def SetRelativeTransformAtTime(parent, child, time, transform): partrans = GetAbsTransformAtTime(parent, time) result = vs.matrix3x4_t() vs.ConcatTransforms(partrans, transform) SetAbsTransformAtTime(child, time, result)
def GetRelativeTransformAtTime(parent, child, time): partrans = GetAbsTransformAtTime(parent, time) childtrans = GetAbsTransformAtTime(child, time) inv_partrans = vs.matrix3x4_t() vs.MatrixInvert(partrans, inv_partrans) result = vs.matrix3x4_t() vs.ConcatTransforms(inv_partrans, childtrans, result) return result
def GetAbsTransformAtTime(dag, time): trans = GetTransformAtTime(dag, time) if (dag.GetType() == vs.CDmeGameModel_GetStaticTypeSymbol()): return trans else: partrans = GetAbsTransformAtTime(dag.GetParent(), time) result = vs.matrix3x4_t() vs.ConcatTransforms(partrans, trans, result) return result
def writeToGroup(self, group): animset = sfm.GetCurrentAnimationSet() shot = sfm.GetCurrentShot() rootDag = sfmUtils.FindFirstDag([ "RootTransform", "rootTransform", "roottransform", "Roottransform" ]) suffix = self.createSuffix(self.target) groupAddStringAttribute(group, name_targetname, self.target) group.SetValue(name_boxsize, self.boxsize) group.SetValue(name_boxcenter, self.boxcenter) group.SetValue(name_margin, float(self.margin)) group.SetValue(name_mass, float(self.mass)) self.handle = sfm.CreateRigHandle(name_handle + suffix, group=group.GetName()) #position the handle at the box center bonedag = sfm.FindDag(self.target) CenterTransform = PosQuatToTransform(self.boxcenter, vs.Quaternion(0, 0, 0, 1)) ResultTransform = vs.matrix3x4_t() vs.ConcatTransforms(bonedag.GetAbsTransform(), CenterTransform, ResultTransform) self.handle.SetAbsTransform(ResultTransform) sfmUtils.Parent(self.handle, rootDag) sfm.ParentConstraint(name_handle + suffix, self.target, mo=True) self.force = sfm.CreateRigHandle(name_force + suffix, group=group.GetName()) self.force.SetAbsTransform(self.handle.GetAbsTransform()) sfmUtils.Parent(self.force, self.handle) shapeval = 0 if self.shape == "sphere": shapeval = 1 groupCreateControlledValue(group, name_shape + suffix, shapeval, animset, shot) kineval = 0 if self.mass == 0: kineval = 1 groupCreateControlledValue(group, name_kinematic + suffix, kineval, animset, shot) groupCreateControlledValue(group, name_bounce + suffix, self.bounce, animset, shot) groupCreateControlledValue(group, name_friction + suffix, self.friction, animset, shot) groupCreateControlledValue(group, name_lindamp + suffix, self.lindamp, animset, shot) groupCreateControlledValue(group, name_rotdamp + suffix, self.rotdamp, animset, shot)
def SetAbsTransformAtTime(dag, time, transform): if (dag.GetType() == vs.CDmeGameModel_GetStaticTypeSymbol()): SetTransformAtTime(dag, time, transform) else: partrans = GetAbsTransformAtTime(dag.GetParent(), time) inv_partrans = vs.matrix3x4_t() vs.MatrixInvert(partrans, inv_partrans) result = vs.matrix3x4_t() vs.ConcatTransforms(inv_partrans, transform, result) SetTransformAtTime(dag, time, result)
def writeToGroup(self, group): animset = sfm.GetCurrentAnimationSet() shot = sfm.GetCurrentShot() rootDag = sfmUtils.FindFirstDag([ "RootTransform", "rootTransform", "roottransform", "Roottransform" ]) suffix = self.createSuffix(self.constype, self.bodya, self.bodyb) groupAddStringAttribute(group, name_typename, self.constype) groupAddStringAttribute(group, name_bodya, self.bodya) groupAddStringAttribute(group, name_bodyb, self.bodyb) self.handle = sfm.CreateRigHandle(name_handle + suffix, group=group.GetName()) #position the handle at bodya plus some offset daga = sfm.FindDag(self.bodya) dagb = sfm.FindDag(self.bodyb) ResultTransform = vs.matrix3x4_t() if (self.pos is None): #placing pos at the same spot as bodyb is usually a good guess ResultTransform = PosQuatToTransform(dagb.GetAbsPosition(), daga.GetAbsOrientation()) else: OffsetTransform = PosQuatToTransform(self.pos, vs.Quaternion(0, 0, 0, 1)) vs.ConcatTransforms(daga.GetAbsTransform(), OffsetTransform, ResultTransform) #end self.handle.SetAbsTransform(ResultTransform) sfmUtils.Parent(self.handle, daga) if (self.constype == "cone"): groupCreateControlledValue(group, name_rotx + suffix, self.rotx / 180.0, animset, shot) groupCreateControlledValue(group, name_roty + suffix, self.roty / 180.0, animset, shot) groupCreateControlledValue(group, name_twist + suffix, self.twist / 180.0, animset, shot)