예제 #1
2
    def test_expmap_axis_normalization(self):
        q = Quaternion((1, 1, 0), 2)
        e = q.to_exponential_map()

        self.assertAlmostEqual(e.x, 2 * math.sqrt(0.5), 6)
        self.assertAlmostEqual(e.y, 2 * math.sqrt(0.5), 6)
        self.assertAlmostEqual(e.z, 0)
예제 #2
0
파일: rift_look.py 프로젝트: lubosz/HoVR
def rotateCam(rift):
    
    cont = G.getCurrentController()
    owner = cont.owner
    
    scene = G.getCurrentScene()
 
    rift.poll()
        
    rotation = Quaternion((rift.rotation[0], 
        rift.rotation[1], 
        rift.rotation[2], 
        rift.rotation[3]))

    eu = rotation.to_euler()
    
    #ativecam
    fix = Euler((-1.57, 0, 3*1.57), 'XYZ')
    rot = Euler((-eu.z, eu.y, -eu.x), 'XYZ')
    
    #owner
    #fix = Euler((0, 2*-1.57, -1.57), 'XYZ')
    #rot = Euler((-eu.x, eu.z, eu.y), 'XYZ')
    
    rot.rotate(fix)
     
    #cam = scene.active_camera
    cam = scene.cameras["Camera"]
    cam.localOrientation = rot
예제 #3
0
    def _create_bones(self, bone, parent):
        abone = self._armature.edit_bones.new(bone.name)
        abone.tail = Vector([0, 1, 0])

        if parent:
            abone.parent = parent

        rot_part = Quaternion(bone.rotation).inverted().to_matrix()
        pos_part = Vector(bone.position)
        transform = Matrix.Translation(bone.position) * rot_part.to_4x4()

        if parent:
            transform = parent.matrix * transform
            rot_part = transform.to_3x3()
            pos_part = transform.to_translation()

        # abone.transform(transform)
        abone.transform(rot_part)
        abone.translate(pos_part)

        nrm_mtx = transform.to_3x3()
        nrm_mtx.invert()
        nrm_mtx.transpose()

        for vi in range(0, bone.vertex_count):
            vt_ind = vi + bone.vertex_index
            self._file.vertices[vt_ind] = list(transform * Vector(self._file.vertices[vt_ind]))
            self._file.normals[vt_ind] = list(nrm_mtx * Vector(self._file.normals[vt_ind]))

        for child in bone.children:
            self._create_bones(child, abone)
예제 #4
0
파일: t_pose.py 프로젝트: jultrunb/ass
def loadTPose(rig, filename):
    if filename:
        filepath = os.path.join(os.path.dirname(__file__), filename)
        filepath = os.path.normpath(filepath)
        print("Loading %s" % filepath)
        struct = loadJson(filepath)
        rig.McpTPoseFile = filename
    else:
        return False

    unit = Matrix()
    for pb in rig.pose.bones:
        pb.matrix_basis = unit

    for name,value in struct:
        bname = getBoneName(rig, name)
        try:
            pb = rig.pose.bones[bname]
        except KeyError:
            continue
        quat = Quaternion(value)
        pb.matrix_basis = quat.to_matrix().to_4x4()
        setBoneTPose(pb, quat)

    rig.McpTPoseLoaded = True
    rig.McpRestTPose = False
    return True
예제 #5
0
    def test_to_expmap(self):
        q = Quaternion((0, 0, 1), math.radians(90))

        e = q.to_exponential_map()
        self.assertAlmostEqual(e.x, 0)
        self.assertAlmostEqual(e.y, 0)
        self.assertAlmostEqual(e.z, math.radians(90), 6)
    def execute(self, context):
        scn = context.scene
        if 'localgrid_menu_items_strings' in scn and \
           'localgrid_menu_items_float' in scn:
            strings_dict = scn['localgrid_menu_items_strings']
            float_dict = scn['localgrid_menu_items_float']
            for i in range(len(strings_dict.keys())):
                strings = strings_dict[str(i)]
                icon, name = strings.split(',', 1)
                ls = float_dict[str(i)]
                orig = Vector([ls[0], ls[1], ls[2]])
                quat = Quaternion([ls[3], ls[4], ls[5], ls[6]])


                item = scn.local_grid.items.add()
                item.item_name = name
                item.icon = icon
                item.orig = orig
                item.quat = quat.inverted()
        if 'localgrid_menu_items_strings' in scn:
            del(scn['localgrid_menu_items_strings'])
        if 'localgrid_menu_items_float' in scn:
            del(scn['localgrid_menu_items_float'])
        if hasattr(scn, 'localgrid_menu_items_strings'):
            del(scn.localgrid_menu_items_strings)
        if hasattr(scn, 'localgrid_menu_items_float'):
            del(scn.localgrid_menu_items_float)
        return {'FINISHED'}
 def execute(self, context):
     selected = bpy.context.selected_objects
     obj = selected[-1]
     surf = bpy.context.scene.objects['surface']
     
     loc = bpy.context.scene.cursor_location
     
     bvh = BVHTree.FromObject(surf, bpy.context.scene)
     
     loc = surf.matrix_world.inverted() * loc
     (loc, normal, index, dist) = bvh.find_nearest(loc)
     if self.use_smooth:
         normal = smooth_normal(surf, loc, index)
     loc = surf.matrix_world * loc
     
     bpy.ops.object.duplicate()
     new_obj = bpy.context.selected_objects[-1]
     
     (unused, surf_rot, unused) = surf.matrix_world.decompose()
     (unused, obj_rot, scale) = obj.matrix_world.decompose()
     
     normal = surf_rot * normal
     vec = obj_rot * Vector((0.0, 0.0, 1.0))
     
     q = vec.rotation_difference(normal)
     q = Quaternion().slerp(q, self.align_with_normal)
     mat_scale = Matrix()
     for i in range(3): mat_scale[i][i] = scale[i]
     new_obj.matrix_world = (Matrix.Translation(loc) *
         q.to_matrix().to_4x4() * obj_rot.to_matrix().to_4x4() *
         mat_scale)
     
     bpy.context.scene.objects.active = new_obj
     
     return {'FINISHED'}
예제 #8
0
def loadMhpFile(context, filepath):
    ob = context.object
    rig = ob.parent
    scn = context.scene
    if rig and rig.type == 'ARMATURE':
        (pname, ext) = os.path.splitext(filepath)
        mhppath = pname + ".mhp"
        
        fp = open(mhppath, "rU")
        for line in fp:
            words = line.split()
            if len(words) < 5:
                continue
            elif words[1] == "quat":
                q = Quaternion((float(words[2]), float(words[3]), float(words[4]), float(words[5])))
                mat = q.to_matrix().to_4x4()
                pb = rig.pose.bones[words[0]]
                pb.matrix_basis = mat
            elif words[1] == "gquat":
                q = Quaternion((float(words[2]), float(words[3]), float(words[4]), float(words[5])))
                mat = q.to_matrix().to_4x4()
                maty = mat[1].copy()
                matz = mat[2].copy()
                mat[1] = -matz
                mat[2] = maty
                pb = rig.pose.bones[words[0]]
                pb.matrix_basis = pb.bone.matrix_local.inverted() * mat
        fp.close()
        print("Mhp file %s loaded" % mhppath)
예제 #9
0
def calc_pose_mats(iqmodel, iqpose, bone_axis):
	loc_pose_mat = [None] * len(iqmodel.bones)
	abs_pose_mat = [None] * len(iqmodel.bones)
	recalc = False

	# convert pose to local matrix and compute absolute matrix
	for n in range(len(iqmodel.bones)):
		iqbone = iqmodel.bones[n]

		pose_pos = iqpose[n].translate
		pose_rot = iqpose[n].rotate
		pose_scale = iqpose[n].scale

		local_pos = Vector(pose_pos)
		local_rot = Quaternion((pose_rot[3], pose_rot[0], pose_rot[1], pose_rot[2]))
		local_scale = Vector(pose_scale)

		mat_pos = Matrix.Translation(local_pos)
		mat_rot = local_rot.to_matrix().to_4x4()
		mat_scale = Matrix.Scale(local_scale.x, 3).to_4x4()
		loc_pose_mat[n] = mat_pos * mat_rot * mat_scale

		if iqbone.parent >= 0:
			abs_pose_mat[n] = abs_pose_mat[iqbone.parent] * loc_pose_mat[n]
		else:
			abs_pose_mat[n] = loc_pose_mat[n]

	# Remove negative scaling from bones.
	# Due to numerical instabilities in blender's matrix <-> head/tail/roll math
	# this isn't always stable when the bones are in the X axis. If the bones
	# end up rotated 90 degrees from what they should be, that's the reason.
	for n in range(len(iqmodel.bones)):
		if abs_pose_mat[n].is_negative:
			if not hasattr(iqmodel, 'abs_bind_mat'):
				print("warning: removing negative scale in bone", iqmodel.bones[n].name)
			abs_pose_mat[n] = abs_pose_mat[n] * Matrix.Scale(-1, 4)
			recalc = True

	# flip bone axis (and recompute local matrix if needed)
	if bone_axis == 'X':
		axis_flip = Matrix.Rotation(math.radians(-90), 4, 'Z')
		abs_pose_mat = [m * axis_flip for m in abs_pose_mat]
		recalc = True
	if bone_axis == 'Z':
		axis_flip = Matrix.Rotation(math.radians(-90), 4, 'X')
		abs_pose_mat = [m * axis_flip for m in abs_pose_mat]
		recalc = True

	if recalc:
		inv_pose_mat = [m.inverted() for m in abs_pose_mat]
		for n in range(len(iqmodel.bones)):
			iqbone = iqmodel.bones[n]
			if iqbone.parent >= 0:
				loc_pose_mat[n] = inv_pose_mat[iqbone.parent] * abs_pose_mat[n]
			else:
				loc_pose_mat[n] = abs_pose_mat[n]

	return loc_pose_mat, abs_pose_mat
예제 #10
0
def quats_to_matrix(qx, qy, qz, qw, tx, ty, tz): # pylint: disable=invalid-name
    """
    Converts the quaternions and the translation into a 4-dimensional matrix
    """
    # this is straight up math, nothing to "graps" or "understand". Var names are practical
    # pylint: disable=invalid-name
    mat = Quaternion((qx, qy, qz, qw)).to_matrix().to_4x4()
    mat.translation = Vector((tx, ty, tz))
    return mat
예제 #11
0
    def test_from_expmap(self):
        e = Vector((1, 1, 0))
        q = Quaternion(e)
        axis, angle = q.to_axis_angle()

        self.assertAlmostEqual(angle, math.sqrt(2), 6)
        self.assertAlmostEqual(axis.x, math.sqrt(0.5), 6)
        self.assertAlmostEqual(axis.y, math.sqrt(0.5), 6)
        self.assertAlmostEqual(axis.z, 0)
예제 #12
0
def change_to_scs_quaternion_coordinates(rot):
    """Transposes quaternion rotation from Blender to SCS game engine.

    :param rot: Blender quaternion (or four floats)
    :type rot: Quaternion | list | tuple
    :return: Transposed quaternion rotation
    :rtype: Quaternion
    """
    quat = Quaternion((rot[0], rot[1], rot[2], rot[3]))
    return (scs_to_blend_matrix().inverted() * quat.to_matrix().to_4x4() * scs_to_blend_matrix()).to_quaternion()
def angle_between_nor(nor_orig, nor_result):
    angle = math.acos(nor_orig.dot(nor_result))
    axis = nor_orig.cross(nor_result).normalized()

    q = Quaternion()
    q.x = axis.x * math.sin(angle / 2)
    q.y = axis.y * math.sin(angle / 2)
    q.z = axis.z * math.sin(angle / 2)
    q.w = math.cos(angle / 2)

    return q
예제 #14
0
 def set_LRS(self, context, obj, LRS, rotation_mode='QUATERNION'):
     L, R, S = LRS
     L_mode, R_mode, S_mode, to_m, persp = self.calc_matrix(context, obj)
     
     mL = (L is not None) and (L_mode != 'BASIS')
     mR = (R is not None) and (R_mode != 'BASIS')
     mS = (S is not None) and (S_mode != 'BASIS')
     
     if mL or mR or mS:
         in_m = matrix_inverted_safe(to_m) * BlUtil.Object.matrix_world(obj)
         
         if not mL:
             in_L = in_m.to_translation()
         else:
             L = Vector(L) # make sure it's a Vector
             if L_mode in ('CAMERA', 'VIEW'):
                 L = Vector((L.x / persp.x, L.y / persp.y, -L.z)).lerp(
                     Vector((L.x * L.z / persp.x, L.y * L.z / persp.y, -L.z)), persp.z)
             in_L = L
             L = None
         
         if not mR:
             in_R = in_m.to_quaternion()
             if not R: rotation_mode = obj.rotation_mode
         else:
             if rotation_mode == 'QUATERNION':
                 in_R = Quaternion(R)
             elif rotation_mode == 'AXIS_ANGLE':
                 in_R = Quaternion(R[1:], R[0])
             else:
                 if (len(R) == 4): R = R[1:]
                 in_R = Euler(R).to_quaternion()
             R = None
         
         if not mS:
             in_S = in_m.to_scale()
         else:
             in_S = Vector(S)
             S = None
         
         x, y, z = in_R.normalized().to_matrix().col
         in_m = matrix_compose(x*in_S.x, y*in_S.y, z*in_S.z, in_L)
         BlUtil.Object.matrix_world_set(obj, to_m * in_m)
         
         if (not mL) and (not L): L = Vector(obj.location)
         if (not mR) and (not R): R = BlUtil.Object.rotation_convert(obj.rotation_mode, obj.rotation_quaternion,
             obj.rotation_axis_angle, obj.rotation_euler, rotation_mode)
         if (not mS) and (not S): S = Vector(obj.scale)
     
     if L: obj.location = Vector(L)
     if R: BlUtil.Object.rotation_apply(obj, R, rotation_mode)
     if S: obj.scale = Vector(S)
예제 #15
0
파일: __init__.py 프로젝트: apetrone/gemini
	def compute_pose(self, world_poses, local_rotations, joint_offsets, index):
		"""
		Compute a pose for an index. Returns the resulting mat4
		"""

		parent_quat = Quaternion([1, 0, 0, 0])
		parent_pose = Matrix()

		if index > 0:
			parent_quat = local_rotations[index - 1]
			parent_pose = world_poses[index - 1]

		local_pose = (parent_quat.inverted() * local_rotations[index]).to_matrix()
		local_pose.resize_4x4()
		return parent_pose * joint_offsets[index] * local_pose
예제 #16
0
def setTPose(context):
    rig = context.object
    scn = context.scene
    if not rig.McpHasTPose:
        print(("%s has no defined T-pose" % rig))

    quat = Quaternion((1,0,0,0))
    mat = quat.to_matrix().to_4x4()
    for pb in rig.pose.bones:
        try:
            qw = pb["McpRestW"]
        except KeyError:
            continue
        pb.matrix_basis = mat
    print("Set T-pose")
예제 #17
0
def clearTPose(context):
    rig = context.object
    scn = context.scene
    if not rig.McpHasTPose:
        print(("%s has no defined T-pose" % rig))

    for pb in rig.pose.bones:
        try:
            qw = pb["McpRestW"]
            qx = pb["McpRestX"]
            qy = pb["McpRestY"]
            qz = pb["McpRestZ"]
        except KeyError:
            continue
        quat = Quaternion((qw,qx,qy,qz))
        pb.matrix_basis = quat.to_matrix().to_4x4()
    print("Cleared T-pose")
예제 #18
0
def bake_path_offsets(context, cu_path, ob, action, specials):
    """ bake path offsets into an action """
    channels = get_bone_channels(action)
    channels = topmost_level(channels, ob, specials)
    limits = (int(action.frame_range[0]), 2  + int(action.frame_range[1]))
    values = evaluate_curves(channels, limits)
    zero_offset = get_path_offset(context, cu_path, ob, 0).copy()
    for bone, groups in channels.items():

        for data_path, curves in groups.items():
            data = [(cu.data_path, cu.array_index, cu.group.name) for cu in curves]
            while curves:
                cu = curves.pop(-1)
                action.fcurves.remove(cu)
            for datum in data:
                cu = action.fcurves.new(datum[0], datum[1], datum[2])
                curves.append(cu)
    for frame in range(limits[0], limits[1]):
        context.scene.frame_set(frame)
        current_offset = ob.matrix_world
        print(ob.name, current_offset.to_translation() , zero_offset.to_translation())
        for bone, groups in channels.items():
            for transforms in 'location', 'rotation_quaternion':
                if 'location' in groups:
                    old_loc = values[bone]['location'][frame - limits[0]]
                else:
                    old_loc = Vector((0,0,0))
                if 'rotation_quaternion' in groups:
                    old_rot = Quaternion(values[bone]['rotation_quaternion'][frame - limits[0]])
                else:
                    old_rot = Quaternion((1, 0, 0, 0))
            old_trans = Matrix.Translation(old_loc).to_4x4() * old_rot.to_matrix().to_4x4()
            rest_mat = ob.data.bones[bone].matrix_local
            old_trans_world = current_offset * rest_mat * old_trans
            new_trans =\
                rest_mat.inverted() * zero_offset.inverted() * old_trans_world
            new_loc, new_rot, sca = new_trans.decompose()
            for group, curves in groups.items():
                for array_index, curve in enumerate(curves):
                    if curve.data_path.endswith('location'):
                        insert_keyframe_curve(
                            curve, frame, new_loc[array_index], 'LINEAR')
                    else:
                        insert_keyframe_curve(
                            curve, frame, new_rot[array_index], 'LINEAR')
예제 #19
0
def createTPose(context):
    rig = context.object
    scn = context.scene
    if rig.McpHasTPose:
        setTPose(context)
        return

    filepath = os.path.join(os.path.dirname(__file__), "t_pose.json")
    struct = loadJson(filepath)

    for name,value in struct:
        pb = rig.pose.bones[name]
        quat = Quaternion(value)
        pb.matrix_basis = quat.to_matrix().to_4x4()
        rest = quat.inverted()
        pb["McpRestW"] = rest.w
        pb["McpRestX"] = rest.x
        pb["McpRestY"] = rest.y
        pb["McpRestZ"] = rest.z

    children = []
    for ob in scn.objects:
        if ob.type != 'MESH':
            continue
        for mod in ob.modifiers:
            if (mod.type == 'ARMATURE' and
                mod.object == rig):
                children.append((ob, mod.name))
                scn.objects.active = ob
                bpy.ops.object.modifier_apply(apply_as='SHAPE', modifier=mod.name)
                ob.data.shape_keys.key_blocks[mod.name].value = 1

    scn.objects.active = rig
    bpy.ops.pose.armature_apply()
    for ob,name in children:
        scn.objects.active = ob
        mod = ob.modifiers.new(name, 'ARMATURE')
        mod.object = rig
        mod.use_vertex_groups = True
        bpy.ops.object.modifier_move_up(modifier=name)
        setShapeKey(ob, name, 1.0)

    scn.objects.active = rig
    rig.McpHasTPose = True
    print("Created T-pose")
예제 #20
0
 def applied_influence(matrix, group_matrix=None):
     q = matrix.to_3x3().to_quaternion()
     loc = matrix.to_translation()
     if self.mode == 'A_TO_B':
         q0 = Quaternion([1, 0, 0, 0])
         loc0 = Vector()
     else:
         q0 = group_matrix.to_quaternion()
         if self.transform_mode == 'TRANSLATE':
             q = q0.copy()
         if self.transform_mode in {'ALL', 'TRANSLATE'}:
             loc0 = group_matrix.to_translation()
         else:
             loc0 = Vector()
     q = q * self.influence + q0 * (1.0 - self.influence)
     loc = loc * self.influence + loc0 * (1.0 - self.influence)
     mat = q.to_matrix().to_4x4()
     mat.col[3][:3] = loc
     return mat
예제 #21
0
	def getmatrix(self):

		# Rotating / panning / zooming 3D view is handled here.
		# Get matrix.
		if self.selobj.rotation_mode == 'AXIS_ANGLE':
			# when roataion mode is axisangle
			angle, x, y, z =  self.selobj.rotation_axis_angle
			self.matrix = Matrix.Rotation(-angle, 4, Vector((x, y, z)))
		elif self.selobj.rotation_mode == 'QUATERNION':
			# when rotation on object is quaternion
			w, x, y, z = self.selobj.rotation_quaternion
			x = -x
			y = -y
			z = -z
			quat = Quaternion([w, x, y, z])
			self.matrix = quat.to_matrix()
			self.matrix.resize_4x4()
		else:
			# when rotation of object is euler
			ax, ay, az = self.selobj.rotation_euler
			mat_rotX = Matrix.Rotation(-ax, 4, 'X')
			mat_rotY = Matrix.Rotation(-ay, 4, 'Y')
			mat_rotZ = Matrix.Rotation(-az, 4, 'Z')
		if self.selobj.rotation_mode == 'XYZ':
			self.matrix = mat_rotX * mat_rotY * mat_rotZ
		elif self.selobj.rotation_mode == 'XZY':
			self.matrix = mat_rotX * mat_rotZ * mat_rotY
		elif self.selobj.rotation_mode == 'YXZ':
			self.matrix = mat_rotY * mat_rotX * mat_rotZ
		elif self.selobj.rotation_mode == 'YZX':
			self.matrix = mat_rotY * mat_rotZ * mat_rotX
		elif self.selobj.rotation_mode == 'ZXY':
			self.matrix = mat_rotZ * mat_rotX * mat_rotY
		elif self.selobj.rotation_mode == 'ZYX':
			self.matrix = mat_rotZ * mat_rotY * mat_rotX

		# handle object scaling
		sx, sy, sz = self.selobj.scale
		mat_scX = Matrix.Scale(sx, 4, Vector([1, 0, 0]))
		mat_scY = Matrix.Scale(sy, 4, Vector([0, 1, 0]))
		mat_scZ = Matrix.Scale(sz, 4, Vector([0, 0, 1]))
		self.matrix = mat_scX * mat_scY * mat_scZ * self.matrix
예제 #22
0
def exportParticles(context, emitter, psys, oct_t):
	"""Exports a particle system for the specified emitter"""
	octane = context.scene.octane_render
	export_path = bpath.abspath(octane.path)
	pset = psys.settings
	infostr = "Exporting PS '%s' (%s) on emitter '%s'" % (psys.name, pset.type, emitter.name)
	particles = [p for p in psys.particles] if pset.type == 'HAIR' else [p for p in psys.particles if p.alive_state == 'ALIVE']
	
	if pset.render_type == "OBJECT":
		dupli_ob = pset.dupli_object
		if dupli_ob is not None and octane.instances_write_dupli:
			info(infostr + " with %i instances of '%s' objects" % (len(particles), dupli_ob.name))
			filepath = "".join([bpath.abspath(octane.path), dupli_ob.name])
			info("Writing dupli object to file '%s'" % (filepath + ".obj"))
			dupli_world = dupli_ob.matrix_world.copy()
			transl_inv = Matrix.Translation(-dupli_world.translation)
			dupli_ob.matrix_world = transl_inv * dupli_ob.matrix_world
			writeDupliObjects(context, [dupli_ob], filepath)
			dupli_ob.matrix_world = dupli_world
#			
#	elif pset.render_type == "GROUP":
#		duplig = pset.dupli_group
#		if duplig is not None:
#			objects = duplig.objects
#			infostr += " with %i instances from group '%s'" % (len(particles), duplig.name)
#			info(infostr + " {0}".format([o.name for o in objects]))
#			# TODO: separate group scatter per object
	else:
		warning("Invalid PS visualization type '%s'" % pset.render_type)
		return
	if not pset.use_rotation_dupli:
		warning("'Use object rotation' should be on. Rotations wont conform to Blender veiwport")
	
	try:
		fh = open(export_path + psys.name + ".csv", "w")
		for p in particles:
			#if pset.type == 'HAIR' or not p.alive_state == 'DEAD':
			if (pset.type == "HAIR"):
				loc = Matrix.Translation(p.hair_keys[0].co)
				scale = Matrix.Scale(p.size, 4) * Matrix.Scale(pset.hair_length, 4)
			else:
				loc = Matrix.Translation(p.location)
				scale = Matrix.Scale(p.size, 4)
			rot = Quaternion.to_matrix(p.rotation).to_4x4()
			t = loc * rot * scale
			t = emitter.matrix_world * t if pset.type == "HAIR" else t
			t = oct_t[0] * t * oct_t[1]
			writeTransform(t, fh)
		fh.close()
	except IOError as err:
		msg = "IOError during file handling '{0}'".format(err)
		error(msg)
		raise ExportException(msg)
def extract_current_pose():
    """
    Convert current object's pose to OpenCV's "rvec" and "tvec".
    """
    
    ob = bpy.context.object
    if ob.rotation_mode == "QUATERNION":
        q = ob.rotation_quaternion
    elif ob.rotation_mode == "AXIS_ANGLE":
        q = Quaternion(ob.rotation_axis_angle[1:4], ob.rotation_axis_angle[0])
    else:
        assert ob.rotation_mode in ("XYZ", "XZY", "YXZ", "YZX", "ZXY", "ZYX")
        q = ob.rotation_euler.to_quaternion()
    
    # Rotate 180 deg around local X because a blender camera has Y and Z axes opposite to OpenCV's
    q *= Quaternion((1.0, 0.0, 0.0), radians(180.0))
    
    aa = q.to_axis_angle()
    rvec = [c * -aa[1] for c in aa[0]]
    tvec = list(q.inverted() * (-ob.location))
    
    return rvec, tvec
예제 #24
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def importSkeletonPiece(skel, tree, piece, parentName, depth=0):
    bone = skel.edit_bones.new(piece.name)
    track = piece.trackRef.Reference
    trans = Vector(track.translation())
    rot = Quaternion(track.rotation())
    mTrans = Matrix.Translation(trans)
    mRot = rot.to_matrix()
    mRot.resize_4x4()
    if parentName:
        parent = skel.edit_bones[parentName]
        bone.parent = parent
        bone.head = parent.tail
        bone.use_connect = False
        m = parent.matrix.copy()
    else:
        bone.head = (0, 0, 0)
        m = Matrix()
    m = m * mTrans
    m = m * mRot
    bone.tail = transform(m, bone.head)
    # recursively import the children bones
    for childID in piece.children:
        importSkeletonPiece(skel, tree, tree[childID], piece.name, depth+1)
예제 #25
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def draw_arrow(nockx, nocky, headx, heady, headlength=10, \
               headangle=math.radians(70), headonly=False):
    '''
    nockx, nocky: 筈
    headx, heady: 鏃
    headangle: 0 <= headangle <= 180
    headlength: nockとhead上での距離
    '''
    if nockx == headx and nocky == heady or headonly and headlength == 0:
        return
    angle = max(min(math.pi / 2, headangle / 2), 0)  # 箆との角度
    vn = Vector((nockx, nocky))
    vh = Vector((headx, heady))
    '''if headonly:
        vh = vh + (vh - vn).normalized() * headlength
        headx, heady = vh
    '''
    bgl.glBegin(bgl.GL_LINES)
    # shaft
    if not headonly:
        bgl.glVertex2f(nockx, nocky)
        bgl.glVertex2f(headx, heady)
    # head
    if headlength:
        length = headlength / math.cos(angle)
        vec = (vn - vh).normalized() * length
        vec.resize_3d()
        q = Quaternion((0, 0, 0, -1))
        q.angle = angle
        v = vec * q
        bgl.glVertex2f(headx, heady)
        bgl.glVertex2f(headx + v[0], heady + v[1])
        q.angle = -angle
        v = vec * q
        bgl.glVertex2f(headx, heady)
        bgl.glVertex2f(headx + v[0], heady + v[1])
    bgl.glEnd()
예제 #26
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def drawBone2(p1, p2, radiuses, material):
  length = dist(p1,p2)
  print('length :',length)
  v = Vector(diffv(p1, p2))
  up = Vector((0,0,1))
  if v!=-up:
    rot = up.rotation_difference(v)
  else:
    rot = Quaternion((1,0,0),math.pi)
  s1 = drawEllipsoid((0,0,-0.5*length),radiuses,material)
  s2 = drawEllipsoid((0,0,0.5*length),radiuses,material)
  c1 = drawCylinder(zero,radiuses,length,materials.blue)
  s1.select = True
  s2.select = True
  c1.select = True
  #bpy.ops.transform.translate(value=(0,0,length/2))
  #bpy.ops.object.editmode_toggle()
  bpy.ops.transform.rotate(value=rot.angle, axis=rot.axis)
  #bpy.ops.object.editmode_toggle()
  #bpy.ops.transform.translate(value=Vector((0,0,-0.5*length))*rot.to_matrix())
  rot.normalize();
  bpy.ops.transform.translate(value=Vector((0,0,0.5*length))*rot.to_matrix())
  bpy.ops.transform.translate(value=p1)
  return (s1,s2,c1)
예제 #27
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	def getmatrix(self, selobj):

		# Rotating / panning / zooming 3D view is handled here.
		# Creates a matrix.
		if selobj.rotation_mode == 'AXIS_ANGLE':
			# object rotation_quaternionmode axisangle
			ang, x, y, z =  selobj.rotation_axis_angle
			matrix = Matrix.Rotation(-ang, 4, Vector((x, y, z)))
		elif selobj.rotation_mode == 'QUATERNION':
			# object rotation_quaternionmode euler
			w, x, y, z = selobj.rotation_quaternion
			x = -x
			y = -y
			z = -z
			self.quat = Quaternion([w, x, y, z])
			matrix = self.quat.to_matrix()
			matrix.resize_4x4()
		else:
			# object rotation_quaternionmode euler
			ax, ay, az = selobj.rotation_euler
			mat_rotX = Matrix.Rotation(-ax, 4, 'X')
			mat_rotY = Matrix.Rotation(-ay, 4, 'Y')
			mat_rotZ = Matrix.Rotation(-az, 4, 'Z')
		if selobj.rotation_mode == 'XYZ':
			matrix = mat_rotX * mat_rotY * mat_rotZ
		elif selobj.rotation_mode == 'XZY':
			matrix = mat_rotX * mat_rotZ * mat_rotY
		elif selobj.rotation_mode == 'YXZ':
			matrix = mat_rotY * mat_rotX * mat_rotZ
		elif selobj.rotation_mode == 'YZX':
			matrix = mat_rotY * mat_rotZ * mat_rotX
		elif selobj.rotation_mode == 'ZXY':
			matrix = mat_rotZ * mat_rotX * mat_rotY
		elif selobj.rotation_mode == 'ZYX':
			matrix = mat_rotZ * mat_rotY * mat_rotX

		# handle object scaling
		sx, sy, sz = selobj.scale
		mat_scX = Matrix.Scale(sx, 4, Vector([1, 0, 0]))
		mat_scY = Matrix.Scale(sy, 4, Vector([0, 1, 0]))
		mat_scZ = Matrix.Scale(sz, 4, Vector([0, 0, 1]))
		matrix = mat_scX * mat_scY * mat_scZ * matrix

		return matrix
예제 #28
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    def _updateMatrix(self):
        from mathutils import Quaternion, Matrix
        import json

        try:
            self._websocket.send('n')
            result = json.loads(self._websocket.recv())

            self._matrix = Quaternion((result[7],
                                       result[4],
                                       result[5],
                                       result[6])).to_matrix().to_4x4()

            position = Matrix.Translation((result[1], result[2], result[3]))
            self._matrix = position * self._matrix

            self._matrix.invert()

        except Exception as err:
            self.logger.log_traceback(err)
예제 #29
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def _arc_segment(v_1, v_2):
	ELorigin = bpy.context.scene.objects['ELorigin']
	ELground = bpy.context.scene.objects['ELground']

	v = v_2 - v_1
	d = v.length

	ELorigin.location = Vector((0, 0, 0))
	ELground.location = Vector((0, 0, -d))

	v_L = ELground.location - ELorigin.location

	q = Quaternion()
	c = Vector.cross(v_L, v)
	q.x = c.x
	q.y = c.y
	q.z = c.z
	q.w = sqrt((v_L.length ** 2) * (v.length ** 2)) + \
		Vector.dot(v_L, v)
	q.normalize()
	euler = q.to_euler()

	bpy.ops.object.runfslg_operator()

	laALL = bpy.context.scene.objects['laALL']
	laALL.name = 'lARC'
	laALL.rotation_euler = euler
	laALL.location = v_1

	bpy.context.active_object.select = False
	laALL.select = True
	bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
	laALL.select = False
	bpy.context.active_object.select = True	

	return laALL
예제 #30
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    def create(gltf, scene_idx):
        """Scene creation."""
        if scene_idx is not None:
            pyscene = gltf.data.scenes[scene_idx]
            list_nodes = pyscene.nodes

            # Create a new scene only if not already exists in .blend file
            # TODO : put in current scene instead ?
            if pyscene.name not in [scene.name for scene in bpy.data.scenes]:
                # TODO: There is a bug in 2.8 alpha that break CLEAR_KEEP_TRANSFORM
                # if we are creating a new scene
                scene = bpy.context.scene
                scene.render.engine = "BLENDER_EEVEE"

                gltf.blender_scene = scene.name
            else:
                gltf.blender_scene = pyscene.name

            # Switch to newly created main scene
            bpy.context.window.scene = bpy.data.scenes[gltf.blender_scene]

        else:
            # No scene in glTF file, create all objects in current scene
            scene = bpy.context.scene
            scene.render.engine = "BLENDER_EEVEE"
            gltf.blender_scene = scene.name
            list_nodes = BlenderScene.get_root_nodes(gltf)

        # Create Yup2Zup empty
        obj_rotation = bpy.data.objects.new("Yup2Zup", None)
        obj_rotation.rotation_mode = 'QUATERNION'
        obj_rotation.rotation_quaternion = Quaternion(
            (sqrt(2) / 2, sqrt(2) / 2, 0.0, 0.0))

        bpy.data.scenes[gltf.blender_scene].collection.objects.link(
            obj_rotation)

        if list_nodes is not None:
            for node_idx in list_nodes:
                BlenderNode.create(gltf, node_idx, None)  # None => No parent

        # Now that all mesh / bones are created, create vertex groups on mesh
        if gltf.data.skins:
            for skin_id, skin in enumerate(gltf.data.skins):
                if hasattr(skin, "node_ids"):
                    BlenderSkin.create_vertex_groups(gltf, skin_id)

            for skin_id, skin in enumerate(gltf.data.skins):
                if hasattr(skin, "node_ids"):
                    BlenderSkin.assign_vertex_groups(gltf, skin_id)

            for skin_id, skin in enumerate(gltf.data.skins):
                if hasattr(skin, "node_ids"):
                    BlenderSkin.create_armature_modifiers(gltf, skin_id)

        if gltf.data.animations:
            gltf.animation_managed = []
            for anim_idx, anim in enumerate(gltf.data.animations):
                gltf.current_animation_names = {}
                if list_nodes is not None:
                    for node_idx in list_nodes:
                        BlenderAnimation.anim(gltf, anim_idx, node_idx)
                for an in gltf.current_animation_names.values():
                    gltf.animation_managed.append(an)

        # Parent root node to rotation object
        if list_nodes is not None:
            exclude_nodes = []
            for node_idx in list_nodes:
                if gltf.data.nodes[node_idx].is_joint:
                    # Do not change parent if root node is already parented (can be the case for skinned mesh)
                    if not bpy.data.objects[gltf.data.nodes[node_idx].
                                            blender_armature_name].parent:
                        bpy.data.objects[
                            gltf.data.nodes[node_idx].
                            blender_armature_name].parent = obj_rotation
                    else:
                        exclude_nodes.append(node_idx)
                else:
                    # Do not change parent if root node is already parented (can be the case for skinned mesh)
                    if not bpy.data.objects[
                            gltf.data.nodes[node_idx].blender_object].parent:
                        bpy.data.objects[gltf.data.nodes[node_idx].
                                         blender_object].parent = obj_rotation
                    else:
                        exclude_nodes.append(node_idx)

            if gltf.animation_object is False:

                for node_idx in list_nodes:

                    if node_idx in exclude_nodes:
                        continue  # for root node that are parented by the process
                        # for example skinned meshes

                    for obj_ in bpy.context.scene.objects:
                        obj_.select_set(False)
                    if gltf.data.nodes[node_idx].is_joint:
                        bpy.data.objects[gltf.data.nodes[
                            node_idx].blender_armature_name].select_set(True)
                        bpy.context.view_layer.objects.active = bpy.data.objects[
                            gltf.data.nodes[node_idx].blender_armature_name]

                    else:
                        bpy.data.objects[gltf.data.nodes[node_idx].
                                         blender_object].select_set(True)
                        bpy.context.view_layer.objects.active = bpy.data.objects[
                            gltf.data.nodes[node_idx].blender_object]

                    bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')

                # remove object
                bpy.context.scene.collection.objects.unlink(obj_rotation)
                bpy.data.objects.remove(obj_rotation)
예제 #31
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def calibrate_rotation(_):
    global calibration, raw
    calibration = Quaternion([raw.w, raw.x, raw.y, raw.z])
예제 #32
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class SelProject(bpy.types.Operator):
	bl_idname = "mesh.selproject"
	bl_label = "SelProject"
	bl_description = "Use object projection as selection tool"
	bl_options = {'REGISTER', 'UNDO'}

	def invoke(self, context, event):

		global started

		started = True

		self.area = context.area
		self.area.header_text_set(text="SelProject :  Enter to confirm - ESC to exit")

		self.init_selproject(context)

		context.window_manager.modal_handler_add(self)

		self._handle = bpy.types.SpaceView3D.draw_handler_add(self.redraw, (), 'WINDOW', 'POST_PIXEL')

		return {'RUNNING_MODAL'}


	def modal(self, context, event):

		global started

		if event.type in {'RET', 'NUMPAD_ENTER'}:
			self.area.header_text_set()
			if self.obhide != None:
				bpy.ops.object.select_all(action = 'DESELECT')
				self.obF.select = True
				bpy.context.scene.objects.active = self.obF
				bpy.ops.object.delete()
				self.obhide.hide = False
			bpy.ops.object.select_all(action = 'DESELECT')
			self.empt.select = True
			bpy.context.scene.objects.active = self.empt
			bpy.ops.object.delete()
			self.obT.select = True
			bpy.context.scene.objects.active = self.obT
			started = False
			for v in self.vsellist:
				v.select = True
			for e in self.esellist:
				e.select = True
			for f in self.fsellist:
				f.select = True
			self.obF.location = self.originobF
			self.obT.location = self.originobT
			self.bmT.select_flush(1)
			self.bmT.to_mesh(self.meT)
			self.meT.update()
			self.bmF.free()
			self.bmT.free()
			bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
			bpy.ops.object.editmode_toggle()
			return {'FINISHED'}

		elif event.type == 'ESC':
			self.area.header_text_set()
			if self.obhide != None:
				bpy.ops.object.select_all(action = 'DESELECT')
				self.obF.select = True
				bpy.context.scene.objects.active = self.obF
				bpy.ops.object.delete()
				self.obhide.hide = False
			bpy.ops.object.select_all(action = 'DESELECT')
			self.empt.select = True
			bpy.context.scene.objects.active = self.empt
			bpy.ops.object.delete()
			started = False
			self.obF.location = self.originobF
			self.obT.location = self.originobT
			self.bmF.free()
			self.bmT.free()
			for obj in self.oldobjlist:
				obj.select = True
			self.scn.objects.active = self.oldobj
			bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
			if self.oldmode == 'EDIT':
				bpy.ops.object.editmode_toggle()
			return {'CANCELLED'}

		elif event.type in {'LEFTMOUSE', 'MIDDLEMOUSE', 'RIGHTMOUSE', 'WHEELDOWNMOUSE', 'WHEELUPMOUSE', 'G', 'S', 'R', 'X', 'Y', 'Z', 'MOUSEMOVE'}:
			context.region.tag_redraw()
			return {'PASS_THROUGH'}

		return {'RUNNING_MODAL'}


	def getmatrix(self, selobj):

		# Rotating / panning / zooming 3D view is handled here.
		# Creates a matrix.
		if selobj.rotation_mode == 'AXIS_ANGLE':
			# object rotation_quaternionmode axisangle
			ang, x, y, z =  selobj.rotation_axis_angle
			matrix = Matrix.Rotation(-ang, 4, Vector((x, y, z)))
		elif selobj.rotation_mode == 'QUATERNION':
			# object rotation_quaternionmode euler
			w, x, y, z = selobj.rotation_quaternion
			x = -x
			y = -y
			z = -z
			self.quat = Quaternion([w, x, y, z])
			matrix = self.quat.to_matrix()
			matrix.resize_4x4()
		else:
			# object rotation_quaternionmode euler
			ax, ay, az = selobj.rotation_euler
			mat_rotX = Matrix.Rotation(-ax, 4, 'X')
			mat_rotY = Matrix.Rotation(-ay, 4, 'Y')
			mat_rotZ = Matrix.Rotation(-az, 4, 'Z')
		if selobj.rotation_mode == 'XYZ':
			matrix = mat_rotX * mat_rotY * mat_rotZ
		elif selobj.rotation_mode == 'XZY':
			matrix = mat_rotX * mat_rotZ * mat_rotY
		elif selobj.rotation_mode == 'YXZ':
			matrix = mat_rotY * mat_rotX * mat_rotZ
		elif selobj.rotation_mode == 'YZX':
			matrix = mat_rotY * mat_rotZ * mat_rotX
		elif selobj.rotation_mode == 'ZXY':
			matrix = mat_rotZ * mat_rotX * mat_rotY
		elif selobj.rotation_mode == 'ZYX':
			matrix = mat_rotZ * mat_rotY * mat_rotX

		# handle object scaling
		sx, sy, sz = selobj.scale
		mat_scX = Matrix.Scale(sx, 4, Vector([1, 0, 0]))
		mat_scY = Matrix.Scale(sy, 4, Vector([0, 1, 0]))
		mat_scZ = Matrix.Scale(sz, 4, Vector([0, 0, 1]))
		matrix = mat_scX * mat_scY * mat_scZ * matrix

		return matrix


	def getscreencoords(self, vector):
		# calculate screencoords of given Vector
		vector = vector * self.matrixT
		vector = vector + self.obT.location

		svector = bpy_extras.view3d_utils.location_3d_to_region_2d(self.region, self.rv3d, vector)
		if svector == None:
			return [0, 0]
		else:
			return [svector[0], svector[1]]




	def checksel(self):

		self.selverts = []
		self.matrixT = self.getmatrix(self.obT)
		self.matrixF = self.getmatrix(self.obF).inverted()
		direc1 =  (self.obF.location - self.empt.location) * self.matrixF
		direc2 =  (self.obF.location - self.empt.location) * self.matrixT.inverted()
		direc2.length = 10000
		for v in self.bmT.verts:
			vno1 = v.normal
			vno1.length = 0.0001
			vco1 = v.co + vno1
			hit1 = self.obT.ray_cast(vco1, vco1 + direc2)
			vno2 = -v.normal
			vno2.length = 0.0001
			vco2 = v.co + vno2
			hit2 = self.obT.ray_cast(vco2, vco2 + direc2)
			if hit1[2] == -1 or hit2[2] == -1:
				vco = ((v.co * self.matrixT + self.obT.location) - self.obF.location) * self.matrixF
				hit = self.obF.ray_cast(vco, vco + direc1)
				if hit[2] != -1:
					v.select = True
					self.selverts.append(v)





	def init_selproject(self, context):

		self.obhide = None
		# main operation
		self.scn = context.scene
		self.region = context.region
		self.rv3d = context.space_data.region_3d
		self.oldobjlist = list(self.scn.objects)
		self.oldobj = context.active_object
		self.oldmode = self.oldobj.mode
		mesh = self.oldobj.data

		if self.scn.UseSel and context.mode == 'EDIT_MESH':
			self.obhide = context.active_object
			me = self.obhide.data
			bmundo = bmesh.new()
			bmundo.from_mesh(me)
			objlist = []
			for obj in self.scn.objects:
				objlist.append(obj)
			bpy.ops.mesh.separate(type = 'SELECTED')
			for obj in self.scn.objects:
				if not(obj in objlist):
					self.obF = obj
			bmundo.to_mesh(me)
			bmundo.free()
			self.obhide.hide = True
		else:
			self.obF = bpy.data.objects.get(self.scn.FromObject)
		if context.mode == 'EDIT_MESH':
			bpy.ops.object.editmode_toggle()
		self.obF.select = True
		self.scn.objects.active = self.obF
		self.originobF = self.obF.location
		bpy.ops.object.origin_set(type = 'ORIGIN_GEOMETRY')
		self.meF = self.obF.to_mesh(self.scn, 1, 'PREVIEW')
		self.bmF = bmesh.new()
		self.bmF.from_mesh(self.meF)

		self.obT = bpy.data.objects.get(self.scn.ToObject)
		self.obT.select = True
		self.scn.objects.active = self.obT
		self.originobT = self.obT.location
		bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
		self.meT = self.obT.data
		self.bmT = bmesh.new()
		self.bmT.from_mesh(self.meT)

		self.vsellist = []
		for v in self.bmT.verts:
			if v.select:
				self.vsellist.append(v)
		self.esellist = []
		for e in self.bmT.edges:
			if e.select:
				self.esellist.append(e)
		self.fsellist = []
		for f in self.bmT.faces:
			if f.select:
				self.fsellist.append(f)

		bpy.ops.object.add(type='EMPTY', location=(self.obF.location + self.obT.location) / 2)
		self.empt = context.active_object
		self.empt.name = "SelProject_dir_empty"

		self.selverts = []


	def redraw(self):

		if started:
			self.checksel()
			glColor3f(1.0, 1.0, 0)
			for v in self.selverts:
				glBegin(GL_QUADS)
				x, y = self.getscreencoords(v.co)
				glVertex2f(x-2, y-2)
				glVertex2f(x-2, y+2)
				glVertex2f(x+2, y+2)
				glVertex2f(x+2, y-2)
				glEnd()
예제 #33
0
def make_transform_matrix(loc, rot):
    mat_loc = Matrix.Translation(loc)
    mat_rot = Quaternion(rot).to_matrix().to_4x4()
    return mat_loc @ mat_rot
    def recursive_node_traverse(self,
                                blender_object,
                                blender_bone,
                                parent_uuid,
                                parent_coll_matrix_world,
                                armature_uuid=None,
                                dupli_world_matrix=None):
        node = VExportNode()
        node.uuid = str(uuid.uuid4())
        node.parent_uuid = parent_uuid
        node.set_blender_data(blender_object, blender_bone)

        # add to parent if needed
        if parent_uuid is not None:
            self.add_children(parent_uuid, node.uuid)
        else:
            self.roots.append(node.uuid)

        # Set blender type
        if blender_bone is not None:
            node.blender_type = VExportNode.BONE
            self.nodes[armature_uuid].bones[blender_bone.name] = node.uuid
            node.use_deform = blender_bone.id_data.data.bones[
                blender_bone.name].use_deform
        elif blender_object.type == "ARMATURE":
            node.blender_type = VExportNode.ARMATURE
        elif blender_object.type == "CAMERA":
            node.blender_type = VExportNode.CAMERA
        elif blender_object.type == "LIGHT":
            node.blender_type = VExportNode.LIGHT
        elif blender_object.instance_type == "COLLECTION":
            node.blender_type = VExportNode.COLLECTION
        else:
            node.blender_type = VExportNode.OBJECT

        # For meshes with armature modifier (parent is armature), keep armature uuid
        if node.blender_type == VExportNode.OBJECT:
            modifiers = {m.type: m for m in blender_object.modifiers}
            if "ARMATURE" in modifiers and modifiers[
                    "ARMATURE"].object is not None:
                if parent_uuid is None or not self.nodes[
                        parent_uuid].blender_type == VExportNode.ARMATURE:
                    # correct workflow is to parent skinned mesh to armature, but ...
                    # all users don't use correct workflow
                    print(
                        "WARNING: Armature must be the parent of skinned mesh")
                    print(
                        "Armature is selected by its name, but may be false in case of instances"
                    )
                    # Search an armature by name, and use the first found
                    # This will be done after all objects are setup
                    node.armature_needed = modifiers["ARMATURE"].object.name
                else:
                    node.armature = parent_uuid

        # For bones, store uuid of armature
        if blender_bone is not None:
            node.armature = armature_uuid

        # for bone/bone parenting, store parent, this will help armature tree management
        if parent_uuid is not None and self.nodes[
                parent_uuid].blender_type == VExportNode.BONE and node.blender_type == VExportNode.BONE:
            node.parent_bone_uuid = parent_uuid

        # Objects parented to bone
        if parent_uuid is not None and self.nodes[
                parent_uuid].blender_type == VExportNode.BONE and node.blender_type != VExportNode.BONE:
            node.parent_bone_uuid = parent_uuid

        # World Matrix
        # Store World Matrix for objects
        if dupli_world_matrix is not None:
            node.matrix_world = dupli_world_matrix
        elif node.blender_type in [
                VExportNode.OBJECT, VExportNode.COLLECTION,
                VExportNode.ARMATURE, VExportNode.CAMERA, VExportNode.LIGHT
        ]:
            # Matrix World of object is expressed based on collection instance objects are
            # So real world matrix is collection world_matrix @ "world_matrix" of object
            node.matrix_world = parent_coll_matrix_world @ blender_object.matrix_world.copy(
            )
            if node.blender_type == VExportNode.CAMERA and self.export_settings[
                    gltf2_blender_export_keys.CAMERAS]:
                correction = Quaternion((2**0.5 / 2, -2**0.5 / 2, 0.0, 0.0))
                node.matrix_world @= correction.to_matrix().to_4x4()
            elif node.blender_type == VExportNode.LIGHT and self.export_settings[
                    gltf2_blender_export_keys.LIGHTS]:
                correction = Quaternion((2**0.5 / 2, -2**0.5 / 2, 0.0, 0.0))
                node.matrix_world @= correction.to_matrix().to_4x4()
        elif node.blender_type == VExportNode.BONE:
            node.matrix_world = self.nodes[
                node.armature].matrix_world @ blender_bone.matrix
            axis_basis_change = Matrix(
                ((1.0, 0.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0),
                 (0.0, -1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 1.0)))
            node.matrix_world = node.matrix_world @ axis_basis_change

        # Force empty ?
        # For duplis, if instancer is not display, we should create an empty
        if blender_object.is_instancer is True and blender_object.show_instancer_for_render is False:
            node.force_as_empty = True

        # Storing this node
        self.add_node(node)

        ###### Manage children ######

        # standard children
        if blender_bone is None and blender_object.is_instancer is False:
            for child_object in blender_object.children:
                if child_object.parent_bone:
                    # Object parented to bones
                    # Will be manage later
                    continue
                else:
                    # Classic parenting
                    self.recursive_node_traverse(child_object, None, node.uuid,
                                                 parent_coll_matrix_world)

        # Collections
        if blender_object.instance_type == 'COLLECTION' and blender_object.instance_collection:
            for dupli_object in blender_object.instance_collection.objects:
                if dupli_object.parent is not None:
                    continue
                self.recursive_node_traverse(dupli_object, None, node.uuid,
                                             node.matrix_world)

        # Armature : children are bones with no parent
        if blender_object.type == "ARMATURE" and blender_bone is None:
            for b in [
                    b for b in blender_object.pose.bones if b.parent is None
            ]:
                self.recursive_node_traverse(blender_object, b, node.uuid,
                                             parent_coll_matrix_world,
                                             node.uuid)

        # Bones
        if blender_object.type == "ARMATURE" and blender_bone is not None:
            for b in blender_bone.children:
                self.recursive_node_traverse(blender_object, b, node.uuid,
                                             parent_coll_matrix_world,
                                             armature_uuid)

        # Object parented to bone
        if blender_bone is not None:
            for child_object in [
                    c for c in blender_object.children
                    if c.parent_bone is not None
                    and c.parent_bone == blender_bone.name
            ]:
                self.recursive_node_traverse(child_object, None, node.uuid,
                                             parent_coll_matrix_world)

        # Duplis
        if blender_object.is_instancer is True and blender_object.instance_type != 'COLLECTION':
            depsgraph = bpy.context.evaluated_depsgraph_get()
            for (dupl,
                 mat) in [(dup.object.original, dup.matrix_world.copy())
                          for dup in depsgraph.object_instances if dup.parent
                          and id(dup.parent.original) == id(blender_object)]:
                self.recursive_node_traverse(dupl,
                                             None,
                                             node.uuid,
                                             parent_coll_matrix_world,
                                             dupli_world_matrix=mat)
예제 #35
0
 def __init__(self):
     self.node_index = 0
     self.name = ''
     self.rotation = Quaternion()
     self.location = Vector()
예제 #36
0
def create_object(mu, muobj, parent):
    obj = None
    mesh = None
    if (not mu.create_colliders and
        (hasattr(muobj, "shared_mesh") and not hasattr(muobj, "renderer"))):
        return None
    name = muobj.transform.name
    xform = None if hasattr(muobj, "bone") else muobj.transform
    if hasattr(muobj, "shared_mesh") and hasattr(muobj, "renderer"):
        mesh = create_mesh(mu, muobj.shared_mesh, name)
        for poly in mesh.polygons:
            poly.use_smooth = True
        obj = create_data_object(name, mesh, xform)
        attach_material(mesh, muobj.renderer, mu)
    elif hasattr(muobj, "skinned_mesh_renderer"):
        smr = muobj.skinned_mesh_renderer
        mesh = create_mesh(mu, smr.mesh, name)
        for poly in mesh.polygons:
            poly.use_smooth = True
        obj = create_data_object(name, mesh, xform)
        create_vertex_groups(obj, smr.bones, smr.mesh.boneWeights)
        create_armature_modifier(obj, mu)
        attach_material(mesh, smr, mu)
    if not obj:
        data = None
        if hasattr(muobj, "light"):
            data = create_light(mu, muobj.light, name)
        elif hasattr(muobj, "camera"):
            data = create_camera(mu, muobj.camera, name)
        if data:
            obj = create_data_object(name, data, xform)
            # Blender points spotlights along local -Z, unity along local +Z
            # which is Blender's +Y, so rotate 90 degrees around local X to
            # go from Unity to Blender
            rot = Quaternion((0.5**0.5, 0.5**0.5, 0, 0))
            obj.rotation_quaternion @= rot
    if hasattr(muobj, "bone"):
        #FIXME skinned_mesh_renderer double transforms? Not yet sure this is a
        #problem, but if so will need to not import the whole hierarchy as one
        #armature.
        if obj:
            obj.parent = mu.armature_obj
            obj.parent_type = 'BONE'
            obj.parent_bone = muobj.bone
            obj.matrix_parent_inverse[1][3] = -BONE_LENGTH
        pbone = mu.armature_obj.pose.bones[muobj.bone]
        pbone.scale = muobj.transform.localScale
    else:
        if not obj:
            if mu.create_colliders and hasattr(muobj, "collider"):
                obj = create_collider(mu, muobj)
                set_transform(obj, xform)
            else:
                obj = create_data_object(name, None, xform)
                if name[:5] == "node_":
                    print(name, name[:5])
                    obj.empty_display_type = 'SINGLE_ARROW'
                    print(obj.empty_display_type)
                    # Blender's empties use the +Z axis for single-arrow
                    # display, so that is the most natural orientation for
                    # nodes in blender.
                    # However, KSP uses the transform's +Z (Unity) axis which
                    # is Blender's +Y, so rotate -90 degrees around local X to
                    # go from KSP to Blender
                    print(obj.rotation_quaternion)
                    rot = Quaternion((0.5**0.5, -(0.5**0.5), 0, 0))
                    obj.rotation_quaternion @= rot
                    print(obj.rotation_quaternion)

        obj.parent = parent
    if obj:
        #FIXME will lose properties from any empty objects that have properties
        #set when using an armature. Maybe create an empty? Put properties on
        #bones?
        mu.collection.objects.link(obj)
        if hasattr(muobj, "tag_and_layer"):
            obj.muproperties.tag = muobj.tag_and_layer.tag
            obj.muproperties.layer = muobj.tag_and_layer.layer
        if mu.create_colliders and hasattr(muobj, "collider"):
            if obj.data:
                cobj = create_collider(mu, muobj)
                set_transform(cobj, None)
                mu.collection.objects.link(cobj)
                cobj.parent = obj
        muobj.bobj = obj
    for child in muobj.children:
        create_object(mu, child, obj)
    if hasattr(muobj, "animation"):
        for clip in muobj.animation.clips:
            create_action(mu, muobj.path, clip)
    return obj
예제 #37
0
 def pitch_down(self, angle):
     """Pitch the turtle down about the right axis"""
     self.dir.rotate(Quaternion(self.right, radians(-angle)))
     self.dir.normalize()
예제 #38
0
    def loadAnimation(self, path):
        data = self.teaSerializer.read(path)

        selectedObj = bpy.context.active_object

        #Walk up object tree to amature
        walkObj = selectedObj
        while not walkObj.name.endswith('-amt') and walkObj.parent:
            walkObj = walkObj.parent

        if not walkObj.name.endswith('-amt'):
            self.log.warning("Amature object nof found for: {}".format(
                obj.name))
            return

        armatureObj = walkObj
        obj = walkObj.children[0]

        bones = armatureObj.pose.bones

        bpy.context.scene.frame_set(1)
        for frame in data:
            bpy.context.scene.objects.active = obj

            if frame.translation:
                translation = frame.translation
                obj.location = (translation.x, translation.y, translation.z)
                obj.keyframe_insert(data_path='location')

            if frame.rotation:
                rotation = frame.rotation
                obj.rotation_quaternion = (rotation.w, rotation.x, rotation.y,
                                           rotation.z)
                obj.keyframe_insert(data_path='rotation_quaternion')

            #bpy.ops.anim.keyframe_insert(type='LocRotScale', confirm_success=False)

            bpy.context.scene.objects.active = armatureObj
            bpy.ops.object.mode_set(mode='POSE')

            if len(bones) != len(frame.groups):
                #raise InconsistentStateException("Bones in amature must match animation groups, existing {} new {}".format(len(bones), len(frame['groups'])))
                log.warning(
                    "Bones in amature must match animation groups, existing {} new {}"
                    .format(len(bones), len(frame.groups)))
                #break

            # This seems to be required to handle mismatched data
            maxBone = min(len(bones), len(frame.groups))

            for groupIndex in range(maxBone - 1, -1,
                                    -1):  # group index = bone index
                group = frame.groups[groupIndex]
                bone = bones[groupIndex]
                location = Vector(
                    (group.translate.x, group.translate.y, group.translate.z))
                #self.log.info("moving bone to %s" % str(group.translate))
                #bone.location = location
                rotation = Quaternion((group.Quaternion.w, group.Quaternion.x,
                                       group.Quaternion.y, group.Quaternion.z))
                #self.log.info("rotating bone to %s" % str(rotation))
                bone.rotation_quaternion = rotation
                scale = Vector((group.zoom.x, group.zoom.y, group.zoom.z))
                #self.log.info("scaling bone to %s" % str(group.zoom))
                #bone.scale = scale
                bone.keyframe_insert(data_path="location")
                bone.keyframe_insert(data_path="rotation_quaternion")
                bone.keyframe_insert(data_path="scale")
                #bpy.ops.anim.keyframe_insert(type='LocRotScale', confirm_success=False)
                # FIXME translation and zoom are both 0,0,0
                # TODO keyframes of rotation are glitchy. probably cause im not doing it right. keyframe has to be set via bpy.ops.anim.keyframe_insert but i dont know how to select the bone.

            bpy.ops.object.mode_set(mode='OBJECT')

            bpy.context.scene.frame_set(bpy.context.scene.frame_current +
                                        frame.duration)
            #self.log.info("Loaded Frame")
        bpy.context.scene.frame_end = bpy.context.scene.frame_current
예제 #39
0
    def run(self, objects, set_location_func, set_rotation_func):

        apply_location_dict = {}
        apply_rotation_dict = {}

        receive = True

        sync = False

        try:
            data = self.sock.recv( 1024 )
        except:
            data = None

            if self.next_sync:
                apply_location_dict = self.next_location_dict.copy()
                apply_rotation_dict = self.next_rotation_dict.copy()
                self.next_location_dict = {}
                self.next_rotation_dict = {}
                self.next_sync = False
                sync = True

            receive = False

        trash = data
        while(receive):
            data = trash

            decoded = OSC.decodeOSC(data)
            ob_name = str(decoded[0], "utf-8")

            try:
                if (ob_name.startswith("@")):
                    # Something to play with:
                    # values that begin with a @ are python expressions,
                    # and there is one parameter after the address in the OSC message
                    # if you set something such as
                    # bpy.data.objects"['Cube']".location.x= {V}
                    # into a OSC path for, say, a face shape smile controller
                    # you can move an object by smiling
                    to_evaluate = ob_name[1:]
                    to_evaluate += str(decoded[2])
                    try:
                        print(exec(to_evaluate))
                    except Exception as e:
                        print(to_evaluate)
                        print(str(e))
                elif (ob_name.startswith("?")):
                    # This one could be used for something such as mapping
                    # "thumbs up" gesture for rendering
                    # Add the following path to a gesture controller OSC path
                    # ?bpy.ops.render.render()
                    to_evaluate = ob_name[1:]
                    try:
                        print(exec(to_evaluate))
                    except Exception as e:
                        print(to_evaluate)
                        print(str(e))
                elif len(decoded) == 3: #one value
                    if ob_name == "NI_mate_sync":
                        if sync:
                            self.next_sync = True
                        else:
                            sync = True
                            apply_location_dict = self.location_dict.copy()
                            apply_rotation_dict = self.rotation_dict.copy()
                            self.location_dict = {}
                            self.rotation_dict = {}
                            self.next_location_dict = {}
                            self.next_rotation_dict = {}
                    else:
                        if sync:
                            self.next_location_dict[ob_name] = Vector([decoded[2], 0, 0])
                        else:
                            self.location_dict[ob_name] = Vector([decoded[2], 0, 0])

                elif len(decoded) == 5: #location
                    if sync:
                        self.next_location_dict[ob_name] = Vector([decoded[2],
                                                        -decoded[4], decoded[3]])
                    else:
                        self.location_dict[ob_name] = Vector([decoded[2],
                                                        -decoded[4], decoded[3]])

                elif len(decoded) == 6: #quaternion
                    if sync:
                        self.next_rotation_dict[ob_name] = Quaternion((-decoded[2],
                                            decoded[3], -decoded[5], decoded[4]))
                    else:
                        self.rotation_dict[ob_name] = Quaternion((-decoded[2],
                                            decoded[3], -decoded[5], decoded[4]))

                elif len(decoded) == 9: #location & quaternion
                    if sync:
                        self.next_location_dict[ob_name] = Vector([decoded[2],
                                                        -decoded[4], decoded[3]])
                        self.next_rotation_dict[ob_name] = Quaternion((-decoded[5],
                                            decoded[6], -decoded[8], decoded[7]))
                    else:
                        self.location_dict[ob_name] = Vector([decoded[2],
                                                        -decoded[4], decoded[3]])
                        self.rotation_dict[ob_name] = Quaternion((-decoded[5],
                                        decoded[6], -decoded[8], decoded[7]))
            except:
                print("NI mate Tools error parsing OSC message: " + str(decoded))
                pass

            try:
                trash = self.sock.recv(1024)
            except:
                break

        if sync:
            for key, value in apply_location_dict.items():
                set_location_func(objects, key, value, self.original_locations)

            for key, value in apply_rotation_dict.items():
                set_rotation_func(objects, key, value, self.original_rotations)

            self.location_dict = {}
            self.rotation_dict = {}
        else:
            for key, value in self.location_dict.items():
                set_location_func(objects, key, value, self.location_dict)

            for key, value in self.rotation_dict.items():
                set_rotation_func(objects, key, value, self.rotation_dict)
예제 #40
0
 def ReadQuaternion(self):
     return Quaternion(
         (self.ReadFloat(), self.ReadFloat(), self.ReadFloat(),
          self.ReadFloat()))
예제 #41
0
def QuaternionLookRotation(fro, to, up):
    vector = (fro - to).normalized()
    vector2 = up.normalized().cross(vector).normalized()
    vector3 = vector.cross(vector2)
    m00 = vector2.x
    m01 = vector2.y
    m02 = vector2.z
    m10 = vector3.x
    m11 = vector3.y
    m12 = vector3.z
    m20 = vector.x
    m21 = vector.y
    m22 = vector.z

    num8 = (m00 + m11) + m22
    q = Quaternion()
    if num8 > 0:
        num = sqrt(num8 + 1)
        q.w = num * 0.5
        num = 0.5 / num
        q.x = (m12 - m21) * num
        q.y = (m20 - m02) * num
        q.z = (m01 - m10) * num
    elif m00 >= m11 and m00 >= m22:
        num7 = sqrt(((1 + m00) - m11) - m22)
        num4 = 0.5 / num7
        q.x = 0.5 * num7
        q.y = (m01 + m10) * num4
        q.z = (m02 + m20) * num4
        q.w = (m12 - m21) * num4
    elif m11 > m22:
        num6 = sqrt(((1 + m11) - m00) - m22)
        num3 = 0.5 / num6
        q.x = (m10 + m01) * num3
        q.y = 0.5 * num6
        q.z = (m21 + m12) * num3
        q.w = (m20 - m02) * num3
    else:
        num5 = sqrt(((1 + m22) - m00) - m11)
        num2 = 0.5 / num5
        q.x = (m20 + m02) * num2
        q.y = (m21 + m12) * num2
        q.z = 0.5 * num5
        q.w = (m01 - m10) * num2
    return q
예제 #42
0
 def __init__(self):
     self.location = Vector()
     self.rotation = Quaternion((1, 0, 0, 0))
예제 #43
0
        def main():

            #!!!!!!!!!!!!!!!!!!!!!!!!
            #Object animation offsetting is implemented with a hack: references to bones are overridden to point to the active object.
            #!!!!!!!!!!!!!!!!!!!!!!!!

            #scene properties:

            # Assign a collection
            class VectorPropertyItem(bpy.types.PropertyGroup):
                value = bpy.props.FloatVectorProperty()

            bpy.utils.register_class(VectorPropertyItem)

            class QuaternionPropertyItem(bpy.types.PropertyGroup):
                value = bpy.props.FloatVectorProperty(size=4)

            bpy.utils.register_class(QuaternionPropertyItem)

            #offseted transform
            bpy.types.Scene.OffLocs = \
                bpy.props.CollectionProperty(type=VectorPropertyItem)

            bpy.types.Scene.OffRotsQ = \
                bpy.props.CollectionProperty(type=QuaternionPropertyItem)

            bpy.types.Scene.OffRotsE = \
                bpy.props.CollectionProperty(type=VectorPropertyItem)

            bpy.types.Scene.OffSca = \
                bpy.props.CollectionProperty(type=VectorPropertyItem)

            #transform difference
            bpy.types.Scene.DiffLocs = \
                bpy.props.CollectionProperty(type=VectorPropertyItem)

            bpy.types.Scene.DiffRotsQ = \
                bpy.props.CollectionProperty(type=QuaternionPropertyItem)

            bpy.types.Scene.DiffRotsE = \
                bpy.props.CollectionProperty(type=VectorPropertyItem)

            bpy.types.Scene.DiffScas = \
                bpy.props.CollectionProperty(type=VectorPropertyItem)

            scene = context.scene

            blend_falloff = scene.GYAZ_OffsetAnimFalloff

            s1 = int(scene.GYAZ_OffsetAnimFalloffStrength_1)
            #s2 = int (scene.GYAZ_OffsetAnimFalloffStrength_2)
            s2 = 0
            blend_falloff_strength = float(str(s1) + '.' + str(s2))

            #########################################################################
            #########################################################################

            obj = bpy.context.active_object

            scene = bpy.context.scene
            current_frame = scene.frame_current
            first_frame = scene.frame_start
            last_frame = scene.frame_end

            OffLocs = scene.OffLocs
            OffRotsQ = scene.OffRotsQ
            OffRotsE = scene.OffRotsE
            OffScas = scene.OffSca

            DiffLocs = scene.DiffLocs
            DiffRotsQ = scene.DiffRotsQ
            DiffRotsE = scene.DiffRotsE
            DiffScas = scene.DiffScas

            #markers
            markers = scene.timeline_markers

            m1 = 0
            m2 = 0
            m3 = 0
            m4 = 0

            if self.Mode == 'SIMPLE_LOCAL' or self.Mode == 'LOCAL_2':
                if len(markers) != 0:
                    markers = [markers[0].frame, markers[1].frame]
                    sorted_markers = sorted(markers)
                    m1 = sorted_markers[0]
                    m2 = sorted_markers[1]

            if self.Mode == 'LOCAL_4':
                if len(markers) != 0:
                    markers = [
                        markers[0].frame, markers[1].frame, markers[2].frame,
                        markers[3].frame
                    ]
                    sorted_markers = sorted(markers)
                    m1 = sorted_markers[0]
                    m2 = sorted_markers[1]
                    m3 = sorted_markers[2]
                    m4 = sorted_markers[3]

            #get selected bones
            if obj.type == 'ARMATURE':
                selected_bones = []
                bones = obj.data.bones
                for bone in bones:
                    if bone.select == True:
                        selected_bones.append(bone.name)

            #get active action's name
            action_name = (obj.animation_data.action.name
                           if obj.animation_data is not None
                           and obj.animation_data.action is not None else "")

            if action_name != None:
                if bpy.context.mode == 'POSE':
                    pbones = obj.pose.bones

                #HACK: object animation
                if bpy.context.mode == 'OBJECT':
                    selected_bones = [obj]
                    pbone = obj

                for index, bone in enumerate(selected_bones):
                    if bpy.context.mode == 'POSE':
                        pbone = pbones[bone]

                    #offseted transform
                    item = OffLocs.add()
                    item.value = pbone.location

                    if pbone.rotation_mode == 'QUATERNION':
                        item = OffRotsQ.add()
                        item.value = pbone.rotation_quaternion
                    else:
                        item = OffRotsE.add()
                        item.value = pbone.rotation_euler

                    item = OffScas.add()
                    item.value = pbone.scale

                #delete offset
                scene.frame_set(current_frame + 1)
                scene.frame_set(current_frame)

                #go on
                for index, bone in enumerate(selected_bones):
                    if bpy.context.mode == 'POSE':
                        pbone = pbones[bone]

                    #HACK: object animation
                    if bpy.context.mode == 'OBJECT':
                        selected_bones = [obj]
                        pbone = obj

                    #initial transform
                    IniLoc = pbone.location

                    if pbone.rotation_mode == 'QUATERNION':
                        IniRotQ = pbone.rotation_quaternion
                    else:
                        IniRotE = pbone.rotation_euler

                    IniSca = pbone.scale

                    #transform difference
                    DiffLoc = Vector((OffLocs[index].value[:])) - IniLoc

                    if pbone.rotation_mode == 'QUATERNION':
                        DiffRotQ = Quaternion(
                            (OffRotsQ[index].value[:])) - IniRotQ
                    else:
                        DiffRotE = Vector(
                            (OffRotsE[index].value[:])) - Vector(IniRotE)

                    DiffSca = Vector((OffScas[index].value[:])) - IniSca

                    #function: offset fcurves
                    def offset_transform_fcurves(attribute, offset_value, m1,
                                                 m2, m3, m4):
                        if attribute in fc.data_path:
                            keys = fc.keyframe_points
                            for key in keys:

                                def adjust_fcurve_all(offset_value):
                                    def adjust_fcurve(i):
                                        if fc.array_index == i:
                                            key.co.y += offset_value[i]
                                            key.handle_left.y += offset_value[
                                                i]
                                            key.handle_right.y += offset_value[
                                                i]

                                    adjust_fcurve(0)
                                    adjust_fcurve(1)
                                    adjust_fcurve(2)
                                    adjust_fcurve(3)

                                def falloff_selector():
                                    if blend_falloff == 'LINEAR':
                                        new_percentage = lerp(
                                            interpolation_start,
                                            interpolation_end,
                                            blend_percentage)
                                    elif blend_falloff == 'SMOOTH':
                                        new_percentage = smooth_lerp(
                                            interpolation_start,
                                            interpolation_end,
                                            blend_percentage,
                                            blend_falloff_strength)
                                    elif blend_falloff == 'EASE_IN':
                                        new_percentage = ease_in_lerp(
                                            interpolation_start,
                                            interpolation_end,
                                            blend_percentage,
                                            blend_falloff_strength)
                                    elif blend_falloff == 'EASE_OUT':
                                        new_percentage = ease_out_lerp(
                                            interpolation_start,
                                            interpolation_end,
                                            blend_percentage,
                                            blend_falloff_strength)

                                    return new_percentage

                                if self.Mode == 'GLOBAL':

                                    adjust_fcurve_all(offset_value)

                                elif self.Mode == 'SIMPLE_LOCAL':
                                    frame = key.co.x
                                    if m1 <= frame <= m2:

                                        adjust_fcurve_all(offset_value)

                                elif self.Mode == 'LOCAL_2':
                                    frame = key.co.x
                                    frame_offset = 0

                                    #blend in
                                    if m1 != current_frame:

                                        frame_offset = 1

                                        blend_start = m1
                                        blend_end = current_frame
                                        interpolation_start = 0
                                        interpolation_end = 1

                                        blend_length = blend_end - blend_start
                                        if blend_start <= frame <= blend_end:
                                            current_blend_frame = frame - blend_start
                                            blend_percentage = current_blend_frame / blend_length

                                            adjust_fcurve_all(
                                                offset_value *
                                                falloff_selector())

                                    #blend out
                                    if m2 != current_frame:

                                        blend_start = current_frame + frame_offset
                                        blend_end = m2
                                        interpolation_start = 1
                                        interpolation_end = 0
                                        interpolation_strength = 2

                                        blend_length = blend_end - blend_start
                                        if blend_start <= frame <= blend_end:
                                            current_blend_frame = frame - blend_start
                                            blend_percentage = current_blend_frame / blend_length

                                            adjust_fcurve_all(
                                                offset_value *
                                                falloff_selector())

                                elif self.Mode == 'LOCAL_4':
                                    frame = key.co.x

                                    #blend in
                                    blend_start = m1
                                    blend_end = m2
                                    interpolation_start = 0
                                    interpolation_end = 1
                                    interpolation_strength = 2

                                    blend_length = blend_end - blend_start
                                    if blend_start <= frame <= blend_end:
                                        current_blend_frame = frame - blend_start
                                        blend_percentage = current_blend_frame / blend_length

                                        adjust_fcurve_all(offset_value *
                                                          falloff_selector())

                                    #keep offset
                                    if m2 + 1 <= frame <= m3:

                                        adjust_fcurve_all(offset_value)

                                    #blend out
                                    blend_start = m3 + 1
                                    blend_end = m4
                                    interpolation_start = 1
                                    interpolation_end = 0
                                    interpolation_strength = 2

                                    blend_length = blend_end - blend_start
                                    if blend_start <= frame <= blend_end:
                                        current_blend_frame = frame - blend_start
                                        blend_percentage = current_blend_frame / blend_length
                                        new_percentage = smooth_lerp(
                                            interpolation_start,
                                            interpolation_end,
                                            blend_percentage,
                                            interpolation_strength)

                                        adjust_fcurve_all(offset_value *
                                                          falloff_selector())

                    #filter f-curves for bone name
                    action = bpy.data.actions[action_name]
                    fcurves = action.fcurves
                    for fc in fcurves:
                        if bpy.context.mode == 'POSE':
                            if 'pose.bones["' + bone + '"].location' in fc.data_path:
                                offset_transform_fcurves(
                                    'location', DiffLoc, m1, m2, m3, m4)

                            if 'pose.bones["' + bone + '"].scale' in fc.data_path:
                                offset_transform_fcurves(
                                    'scale', DiffSca, m1, m2, m3, m4)

                            if pbone.rotation_mode == 'QUATERNION':
                                if 'pose.bones["' + bone + '"].rotation_quaternion' in fc.data_path:
                                    offset_transform_fcurves(
                                        'rotation_quaternion', DiffRotQ, m1,
                                        m2, m3, m4)

                            else:
                                if 'pose.bones["' + bone + '"].rotation_euler' in fc.data_path:
                                    offset_transform_fcurves(
                                        'rotation_euler', DiffRotE, m1, m2, m3,
                                        m4)

                        #OBJECT ANIMATION
                        if bpy.context.mode == 'OBJECT':
                            if fc.data_path.startswith('location'):
                                offset_transform_fcurves(
                                    'location', DiffLoc, m1, m2, m3, m4)

                            if fc.data_path.startswith('scale'):
                                offset_transform_fcurves(
                                    'scale', DiffSca, m1, m2, m3, m4)

                            if pbone.rotation_mode == 'QUATERNION':
                                if fc.data_path.startswith(
                                        'rotation_quaternion'):
                                    offset_transform_fcurves(
                                        'rotation_quaternion', DiffRotQ, m1,
                                        m2, m3, m4)

                            else:
                                if fc.data_path.startswith('rotation_euler'):
                                    offset_transform_fcurves(
                                        'rotation_euler', DiffRotE, m1, m2, m3,
                                        m4)

        ####################################################################
        ####################################################################

        #CLEAN UP

        #clear collections
            OffLocs.clear()
            del OffLocs
            DiffLocs.clear()
            del DiffLocs

            if pbone.rotation_mode == 'QUATERNION':
                OffRotsQ.clear()
                del OffRotsQ
                DiffRotsQ.clear()
                del DiffRotsQ
            else:
                OffRotsE.clear()
                del OffRotsE
                DiffRotsE.clear()
                del DiffRotsE

            OffScas.clear()
            del OffScas
            DiffScas.clear()
            del DiffScas

            #delete markers
            scene.timeline_markers.clear()

            #force viewport update
            scene.frame_set(current_frame + 1)
            scene.frame_set(current_frame)
예제 #44
0
def main():
    # time logging
    global start_time
    start_time = time.time()

    import argparse

    # parse commandline arguments
    log_message(sys.argv)
    parser = argparse.ArgumentParser(
        description='Generate synth dataset images.')
    parser.add_argument('--idx',
                        type=int,
                        help='idx of the requested sequence')
    parser.add_argument('--name',
                        type=str,
                        help='name of the requested sequence')
    parser.add_argument('--ishape',
                        type=int,
                        help='requested cut, according to the stride')
    parser.add_argument('--stride', type=int, help='stride amount, default 50')
    parser.add_argument('--direction',
                        type=str,
                        help='subject direction, default forward')
    parser.add_argument('--subject_id',
                        type=int,
                        help='local subject id, default 0')

    args = parser.parse_args(sys.argv[sys.argv.index("---") + 1:])

    idx = args.idx
    name = args.name
    ishape = args.ishape
    stride = args.stride
    direction = args.direction
    subject_id = args.subject_id

    log_message("input idx: %d" % idx)
    log_message("input name: %s" % name)
    log_message("input ishape: %d" % ishape)
    log_message("input stride: %d" % stride)
    log_message("Subject direction: %s" % direction)
    log_message("Local subject id: %d" % subject_id)

    if idx == None:
        exit(1)
    if ishape == None:
        exit(1)
    if stride == None:
        log_message("WARNING: stride not specified, using default value 50")
        stride = 50

    # import idx info (name, split)
    idx_info = load(open("pkl/idx_info.pickle", 'rb'))
    # get runpass
    (runpass, idx) = divmod(idx, len(idx_info))

    log_message("runpass: %d" % runpass)
    log_message("output idx: %d" % idx)

    for dic in idx_info:
        if dic['name'] == name:
            idx_info = dic
            break
    else:
        idx_info = idx_info[idx]

    log_message("sequence: %s" % idx_info['name'])
    log_message("nb_frames: %f" % idx_info['nb_frames'])
    #log_message("use_split: %s" % idx_info['use_split'])

    # import configuration
    log_message("Importing configuration")
    import config
    params = config.load_file('config', 'SYNTH_DATA')

    smpl_data_folder = params['smpl_data_folder']
    smpl_data_filename = params['smpl_data_filename']
    bg_path = params['bg_path']
    resy = params['resy']
    resx = params['resx']
    clothing_option = params['clothing_option']  # grey, nongrey or all
    tmp_path = params['tmp_path']
    output_path = params['output_path']
    output_types = params['output_types']
    stepsize = params['stepsize']
    clipsize = params['clipsize']
    openexr_py2_path = params['openexr_py2_path']

    # compute number of cuts
    nb_ishape = max(
        1, int(np.ceil(
            (idx_info['nb_frames'] - (clipsize - stride)) / stride)))
    log_message("Max ishape: %d" % (nb_ishape - 1))

    if ishape == None:
        exit(1)

    assert (ishape < nb_ishape)

    # name is set given idx
    name = idx_info['name']
    output_path = join(output_path, 'run%d' % runpass, name.replace(" ", ""))
    params['output_path'] = output_path
    tmp_path = join(
        tmp_path,
        'run%d_%s_c%04d' % (runpass, name.replace(" ", ""), (ishape + 1)))
    params['tmp_path'] = tmp_path

    # check if already computed
    #  + clean up existing tmp folders if any
    if exists(tmp_path) and tmp_path != "" and tmp_path != "/":
        os.system('rm -rf %s' % tmp_path)
    rgb_vid_filename = "%s_c%04d.mp4" % (join(output_path, name.replace(
        ' ', '')), (ishape + 1))

    # create tmp directory
    if not exists(tmp_path):
        mkdir_safe(tmp_path)

    # >> don't use random generator before this point <<

    # initialize RNG with seeds from sequence id
    import hashlib
    s = "synth_data:%d:%d:%d" % (idx, runpass, ishape)
    seed_number = int(hashlib.sha1(s.encode('utf-8')).hexdigest(), 16) % (10**
                                                                          8)
    log_message("GENERATED SEED %d from string '%s'" % (seed_number, s))
    random.seed(seed_number)
    np.random.seed(seed_number)

    if (output_types['vblur']):
        vblur_factor = np.random.normal(0.5, 0.5)
        params['vblur_factor'] = vblur_factor

    log_message("Setup Blender")

    # create copy-spher.harm. directory if not exists
    sh_dir = join(tmp_path, 'spher_harm')
    if not exists(sh_dir):
        mkdir_safe(sh_dir)
    sh_dst = join(sh_dir, 'sh_%02d_%05d.osl' % (runpass, idx))
    os.system('cp spher_harm/sh.osl %s' % sh_dst)

    genders = {0: 'male', 1: 'female'}
    # pick random gender
    gender = genders[sum(divmod(subject_id, 2)) %
                     2]  #genders[subject_id % 2]#choice(genders)

    scene = bpy.data.scenes['Scene']
    scene.render.engine = 'CYCLES'
    bpy.data.materials['Material'].use_nodes = True
    scene.cycles.shading_system = True
    scene.use_nodes = True

    log_message("Listing background images")
    #bg_names = join(bg_path, '%s_img.txt' % idx_info['use_split'])
    bg_names = join(bg_path, 'bg.txt')
    nh_txt_paths = []
    with open(bg_names) as f:
        for line in f:
            nh_txt_paths.append(join(bg_path, line))

    # grab clothing names
    log_message("clothing: %s" % clothing_option)
    with open(join(smpl_data_folder, 'textures',
                   '%s_train.txt' % gender)) as f:
        txt_paths = f.read().splitlines()

    # if using only one source of clothing
    if clothing_option == 'nongrey':
        txt_paths = [k for k in txt_paths if 'nongrey' in k]
    elif clothing_option == 'grey':
        txt_paths = [k for k in txt_paths if 'nongrey' not in k]

    # random clothing texture
    cloth_img_name = choice(
        txt_paths)  #txt_paths[subject_id]#choice(txt_paths)
    cloth_img_name = join(smpl_data_folder, cloth_img_name)
    cloth_img = bpy.data.images.load(cloth_img_name)

    # random background
    bg_img_name = choice(nh_txt_paths)[:-1]
    bg_img = bpy.data.images.load(bg_img_name)

    log_message("Loading parts segmentation")
    beta_stds = np.load(join(smpl_data_folder, ('%s_beta_stds.npy' % gender)))

    log_message("Building materials tree")
    mat_tree = bpy.data.materials['Material'].node_tree
    create_sh_material(mat_tree, sh_dst, cloth_img)
    res_paths = create_composite_nodes(scene.node_tree,
                                       params,
                                       img=bg_img,
                                       idx=idx)

    log_message("Loading smpl data")
    smpl_data = np.load(join(smpl_data_folder, smpl_data_filename))

    log_message("Initializing scene")
    camera_distance = 11.0  #np.random.normal(8.0, 1)
    params['camera_distance'] = camera_distance
    ob, obname, arm_ob, cam_ob = init_scene(scene, params, gender)

    setState0()
    ob.select = True
    bpy.context.scene.objects.active = ob
    segmented_materials = True  #True: 0-24, False: expected to have 0-1 bg/fg

    log_message("Creating materials segmentation")
    # create material segmentation
    if segmented_materials:
        materials = create_segmentation(ob, params)
        prob_dressed = {
            'leftLeg': .5,
            'leftArm': .9,
            'leftHandIndex1': .01,
            'rightShoulder': .8,
            'rightHand': .01,
            'neck': .01,
            'rightToeBase': .9,
            'leftShoulder': .8,
            'leftToeBase': .9,
            'rightForeArm': .5,
            'leftHand': .01,
            'spine': .9,
            'leftFoot': .9,
            'leftUpLeg': .9,
            'rightUpLeg': .9,
            'rightFoot': .9,
            'head': .01,
            'leftForeArm': .5,
            'rightArm': .5,
            'spine1': .9,
            'hips': .9,
            'rightHandIndex1': .01,
            'spine2': .9,
            'rightLeg': .5
        }
    else:
        materials = {'FullBody': bpy.data.materials['Material']}
        prob_dressed = {'FullBody': .6}

    orig_pelvis_loc = None
    random_zrot = get_zrot(name, direction)
    if direction == 'forward':
        orig_pelvis_loc = (
            arm_ob.matrix_world.copy() *
            arm_ob.pose.bones[obname + '_Pelvis'].head.copy()) - Vector(
                (-1., 0.75, -1.3))
    elif direction == 'backward':
        orig_pelvis_loc = (
            arm_ob.matrix_world.copy() *
            arm_ob.pose.bones[obname + '_Pelvis'].head.copy()) - Vector(
                (-1., 0.75, 3.1))

    orig_cam_loc = cam_ob.location.copy()
    print("CAM LOC:", orig_cam_loc, type(orig_cam_loc))

    # unblocking both the pose and the blendshape limits
    for k in ob.data.shape_keys.key_blocks.keys():
        bpy.data.shape_keys["Key"].key_blocks[k].slider_min = -10
        bpy.data.shape_keys["Key"].key_blocks[k].slider_max = 10

    log_message("Loading body data")
    cmu_parms, fshapes, name = load_body_data(smpl_data,
                                              ob,
                                              obname,
                                              name,
                                              gender=gender)

    log_message("Loaded body data for %s" % name)

    nb_fshapes = len(fshapes)
    #if idx_info['use_split'] == 'train':
    #    fshapes = fshapes[:int(nb_fshapes*0.8)]
    #elif idx_info['use_split'] == 'test':
    #    fshapes = fshapes[int(nb_fshapes*0.8):]

    # pick random real body shape
    shape = fshapes[
        subject_id %
        nb_fshapes]  #+random_shape(.5)#choice(fshapes) #+random_shape(.5) can add noise
    #shape = random_shape(3.) # random body shape

    ndofs = 10

    scene.objects.active = arm_ob
    orig_trans = np.asarray(arm_ob.pose.bones[obname +
                                              '_Pelvis'].location).copy()

    # create output directory
    if not exists(output_path):
        mkdir_safe(output_path)

    # spherical harmonics material needs a script to be loaded and compiled
    scs = []
    for mname, material in materials.items():
        scs.append(material.node_tree.nodes['Script'])
        scs[-1].filepath = sh_dst
        scs[-1].update()

    rgb_dirname = name.replace(" ", "") + '_c%04d.mp4' % (ishape + 1)
    rgb_path = join(tmp_path, rgb_dirname)

    data = cmu_parms[name]
    data = cut_sequence(name, data)

    fbegin = ishape * stepsize * stride
    fend = min(ishape * stepsize * stride + stepsize * clipsize,
               len(data['poses']))

    log_message("Computing how many frames to allocate")
    N = len(data['poses'][fbegin:fend:stepsize])
    log_message("Allocating %d frames in mat file" % N)

    # force recomputation of joint angles unless shape is all zeros
    curr_shape = np.zeros_like(shape)
    nframes = len(data['poses'][::stepsize])

    matfile_info = join(
        output_path,
        name.replace(" ", "") + "_c%04d_info.mat" % (ishape + 1))
    log_message('Working on %s' % matfile_info)

    # allocate
    dict_info = {}
    dict_info['bg'] = np.zeros((N, ), dtype=np.object)  # background image path
    dict_info['camLoc'] = np.empty(3)  # (1, 3)
    dict_info['clipNo'] = ishape + 1
    dict_info['cloth'] = np.zeros(
        (N, ), dtype=np.object)  # clothing texture image path
    dict_info['gender'] = np.empty(N,
                                   dtype='uint8')  # 0 for male, 1 for female
    dict_info['joints2D'] = np.empty(
        (2, 24, N), dtype='float32')  # 2D joint positions in pixel space
    dict_info['joints3D'] = np.empty(
        (3, 24, N), dtype='float32')  # 3D joint positions in world coordinates
    dict_info['light'] = np.empty((9, N), dtype='float32')
    dict_info['pose'] = np.empty(
        (data['poses'][0].size, N),
        dtype='float32')  # joint angles from SMPL (CMU)
    dict_info['sequence'] = name.replace(" ", "") + "_c%04d" % (ishape + 1)
    dict_info['shape'] = np.empty((ndofs, N), dtype='float32')
    dict_info['zrot'] = np.empty(N, dtype='float32')
    dict_info['camDist'] = camera_distance
    dict_info['stride'] = stride

    if name.replace(" ", "").startswith('h36m'):
        dict_info['source'] = 'h36m'
    else:
        dict_info['source'] = 'cmu'

    if (output_types['vblur']):
        dict_info['vblur_factor'] = np.empty(N, dtype='float32')

    # for each clipsize'th frame in the sequence
    get_real_frame = lambda ifr: ifr
    reset_loc = False
    batch_it = 0
    curr_shape = reset_joint_positions(orig_trans, shape, ob, arm_ob, obname,
                                       scene, cam_ob,
                                       smpl_data['regression_verts'],
                                       smpl_data['joint_regressor'])
    arm_ob.animation_data_clear()
    cam_ob.animation_data_clear()

    # create a keyframe animation with pose, translation, blendshapes and camera motion
    # LOOP TO CREATE 3D ANIMATION
    for seq_frame, (pose, trans) in enumerate(
            zip(data['poses'][fbegin:fend:stepsize],
                data['trans'][fbegin:fend:stepsize])):
        iframe = seq_frame
        scene.frame_set(get_real_frame(seq_frame))

        # Change shape
        if is_arbitrary_shape and iframe % 2 == 0:
            shape = choice(fshapes)
            shape += np.random.normal(0, .1, shape.shape)

        # apply the translation, pose and shape to the character
        apply_trans_pose_shape(Vector(trans), pose, shape, ob, arm_ob, obname,
                               scene, cam_ob, get_real_frame(seq_frame))
        dict_info['shape'][:, iframe] = shape[:ndofs]
        dict_info['pose'][:, iframe] = pose
        dict_info['gender'][iframe] = list(genders)[list(
            genders.values()).index(gender)]
        if (output_types['vblur']):
            dict_info['vblur_factor'][iframe] = vblur_factor

        arm_ob.pose.bones[obname + '_root'].rotation_quaternion = Quaternion(
            Euler((0, 0, random_zrot), 'XYZ'))
        arm_ob.pose.bones[obname + '_root'].keyframe_insert(
            'rotation_quaternion', frame=get_real_frame(seq_frame))
        dict_info['zrot'][iframe] = random_zrot

        scene.update()

        # Bodies centered only in each minibatch of clipsize frames
        if seq_frame == 0 or reset_loc:
            reset_loc = False
            new_pelvis_loc = arm_ob.matrix_world.copy() * arm_ob.pose.bones[
                obname + '_Pelvis'].head.copy()
            cam_ob.location = orig_cam_loc.copy() + (new_pelvis_loc.copy() -
                                                     orig_pelvis_loc.copy())
            cam_ob.keyframe_insert('location', frame=get_real_frame(seq_frame))
            dict_info['camLoc'] = np.array(cam_ob.location)

    scene.node_tree.nodes['Image'].image = bg_img

    for part, material in materials.items():
        material.node_tree.nodes['Vector Math'].inputs[1].default_value[:2] = (
            0, 0)

    # random light
    sh_coeffs = .7 * (2 * np.random.rand(9) - 1)
    sh_coeffs[0] = .5 + .9 * np.random.rand(
    )  # Ambient light (first coeff) needs a minimum  is ambient. Rest is uniformly distributed, higher means brighter.
    sh_coeffs[1] = -.7 * np.random.rand()

    for ish, coeff in enumerate(sh_coeffs):
        for sc in scs:
            sc.inputs[ish + 1].default_value = coeff

    # iterate over the keyframes and render
    # LOOP TO RENDER
    for seq_frame, (pose, trans) in enumerate(
            zip(data['poses'][fbegin:fend:stepsize],
                data['trans'][fbegin:fend:stepsize])):
        scene.frame_set(get_real_frame(seq_frame))
        iframe = seq_frame

        dict_info['bg'][iframe] = bg_img_name
        dict_info['cloth'][iframe] = cloth_img_name
        dict_info['light'][:, iframe] = sh_coeffs

        img_path = join(rgb_path, 'Image%04d.png' % get_real_frame(seq_frame))
        scene.render.use_antialiasing = False
        scene.render.filepath = img_path

        log_message("Rendering frame %d" % seq_frame)

        # disable render output
        logfile = '/dev/null'
        open(logfile, 'a').close()
        old = os.dup(1)
        sys.stdout.flush()
        os.close(1)
        os.open(logfile, os.O_WRONLY)

        # Render
        bpy.ops.render.render(write_still=True)

        # disable output redirection
        os.close(1)
        os.dup(old)
        os.close(old)

        # bone locations should be saved after rendering so that the bones are updated
        bone_locs_2D, bone_locs_3D = get_bone_locs(obname, arm_ob, scene,
                                                   cam_ob)
        dict_info['joints2D'][:, :, iframe] = np.transpose(bone_locs_2D)
        dict_info['joints3D'][:, :, iframe] = np.transpose(bone_locs_3D)

        #Draw skeleton
        if is_visualization:
            draw_skeleton(img_path, dict_info['joints2D'][:, :, iframe])

        reset_loc = (bone_locs_2D.max(axis=-1) >
                     256).any() or (bone_locs_2D.min(axis=0) < 0).any()
        arm_ob.pose.bones[obname + '_root'].rotation_quaternion = Quaternion(
            (1, 0, 0, 0))

    # save a .blend file for debugging:
    # bpy.ops.wm.save_as_mainfile(filepath=join(tmp_path, 'pre.blend'))

    # save RGB data with ffmpeg (if you don't have h264 codec, you can replace with another one and control the quality with something like -q:v 3)
    cmd_ffmpeg = 'ffmpeg -y -r 25 -i ' '%s' ' -c:v h264 -pix_fmt yuv420p -crf 23 ' '%s_c%04d.mp4' '' % (
        join(rgb_path, 'Image%04d.png'),
        join(output_path, name.replace(' ', '')), (ishape + 1))
    log_message("Generating RGB video (%s)" % cmd_ffmpeg)
    os.system(cmd_ffmpeg)

    if (output_types['vblur']):
        cmd_ffmpeg_vblur = 'ffmpeg -y -r 25 -i ' '%s' ' -c:v h264 -pix_fmt yuv420p -crf 23 -vf "scale=trunc(iw/2)*2:trunc(ih/2)*2" ' '%s_c%04d.mp4' '' % (
            join(res_paths['vblur'], 'Image%04d.png'),
            join(output_path,
                 name.replace(' ', '') + '_vblur'), (ishape + 1))
        log_message("Generating vblur video (%s)" % cmd_ffmpeg_vblur)
        os.system(cmd_ffmpeg_vblur)

    if (output_types['fg']):
        cmd_ffmpeg_fg = 'ffmpeg -y -r 25 -i ' '%s' ' -c:v h264 -pix_fmt yuv420p -crf 23 ' '%s_c%04d.mp4' '' % (
            join(res_paths['fg'], 'Image%04d.png'),
            join(output_path,
                 name.replace(' ', '') + '_fg'), (ishape + 1))
        log_message("Generating fg video (%s)" % cmd_ffmpeg_fg)
        os.system(cmd_ffmpeg_fg)

    cmd_tar = 'tar -czvf %s/%s.tar.gz -C %s %s' % (output_path, rgb_dirname,
                                                   tmp_path, rgb_dirname)
    log_message("Tarballing the images (%s)" % cmd_tar)
    os.system(cmd_tar)

    # save annotation excluding png/exr data to _info.mat file
    import scipy.io
    scipy.io.savemat(matfile_info, dict_info, do_compression=True)
예제 #45
0
    def test_roundtrip_only_needed_keyframes(self):
        animation = get_compressed_animation_empty()
        animation.header.flavor = 0
        channel = TimeCodedAnimationChannel(num_time_codes=5,
                                            vector_len=1,
                                            pivot=1,
                                            type=1,
                                            time_codes=[
                                                TimeCodedDatum(time_code=0,
                                                               value=3.0),
                                                TimeCodedDatum(time_code=1,
                                                               value=3.0),
                                                TimeCodedDatum(time_code=2,
                                                               value=3.0),
                                                TimeCodedDatum(time_code=3,
                                                               value=3.0),
                                                TimeCodedDatum(time_code=4,
                                                               value=3.0)
                                            ])

        channel_q = TimeCodedAnimationChannel(
            num_time_codes=7,
            vector_len=4,
            pivot=1,
            type=6,
            time_codes=[
                TimeCodedDatum(time_code=0,
                               value=Quaternion((0.1, 0.73, 0.7, 0.2))),
                TimeCodedDatum(time_code=1,
                               value=Quaternion((0.1, 0.73, 0.7, 0.2))),
                TimeCodedDatum(time_code=2,
                               value=Quaternion((0.1, 0.73, 0.7, 0.1))),
                TimeCodedDatum(time_code=3,
                               value=Quaternion((0.1, 0.73, 0.7, 0.1))),
                TimeCodedDatum(time_code=4,
                               value=Quaternion((0.1, 0.73, 0.7, 0.1))),
                TimeCodedDatum(time_code=5,
                               value=Quaternion((0.2, 0.73, 0.7, 0.1))),
                TimeCodedDatum(time_code=6,
                               value=Quaternion((0.2, 0.73, 0.7, 0.1)))
            ])

        animation.time_coded_channels = [channel, channel_q]

        hierarchy = get_hierarchy()
        hierarchy.pivots = [
            get_roottransform(),
            HierarchyPivot(name='bone', parent_id=0)
        ]

        self.filepath = self.outpath() + 'output'
        create_data(self, [], None, hierarchy, [], None, animation)

        channel = TimeCodedAnimationChannel(num_time_codes=2,
                                            vector_len=1,
                                            pivot=1,
                                            type=1,
                                            time_codes=[
                                                TimeCodedDatum(time_code=0,
                                                               value=3.0),
                                                TimeCodedDatum(time_code=4,
                                                               value=3.0)
                                            ])

        animation.time_coded_channels = [channel, channel_q]

        self.compare_data([], None, None, [], None, animation)
예제 #46
0
 def __set(self, value):
     if not self.use_camera_axes:
         value = value * Quaternion((1, 0, 0), math.pi * 0.5)
     if self.is_region_3d or (not self.quadview_lock):
         self.region_data.view_rotation = value.copy()  #.normalized()
         self.region_data.update()
예제 #47
0
def convert_quaternion(q):
    """Converts a glTF quaternion to Blender a quaternion."""
    # xyzw -> wxyz
    return Quaternion([q[3], q[0], q[1], q[2]])
    def invoke(self, context, event):
        context.scene.view_straighten_is_running = True

        # state 0 allows hold, 1 key released, 2 held, 3 snapping, 4 at head
        badkeys = {'NONE', 'LEFTMOUSE', 'RIGHTMOUSE', 'MIDDLEMOUSE'}
        self.hotkey = event.type if event.type not in badkeys else ''
        self.state = 0 if self.hotkey != '' else 1
        self.interrupt = False
        self.persptoggle = False

        self.mpos_start = (event.mouse_region_x, event.mouse_region_y)
        self.mpos_cur = self.mpos_start

        self.now = 0.0
        self.start = 0.0
        self.factor = 0.0
        self.near = Quaternion((0.0, 0.0, 0.0, 0.0))
        self.nearname = ''

        self.directions = {
            "Front": (Quaternion((0.7071, 0.7071, 0.0000, 0.0000)),
                      Quaternion((0.5000, 0.5000, -0.5000, 0.5000)),
                      Quaternion((0.0000, 0.0000, -0.7071, 0.7071)),
                      Quaternion((-0.5000, -0.5000, -0.5000, 0.5000))),
            "Right": (Quaternion((0.5000, 0.5000, 0.5000, 0.5000)),
                      Quaternion((0.0000, 0.7071, 0.0000, 0.7071)),
                      Quaternion((-0.5000, 0.5000, -0.5000, 0.5000)),
                      Quaternion((-0.7071, 0.0000, -0.7071, 0.0000))),
            "Back": (Quaternion((0.0000, 0.0000, 0.7071, 0.7071)),
                     Quaternion((-0.5000, 0.5000, 0.5000, 0.5000)),
                     Quaternion((-0.7071, 0.7071, 0.0000, 0.0000)),
                     Quaternion((-0.5000, 0.5000, -0.5000, -0.5000))),
            "Left": (Quaternion((0.5000, 0.5000, -0.5000, -0.5000)),
                     Quaternion((0.7071, 0.0000, -0.7071, 0.0000)),
                     Quaternion((0.5000, -0.5000, -0.5000, 0.5000)),
                     Quaternion((0.0000, -0.7071, 0.0000, 0.7071))),
            "Top": (Quaternion((1.0000, 0.0000, 0.0000, 0.0000)),
                    Quaternion((0.7071, 0.0000, 0.0000, 0.7071)),
                    Quaternion((0.0000, 0.0000, 0.0000, 1.0000)),
                    Quaternion((-0.7071, 0.0000, 0.0000, 0.7071))),
            "Bottom": (Quaternion((0.0000, 1.0000, 0.0000, 0.0000)),
                       Quaternion((0.0000, 0.7071, -0.7071, 0.0000)),
                       Quaternion((0.0000, 0.0000, -1.0000, 0.0000)),
                       Quaternion((0.0000, -0.7071, -0.7071, 0.0000)))
        }

        view3d = context.space_data.region_3d
        self.startangle = view3d.view_rotation
        self.rotation = 0
        neardot = 0.0
        for side in self.directions:
            i = 0
            for angle in self.directions[side]:
                dot = abs(angle.dot(view3d.view_rotation))
                if dot > neardot:
                    neardot = dot
                    self.nearname = side
                    self.near = angle
                    self.rotation = i
                i = i + 1 if i < 3 else 0

        if neardot >= 0.99997 and self.secondcall == 'TOGGLE':
            if self.hold != 'IGNORE':
                self.persptoggle = True
                self.status = 2
            else:
                view3d.view_perspective = 'PERSP' if not view3d.is_perspective else 'ORTHO'
                view3d.update()
                context.scene.view_straighten_is_running = False
                return {'CANCELLED'}

        if self.text:
            self.textcolor = context.user_preferences.themes[
                'Default'].view_3d.space.text_hi
            self._handle = context.region.callback_add(draw_callback_px,
                                                       (self, context),
                                                       'POST_PIXEL')

        if self.hold != 'IGNORE':
            # neighbors are ordered NESW
            self.neighbors = {
                "Front": ("Top", "Right", "Bottom", "Left"),
                "Right": ("Top", "Back", "Bottom", "Front"),
                "Back": ("Top", "Left", "Bottom", "Right"),
                "Left": ("Top", "Front", "Bottom", "Back"),
                "Top": ("Back", "Right", "Front", "Left"),
                "Bottom": ("Front", "Right", "Back", "Left")
            }

        context.window_manager.modal_handler_add(self)
        self._timer = context.window_manager.event_timer_add(
            0.01, context.window)
        return {'RUNNING_MODAL'}
예제 #49
0
import CostumePy
import time
from Adafruit_BNO055 import BNO055
from mathutils import Quaternion
bno = BNO055.BNO055()

if not bno.begin():
    raise RuntimeError('Failed to initialize BNO055! Is the sensor connected?')


def calibrate_rotation(_):
    global calibration, raw
    calibration = Quaternion([raw.w, raw.x, raw.y, raw.z])


calibration = Quaternion([1, 0, 0, 0])
raw = Quaternion([1, 0, 0, 0])
corrected = Quaternion([1, 0, 0, 0])
node = CostumePy.new_node("localiser")

node.ui.add_button("calibrate_rotation", "Calibrate", "calibrate_rotation")
node.ui.add_text("orientation")
node.ui.add_text("temperature")
node.ui.update()

node.listen("calibrate_rotation", calibrate_rotation)

if __name__ == "__main__":

    while node.running:
def __gather_children(blender_object, blender_scene, export_settings):
    children = []
    # standard children
    for _child_object in blender_object.children:
        if _child_object.parent_bone:
            # this is handled further down,
            # as the object should be a child of the specific bone,
            # not the Armature object
            continue

        child_object = _child_object.proxy if _child_object.proxy else _child_object

        node = gather_node(
            child_object,
            child_object.library.name if child_object.library else None,
            blender_scene, None, export_settings)
        if node is not None:
            children.append(node)
    # blender dupli objects
    if blender_object.instance_type == 'COLLECTION' and blender_object.instance_collection:
        for dupli_object in blender_object.instance_collection.objects:
            if dupli_object.parent is not None:
                continue
            if dupli_object.type == "ARMATURE":
                continue  # There is probably a proxy
            node = gather_node(
                dupli_object,
                dupli_object.library.name if dupli_object.library else None,
                blender_scene, blender_object.name, export_settings)
            if node is not None:
                children.append(node)

    # blender bones
    if blender_object.type == "ARMATURE":
        root_joints = []
        if export_settings["gltf_def_bones"] is False:
            bones = blender_object.pose.bones
        else:
            bones, _, _ = gltf2_blender_gather_skins.get_bone_tree(
                None, blender_object)
            bones = [blender_object.pose.bones[b.name] for b in bones]
        for blender_bone in bones:
            if not blender_bone.parent:
                joint = gltf2_blender_gather_joints.gather_joint(
                    blender_object, blender_bone, export_settings)
                children.append(joint)
                root_joints.append(joint)
        # handle objects directly parented to bones
        direct_bone_children = [
            child for child in blender_object.children if child.parent_bone
        ]

        def find_parent_joint(joints, name):
            for joint in joints:
                if joint.name == name:
                    return joint
                parent_joint = find_parent_joint(joint.children, name)
                if parent_joint:
                    return parent_joint
            return None

        for child in direct_bone_children:
            # find parent joint
            parent_joint = find_parent_joint(root_joints, child.parent_bone)
            if not parent_joint:
                continue
            child_node = gather_node(child, None, None, None, export_settings)
            if child_node is None:
                continue
            blender_bone = blender_object.pose.bones[parent_joint.name]
            # fix rotation
            if export_settings[gltf2_blender_export_keys.YUP]:
                rot = child_node.rotation
                if rot is None:
                    rot = [0, 0, 0, 1]

                rot_quat = Quaternion(rot)
                axis_basis_change = Matrix(
                    ((1.0, 0.0, 0.0, 0.0), (0.0, 0.0, -1.0, 0.0),
                     (0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 1.0)))
                mat = child.matrix_parent_inverse @ child.matrix_basis
                mat = mat @ axis_basis_change

                _, rot_quat, _ = mat.decompose()
                child_node.rotation = [
                    rot_quat[1], rot_quat[2], rot_quat[3], rot_quat[0]
                ]

            # fix translation (in blender bone's tail is the origin for children)
            trans, _, _ = child.matrix_local.decompose()
            if trans is None:
                trans = [0, 0, 0]
            # bones go down their local y axis
            if blender_bone.matrix.to_scale()[1] >= 1e-6:
                bone_tail = [
                    0, blender_bone.length / blender_bone.matrix.to_scale()[1],
                    0
                ]
            else:
                bone_tail = [0, 0, 0]  # If scale is 0, tail == head
            child_node.translation = [
                trans[idx] + bone_tail[idx] for idx in range(3)
            ]

            parent_joint.children.append(child_node)

    return children
예제 #51
0
    def _add_bone_to_scene(self, scene_node, armature):
        # Let's get all the data collection out of the way
        joint_index = scene_node.Attribute('JOINTINDEX', int)
        joint_binding_data = self.mesh_binding_data[
            'JointBindings'][joint_index]
        inv_bind_matrix = joint_binding_data['InvBindMatrix']
        inv_bind_matrix = Matrix([inv_bind_matrix[:4],
                                  inv_bind_matrix[4:8],
                                  inv_bind_matrix[8:12],
                                  inv_bind_matrix[12:]])
        inv_bind_matrix.transpose()
        bind_trans = joint_binding_data['BindTranslate']
        bind_rot = joint_binding_data['BindRotate']
        bind_sca = joint_binding_data['BindScale']

        # Assign the bind matrix so we can do easy lookup of it later for
        # applying animations.
        # Ironically, the inverse bind matrix is strored uninverted, and the
        # bind matrix is stored inverted...
        self.inv_bind_matrices[scene_node.Name] = inv_bind_matrix

        # Let's create the bone now
        # All changes to Bones have to be in EDIT mode or _bad things happen_
        with edit_object(armature) as data:
            bone = data.edit_bones.new(scene_node.Name)
            bone.use_inherit_rotation = True
            bone.use_inherit_scale = True

            self.scn.objects[scene_node.Name]['bind_data'] = (
                Vector(bind_trans[:3]),
                Quaternion((bind_rot[3],
                            bind_rot[0],
                            bind_rot[1],
                            bind_rot[2])),
                Vector(bind_sca[:3]))
            """
            self.bind_matrices[scene_node.Name] = (Vector(bind_trans[:3]),
                                                   Quaternion((bind_rot[3],
                                                           bind_rot[0],
                                                           bind_rot[1],
                                                           bind_rot[2])),
                                                   Vector(bind_sca[:3]))
            """

            if scene_node.parent.Type == 'JOINT':
                bone.matrix = self.inv_bind_matrices[scene_node.parent.Name]

            bone.tail = inv_bind_matrix.inverted().to_translation()

            if bone.length == 0:
                bone.tail = bone.head + Vector([0, 10 ** (-4), 0])

            if scene_node.parent.Type == 'JOINT':
                bone.parent = armature.data.edit_bones[scene_node.parent.Name]

            bone.use_connect = True

            # NMS defines some bones used in animations with 0 transform, eg.
            # Toy Cube.
            # This causes bone creation to fail, we need to move the tail
            # slightly.
            # Note that MMD Tools would have to deal with this too.
            while scene_node:
                if scene_node.Transform['Trans'] != (0.0, 0.0, 0.0):
                    break
                bone.tail += Vector([0, 0, 10 ** (-4)])
                scene_node = scene_node.parent
def create_cam_trajectory(name,
                          locations,
                          quaternions,
                          start_frame=1,
                          framenrs=None,
                          no_keyframe_highlighting=False,
                          select_ob=True,
                          goto_last_keyframe=False):
    """
    "name" : name of Camera to be created
    "locations" : list of cam center positions for each trajectory node
    "quaternions" : list of cam orientation (quaternion (qx, qy, qz, qw)) for each trajectory node
    "start_frame" : start frame of the trajectory
    "framenrs" : list of frame numbers for each trajectory node (should be in increasing order)
    "no_keyframe_highlighting" : if True, don't show framenumbers for each keyframe along trajectory
    "select_ob" : select the camera object (and trajectory)
    "goto_last_keyframe" : go to the last keyframe of the generated trajectory
    """

    if not select_ob:
        ob_selection_backup = backup_ob_selection()
    anim_state_backup = list(backup_anim_state())

    # Create the camera
    if bpy.context.mode != "OBJECT":
        bpy.ops.object.mode_set()  # switch to object mode
    if name in bpy.data.objects and bpy.data.objects[name].type == "CAMERA":
        ob = bpy.data.objects[name]
        bpy.ops.object.select_all(action="DESELECT")
        ob.select = True
        bpy.context.scene.objects.active = ob
        bpy.context.object.animation_data_clear(
        )  # clear all previous keyframes
        bpy.context.scene.layers = bpy.context.object.layers  # only activate object's layers to insert keyframes
    else:
        bpy.ops.object.camera_add()
        ob = bpy.context.object
        ob.name = name

    # Unhide object
    ob_hide_backup = ob.hide
    ob.hide = False

    ob.rotation_mode = "QUATERNION"

    # Create path of the camera
    for i, (location, quaternion) in enumerate(zip(locations, quaternions)):
        bpy.context.scene.frame_current = framenrs[
            i] if framenrs != None else i + 1

        ob.location = list(location)

        qx, qy, qz, qw = quaternion
        ob.rotation_quaternion = [qw, qx, qy, qz]
        # We assume the TUM format uses the OpenCV cam convention (Z-axis in direction of view, Y-axis down)
        # so we'll have to convert, since Blender follows OpenGL convention
        ob.rotation_quaternion *= Quaternion((1.0, 0.0, 0.0), radians(180.0))

        bpy.ops.anim.keyframe_insert_menu(type="BUILTIN_KSI_LocRot")

    # Visualize path
    ob.animation_visualization.motion_path.show_keyframe_highlight = \
            (framenrs != None and not no_keyframe_highlighting)
    if framenrs != None:
        bpy.ops.object.paths_calculate(start_frame=framenrs[0],
                                       end_frame=framenrs[-1])
    else:
        bpy.ops.object.paths_calculate(start_frame=start_frame,
                                       end_frame=start_frame + len(locations))

    # Restore hide-state
    ob.hide = ob_hide_backup

    if goto_last_keyframe:
        anim_state_backup[0] = bpy.context.scene.frame_current
    restore_anim_state(*anim_state_backup)
    if not select_ob:
        restore_ob_selection(*ob_selection_backup)
예제 #53
0
    def set_convert_functions(gltf):
        if bpy.app.debug_value != 100:
            # Unit conversion factor in (Blender units) per meter
            u = 1.0 / bpy.context.scene.unit_settings.scale_length

            # glTF Y-Up space --> Blender Z-up space
            # X,Y,Z --> X,-Z,Y
            def convert_loc(x):
                return u * Vector([x[0], -x[2], x[1]])

            def convert_quat(q):
                return Quaternion([q[3], q[0], -q[2], q[1]])

            def convert_scale(s):
                return Vector([s[0], s[2], s[1]])

            def convert_matrix(m):
                return Matrix([
                    [m[0], -m[8], m[4], m[12] * u],
                    [-m[2], m[10], -m[6], -m[14] * u],
                    [m[1], -m[9], m[5], m[13] * u],
                    [m[3] / u, -m[11] / u, m[7] / u, m[15]],
                ])

            # Batch versions operate in place on a numpy array
            def convert_locs_batch(locs):
                # x,y,z -> x,-z,y
                locs[:, [1, 2]] = locs[:, [2, 1]]
                locs[:, 1] *= -1
                # Unit conversion
                if u != 1: locs *= u

            def convert_normals_batch(ns):
                ns[:, [1, 2]] = ns[:, [2, 1]]
                ns[:, 1] *= -1

            # Correction for cameras and lights.
            # glTF: right = +X, forward = -Z, up = +Y
            # glTF after Yup2Zup: right = +X, forward = +Y, up = +Z
            # Blender: right = +X, forward = -Z, up = +Y
            # Need to carry Blender --> glTF after Yup2Zup
            gltf.camera_correction = Quaternion(
                (2**0.5 / 2, 2**0.5 / 2, 0.0, 0.0))

        else:

            def convert_loc(x):
                return Vector(x)

            def convert_quat(q):
                return Quaternion([q[3], q[0], q[1], q[2]])

            def convert_scale(s):
                return Vector(s)

            def convert_matrix(m):
                return Matrix([m[0::4], m[1::4], m[2::4], m[3::4]])

            def convert_locs_batch(_locs):
                return

            def convert_normals_batch(_ns):
                return

            # Same convention, no correction needed.
            gltf.camera_correction = None

        gltf.loc_gltf_to_blender = convert_loc
        gltf.locs_batch_gltf_to_blender = convert_locs_batch
        gltf.quaternion_gltf_to_blender = convert_quat
        gltf.normals_batch_gltf_to_blender = convert_normals_batch
        gltf.scale_gltf_to_blender = convert_scale
        gltf.matrix_gltf_to_blender = convert_matrix
예제 #54
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 def roll_left(self, angle):
     """Roll the turtle left about the direction it is facing"""
     self.right.rotate(Quaternion(self.dir, radians(-angle)))
     self.right.normalize()
예제 #55
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 def __get(self):
     value = self.region_data.view_rotation.copy()  #.normalized()
     if not self.use_camera_axes:
         value = value * Quaternion((1, 0, 0), -math.pi * 0.5)
     return value
예제 #56
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 def convert_quat(q):
     return Quaternion([q[3], q[0], -q[2], q[1]])
예제 #57
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def angle_axis_to_quat(angle, axis):
    w = math.cos(angle / 2.0)
    xyz = axis.normalized() * math.sin(angle / 2.0)
    return Quaternion((w, xyz.x, xyz.y, xyz.z))
예제 #58
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def primitive_Torus_ME(radius_main=2.0,
                       radius_minor=0.5,
                       seg_main=24,
                       seg_minor=12,
                       sec_from=0.0,
                       sec_to=2 * PI,
                       smoothed=True):

    # Prepare empty lists
    verts = []
    edges = []
    faces = []

    loops = []

    # Set minimums
    if seg_main < 3:
        seg_main = 3
    if seg_minor < 3:
        seg_minor = 3
    if sec_from > sec_to:
        sec_from, sec_to = sec_to, sec_from

    # Create the loops
    seg_angle = (sec_to - sec_from) / seg_main
    quatRight = Quaternion((-1, 0, 0), PI / 2)
    vecOffset = Vector((radius_main, 0, 0))
    for i in range(seg_main):
        quat = Quaternion((0, 0, 1), (i * seg_angle) + sec_from)
        newVerts, loop = circ_V(radius_minor, seg_minor, len(verts))
        rot_V(newVerts, quatRight)
        move_V(newVerts, vecOffset)
        rot_V(newVerts, quat)
        verts.extend(newVerts)
        loops.append(loop)

    # Close the shape
    if sec_to - sec_from < 2 * PI:
        quat = Quaternion((0, 0, 1), sec_to)
        newVerts, loop = circ_V(radius_minor, seg_minor, len(verts))
        rot_V(newVerts, quatRight)
        move_V(newVerts, vecOffset)
        rot_V(newVerts, quat)
        verts.extend(newVerts)
        loops.append(loop)

        verts.append(quat * vecOffset)
        quat = Quaternion((0, 0, 1), sec_from)
        verts.append(quat * vecOffset)

        # Close caps
        faces.extend(fanClose(loops[0], len(verts) - 1, flipped=True))
        faces.extend(fanClose(loops[-1], len(verts) - 2))
    else:
        faces.extend(bridgeLoops(loops[-1], loops[0], True))

    # Bridge all loops
    for i in range(1, len(loops)):
        faces.extend(bridgeLoops(loops[i - 1], loops[i], True))

    return verts, edges, faces
예제 #59
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def load(context,
         filepath
         ):

    with ProgressReport(context.window_manager) as progress:
        progress.enter_substeps(1, "Importing ADT OBJ %r..." % filepath)

        csvpath = filepath.replace('.obj', '_ModelPlacementInformation.csv')

        # Coordinate setup

        ## WoW coordinate sytem
        # Max Size: 51200 / 3 = 17066,66666666667
        # Map Size: Max Size * 2 = 34133,33333333333
        # ADT Size: Map Size / 64 = 533,3333333333333

        max_size = 51200 / 3
        map_size = max_size * 2
        adt_size = map_size / 64

        base_folder, adtname = os.path.split(filepath)
        adtsplit = adtname.split("_")
        mapname = adtsplit[0]
        map_x = int(adtsplit[1])
        map_y = int(adtsplit[2].replace(".obj", ""))

        print(mapname)
        print(map_x)
        print(map_y)

        offset_x = adt_size * map_x
        offset_y = adt_size * map_y

        print(offset_x)
        print(offset_y)

        # Import ADT
        bpy.ops.import_scene.obj(filepath=filepath)

        bpy.ops.object.add(type='EMPTY')
        doodadparent = bpy.context.active_object
        doodadparent.parent = bpy.data.objects[mapname + '_' + str(map_x) + '_' + str(map_y)]
        doodadparent.name = "Doodads"
        doodadparent.rotation_euler = [0, 0, 0]
        doodadparent.rotation_euler.x = radians(-90)

        bpy.ops.object.add(type='EMPTY')
        wmoparent = bpy.context.active_object
        wmoparent.parent = bpy.data.objects[mapname + '_' + str(map_x) + '_' + str(map_y)]
        wmoparent.name = "WMOs"
        wmoparent.rotation_euler = [0, 0, 0]
        wmoparent.rotation_euler.x = radians(-90)
        # Make object active
        # bpy.context.scene.objects.active = obj

        # Read doodad definitions file
        with open(csvpath) as csvfile:
            reader = csv.DictReader(csvfile, delimiter=';')
            for row in reader:
                doodad_path, doodad_filename = os.path.split(filepath)
                newpath = os.path.join(doodad_path, row['ModelFile'])

                if row['Type'] == 'wmo':
                    bpy.ops.object.add(type='EMPTY')
                    parent = bpy.context.active_object
                    parent.name = row['ModelFile']
                    parent.parent = wmoparent
                    parent.location = (17066 - float(row['PositionX']), (17066 - float(row['PositionZ'])) * -1, float(row['PositionY']))
                    parent.rotation_euler = [0, 0, 0]
                    #obj.rotation_euler.x += (radians(90 + float(row['RotationX']))) # TODO
                    #obj.rotation_euler.y -= radians(float(row['RotationY']))        # TODO
                    parent.rotation_euler.z = radians((-90 + float(row['RotationY'])))
                    if row['ScaleFactor']:
                        parent.scale = (float(row['ScaleFactor']), float(row['ScaleFactor']), float(row['ScaleFactor']))

                    bpy.ops.import_scene.obj(filepath=newpath)
                    obj_objects = bpy.context.selected_objects[:]

                    # Put ADT rotations in here
                    for obj in obj_objects:
                        obj.parent = parent

                    wmocsvpath = newpath.replace('.obj', '_ModelPlacementInformation.csv')
                    # Read WMO doodads definitions file
                    with open(wmocsvpath) as wmocsvfile:
                        wmoreader = csv.DictReader(wmocsvfile, delimiter=';')
                        for wmorow in wmoreader:
                            wmodoodad_path, wmodoodad_filename = os.path.split(filepath)
                            wmonewpath = os.path.join(wmodoodad_path, wmorow['ModelFile'])
                            # Import the doodad
                            if(os.path.exists(wmonewpath)):
                                bpy.ops.import_scene.obj(filepath=wmonewpath)
                                # Select the imported doodad
                                wmoobj_objects = bpy.context.selected_objects[:]
                                for wmoobj in wmoobj_objects:
                                    # Prepend name
                                    wmoobj.name = "(" + wmorow['DoodadSet'] + ") " + wmoobj.name
                                    # Set parent
                                    wmoobj.parent = parent
                                    # Set position
                                    wmoobj.location = (float(wmorow['PositionX']) * -1, float(wmorow['PositionY']) * -1, float(wmorow['PositionZ']))
                                    # Set rotation
                                    rotQuat = Quaternion((float(wmorow['RotationW']), float(wmorow['RotationX']), float(wmorow['RotationY']), float(wmorow['RotationZ'])))
                                    rotEul = rotQuat.to_euler()
                                    rotEul.x += radians(90);
                                    rotEul.z += radians(180);
                                    wmoobj.rotation_euler = rotEul
                                    # Set scale
                                    if wmorow['ScaleFactor']:
                                        wmoobj.scale = (float(wmorow['ScaleFactor']), float(wmorow['ScaleFactor']), float(wmorow['ScaleFactor']))

                                    # Duplicate material removal script by Kruithne
                                    # Merge all duplicate materials
                                    for obj in bpy.context.scene.objects:
                                        if obj.type == 'MESH':
                                            i = 0
                                            for mat_slot in obj.material_slots:
                                                mat = mat_slot.material
                                                obj.material_slots[i].material = bpy.data.materials[mat.name.split('.')[0]]
                                                i += 1

                                    # Cleanup unused materials
                                    for img in bpy.data.images:
                                        if not img.users:
                                            bpy.data.images.remove(img)
                else:
                    if(os.path.exists(newpath)):
                        bpy.ops.import_scene.obj(filepath=newpath)
                        obj_objects = bpy.context.selected_objects[:]
                        for obj in obj_objects:
                            # Set parent
                            obj.parent = doodadparent

                            # Set location
                            obj.location.x = (17066 - float(row['PositionX']))
                            obj.location.y = (17066 - float(row['PositionZ'])) * -1
                            obj.location.z = float(row['PositionY'])
                            obj.rotation_euler.x += radians(float(row['RotationZ']))
                            obj.rotation_euler.y += radians(float(row['RotationX']))
                            obj.rotation_euler.z = radians(90 + float(row['RotationY'])) # okay

                            # Set scale
                            if row['ScaleFactor']:
                                obj.scale = (float(row['ScaleFactor']), float(row['ScaleFactor']), float(row['ScaleFactor']))


        # Set doodad and WMO parent to 0
        wmoparent.location = (0, 0, 0)
        doodadparent.location = (0, 0, 0)

        print("Deduplicating and cleaning up materials!")
        # Duplicate material removal script by Kruithne
        # Merge all duplicate materials
        for obj in bpy.context.scene.objects:
            if obj.type == 'MESH':
                i = 0
                for mat_slot in obj.material_slots:
                    mat = mat_slot.material
                    obj.material_slots[i].material = bpy.data.materials[mat.name.split('.')[0]]
                    i += 1

        # Cleanup unused materials
        for img in bpy.data.images:
            if not img.users:
                bpy.data.images.remove(img)
        progress.leave_substeps("Finished importing: %r" % filepath)

    return {'FINISHED'}
예제 #60
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 def _read_quaternion(self, f):
     x, y, z, w = unpack('4f', f)
     return Quaternion((w, x, y, z))