pixel_aspect_y, ) # print(projection_matrix * modelview_matrix) # Compute P’ = M * P # 计算 ndc 坐标 p1 = projection_matrix @ modelview_matrix @ Vector((p.x, p.y, p.z, 1)) # Normalize in: x’’ = x’ / w’, y’’ = y’ / w’ # 计算屏幕坐标 p2 = Vector(((p...
normalize 函数用于将向量 n 归一化。 不过后来运行脚本时,我发现这里可能会有vector_length(n) 等于 0引发的问题。根据原博主的另一个视频,这里有必要加上 if 判断一下: if vector_length(n) == 0: continue n = normalize(n) co0_str = vec2str(v0.co) co1_str = vec2str(v1.co) co2_str =...
void rotate_vector(double* vector, double* axis, double angle, double* out) { double temp; double cross[3]; double cos_ang = cos(angle); double sin_ang = sin(angle); out[0] = vector[0] * cos_ang; out[1] = vector[1] * cos_ang; out[2] = vector[2] * cos_ang; temp = ...
Compute the new joint probability. Can also normalize the score by the length of the sequence formed so far up to time t. Rank the hypothesis based on the joint probability score and then select the top k from among the new set of hypothesis. The remaining hypotheses are discarded. In ord...
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offset_unittest.blend offset_edges: completely changed the way of getting tangent vector, c… space_view3d_select_mode_pie.py added space_view3d_select_mode_pie.py space_view3d_set_smooth.py first commit Python scripts for blender. Releases 4tags...
随机成一块草地,来下面研究blender中的python 在控制台输入 bpy.app.debug_wm = True 观察info面板,得到移动,缩放,复制的api 搜索官方api网站得到 python中这样的参数叫默认参数(学了个寂寞全还回去了),就是不一定要写,可以用等于的方式赋值。 布兰德里的bpy,很迷。
>>>bpy.data.objects['Cube'].rotation_mode='QUATERNION'# 设置mode为四元数>>>bpy.data.objects['Cube'].rotation_quaternion=(1,0,1,0)# 会自动normalize到模长为1 3.轴角 >>>bpy.data.objects['Cube'].rotation_mode='AXIS_ANGLE'# 设置mode为轴角>>>bpy.data.objects['Cube'].rotation_axis_...
build目录下是源代码连接压缩过后的js文件,而连接和压缩源代码的工具放在utils目录下,在utils目录下还有一个exporters目录,是各种模型导出工具,插件,有blender和max的导出插件,还有把fbx转成THREE.js场景文件的python脚本。 examples目录下都是three.js的示例,值得一提的是,里面有很多实用的shader脚本和js脚本可以拿来在...
camera.viewMarix = Matrix.CreateLookAt(Position, Target, Vector3.Up); 1. 2. 3. 4. 显示模型时,把ViewMatrix填上就可以了 Matrix[] bones = animationPlayer.GetSkinTransforms(); // Render the skinned mesh. foreach (ModelMesh mesh in currentModel.Meshes) ...