Beispiel #1
0
    def buildWiperMesh(self, p1, p2):
        """
        Build the wiper mesh 

        Parameters
        ----------
            p1 : Point3
                the world position of the first dummy placed on the exterior part of the wiper
            p2 : Point3
                the world position of the second dummy placed on the exterior part of the wiper
        """

        animationLength = self.animInEndFrame - self.animInStartFrame + 1
        projectMeshVertices = []
        projectMeshFaces = []

        vColors = [rt.Point3(0, 0, 0) for i in range(animationLength * 2)]

        vert_count = 0

        if rt.DEBUG_MODE:
            print(
                "------------------------------------------------------------------"
            )

        #fill projectMeshVertices with the exterior points of the wiper for each frame
        f = self.animInStartFrame
        while f <= self.animInEndFrame:
            with at(f):
                projectMeshVertices.append(p1.transform.position)
                projectMeshVertices.append(p2.transform.position)
                f += 1

        # fill the vertexColors array during animation IN
        vIndex = 0
        f = self.animInStartFrame
        while f <= self.animInEndFrame:
            with at(f):
                self.setColorByFrame(f, vColors[vIndex])
                self.setColorByFrame(f, vColors[vIndex + 1])
                f += 1
                vIndex += 2

        # fill the vertexColors array during animation OUT
        vIndex = 0
        f = self.animOutEndFrame
        while f >= self.animOutStartFrame:
            with at(f):
                self.setColorByFrame(f, vColors[vIndex])
                self.setColorByFrame(f, vColors[vIndex + 1])
                f -= 1
                vIndex += 2

        axis = rt.Point3(1, 0, 0)
        result = rt.dot(p2.transform.position, axis)

        for i in range(1, len(projectMeshVertices) - 1):
            #build the triangle with the righ orientation
            if i % 2 != 0:
                projectMeshFaces.append(
                    rt.Point3(vert_count + 3, vert_count + 2, vert_count + 1))
            else:
                projectMeshFaces.append(
                    rt.Point3(vert_count + 2, vert_count + 3, vert_count + 1))

            vert_count += 1

        #build the mesh with an array of vertex and triangles
        projectionMesh = rt.mesh(vertices=rt.Array(*(projectMeshVertices)),
                                 faces=rt.Array(*(projectMeshFaces)))
        rt.defaultVCFaces(projectionMesh)

        #set the vertex color for each vertex
        for i in range(len(projectMeshVertices)):
            rt.setVertColor(projectionMesh, i + 1, vColors[i])

        if result > 0:
            rt.select(projectionMesh)
            rt.execute("max modify mode")
            normalModifier = rt.NormalModifier()
            rt.addModifier(projectionMesh, rt.NormalModifier())
            normal = rt.Name("Normal")
            projectionMesh.modifiers[normal].flip = True

        rt.maxOps.CollapseNode(projectionMesh, False)

        #quadrify
        rt.select(projectionMesh)
        rt.convertToPoly(projectionMesh)
        rt.execute("max modify mode")
        rt.PolyToolsModeling.Quadrify(True, False)
        edge = rt.Name("EDGE")
        edgeNumber = projectionMesh.EditablePoly.getNumEdges()
        edgeList = [1] if result < 0 else [2]
        edgeSelection = rt.BitArray(*(edgeList))
        rt.subObjectLevel = 2
        projectionMesh.EditablePoly.SetSelection(edge, edgeSelection)
        projectionMesh.EditablePoly.SelectEdgeRing()
        projectionMesh.connectEdgeSegments = 3
        rt.execute('macros.run "Ribbon - Modeling" "ConnectEdges"')

        return projectionMesh
Beispiel #2
0
def TupleToArray(tuple_obj):
    arr = rt.Array(*tuple_obj)
    _ShowMXSObject(arr)
    print

    return arr
Beispiel #3
0
def ListToArray(list_obj):
    arr = rt.Array(*list_obj)
    _ShowMXSObject(arr)
    print

    return arr
Beispiel #4
0
def CreateArray():
    arr = rt.Array(*range(3))
    _ShowMXSObject(arr)
    print

    return arr
Beispiel #5
0
    def old_recreate(self):
        with pymxs.undo(True):

            if len(self.result) > 0:
                self.newNodes = []
                self.dict = {}
                temp = mxs.Array()
                lastNode = None
                index = 0

                rootNode = mxs.point()
                rootNode.size = 2
                rootNode.showlinks = True
                rootNode.Box = True
                rootNode.cross = False
                rootNode.axistripod = False
                rootNode.centermarker = False
                mxs.join(temp, rootNode)

            def create_constraints(node, nNode):

                # Position
                sub = mxs.getSubAnim(nNode, 3)
                secsub = mxs.getSubAnim(sub, 1)
                secsub.controller = mxs.Position_List()
                posCtrl = mxs.Position_Constraint()
                thirdsub = mxs.getSubAnim(secsub, 2)
                thirdsub.controller = posCtrl
                posConstraintInterface = posCtrl.constraints
                posConstraintInterface.appendTarget(node, 100)

                # Rotation
                sub = mxs.getSubAnim(nNode, 3)
                secsub = mxs.getSubAnim(sub, 2)
                secsub.controller = mxs.rotation_list()
                posCtrl = mxs.Orientation_Constraint()
                thirdsub = mxs.getSubAnim(secsub, 2)
                thirdsub.controller = posCtrl
                posConstraintInterface = posCtrl.constraints
                posConstraintInterface.appendTarget(node, 100)

            for i in self.result:
                # Create new nodes and add them to list and dict
                nNode = mxs.point()
                nNode.showlinks = True
                nNode.size = 2
                nNode.transform = i.transform
                nNode.name = i.name
                nNode.wireColor = i.wireColor
                self.dict[i] = nNode
                self.newNodes.append(i)

                # Create parent connections
                if mxs.isValidNode(i.parent):
                    nNode.parent = self.dict[i.parent]

                else:
                    nNode.parent = rootNode

                # Create Constraints
                create_constraints(i, nNode)

                # final part
                mxs.join(temp, nNode)
                lastNode = nNode
                index += 1

            mxs.select(temp)

        mxs.redrawViews()
Beispiel #6
0
    def recreate(self):
        defaultSize = 2
        bones = mxs.Array()

        if len(self.result) > 0:
            self.newNodes = []
            self.dict = {}
            temp = mxs.Array()
            lastNode = None
            index = 0

            rootNode = mxs.BoneSys.createBone(mxs.point3(0, 0, 0),
                                              mxs.point3(0, 1, 0),
                                              mxs.point3(0, 1, 0))
            rootNode.transform = mxs.Matrix3(1)
            rootNode.size = 2
            rootNode.name = "rootBone"
            mxs.join(temp, rootNode)

        def new_create_constraints(node, nNode):

            posList = mxs.position_list()  # Create Pos_List
            const = mxs.Position_Constraint()  # Create  Pos_Constraint
            const.appendTarget(nNode, 100)  # Add target to Constraint
            secsub = mxs.setPropertyController(node.controller, "Position",
                                               posList)  # Add PosList to node
            mxs.setPropertyController(secsub, 'Available', const)

            posList = mxs.rotation_list()  # Create Pos_List
            const = mxs.Orientation_Constraint()  # Create  Pos_Constraint
            const.appendTarget(nNode, 100)  # Add target to Constraint
            secsub = mxs.setPropertyController(node.controller, "Rotation",
                                               posList)  # Add PosList to node
            mxs.setPropertyController(secsub, 'Available', const)

        def create_constraints(nNode, node):
            # Position
            posList = mxs.position_list()  # Create Pos_List
            const = mxs.Position_Constraint()  # Create  Pos_Constraint
            const.appendTarget(nNode, 100)  # Add target to Constraint
            secsub = mxs.setPropertyController(node.controller, "Position",
                                               posList)  # Add PosList to node
            mxs.setPropertyController(secsub, 'Available', const)

            # Rotation
            posList = mxs.rotation_list()  # Create Pos_List
            const = mxs.Orientation_Constraint()  # Create  Pos_Constraint
            const.appendTarget(nNode, 100)  # Add target to Constraint
            secsub = mxs.setPropertyController(node.controller, "Rotation",
                                               posList)  # Add PosList to node
            mxs.setPropertyController(secsub, 'Available', const)

        for obj in self.result:
            endPos = mxs.point3(0, 0, 0)

            if obj.children.count > 0:
                endPos = obj.children[0].transform.pos

            else:
                endPos = (mxs.transmatrix(mxs.point3(defaultSize, 0, 0)) *
                          obj.transform).pos

            zPos = (mxs.transmatrix(mxs.point3(0, 0, 1)) * obj.transform).pos
            d = mxs.BoneSys.createBone(obj.transform.pos, endPos, zPos)
            d.transform = obj.transform
            d.name = obj.name
            d.wirecolor = obj.wirecolor
            mxs.join(bones, d)
            self.dict[obj] = d
            self.newNodes.append(obj)

            # Create parent connections
            if mxs.isValidNode(obj.parent):
                d.parent = self.dict[obj.parent]

            else:
                d.parent = rootNode

            create_constraints(obj, d)

        mxs.select(bones)
        mxs.selectmore(rootNode)
        mxs.redrawViews()