コード例 #1
0
    def setQuaternion(self, Quaternion):
        """Set the orientation of the body in world coordinates (the display object is oriented to match)."""
        odelib.BaseBody.setQuaternion(self, Quaternion)

        # now set the orientation of the display frame
        # Rotating a point is q * (0,v) * q-1
        # q-1 is w, -x, -y, -z assuming that q is a unit quaternion
        w1, x1, y1, z1 = Quaternion
        v1 = ivisual.vector(x1, y1, z1)
        w3 = w1
        v3 = -v1

        # First do the axis vector
        w2 = 0.0
        v2 = ivisual.vector((1.0, 0.0, 0.0))

        # This code is equivalent to a quaternion multiply: qR = q1 * q2 * q3
        w12 = (w1 * w2) - ivisual.dot(v1, v2)
        v12 = (w1 * v2) + (w2 * v1) + ivisual.cross(v1, v2)
        wR = (w12 * w3) - ivisual.dot(v12, v3)
        vR = (w12 * v3) + (w3 * v12) + ivisual.cross(v12, v3)

        self._myFrame.axis = vR

        # Do it again for the up vector
        w2 = 0.0
        v2 = ivisual.vector((0.0, 1.0, 0.0))

        # This code is equivalent to a quaternion multiply: qR = q1 * q2 * q3
        w12 = (w1 * w2) - ivisual.dot(v1, v2)
        v12 = (w1 * v2) + (w2 * v1) + ivisual.cross(v1, v2)
        wR = (w12 * w3) - ivisual.dot(v12, v3)
        vR = (w12 * v3) + (w3 * v12) + ivisual.cross(v12, v3)

        self._myFrame.up = vR
コード例 #2
0
ファイル: __init__.py プロジェクト: Gabs48/iVisualPyOde
    def setQuaternion(self, Quaternion):
        """Set the orientation of the body in world coordinates (the display object is oriented to match)."""
        odelib.BaseBody.setQuaternion(self, Quaternion)

        # now set the orientation of the display frame
        # Rotating a point is q * (0,v) * q-1
        # q-1 is w, -x, -y, -z assuming that q is a unit quaternion
        w1, x1, y1, z1 = Quaternion
        v1 = ivisual.vector(x1, y1, z1)
        w3 = w1
        v3 = -v1

        # First do the axis vector
        w2 = 0.0
        v2 = ivisual.vector((1.0, 0.0, 0.0))

        # This code is equivalent to a quaternion multiply: qR = q1 * q2 * q3
        w12 = (w1 * w2) - ivisual.dot(v1, v2)
        v12 = (w1 * v2) + (w2 * v1) + ivisual.cross(v1, v2)
        wR = (w12 * w3) - ivisual.dot(v12, v3)
        vR = (w12 * v3) + (w3 * v12) + ivisual.cross(v12, v3)

        self._myFrame.axis = vR

        # Do it again for the up vector
        w2 = 0.0
        v2 = ivisual.vector((0.0, 1.0, 0.0))

        # This code is equivalent to a quaternion multiply: qR = q1 * q2 * q3
        w12 = (w1 * w2) - ivisual.dot(v1, v2)
        v12 = (w1 * v2) + (w2 * v1) + ivisual.cross(v1, v2)
        wR = (w12 * w3) - ivisual.dot(v12, v3)
        vR = (w12 * v3) + (w3 * v12) + ivisual.cross(v12, v3)

        self._myFrame.up = vR
コード例 #3
0
ファイル: __init__.py プロジェクト: Gabs48/iVisualPyOde
 def GetElementWorldLocation(self, ElementKey):
     """Returns the location of the specified element in world coordinates."""
     assert ElementKey in self._elementDict
     self._elementDict.get(ElementKey).SetVisible(isVisible)
     localPos = self.GetElement(ElementKey).pos
     xAxis = ivisual.norm(self._myFrame.axis)
     zAxis = ivisual.norm(ivisual.cross(self._myFrame.axis, self._myFrame.up))
     yAxis = ivisual.norm(ivisual.cross(z_axis, x_axis))
     worldPos = self._myFrame.pos + (localPos.x * xAxis) + (localPos.y * yAxis) + (localPos.z * zAxis)
     return worldPos
コード例 #4
0
 def GetElementWorldLocation(self, ElementKey):
     """Returns the location of the specified element in world coordinates."""
     assert ElementKey in self._elementDict
     self._elementDict.get(ElementKey).SetVisible(isVisible)
     localPos = self.GetElement(ElementKey).pos
     xAxis = ivisual.norm(self._myFrame.axis)
     zAxis = ivisual.norm(
         ivisual.cross(self._myFrame.axis, self._myFrame.up))
     yAxis = ivisual.norm(ivisual.cross(z_axis, x_axis))
     worldPos = self._myFrame.pos + (localPos.x * xAxis) + (
         localPos.y * yAxis) + (localPos.z * zAxis)
     return worldPos
コード例 #5
0
    def build(self, Verticies, Faces, Colors=None, Normals=None, IsSoft=False):
        """Build a displayable tri-mesh object.  This is an overload of ode.TriMeshData.build()."""
        # Fill out our TriMeshData object properties by calling the parent
        ode.TriMeshData.build(self, Verticies, Faces)

        self._verticies = []
        self._colors = []
        self._normals = []

        # Expand the mesh to make it suitable for use with Visual
        for face in Faces:
            for index, vertex in enumerate(face):
                self._verticies.append(Verticies[vertex])
                if Colors is not None:
                    self._colors.append(Colors[vertex])
                else:
                    # Assign a default
                    self._colors.append(ivisual.color.white)
                if Normals is not None:
                    self._normals.append(Normals[vertex])
                else:
                    # Compute the normals using cross products
                    normal = ivisual.norm(
                        ivisual.cross(Verticies[face[index]],
                                      Verticies[face[(index + 1) % 3]]))
                    self._normals.append(normal)

        if IsSoft:
            # Need to go back and average normals -- implement later
            pass
コード例 #6
0
ファイル: __init__.py プロジェクト: Gabs48/iVisualPyOde
    def build(self, Verticies, Faces, Colors=None, Normals=None, IsSoft=False):
        """Build a displayable tri-mesh object.  This is an overload of ode.TriMeshData.build()."""
        # Fill out our TriMeshData object properties by calling the parent
        ode.TriMeshData.build(self, Verticies, Faces)

        self._verticies = []
        self._colors = []
        self._normals = []

        # Expand the mesh to make it suitable for use with Visual
        for face in Faces:
            for index, vertex in enumerate(face):
                self._verticies.append(Verticies[vertex])
                if Colors is not None:
                    self._colors.append(Colors[vertex])
                else:
                    # Assign a default
                    self._colors.append(ivisual.color.white)
                if Normals is not None:
                    self._normals.append(Normals[vertex])
                else:
                    # Compute the normals using cross products
                    normal = ivisual.norm(ivisual.cross(Verticies[face[index]], Verticies[face[(index + 1) % 3]]))
                    self._normals.append(normal)

        if IsSoft:
            # Need to go back and average normals -- implement later
            pass