本文整理匯總了Python中maya.OpenMaya.MQuaternion方法的典型用法代碼示例。如果您正苦於以下問題:Python OpenMaya.MQuaternion方法的具體用法?Python OpenMaya.MQuaternion怎麽用?Python OpenMaya.MQuaternion使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類maya.OpenMaya
的用法示例。
在下文中一共展示了OpenMaya.MQuaternion方法的9個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。
示例1: get_rotation
# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MQuaternion [as 別名]
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
# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MQuaternion [as 別名]
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
# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MQuaternion [as 別名]
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
# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MQuaternion [as 別名]
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
# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MQuaternion [as 別名]
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
# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MQuaternion [as 別名]
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
# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MQuaternion [as 別名]
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
# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MQuaternion [as 別名]
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
# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MQuaternion [as 別名]
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