Beispiel #1
0
    def boundingBox(self):
        """Return the boundingBox"""
        thisMob = self.thisMObject()
        size = om2.MPlug(thisMob, TestLocator.inSize).asDouble()

        corner1 = om2.MPoint(1.0, 0.0, -1.0) * size
        corner2 = om2.MPoint(-1.0, 0.0, 1.0) * size

        return om2.MBoundingBox(corner1, corner2)
Beispiel #2
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    def boundingBox(self, objPath, cameraPath):
        """ Return the boundingBox """
        # pylint: disable=unused-argument
        node = objPath.node()
        size = om2.MPlug(node, TestLocator.inSize).asDouble()

        corner1 = om2.MPoint(1.0, 0.0, -1.0) * size
        corner2 = om2.MPoint(-1.0, 0.0, 1.0) * size

        return om2.MBoundingBox(corner1, corner2)
    def boundingBox(self, objPath, cameraPath):
        """ Return the boundingBox """
        # pylint: disable=unused-argument
        node = objPath.node()
        operation = om2.MPlug(node, DebugVector.inOperation).asShort()
        vVector1 = om2.MPlug(
            node, DebugVector.inVec1).asMDataHandle().asFloatVector()
        vVector2 = om2.MPlug(
            node, DebugVector.inVec2).asMDataHandle().asFloatVector()
        normalize = om2.MPlug(node, DebugVector.inNormalize).asBool()

        if operation == 0:
            vEnd = vVector1
        elif operation == 1:
            vFinal = vVector1 + vVector2
            vEnd = vFinal
        elif operation == 2:
            vFinal = vVector1 - vVector2
            vEnd = vFinal
        elif operation == 3:
            vFinal = vVector1 ^ vVector2
            vEnd = vFinal
        elif operation == 4:
            if vVector2.length() < 0.001:
                vFinal = om2.MFloatVector(0.0, 0.0, 0.0)
            else:
                vFinal = ((vVector1 * vVector2) /
                          math.pow(vVector2.length(), 2.0)) * vVector2
            vEnd = vFinal

        vStart = om2.MFloatVector()
        if normalize:
            vEnd.normalize()

        corner1 = om2.MPoint(vStart.x, vStart.y, vStart.z)
        corner2 = om2.MPoint(vEnd.x, vEnd.y, vEnd.z)

        return om2.MBoundingBox(corner1, corner2)
Beispiel #4
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 def boundingBox(self):
     """Return the boundingBox"""
     bBox = om2.MBoundingBox()
     for i in range(len(DebugGeometry.kPnts)):
         bBox.expand(DebugGeometry.kPnts[i])
     return bBox
Beispiel #5
0
class MeshController(omui2.MPxLocatorNode):
    """ Main class of gfMeshController node. """

    kNodeName = ""
    kNodeClassify = ""
    kNodeRegistrantID = ""
    kNodeID = ""

    inIndexList = om2.MObject()
    inOffset = om2.MObject()
    inMesh = om2.MObject()
    inColor = om2.MObject()

    ctrlVertices = []
    bBox = om2.MBoundingBox()

    def __init__(self):
        """ Constructor. """
        omui2.MPxLocatorNode.__init__(self)

    def postConstructor(self):
        """ Post Constructor. """
        thisMob = self.thisMObject()
        om2.MFnDependencyNode(thisMob).setName("%sShape#" %
                                               MeshController.kNodeName)

    @staticmethod
    def creator():
        """ Maya creator function. """
        return MeshController()

    @staticmethod
    def initialize():
        """
        Defines the set of attributes for this node. The attributes declared in this function are assigned
        as static members to MeshController class. Instances of MeshController will use these attributes to create plugs
        for use in the compute() method.
        """
        tAttr = om2.MFnTypedAttribute()
        nAttr = om2.MFnNumericAttribute()

        MeshController.inIndexList = tAttr.create("indexList", "index",
                                                  om2.MFnData.kString)
        INPUT_ATTR(tAttr)

        MeshController.inOffset = nAttr.create("offset", "offset",
                                               om2.MFnNumericData.kFloat, 0.0)
        INPUT_ATTR(nAttr)

        MeshController.inMesh = tAttr.create("controlMesh", "controlMesh",
                                             om2.MFnData.kMesh)
        INPUT_ATTR(tAttr)

        MeshController.inColor = nAttr.createColor("color", "color")
        nAttr.default = (1.0, 0.455, 0.086)
        INPUT_ATTR(nAttr)

        MeshController.addAttribute(MeshController.inIndexList)
        MeshController.addAttribute(MeshController.inOffset)
        MeshController.addAttribute(MeshController.inMesh)
        MeshController.addAttribute(MeshController.inColor)

    @staticmethod
    def listToMIntArray(strList):
        """ Convert a list of int to a MIntArray instance. """
        # pylint: disable=undefined-variable
        instance = om2.MIntArray()
        for i in strList:
            try:
                instance.append(int(i))
            except ValueError:
                pass
        return instance

    @staticmethod
    def getGeometryPoints(meshMob, indexStr, offset, transform):
        """ Find the info of the geometry who will be drawed. """
        # vtxNormals = []
        # vtxPositions = []

        # if not meshMob.isNull():
        #     polyIndexList = MeshController.listToMIntArray(indexStr.split(","))
        #     itPoly = om2.MItMeshPolygon(meshMob)
        #     while not itPoly.isDone():
        #         if itPoly.index() in polyIndexList:
        #             vtxNormals.append(itPoly.getNormals())
        #             vtxPositions.append(itPoly.getPoints(om2.MSpace.kWorld))
        #         itPoly.next(None)

        # return [vtxNormals, vtxPositions]

        #==============================================================================
        # # 47 FPS AVERAGE WITH NO EDGES | 27 FPS AVERAGE WITH EDGES
        # vtxNormals = []
        # vtxPositions = []

        # if not meshMob.isNull():
        #     polyIndexList = MeshController.listToMIntArray(indexStr.split(","))
        #     itPoly = om2.MItMeshPolygon(meshMob)
        #     for index in polyIndexList:
        #         itPoly.setIndex(index)
        #         vtxNormals.append(itPoly.getNormals())
        #         vtxPositions.append(itPoly.getPoints(om2.MSpace.kWorld))

        # return [vtxNormals, vtxPositions]

        #==============================================================================
        # # 45 FPS AVERAGE WITH NO EDGES | 25 FPS AVERAGE WITH EDGES
        # meshVtxPos = om2.MPointArray()
        # vtxIndexList = []
        # vtxPositions = []

        # if not meshMob.isNull():
        #     polyIndexList = MeshController.listToMIntArray(indexStr.split(","))
        #     meshFn = om2.MFnMesh(meshMob)
        #     meshVtxPos = meshFn.getPoints(om2.MSpace.kWorld)
        #     for index in polyIndexList:
        #         vtxIndexList.append(meshFn.getPolygonVertices(index))
        #     for poly in vtxIndexList:
        #         pntArray = om2.MPointArray()
        #         for pnt in poly:
        #             pntArray.append(meshVtxPos[pnt])
        #         vtxPositions.append(pntArray)

        # return [[], vtxPositions]

        #==============================================================================
        # 47 FPS AVERAGE WITH NO EDGES | 27 FPS AVERAGE WITH EDGES
        outPnts = []

        pntOffTolerance = 0.01
        tolerance = offset + pntOffTolerance
        bBox = om2.MBoundingBox()

        if not meshMob.isNull():
            polyIndexList = MeshController.listToMIntArray(indexStr.split(","))
            itPoly = om2.MItMeshPolygon(meshMob)
            for index in polyIndexList:
                itPoly.setIndex(index)
                polyVtxNormals = itPoly.getNormals()
                polyVtxPos = itPoly.getPoints(om2.MSpace.kWorld)
                outPolyVtxPos = om2.MPointArray()
                for i, pnt in enumerate(polyVtxPos):
                    curPnt = pnt
                    curNormal = polyVtxNormals[i]
                    outPnt = (curPnt + (curNormal * tolerance)) * transform
                    bBox.expand(outPnt)
                    outPolyVtxPos.append(outPnt)
                outPnts.append(outPolyVtxPos)

        MeshController.ctrlVertices = outPnts
        MeshController.bBox = bBox

    def compute(self, plug, dataBlock):
        """
        Node computation method:
            * plug is a connection point related to one of our node attributes (either an input or an output).
            * dataBlock contains the data on which we will base our computations.
        """
        # pylint: disable=unused-argument
        return

    def draw(self, view, path, style, status):
        """
        Draw custom geometry in the viewport using OpenGL calls.
            * view [M3dView] is a 3D view that is being drawn into.
            * path [MDagPath] to the parent (transform node) of this locator in the DAG.  To obtain the locator shape node,
                use MDagPath::extendToShape() if there is only one shape node under the transform or
                MDagPath::extendToShapeDirectlyBelow(unsigned int index) with the shape index if there are multiple
                shapes under the transform.
            * style [M3dView.DisplayStyle] is the style to draw object in.
            * status [M3dView.DisplayStatus] is the selection status of the object.
        """
        # pylint: disable=unused-argument
        # thisMob = self.thisMObject()
        # mWorldInv = path.inclusiveMatrixInverse()
        # indexStr = om2.MPlug(thisMob, MeshController.inIndexList).asString()
        # offset = om2.MPlug(thisMob, MeshController.inOffset).asFloat()
        # mesh = om2.MPlug(thisMob, MeshController.inMesh).asMDataHandle().asMesh()
        # color = om2.MPlug(thisMob, MeshController.inColor).asMDataHandle().asFloatVector()

        # # If plugs are dirty calculate the geometry points
        # MeshController.getGeometryPoints(mesh, indexStr, offset, mWorldInv)

        # view.beginGL()

        # glRenderer = omr1.MHardwareRenderer.theRenderer()
        # glFT = glRenderer.glFunctionTable()

        # glFT.glPushAttrib(omr1.MGL_CURRENT_BIT)
        # glFT.glDisable(omr1.MGL_CULL_FACE)
        # glFT.glEnable(omr1.MGL_BLEND)
        # glFT.glBlendFunc(omr1.MGL_SRC_ALPHA, omr1.MGL_ONE_MINUS_SRC_ALPHA)

        # color = om2.MFloatVector(color.x, color.y, color.z)
        # if status == view.kDormant:
        #     # Not selected
        #     alpha = 0.25
        # elif status == view.kActive:
        #     # Multiselection
        #     alpha = 0.65
        # elif status == view.kLead:
        #     # Selected
        #     alpha = 0.5

        # if style == view.kFlatShaded or style == view.kGouraudShaded:
        #     glFT.glColor4f(color.x, color.y, color.z, alpha)
        #     for poly in MeshController.ctrlVertices:
        #         glFT.glBegin(omr1.MGL_POLYGON)
        #         for pnt in poly:
        #             glFT.glVertex3f(pnt.x, pnt.y, pnt.z)
        #         glFT.glEnd()

        # if style == view.kWireFrame:
        #     glFT.glColor4f(color.x, color.y, color.z, 1.0)
        #     glFT.glBegin(omr1.MGL_LINES)
        #     for poly in MeshController.ctrlVertices:
        #         for i, pnt in enumerate(poly):
        #             glFT.glVertex3f(pnt.x, pnt.y, pnt.z)
        #             if i == len(poly) - 1:
        #                 glFT.glVertex3f(poly[0].x, poly[0].y, poly[0].z)
        #             else:
        #                 glFT.glVertex3f(poly[i+1].x, poly[i+1].y, poly[i+1].z)
        #     glFT.glEnd()

        # glFT.glPopAttrib()

        # view.endGL()
        return

    def isBounded(self):
        """isBounded?"""
        return True

    def isTransparent(self):
        """isTransparent?"""
        return True

    def boundingBox(self):
        """Return the boundingBox"""
        if not MeshController.ctrlVertices:
            thisMob = self.thisMObject()
            thisPath = om2.MDagPath.getAPathTo(thisMob)
            transformPath = om2.MDagPath.getAPathTo(
                om2.MFnDagNode(thisPath).parent(0))
            mWorldInv = transformPath.inclusiveMatrixInverse()
            indexStr = om2.MPlug(thisMob,
                                 MeshController.inIndexList).asString()
            offset = om2.MPlug(thisMob, MeshController.inOffset).asFloat()
            mesh = om2.MPlug(thisMob,
                             MeshController.inMesh).asMDataHandle().asMesh()
            MeshController.getGeometryPoints(mesh, indexStr, offset, mWorldInv)
        return MeshController.bBox

    def preEvaluation(self, context, evaluationNode):
        """ Called before this node is evaluated by Evaluation Manager.
            * context [MDGContext] is the context which the evaluation is happening.
            * evaluationNode [MEvaluationNode] the evaluation node which contains information
                about the dirty plugs that are about to be evaluated for the context.
                Should be only used to query information.
        """
        if context.isNormal():
            if evaluationNode.dirtyPlugExists(MeshController.inOffset):
                omr2.MRenderer.setGeometryDrawDirty(self.thisMObject())
            elif evaluationNode.dirtyPlugExists(MeshController.inIndexList):
                omr2.MRenderer.setGeometryDrawDirty(self.thisMObject())
            elif evaluationNode.dirtyPlugExists(MeshController.inMesh):
                omr2.MRenderer.setGeometryDrawDirty(self.thisMObject())
Beispiel #6
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    def getGeometryPoints(meshMob, indexStr, offset, transform):
        """ Find the info of the geometry who will be drawed. """
        # vtxNormals = []
        # vtxPositions = []

        # if not meshMob.isNull():
        #     polyIndexList = MeshController.listToMIntArray(indexStr.split(","))
        #     itPoly = om2.MItMeshPolygon(meshMob)
        #     while not itPoly.isDone():
        #         if itPoly.index() in polyIndexList:
        #             vtxNormals.append(itPoly.getNormals())
        #             vtxPositions.append(itPoly.getPoints(om2.MSpace.kWorld))
        #         itPoly.next(None)

        # return [vtxNormals, vtxPositions]

        #==============================================================================
        # # 47 FPS AVERAGE WITH NO EDGES | 27 FPS AVERAGE WITH EDGES
        # vtxNormals = []
        # vtxPositions = []

        # if not meshMob.isNull():
        #     polyIndexList = MeshController.listToMIntArray(indexStr.split(","))
        #     itPoly = om2.MItMeshPolygon(meshMob)
        #     for index in polyIndexList:
        #         itPoly.setIndex(index)
        #         vtxNormals.append(itPoly.getNormals())
        #         vtxPositions.append(itPoly.getPoints(om2.MSpace.kWorld))

        # return [vtxNormals, vtxPositions]

        #==============================================================================
        # # 45 FPS AVERAGE WITH NO EDGES | 25 FPS AVERAGE WITH EDGES
        # meshVtxPos = om2.MPointArray()
        # vtxIndexList = []
        # vtxPositions = []

        # if not meshMob.isNull():
        #     polyIndexList = MeshController.listToMIntArray(indexStr.split(","))
        #     meshFn = om2.MFnMesh(meshMob)
        #     meshVtxPos = meshFn.getPoints(om2.MSpace.kWorld)
        #     for index in polyIndexList:
        #         vtxIndexList.append(meshFn.getPolygonVertices(index))
        #     for poly in vtxIndexList:
        #         pntArray = om2.MPointArray()
        #         for pnt in poly:
        #             pntArray.append(meshVtxPos[pnt])
        #         vtxPositions.append(pntArray)

        # return [[], vtxPositions]

        #==============================================================================
        # 47 FPS AVERAGE WITH NO EDGES | 27 FPS AVERAGE WITH EDGES
        outPnts = []

        pntOffTolerance = 0.01
        tolerance = offset + pntOffTolerance
        bBox = om2.MBoundingBox()

        if not meshMob.isNull():
            polyIndexList = MeshController.listToMIntArray(indexStr.split(","))
            itPoly = om2.MItMeshPolygon(meshMob)
            for index in polyIndexList:
                itPoly.setIndex(index)
                polyVtxNormals = itPoly.getNormals()
                polyVtxPos = itPoly.getPoints(om2.MSpace.kWorld)
                outPolyVtxPos = om2.MPointArray()
                for i, pnt in enumerate(polyVtxPos):
                    curPnt = pnt
                    curNormal = polyVtxNormals[i]
                    outPnt = (curPnt + (curNormal * tolerance)) * transform
                    bBox.expand(outPnt)
                    outPolyVtxPos.append(outPnt)
                outPnts.append(outPolyVtxPos)

        MeshController.ctrlVertices = outPnts
        MeshController.bBox = bBox
Beispiel #7
0
class MeshController(omui2.MPxLocatorNode):
    """ Main class of gfMeshController node. """

    kNodeName = ""
    kNodeClassify = ""
    kNodeRegistrantID = ""
    kNodeID = ""

    inIndexList = om2.MObject()
    inOffset = om2.MObject()
    inMesh = om2.MObject()
    inColor = om2.MObject()
    inXray = om2.MObject()

    meshVtxPositions = om2.MPointArray()
    meshVtxIndices = om2.MUintArray()
    meshVtxNormals = om2.MVectorArray()
    bBox = om2.MBoundingBox()

    def __init__(self):
        """ Constructor. """
        omui2.MPxLocatorNode.__init__(self)

    def postConstructor(self):
        """ Post Constructor. """
        thisMob = self.thisMObject()
        om2.MFnDependencyNode(thisMob).setName("%sShape#" %
                                               MeshController.kNodeName)

    @staticmethod
    def creator():
        """ Maya creator function. """
        return MeshController()

    @staticmethod
    def initialize():
        """
        Defines the set of attributes for this node. The attributes declared in this function are assigned
        as static members to MeshController class. Instances of MeshController will use these attributes to create plugs
        for use in the compute() method.
        """
        tAttr = om2.MFnTypedAttribute()
        nAttr = om2.MFnNumericAttribute()

        MeshController.inIndexList = tAttr.create("indexList", "index",
                                                  om2.MFnData.kString)
        INPUT_ATTR(tAttr)

        MeshController.inOffset = nAttr.create("offset", "offset",
                                               om2.MFnNumericData.kFloat, 0.0)
        INPUT_ATTR(nAttr)

        MeshController.inMesh = tAttr.create("controlMesh", "controlMesh",
                                             om2.MFnData.kMesh)
        INPUT_ATTR(tAttr)

        MeshController.inColor = nAttr.createColor("color", "color")
        nAttr.default = (1.0, 0.455, 0.086)
        INPUT_ATTR(nAttr)

        MeshController.inXray = nAttr.create("xray", "xray",
                                             om2.MFnNumericData.kBoolean,
                                             False)
        INPUT_ATTR(nAttr)

        MeshController.addAttribute(MeshController.inIndexList)
        MeshController.addAttribute(MeshController.inMesh)
        MeshController.addAttribute(MeshController.inOffset)
        MeshController.addAttribute(MeshController.inColor)
        MeshController.addAttribute(MeshController.inXray)

    def compute(self, plug, dataBlock):
        """
        Node computation method:
            * plug is a connection point related to one of our node attributes (either an input or an output).
            * dataBlock contains the data on which we will base our computations.
        """
        # pylint: disable=unused-argument
        return

    def connectionMade(self, plug, otherPlug, asSrc):
        """
        This method gets called when connections are made to attributes of this node.
            * plug (MPlug) is the attribute on this node.
            * otherPlug (MPlug) is the attribute on the other node.
            * asSrc (bool) is this plug a source of the connection.
        """
        # generate mesh points here initially
        return om2.MPxNode.connectionMade(self, plug, otherPlug, asSrc)

    def connectionBroken(self, plug, otherPlug, asSrc):
        """This method gets called when connections are made to attributes of this node.
            * plug (MPlug) is the attribute on this node.
            * otherPlug (MPlug) is the attribute on the other node.
            * asSrc (bool) is this plug a source of the connection.
        """
        return om2.MPxNode.connectionBroken(self, plug, otherPlug, asSrc)

    def setDependentsDirty(self, plugBeingDirtied, affectedPlugs):
        """
        This method can be overridden in user defined nodes to specify which plugs should be set dirty based
        upon an input plug {plugBeingDirtied} which Maya is marking dirty.
        The list of plugs for Maya to mark dirty is returned by the plug array {affectedPlugs}.
        You must not cause any dependency graph computations.
            * plugBeingDirtied [MPlug] is the plug being dirtied.
            * affectedPlugs [MPlugArray] is the list of dirty plugs returned by Maya.
        """
        # pylint: disable=unused-argument
        if (plugBeingDirtied == MeshController.inIndexList
                or plugBeingDirtied == MeshController.inMesh):
            self.signalDirtyToViewport()

    def preEvaluation(self, context, evaluationNode):
        """ Called before this node is evaluated by Evaluation Manager.
            * context [MDGContext] is the context which the evaluation is happening.
            * evaluationNode [MEvaluationNode] the evaluation node which contains information
                about the dirty plugs that are about to be evaluated for the context.
                Should be only used to query information.
        """
        if not context.isNormal():
            return
        if (evaluationNode.dirtyPlugExists(MeshController.inMesh)
                or evaluationNode.dirtyPlugExists(MeshController.inIndexList)
                or evaluationNode.dirtyPlugExists(MeshController.inOffset)):
            omr2.MRenderer.setGeometryDrawDirty(self.thisMObject())

    @staticmethod
    def listToMIntArray(strList):
        """ Convert a list of int to a MIntArray instance. """
        # pylint: disable=undefined-variable
        instance = om2.MIntArray()
        for i in strList:
            try:
                instance.append(int(i))
            except ValueError:
                pass
        return instance

    @staticmethod
    def generateMesh(meshMob, faceIndicesStr):
        """ Find the info of the geometry who will be drawed. """
        meshFn = om2.MFnMesh(meshMob)

    def draw(self, view, path, style, status):
        """
        Draw custom geometry in the viewport using OpenGL calls.
            * view [M3dView] is a 3D view that is being drawn into.
            * path [MDagPath] to the parent (transform node) of this locator in the DAG.  To obtain the locator shape node,
                use MDagPath::extendToShape() if there is only one shape node under the transform or
                MDagPath::extendToShapeDirectlyBelow(unsigned int index) with the shape index if there are multiple
                shapes under the transform.
            * style [M3dView.DisplayStyle] is the style to draw object in.
            * status [M3dView.DisplayStatus] is the selection status of the object.
        """
        # pylint: disable=unused-argument
        # NO DRAWING IN VIEWPORT 1.0, JUST RETURN
        return

    def isBounded(self):
        """isBounded?"""
        return False
Beispiel #8
0
 def boundingBox(self, objPath, cameraPath):
     """ Return the boundingBox """
     # pylint: disable=unused-argument
     return om2.MBoundingBox()
Beispiel #9
0
    def drawText(self,
                 mtx,
                 dist,
                 colorList,
                 status,
                 cameraPath,
                 lineH,
                 view=None,
                 drawManager=None):
        """Draw the matrix text.
        """
        mCamera = cameraPath.inclusiveMatrix()
        camFn = om2.MFnCamera(cameraPath)
        thisMob = self.thisMObject()
        worldMtxPlug = om2.MPlug(thisMob, DebugMatrix.inMatrix)
        destPlugList = worldMtxPlug.connectedTo(True, False)
        if len(destPlugList) >= 1:
            node = destPlugList[0].node()
            attr = destPlugList[0].attribute()
            dagFn = om2.MFnDagNode(node)
            name = dagFn.name()
            attrName = "%s   (%s)" % ("  " * len(name),
                                      om2.MFnAttribute(attr).name)
            bBox = dagFn.boundingBox
        else:
            attrName = ""
            name = "NO MATRIX INPUT"
            bBox = om2.MBoundingBox()

        offsetY = bBox.height / 2.0

        pntCamera = om2.MPoint(mCamera[12], mCamera[13], mCamera[14])
        pntPos = om2.MPoint(mtx[12] + dist, mtx[13] + offsetY, mtx[14])
        vCamera = pntCamera - pntPos
        distFromCamera = vCamera.length()
        pntLineOffset = om2.MPoint(0.0, (distFromCamera / camFn.focalLength) *
                                   lineH, 0.0)
        rowList = []

        pntRow1 = om2.MPoint(mtx[0], mtx[1], mtx[2], mtx[3])
        row1 = "%s | %s | %s | %s" % ("%.3f" % pntRow1.x, "%.3f" % pntRow1.y,
                                      "%.3f" % pntRow1.z, "%.3f" % pntRow1.w)
        rowList.append(row1)
        pntRow2 = om2.MPoint(mtx[4], mtx[5], mtx[6], mtx[7])
        row2 = "%s | %s | %s | %s" % ("%.3f" % pntRow2.x, "%.3f" % pntRow2.y,
                                      "%.3f" % pntRow2.z, "%.3f" % pntRow2.w)
        rowList.append(row2)
        pntRow3 = om2.MPoint(mtx[8], mtx[9], mtx[10], mtx[11])
        row3 = "%s | %s | %s | %s" % ("%.3f" % pntRow3.x, "%.3f" % pntRow3.y,
                                      "%.3f" % pntRow3.z, "%.3f" % pntRow3.w)
        rowList.append(row3)
        pntRow4 = om2.MPoint(mtx[12], mtx[13], mtx[14], mtx[15])
        row4 = "%s | %s | %s | %s" % ("%.3f" % pntRow4.x, "%.3f" % pntRow4.y,
                                      "%.3f" % pntRow4.z, "%.3f" % pntRow4.w)
        rowList.append(row4)

        if status == omui2.M3dView.kActive:
            view.setDrawColor(om2.MColor([0.3, 1.0, 1.0]))
        elif status == omui2.M3dView.kLead:
            view.setDrawColor(om2.MColor([1.0, 1.0, 1.0]))

        if status == omui2.M3dView.kDormant:
            view.setDrawColor(colorList[0])
        view.drawText(name, pntPos, omui2.M3dView.kLeft)

        if status == omui2.M3dView.kDormant:
            view.setDrawColor(colorList[1])
        view.drawText(attrName, pntPos, omui2.M3dView.kLeft)
        if worldMtxPlug.isConnected:
            for i in range(1, 5):
                pos = om2.MPoint(pntPos - (pntLineOffset * i))
                view.drawText(rowList[i - 1], pos, omui2.M3dView.kLeft)