam = -1 * R_world2bcam * location
# Build the coordinate transform matrix from world to computer vision camera
R_world2cv = R_bcam2cv * R_world2bcam
T_world2cv = R_bcam2cv * T_world2bcam
# put into 3x4 matrix
RT = Matrix((R_world2cv[0][:] + (T_world2cv[0],),
R_world2cv[1][:] + (T_world2cv[1],),
R_world2cv[2][:] + (T_world2cv[2],)))
return RT