Пример #1
0
def set_transformation(obj: bpy.types.Object, transf: Dict[str, str]) -> None:
    """set the transformation of an object"""

    trans = transf['translation']
    rot = transf['rotation']

    obj.location = trans
    # blender.point_at(cam, root_obj, 'TRACK_NEGATIVE_Z', 'UP_Y')

    if isinstance(rot, dict):
        point_at_obj = blender.get_obj_by_name(rot['point_at'])
        blender.point_at(obj, point_at_obj,
                         blender.TRACK_AXIS[rot.get('track_axis', '-z')],
                         blender.UP_AXIS[rot.get('up_axis', 'y')])
    else:
        if len(rot) == 3:
            # I think Panda3D's HPR is intrinsic
            # If Blender is extrinsic, the order can just be reversed, LOL
            # rot is in HPR form
            # H -> Z
            # P -> X
            # R -> Y
            obj.rotation_mode = 'ZXY'
            obj.rotation_euler = (
                math.radians(rot[1]),  # X == (ZXY)[1]
                math.radians(rot[2]),  # Y == (ZXY)[2]
                math.radians(rot[0]),  # Z == (ZXY)[0]
            )
        else:
            obj.rotation_mode = 'QUATERNION'
            obj.rotation_quaternion = rot
Пример #2
0
Файл: base.py Проект: j20232/bnp
def insert_keyframe(
        obj: bpy.types.Object,
        vec: np.ndarray,
        datapath: str,
        frame: int = bpy.context.scene.frame_current) -> np.ndarray:
    bpy.context.scene.frame_set(frame)
    if datapath == "rotation":
        if obj.rotation_mode == "AXIS_ANGLE":
            datapath = "rotation_axis_angle"
        elif obj.rotation_mode == "QUATERNION":
            datapath = "rotation_quaternion"
        else:
            datapath = "rotation_euler"

    if datapath == "location":
        obj.location = (vec[0], vec[1], vec[2])
    elif datapath == "rotation_euler":
        obj.rotation_mode = "XYZ"
        obj.rotation_euler = (vec[0], vec[1], vec[2])
    elif datapath == "rotation_quaternion":
        obj.rotation_mode = "QUATERNION"
        obj.rotation_quaternion = (vec[0], vec[1], vec[2], vec[3])
    elif datapath == "rotation_axis_angle":
        obj.rotation_mode = "AXIS_ANGLE"
        obj.rotation_axis_angle = (vec[0], vec[1], vec[2], vec[3])
    elif datapath == "scale":
        obj.scale = (vec[0], vec[1], vec[2])
    else:
        raise NotImplementedError("Illegal datapath!")
    obj.keyframe_insert(data_path=datapath, frame=frame)
Пример #3
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 def apply_ob_props(ob: bpy.types.Object, new_name: str = name) -> bpy.types.Object:
     ob.name = new_name
     ob.location = [location[0] * 0.01, location[1] * -0.01, location[2] * 0.01]
     ob.rotation_mode = 'XYZ'
     ob.rotation_euler = [radians(rotation[2]), radians(-rotation[0]), radians(-rotation[1])]
     ob.scale = scale
     return ob
Пример #4
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 def _add_object(self, obj: bpy.types.Object):
     """Add a scene object"""
     if obj.data.artnet_universe is None:
         return
     if not obj.data.artnet_universe in self._fixture_universes:
         self._fixture_universes[obj.data.artnet_universe] = {}
     universe = self._fixture_universes[obj.data.artnet_universe]
     fixture = {}
     fixture["object"] = obj
     fixture["fixture_type"] = obj.data.artnet_fixture_type
     # base address is 1-based so subtract 1 from it
     fixture["base_address"] = obj.data.artnet_base_address - 1
     universe[obj.name] = fixture
     obj.rotation_mode = "XYZ"
Пример #5
0
Файл: base.py Проект: j20232/bnp
def change_rotation_mode(obj: bpy.types.Object,
                         rotation_mode: str,
                         normalized: bool = True):
    if rotation_mode == "rotation_axis_angle":
        rotation_mode = "AXIS_ANGLE"
    elif rotation_mode == "rotation_quaternion":
        rotation_mode = "QUATERNION"
    elif rotation_mode == "rotation_euler":
        rotation_mode = "XYZ"
    obj.rotation_mode = rotation_mode
    if normalized and obj.rotation_mode == "AXIS_ANGLE":
        axis_angle = normalize_axis_angle(vec2np(obj.rotation_axis_angle))[0]
        obj.rotation_axis_angle = (axis_angle[0], axis_angle[1], axis_angle[2],
                                   axis_angle[3])
    elif normalized and obj.rotation_mode == "QUATERNION":
        quat = normalize_quaternion(vec2np(obj.rotation_quaternion))[0]
        obj.rotation_quaternion = (quat[0], quat[1], quat[2], quat[3])
Пример #6
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 def set_object_rotation(context,
                         position_properties: WorkpiecePosition,
                         scene_object: bpy.types.Object):
     rotations = WorkpieceOperator.visible_surface_rotation(
         position_properties.visible_surface)
     rotations.extend(WorkpieceOperator.view_rotation(
         context,
         position_properties.view))
     rotations.extend(WorkpieceOperator.orientation_rotation(
         context,
         position_properties.orientation,
         position_properties.view))
     scene_object.rotation_mode = 'QUATERNION'
     object_rotations = scene_object.rotation_quaternion.copy()
     for rotation in rotations:
         object_rotations = WorkpieceOperator.quaternion_rotation(
             rotation, object_rotations)
     scene_object.rotation_quaternion = object_rotations
Пример #7
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def setObjQuaternionRotation(obj: bpy.types.Object, rotation: Vector3f):
    obj.rotation_mode = 'QUATERNION'
    obj.rotation_quaternion = makeQuaternionRotation(rotation)
Пример #8
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def setObjEulerRotation(obj: bpy.types.Object, rotation: Vector3f):
    obj.rotation_mode  = kImEulerOrder
    obj.rotation_euler = makeEulerRotation(rotation)
Пример #9
0
def create_ls3d_object(bl_obj: bpy.types.Object,
                       ls3d_parent: Optional[LS3DObject]) -> None:
    props = bl_obj.ls3d_props

    print(f"Exporting {bl_obj.name}")

    def get_obj_and_visual_type() -> Tuple[ObjectType, Optional[VisualType]]:
        if bl_obj.type == 'MESH':
            mesh_type = props.mesh_type

            if mesh_type == 'STANDARD':
                return ObjectType.VISUAL, VisualType.STANDARD_MESH
            elif mesh_type == 'SECTOR':
                return ObjectType.SECTOR, None
            elif mesh_type == 'OCCLUDER':
                return ObjectType.OCCLUDER, None
            elif mesh_type == 'BILLBOARD':
                return ObjectType.VISUAL, VisualType.BILLBOARD
            elif mesh_type == 'SINGLE':
                return ObjectType.VISUAL, VisualType.SINGLE_MESH
            elif mesh_type == 'SINGLE_MORPH':
                return ObjectType.VISUAL, VisualType.SINGLE_MORPH
            elif mesh_type == 'MORPH':
                return ObjectType.VISUAL, VisualType.MORPH
            elif mesh_type == 'MIRROR':
                return ObjectType.VISUAL, VisualType.MIRROR

        elif bl_obj.type == 'LIGHT':
            return ObjectType.VISUAL, VisualType.LENS
        elif bl_obj.type == 'EMPTY' and props.helper_type == 'TARGET':
            return ObjectType.TARGET, None
        else:
            return ObjectType.DUMMY, None

    obj_type, visual_type = get_obj_and_visual_type()

    parent_index = 0

    if ls3d_parent:
        parent_index = Libraries.Objects.index(ls3d_parent) + 1

    visual_flags = 0

    # Extracting visual flags
    if props.visual_flag_a:
        visual_flags |= VisualFlags.DEPTH_BIAS
    if props.visual_flag_b:
        visual_flags |= VisualFlags.DYNAMIC_SHADOWS
    if props.visual_flag_c:
        visual_flags |= VisualFlags.UNKNOWN0
    if props.visual_flag_d:
        visual_flags |= VisualFlags.UNKNOWN1
    if props.visual_flag_e:
        visual_flags |= VisualFlags.UNKNOWN2
    if props.visual_flag_f:
        visual_flags |= VisualFlags.DECALS
    if props.visual_flag_g:
        visual_flags |= VisualFlags.NO_FOG

    culling_flags = 0

    # Extracting culling flags
    if props.culling_flag_a:
        culling_flags |= CullingFlags.ENABLED
    if props.culling_flag_b:
        culling_flags |= CullingFlags.UNKNOWN1
    if props.culling_flag_c:
        culling_flags |= CullingFlags.UNKNOWN2
    if props.culling_flag_d:
        culling_flags |= CullingFlags.UNKNOWN3
    if props.culling_flag_e:
        culling_flags |= CullingFlags.UNKNOWN4

    properties = ""

    for prop in props.user_defined_properties:
        if properties != "":
            properties += '\r\n'

        properties += prop.content

    rotation_mode = bl_obj.rotation_mode
    bl_obj.rotation_mode = 'QUATERNION'

    ls3d_obj = LS3DObject(obj_type, visual_type, visual_flags, parent_index,
                          bl_obj.matrix_local.to_translation(),
                          bl_obj.matrix_local.to_quaternion(),
                          bl_obj.matrix_local.to_scale(), 0, culling_flags,
                          bl_obj.name.replace(".", "_"), properties)

    bl_obj.rotation_mode = rotation_mode
    ls3d_obj.bl_obj = bl_obj

    # Create ls3d meshes depending on the object type and visual type
    if obj_type == ObjectType.VISUAL:
        if (visual_type == VisualType.STANDARD_MESH
                or visual_type == VisualType.BILLBOARD
                or visual_type == VisualType.SINGLE_MESH
                or visual_type == VisualType.MORPH
                or visual_type == VisualType.SINGLE_MORPH):
            create_ls3d_standard_mesh(ls3d_obj, visual_type)
        elif visual_type == VisualType.LENS:
            create_ls3d_lens(ls3d_obj)
        elif visual_type == VisualType.MIRROR:
            create_ls3d_mirror(ls3d_obj)
    elif obj_type == ObjectType.DUMMY:
        ls3d_obj.mesh = Dummy()
        ls3d_obj.children = bl_obj.children

    elif obj_type == ObjectType.SECTOR:
        create_ls3d_sector(ls3d_obj)
    elif obj_type == ObjectType.OCCLUDER:
        ls3d_obj.mesh = Occluder()
        ls3d_obj.children = bl_obj.children
    elif obj_type == ObjectType.TARGET:
        ls3d_obj.mesh = Target()
        ls3d_obj.children = bl_obj.children

    return ls3d_obj