Esempio n. 1
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 def __set_indexed(self, value):
     # Sometimes blender animations only reference a subset of components of a data target. Keyframe should always
     # contain a complete Vector/ Quaternion
     result = [0.0] * self.__get_target_len()
     for i, v in zip(self.__indices, value):
         result[i] = v
     result = gltf2_blender_math.list_to_mathutils(result, self.__target)
     return result
Esempio n. 2
0
 def out_tangent(
     self
 ) -> typing.Union[mathutils.Vector, mathutils.Euler, mathutils.Quaternion,
                   typing.List[float]]:
     if self.__out_tangent is None:
         return None
     if self.target == "value":
         return self.__out_tangent
     return gltf2_blender_math.list_to_mathutils(self.__out_tangent,
                                                 self.target)
Esempio n. 3
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 def __set_indexed(self, value):
     # 'value' targets don't use keyframe.array_index
     if self.__target == "value":
         return value
     # Sometimes blender animations only reference a subset of components of a data target. Keyframe should always
     # contain a complete Vector/ Quaternion --> use the array_index value of the keyframe to set components in such
     # structures
     result = [0.0] * self.__get_target_len()
     for i, v in zip(self.__indices, value):
         result[i] = v
     result = gltf2_blender_math.list_to_mathutils(result, self.__target)
     return result
 def __set_indexed(self, value):
     # 'value' targets don't use keyframe.array_index
     if self.target == "value":
         return value
     # Sometimes blender animations only reference a subset of components of a data target. Keyframe should always
     # contain a complete Vector/ Quaternion --> use the array_index value of the keyframe to set components in such
     # structures
     result = [0.0] * self.__get_target_len()
     for i, v in zip(self.__indices, value):
         result[i] = v
     result = gltf2_blender_math.list_to_mathutils(result, self.target)
     return result
 def value(self) -> typing.Union[mathutils.Vector, mathutils.Euler, mathutils.Quaternion, typing.List[float]]:
     if self.target == "value":
         return self.__value
     return gltf2_blender_math.list_to_mathutils(self.__value, self.target)