Beispiel #1
0
 def _create_particle(self,value,*argv):
     global n_particle_create
     pmel.emitter( r=value,dx=1, dy=0, dz=0, sp=0, nsp=0, n='myRandomEmitter' ,type='surface')
     n_particle_create = pmel.nParticle( n='emittedParticles' )
     n_particle_create[1].maxCount.set(value)
     nucleus = pmel.listConnections(n_particle_create,t='nucleus')
     nucleus[0].gravity.set(0)
     pmel.connectDynamic( 'emittedParticles', em='myRandomEmitter')
     self.list_emitter_delete.append('myRandomEmitter')
     self.list_emitter_delete.append(n_particle_create)
     self.list_emitter_delete.append(nucleus)
Beispiel #2
0
	def _initialize(self,args):
		#Initialize
		partTarget = self.inputBar.getText()
		partNameBase = self.inputName.getText()
		if partTarget=='' or partNameBase=='':
			pm.error("Must input both fields to continue...")
		partName = partNameBase + '_NPARTICLE'
		partNucleus = partNameBase + '_NUCLEUS'
		partEmitter = partNameBase + '_EMITTER'
		#First thing we will do is Emit from Surface with an Emiter
		self.emitter = pm.emitter(partTarget, type='surface',name=partEmitter,r=5000,sro=0,nuv=0,cye='none',cyi=1,spd=0,srn=0,nsp=0,tsp=0,mxd=0,mnd=0,dx=1,dy=0,dz=0,sp=0)

		emitter=self.emitter
		self.nparticle = pm.nParticle(n=partName)
		npart=self.nparticle
		if '2012' in str(pm.versions.current()):
			import maya.cmds as cmds
			self.nucleus = cmds.listConnections(self.nparticle[1].name(), type='nucleus')[0]
			cmds.setAttr((self.nucleus+'.gravity'), 0)
			cmds.setAttr((self.nucleus+'.startFrame'), pm.playbackOptions(q=True,ast=True))
			cmds.rename(self.nucleus, partNucleus)
			self.nucleus=partNucleus
		elif '2015' in str(pm.versions.current()) or '2014' in str(pm.versions.current()):
			self.nucleus=pm.PyNode(set(npart[1].listConnections(type='nucleus')).pop())
			nucleus=self.nucleus
			nucleus.rename(partNucleus)
			nucleus.gravity.set(0)
			nucleus.startFrame.set(pm.playbackOptions(q=True,ast=True))
		else:
			pm.error("This maya version is unsupported by this script")
		#Set the Nucleus to no gravity + start time to first frame
		pm.currentTime( pm.playbackOptions(q=True,ast=True), e=True )
		pm.connectDynamic(npart, em=emitter)
		#Set up the nParticle:
		#add per particle attributes
		vattrs = ['posPP', 'rotPP', 'scalePP']
		for vattr in vattrs:
			npart[1].addAttr(vattr, k=1, dt='vectorArray')
			npart[1].addAttr(vattr+'0', dt='vectorArray')
		fattrs = ['indexPP']
		for fattr in fattrs:
			npart[1].addAttr(fattr, k=1, dt='doubleArray')
			npart[1].addAttr(fattr+'0', k=1, dt='doubleArray')
		#add dynamic expressions ala Vicky Osborne
		self._dynExpr()
		#Change shading type to points
		npart[1].particleRenderType.set(3)
Beispiel #3
0
    def createParticleEmitter(self, meshEmitter, collider):

        # Force nParticle balls at creation
        pm.optionVar(sv=("NParticleStyle", "Balls"))

        self.particle, self.partShape = pm.nParticle(n=str(meshEmitter) + "_particle")
        # Add attribute in particleShape
        pm.addAttr(self.partShape, ln="indexPP", dt="doubleArray")
        pm.addAttr(self.partShape, ln="rotatePP", dt="vectorArray")
        pm.addAttr(self.partShape, ln="scalePP", dt="vectorArray")
        pm.addAttr(self.partShape, ln="rgbPP", dt="vectorArray")
        pm.addAttr(self.partShape, ln="fixPosPP", dt="vectorArray")
        pm.addAttr(self.partShape, ln="opacityPP", dt="doubleArray")

        pm.addAttr(self.partShape, ln="typePP", dt="doubleArray")

        self.nameEmitter = str(meshEmitter) + "_emitter"
        pm.emitter(meshEmitter, type="surface", name=self.nameEmitter, r=float(self.ui.simulationEmit_le.text()))
        pm.connectDynamic(self.partShape, em=self.nameEmitter)

        # Used maya command because pymel crash when find nucleus node
        self.nucleusName = mel.eval('listConnections -type "nucleus" ' + self.partShape + ";")[0]

        pm.parent(self.partShape, self.worldParent)
        pm.parent(self.nameEmitter, self.worldParent)
        pm.parent(self.nucleusName, self.worldParent)

        self.setParamaters(self.partShape, self.particleParameter)
        self.setParamaters(self.nameEmitter, self.emitterParameter)
        self.setParamaters(self.nucleusName, self.nucleusParameter)
        pm.addAttr(self.partShape, ln="radiusPP", dt="doubleArray")

        # Create Rigid
        pm.select(collider, r=1)
        pm.runtime.nClothMakeCollide(collider)
        self.nrigid = pm.listConnections(collider.listRelatives(s=1, c=1)[0], type="nRigid")[0]
        self.setParamaters(self.nrigid.listRelatives(s=1, c=1)[0], self.rigidParameter)
        pm.parent(self.nrigid, self.worldParent)
        self.nrigid.setAttr("v", 0)

        # Create instancer
        self.instancer = pm.particleInstancer(
            self.partShape,
            a=True,
            object=self.listInstance,
            n=str(meshEmitter) + "_instancer",
            cycle="sequential",
            age="indexPP",
            rotation="rotatePP",
            scale="scalePP",
            visibility="opacityPP",
        )
        pm.parent(self.instancer, self.worldParent)

        # Create proc Colision
        expression = """
global proc forestGeneratorEvent(string $particleObject,int $particleId, string  $geometryObject) 
{

    vector $rgb = `nParticle -attribute rgbPP -id $particleId -q $particleObject`;

    if ($rgb != << 1,1,1 >>)
    {
        nParticle -e -attribute rgbPP -id $particleId -vv 0 1 0 $particleObject;
    }
    
    vector $pos = `nParticle -attribute position -id $particleId -q $particleObject`;
    
    vector $lastPos = `nParticle -attribute lastPosition -id $particleId -q $particleObject`;
    
    
    
    nParticle -e -attribute opacityPP -id $particleId -fv 1 $particleObject;

    if (mag($pos - $lastPos) >= 10 && $rgb != << 1,1,1 >>){
    
        nParticle -e -attribute lifespanPP -id $particleId -fv 0 $particleObject;
    }
}"""
        pm.expression(s=expression, n="forestGenerator_exp")
        # Create  Colision event

        pm.event(self.partShape, die=0, count=0, proc="forestGeneratorEvent")
Beispiel #4
0
    def updateRadius(self):

        if self.ui.updateRadiusBy_le.text() == "":
            return

        reduce = float(self.ui.updateRadiusBy_le.text())

        for x in self.partShape.getAttr("id"):
            t = pm.nParticle(self.partShape, q=1, at="typePP", id=x)[0]
            r = pm.nParticle(self.partShape, q=1, at="radiusPP", id=x)[0]
            pos = pm.nParticle(self.partShape, q=1, at="position", id=x)
            pm.nParticle(self.partShape, e=1, at="fixPosPP", vv=(pos[0], pos[1], pos[2]), id=x)
            p = pm.nParticle(self.partShape, q=1, at="fixPosPP", id=x)

            if t == self.ui.updateRadiusType_cb.currentIndex():
                if self.ui.updateRadiusOp_cb.currentText() == "Divide":
                    nR = r / reduce
                elif self.ui.updateRadiusOp_cb.currentText() == "Multiply":
                    nR = r * reduce
                pm.nParticle(self.partShape, e=1, at="fixPosPP", vv=(p[0], p[1] - (r - nR), p[2]), id=x)
                pm.nParticle(self.partShape, e=1, at="radiusPP", fv=nR, id=x)

                print p, pm.nParticle(self.partShape, q=1, at="fixPosPP", id=x)
#
# Model of E. coli
#
# Spatial Scale: 1 micron
# Simulation Engine: Nucleus
#


import pymel.core as pm
import maya.cmds as mc
import maya.mel as mel

pm_parts = pm.nParticle( p=[(0, 0, -6), (0, 0, 6)], n="parts")

# protects against multiple objects called "parts"
parts_nm = pm_parts[1].name()
p_shape = mc.select(parts_nm)  # returns name (string)

mc.addAttr(ln="radiusPP", dt="doubleArray", w=True, r=True)
mc.setAttr("%s.selfCollide"%parts_nm,1)
#blobby surface
mc.setAttr("%s.particleRenderType"%parts_nm,7)

#make plane
mc.select("nucleus1")
mc.setAttr("nucleus1.usePlane",1)

mc.select(parts_nm)
mc.addAttr(ln="rgbPP", dt="vectorArray", w=True, r=True)
Beispiel #6
0
    def createParticleEmitter(self, meshEmitter, collider):

        # Force nParticle balls at creation
        pm.optionVar(sv=("NParticleStyle", "Balls"))

        self.particle, self.partShape = pm.nParticle(n=str(meshEmitter) +
                                                     "_particle")
        #Add attribute in particleShape
        pm.addAttr(self.partShape, ln="indexPP", dt="doubleArray")
        pm.addAttr(self.partShape, ln="rotatePP", dt="vectorArray")
        pm.addAttr(self.partShape, ln="scalePP", dt="vectorArray")
        pm.addAttr(self.partShape, ln="rgbPP", dt="vectorArray")
        pm.addAttr(self.partShape, ln="fixPosPP", dt="vectorArray")
        pm.addAttr(self.partShape, ln="opacityPP", dt="doubleArray")

        pm.addAttr(self.partShape, ln="typePP", dt="doubleArray")

        self.nameEmitter = str(meshEmitter) + "_emitter"
        pm.emitter(meshEmitter,
                   type="surface",
                   name=self.nameEmitter,
                   r=float(self.ui.simulationEmit_le.text()))
        pm.connectDynamic(self.partShape, em=self.nameEmitter)

        #Used maya command because pymel crash when find nucleus node
        self.nucleusName = mel.eval("listConnections -type \"nucleus\" " +
                                    self.partShape + ";")[0]

        pm.parent(self.partShape, self.worldParent)
        pm.parent(self.nameEmitter, self.worldParent)
        pm.parent(self.nucleusName, self.worldParent)

        self.setParamaters(self.partShape, self.particleParameter)
        self.setParamaters(self.nameEmitter, self.emitterParameter)
        self.setParamaters(self.nucleusName, self.nucleusParameter)
        pm.addAttr(self.partShape, ln="radiusPP", dt="doubleArray")

        #Create Rigid
        pm.select(collider, r=1)
        pm.runtime.nClothMakeCollide(collider)
        self.nrigid = pm.listConnections(collider.listRelatives(s=1, c=1)[0],
                                         type='nRigid')[0]
        self.setParamaters(
            self.nrigid.listRelatives(s=1, c=1)[0], self.rigidParameter)
        pm.parent(self.nrigid, self.worldParent)
        self.nrigid.setAttr("v", 0)

        #Create instancer
        self.instancer = pm.particleInstancer(self.partShape,
                                              a=True,
                                              object=self.listInstance,
                                              n=str(meshEmitter) +
                                              "_instancer",
                                              cycle="sequential",
                                              age="indexPP",
                                              rotation="rotatePP",
                                              scale="scalePP",
                                              visibility="opacityPP")
        pm.parent(self.instancer, self.worldParent)

        #Create proc Colision
        expression = """
global proc forestGeneratorEvent(string $particleObject,int $particleId, string  $geometryObject) 
{

    vector $rgb = `nParticle -attribute rgbPP -id $particleId -q $particleObject`;

    if ($rgb != << 1,1,1 >>)
    {
        nParticle -e -attribute rgbPP -id $particleId -vv 0 1 0 $particleObject;
    }
    
    vector $pos = `nParticle -attribute position -id $particleId -q $particleObject`;
    
    vector $lastPos = `nParticle -attribute lastPosition -id $particleId -q $particleObject`;
    
    
    
    nParticle -e -attribute opacityPP -id $particleId -fv 1 $particleObject;

    if (mag($pos - $lastPos) >= 10 && $rgb != << 1,1,1 >>){
    
        nParticle -e -attribute lifespanPP -id $particleId -fv 0 $particleObject;
    }
}"""
        pm.expression(s=expression, n="forestGenerator_exp")
        #Create  Colision event

        pm.event(self.partShape, die=0, count=0, proc="forestGeneratorEvent")
Beispiel #7
0
    def updateRadius(self):

        if self.ui.updateRadiusBy_le.text() == "": return

        reduce = float(self.ui.updateRadiusBy_le.text())

        for x in self.partShape.getAttr("id"):
            t = pm.nParticle(self.partShape, q=1, at="typePP", id=x)[0]
            r = pm.nParticle(self.partShape, q=1, at="radiusPP", id=x)[0]
            pos = pm.nParticle(self.partShape, q=1, at="position", id=x)
            pm.nParticle(self.partShape,
                         e=1,
                         at="fixPosPP",
                         vv=(pos[0], pos[1], pos[2]),
                         id=x)
            p = pm.nParticle(self.partShape, q=1, at="fixPosPP", id=x)

            if t == self.ui.updateRadiusType_cb.currentIndex():
                if self.ui.updateRadiusOp_cb.currentText() == "Divide":
                    nR = r / reduce
                elif self.ui.updateRadiusOp_cb.currentText() == "Multiply":
                    nR = r * reduce
                pm.nParticle(self.partShape,
                             e=1,
                             at="fixPosPP",
                             vv=(p[0], p[1] - (r - nR), p[2]),
                             id=x)
                pm.nParticle(self.partShape, e=1, at="radiusPP", fv=nR, id=x)

                print p, pm.nParticle(self.partShape, q=1, at="fixPosPP", id=x)