本文整理汇总了Python中maya.OpenMaya.MQuaternion方法的典型用法代码示例。如果您正苦于以下问题:Python OpenMaya.MQuaternion方法的具体用法?Python OpenMaya.MQuaternion怎么用?Python OpenMaya.MQuaternion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类maya.OpenMaya
的用法示例。
在下文中一共展示了OpenMaya.MQuaternion方法的9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: get_rotation
# 需要导入模块: from maya import OpenMaya [as 别名]
# 或者: from maya.OpenMaya import MQuaternion [as 别名]
def get_rotation(self, direction, weight, min_rot, max_rot):
""" get rotation from a matrix pointing towards the given direction
slerped by the given weight into the world up vector and added a random
rotation between min and max rotation """
r_x = math.radians(random.uniform(min_rot[0], max_rot[0]))
r_y = math.radians(random.uniform(min_rot[1], max_rot[1]))
r_z = math.radians(random.uniform(min_rot[2], max_rot[2]))
util = om.MScriptUtil()
util.createFromDouble(r_x, r_y, r_z)
rotation_ptr = util.asDoublePtr()
matrix = om.MTransformationMatrix()
matrix.setRotation(rotation_ptr, om.MTransformationMatrix.kXYZ)
world_up = om.MVector(0, 1, 0)
rotation = om.MQuaternion(world_up, direction, weight)
matrix = matrix.asMatrix() * rotation.asMatrix()
rotation = om.MTransformationMatrix(matrix).rotation().asEulerRotation()
return om.MVector(math.degrees(rotation.x),
math.degrees(rotation.y),
math.degrees(rotation.z))
示例2: _get_rotation_quaternion
# 需要导入模块: from maya import OpenMaya [as 别名]
# 或者: from maya.OpenMaya import MQuaternion [as 别名]
def _get_rotation_quaternion(self):
obj=OpenMaya.MObject()
#make a object of type MSelectionList
sel_list=OpenMaya.MSelectionList()
#add something to it
#you could retrieve this from function or the user selection
sel_list.add(self.maya_node)
#fill in the MObject
sel_list.getDependNode(0,obj)
#check if its a transform
if (obj.hasFn(OpenMaya.MFn.kTransform)):
quat = OpenMaya.MQuaternion()
#then we can add it to transfrom Fn
#Fn is basically the collection of functions for given objects
xform=OpenMaya.MFnTransform(obj)
xform.getRotation(quat)
# glTF requires normalize quat
quat.normalizeIt()
py_quat = [quat[x] for x in range(4)]
return py_quat
示例3: getCircleData
# 需要导入模块: from maya import OpenMaya [as 别名]
# 或者: from maya.OpenMaya import MQuaternion [as 别名]
def getCircleData(self, origin, normal, tangent, scale ):
"""creates the circleData
"""
quat = OpenMaya.MQuaternion()
# create the circle data
circleData = [] * 0
for i in range(self.circleDivision):
quat.setAxisAngle( normal.normal() , float(i) * self.unitAngle )
pointOnCircle = tangent.rotateBy( quat )
circleData.append( [pointOnCircle.x * scale + origin.x, pointOnCircle.y * scale + origin.y, pointOnCircle.z * scale + origin.z] )
# close the circle
# append the first to last
circleData.append( circleData[0] )
return circleData
示例4: rotate_into
# 需要导入模块: from maya import OpenMaya [as 别名]
# 或者: from maya.OpenMaya import MQuaternion [as 别名]
def rotate_into(self, direction, rotation):
""" slerp the given rotation values into the direction given
by the brush_state
@param direction MVector: the target direction
@param rotation MVector: current euler rotation """
vector_weight = self.brush_state.settings['strength']
up_vector = om.MVector(0, 1, 0)
local_up = up_vector.rotateBy(om.MEulerRotation(math.radians(rotation.x),
math.radians(rotation.y),
math.radians(rotation.z)))
target_rotation = om.MQuaternion(local_up, direction, vector_weight)
util = om.MScriptUtil()
x_rot = np.radians(rotation.x)
y_rot = np.radians(rotation.y)
z_rot = np.radians(rotation.z)
util.createFromDouble(x_rot, y_rot, z_rot)
rotation_ptr = util.asDoublePtr()
mat = om.MTransformationMatrix()
mat.setRotation(rotation_ptr, om.MTransformationMatrix.kXYZ)
mat = mat.asMatrix() * target_rotation.asMatrix()
rotation = om.MTransformationMatrix(mat).rotation()
return om.MVector(math.degrees(rotation.asEulerRotation().x),
math.degrees(rotation.asEulerRotation().y),
math.degrees(rotation.asEulerRotation().z))
示例5: get_rotation
# 需要导入模块: from maya import OpenMaya [as 别名]
# 或者: from maya.OpenMaya import MQuaternion [as 别名]
def get_rotation(initial_rotation, dir_vector, vector_weight):
""" Get euler rotation values based on given min/max rotation, a direction
vector and a weight for the given vector. slerp between direction vector and
world up vector.
:param min_rotation tuple(x,y,z): minimum rotation values
:param max_rotation tuple(x,y,z): maximum rotation values
:param dir_vector MVector: direction of instance y-up
:param weight float(0-1): the weigth of the direction
:return MVector: Mvector containing euler rotation values """
world_up = om.MVector(0, 1, 0)
rotation = om.MQuaternion(world_up, dir_vector, vector_weight)
# get random rotation
# r_x = math.radians(random.uniform(min_rotation[0], max_rotation[0]))
# r_y = math.radians(random.uniform(min_rotation[1], max_rotation[1]))
# r_z = math.radians(random.uniform(min_rotation[2], max_rotation[2]))
mat = om.MTransformationMatrix()
util = om.MScriptUtil()
util.createFromDouble(initial_rotation[0], initial_rotation[1], initial_rotation[2])
rotation_ptr = util.asDoublePtr()
mat.setRotation(rotation_ptr, om.MTransformationMatrix.kXYZ)
mat = mat.asMatrix() * rotation.asMatrix()
rotation = om.MTransformationMatrix(mat).rotation()
return om.MVector(math.degrees(rotation.asEulerRotation().x),
math.degrees(rotation.asEulerRotation().y),
math.degrees(rotation.asEulerRotation().z))
示例6: rotateAlongAxis
# 需要导入模块: from maya import OpenMaya [as 别名]
# 或者: from maya.OpenMaya import MQuaternion [as 别名]
def rotateAlongAxis(v, axis, a):
"""Rotate a vector around a given axis defined by other vector.
Arguments:
v (vector): The vector to rotate.
axis (vector): The axis to rotate around.
a (float): The rotation angle in radians.
"""
sa = math.sin(a / 2.0)
ca = math.cos(a / 2.0)
q1 = OpenMaya.MQuaternion(v.x, v.y, v.z, 0)
q2 = OpenMaya.MQuaternion(axis.x * sa, axis.y * sa, axis.z * sa, ca)
q2n = OpenMaya.MQuaternion(-axis.x * sa, -axis.y * sa, -axis.z * sa, ca)
q = q2 * q1
q *= q2n
out = OpenMaya.MVector(q.x, q.y, q.z)
return out
##########################################################
# CLASS
##########################################################
示例7: get_rotation
# 需要导入模块: from maya import OpenMaya [as 别名]
# 或者: from maya.OpenMaya import MQuaternion [as 别名]
def get_rotation(self, flag, normal, index=0):
""" generate new rotation values based on the brush state
if we are in drag mode we maintain old rotation values and adjust
rotation to the new normal. we can use the index arg to set a
specific index for the last placed objects """
dir_vector = self.get_alignment(normal)
vector_weight = self.brush_state.settings['strength']
world_up = om.MVector(0, 1, 0)
rotation = om.MQuaternion(world_up, dir_vector, vector_weight)
# when we in drag mode we want to maintain old rotation values
if self.brush_state.shift_mod and flag != SporeToolCmd.k_click:
initial_rotation = self.initial_rotation[index]
# otherwise we generate new values
else:
# get random rotation
min_rotation = self.brush_state.settings['min_rot']
max_rotation = self.brush_state.settings['max_rot']
r_x = math.radians(random.uniform(min_rotation[0], max_rotation[0]))
r_y = math.radians(random.uniform(min_rotation[1], max_rotation[1]))
r_z = math.radians(random.uniform(min_rotation[2], max_rotation[2]))
self.initial_rotation.set(om.MVector(r_x, r_y, r_z), index)
initial_rotation = self.initial_rotation[index]
# rotation = brush_utils.get_rotation(self.initial_rotation, direction,
mat = om.MTransformationMatrix()
util = om.MScriptUtil()
util.createFromDouble(initial_rotation.x,
initial_rotation.y,
initial_rotation.z)
rotation_ptr = util.asDoublePtr()
mat.setRotation(rotation_ptr, om.MTransformationMatrix.kXYZ)
mat = mat.asMatrix() * rotation.asMatrix()
rotation = om.MTransformationMatrix(mat).rotation()
return om.MVector(math.degrees(rotation.asEulerRotation().x),
math.degrees(rotation.asEulerRotation().y),
math.degrees(rotation.asEulerRotation().z))
示例8: create_brush_shape
# 需要导入模块: from maya import OpenMaya [as 别名]
# 或者: from maya.OpenMaya import MQuaternion [as 别名]
def create_brush_shape(self):
if self.draw:
# fetch point and normal
pnt = om.MPoint(self.position[0],
self.position[1],
self.position[2])
nrm = om.MVector(self.normal[0],
self.normal[1],
self.normal[2])
tan = om.MVector(self.tangent[0],
self.tangent[1],
self.tangent[2])
# draw dragger shapes
if self.shift_mod:
pos_x, pos_y = self.world_to_view(pnt)
shapes = []
shapes.append([(pos_x - 15, pos_y - 15), (pos_x + 15, pos_y + 15)])
shapes.append([(pos_x - 15, pos_y + 15), (pos_x + 15, pos_y - 15)])
return shapes
else:
# get point at normal and tangent
# n_pnt = pnt + (nrm * self._state.radius * 0.75)
# t_str = pnt + (tan * self._state.radius * 0.75)
# t_end = pnt + (tan * self._state.radius)
# get circle points
theta = math.radians(360 / 20)
shape = []
for i in xrange(20 + 1):
rot = om.MQuaternion(theta * i, nrm)
rtan = tan.rotateBy(rot)
pos = pnt + (rtan * self._radius)
pos_x, pos_y = self.world_to_view(pos)
shape.append((pos_x, pos_y))
return [shape]
示例9: slerp
# 需要导入模块: from maya import OpenMaya [as 别名]
# 或者: from maya.OpenMaya import MQuaternion [as 别名]
def slerp(qa, qb, t):
"""Calculates the quaternion slerp between two quaternions.
From: http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/index.htm
:param qa: Start MQuaternion.
:param qb: End MQuaternion.
:param t: Parameter between 0.0 and 1.0
:return: An MQuaternion interpolated between qa and qb.
"""
qm = OpenMaya.MQuaternion()
# Calculate angle between them.
cos_half_theta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z
# if qa == qb or qa == -qb then theta = 0 and we can return qa
if abs(cos_half_theta) >= 1.0:
qm.w = qa.w
qm.x = qa.x
qm.y = qa.y
qm.z = qa.z
return qa
# Calculate temporary values
half_theta = math.acos(cos_half_theta)
sin_half_theta = math.sqrt(1.0 - cos_half_theta * cos_half_theta)
# if theta = 180 degrees then result is not fully defined
# we could rotate around any axis normal to qa or qb
if math.fabs(sin_half_theta) < 0.001:
qm.w = qa.w * 0.5 + qb.w * 0.5
qm.x = qa.x * 0.5 + qb.x * 0.5
qm.y = qa.y * 0.5 + qb.y * 0.5
qm.z = qa.z * 0.5 + qb.z * 0.5
return qm
ratio_a = math.sin((1 - t) * half_theta) / sin_half_theta
ratio_b = math.sin(t * half_theta) / sin_half_theta
# Calculate quaternion
qm.w = qa.w * ratio_a + qb.w * ratio_b
qm.x = qa.x * ratio_a + qb.x * ratio_b
qm.y = qa.y * ratio_a + qb.y * ratio_b
qm.z = qa.z * ratio_a + qb.z * ratio_b
return qm