forked from bartvdbraak/blender
a86e815dd8
Combining location, rotation and scale channels into a matrix is a standard task, so while it is easily accomplished by constructing and multiplying 3 matrices, having a standard utility allows for more clear code. The new constructor builds a 4x4 matrix from separate location, rotation and scale values. Rotation can be represented as a 3x3 Matrix, Quaternion or Euler value, while the other two inputs are vectors. Unneeded inputs can be replaced with None. Differential Revision: https://developer.blender.org/D11264
33 lines
885 B
Python
33 lines
885 B
Python
import mathutils
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import math
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# create a location matrix
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mat_loc = mathutils.Matrix.Translation((2.0, 3.0, 4.0))
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# create an identitiy matrix
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mat_sca = mathutils.Matrix.Scale(0.5, 4, (0.0, 0.0, 1.0))
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# create a rotation matrix
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mat_rot = mathutils.Matrix.Rotation(math.radians(45.0), 4, 'X')
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# combine transformations
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mat_out = mat_loc @ mat_rot @ mat_sca
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print(mat_out)
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# extract components back out of the matrix as two vectors and a quaternion
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loc, rot, sca = mat_out.decompose()
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print(loc, rot, sca)
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# recombine extracted components
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mat_out2 = mathutils.Matrix.LocRotScale(loc, rot, sca)
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print(mat_out2)
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# it can also be useful to access components of a matrix directly
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mat = mathutils.Matrix()
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mat[0][0], mat[1][0], mat[2][0] = 0.0, 1.0, 2.0
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mat[0][0:3] = 0.0, 1.0, 2.0
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# each item in a matrix is a vector so vector utility functions can be used
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mat[0].xyz = 0.0, 1.0, 2.0
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