예제 #1
1
def _buildSpeedExpression(boatWorldCtrl = ''):
    """
    Builds the base expression for the boats world_ctrl speed attr
    @param boatWorldCtrl: The name of the boat world_ctrl to build the expression for
    @type boatWorldCtrl: String
    """
    expStringList = [
                    'float $time;\n',
                    'float $translation[] = `xform -q -ws -translation "%s"`;\n' % boatWorldCtrl,
                    'float $trx;\n',
                    'float $try;\n',
                    'float $trz;\n',
                    'float $dx = $translation[0] - $trx;\n',
                    'float $dy = $translation[1] - $try;\n',
                    'float $dz = $translation[2] - $trz;\n',
                    'float $d = sqrt( ($dx * $dx) + ($dy * $dy) + ($dz * $dz) );\n',
                    '%s.speed = abs( $d / ( time - ($time + 0.001) ) );\n' % boatWorldCtrl,
                    '$trx = $translation[0];\n',
                    '$try = $translation[1];\n',
                    '$trz = $translation[2];\n',
                    '$time = time;\n'
                    ]

    ## Check if the expression already exists in the scene, if so delete it
    utils.checkExpressionExists( '%s_speed' % boatWorldCtrl)
    ## Build new expression
    try:
        cmds.expression(n = '%s_speed' % boatWorldCtrl.replace(':', '_'), string = utils.processExpressionString(expStringList))
    except:
        cmds.warning('YOU ARE USING OLD RIGS!!! PLEASE UPDATE YOUR RIGS!!!')
예제 #2
0
def _create_FOAM_FluidTexture(oceanShader = '', size = '', pathToPreset = '', foamFluidShapeName = CONST.FOAM_FLUID_SHAPENODE):
    """
    create a 3d fluid texture for FOAM, make it a 2d simulation and texture the foamOffset of the ocean shader with it's outAlpha.
    """
    debug(None, method = 'fluids_lib._create_FOAM_FluidTexture', message = 'Building fluid %s' % foamFluidShapeName, verbose = False)
    fluidShape = cmds.shadingNode('fluidTexture3D', asTexture = True, name = foamFluidShapeName)

    # Get parent of shape and set attrs
    fluid = cmds.listRelatives(fluidShape, parent= True)
    _setBaseFluidAttrs(fluid)

    ## Connect to time
    cmds.connectAttr ("time1.outTime",(fluidShape + ".currentTime"))
    debug(None, method = 'fluids_lib._create_FOAM_FluidTexture', message = '%s connected to time1' % fluidShape, verbose = False)

    ## Apply foam preset
    mel.eval("""applyPresetToNode " """+fluidShape+""" " "" "" "%s" 1;""" % pathToPreset)
    debug(None, method = 'fluids_lib._create_FOAM_FluidTexture', message = 'Mel preset applied: %s' % pathToPreset, verbose = False)


    #add expression to texture
    expStringList = [
                    "float $foamSpeed = 1.0;\n",
                     "%s.textureTime = time * $foamSpeed;\n" % fluidShape
                    ]
    utils.checkExpressionExists('s_foamTexture_Speed')
    cmds.expression(n = '%s_foamTexture_Speed' % fluidShape,  string = utils.processExpressionString(expStringList))

    expStringList = [
                    'int $width = %s.dimensionsW;\r\n' % fluidShape,
                    'int $height = %s.dimensionsH;\r\n' % fluidShape,
                    'if ($width>= $height)\r\n',
                    '{\r\n',
                    '%s.baseResolution = $width*2;\r\n' % fluidShape,
                    '}\r\n',
                    'else\r\n',
                    '{\r\n',
                    '%s.baseResolution = $height*2;\r\n' % fluidShape,
                    '}'
                    ]
    #expression to maintain resolution/container size relationship
    cmds.expression(n = '%s_foamTexture_ContainerSize' % fluidShape, string = utils.processExpressionString(expStringList))
    debug(None, method = 'fluids_lib._create_FOAM_FluidTexture', message = ' Expression %s_foamTexture_ContainerSize built' % fluidShape, verbose = False)

    baseTextureName = fluidShape.split('Shape')[0]
    cmds.rename(fluid[0], '%s' % baseTextureName)
    utils.createTypeTag(obj = '%s' % baseTextureName, typeName = '%s' % baseTextureName)
    debug(None, method = 'fluids_lib._create_FOAM_FluidTexture', message = ' Rename and Tag successful..', verbose = False)

    ## Connect fluid to ocean shader
    cmds.connectAttr("%s.outAlpha" % fluidShape, "%s.foamOffset" % oceanShader, force = True)

    debug(None, method = 'fluids_lib._create_FOAM_FluidTexture', message = ' Returning %s:' % fluidShape, verbose = False)
    return fluidShape
def _buildNURBSPlaneExpression(NURBSPlane, xRes, zRes, oceanShader):
    """
    Function to setup the expression that hooks the nurbsPlane to the ocean
    @param NURBSPlane: The build of the nurbsPlane, this build command should have returned a list. Due to refactoring we're just handling this list instead of accepting the actual name
    @type NURBSPlane: List
    """
    ## Now build the expression to connect the cv's of the NURBSPlane to the ocean
    xSize = xRes+1
    zSize = zRes+1

    expStringList = ['float $u, $v;\n float $minx = %s.scaleX * -0.5 + %s.translateX;\n' % (NURBSPlane[0], NURBSPlane[0]),
                                'float $maxx = %s.scaleX *  0.5 + %s.translateX;\n' % (NURBSPlane[0], NURBSPlane[0]),
                                'float $minz = %s.scaleZ * -0.5 + %s.translateZ;\n' % (NURBSPlane[0], NURBSPlane[0]),
                                'float $maxz = %s.scaleZ *  0.5 + %s.translateZ;\n' % (NURBSPlane[0], NURBSPlane[0]),
                                'float $disp[] = `colorAtPoint -o A -su %s  -sv  %s -mu $minx -mv $minz -xu $maxx -xv $maxz %s`;\n' % (str(xSize), str(zSize), oceanShader)
                                ]
    expString = utils.processExpressionString(expStringList)
    #unfold loop and use output connections
    i=0
    for x in range(xSize):
        planeX = x * zSize
        for z in range(zSize):
            planeZ= zSize - z - 1
            addTo = "%s.cv[%s].yv = $disp[%s];\n" % (NURBSPlane[0], str(planeX +planeZ), str(i))
            expString += addTo
            #increment by 1
            i=i+1

    ## Check if the expression already exists in the scene, if so delete it
    utils.checkExpressionExists( '%s_IntersectionPlane' % NURBSPlane[0])

    ## Build new expression
    cmds.expression(n = '%s_IntersectionPlane' % '_'.join(NURBSPlane[0].split(':')), string = expString)
예제 #4
0
def _create_WAKE_FluidTexture(oceanShader = '', size = '', pathToPreset = '', wakeFluidShapeName = CONST.WAKE_FLUID_SHAPENODE):
    """
    Create a 3d fluid texture, make it a 2d simulation and texture the waveHeightOffset of the ocean shader with it's outAlpha.
    @param oceanShader:
    @param size:
    @type oceanShader:
    @type size:
    """
    debug(None, method = '_create_WAKE_FluidTexture', message = 'Building fluid %s' % wakeFluidShapeName, verbose = False)
    fluidShape = cmds.shadingNode('fluidTexture3D', asTexture = True, name = wakeFluidShapeName)

    # Get parent of shape and set attrs
    fluid = cmds.listRelatives(fluidShape, parent= True)
    _setBaseFluidAttrs(fluid)

    ## Connect to time
    cmds.connectAttr ("time1.outTime", (fluidShape + ".currentTime"))
    debug(None, method = '_create_WAKE_FluidTexture', message = '%s connected to time1'  % fluidShape, verbose = False)

    ## Apply wake preset
    mel.eval("""applyPresetToNode " """+fluidShape+""" " "" "" "%s" 1;""" % pathToPreset)
    debug(None, method = '_create_WAKE_FluidTexture', message = 'Mel preset applied: %s' % pathToPreset, verbose = False)

    #expression to maintain resolution/container size relationship
    expStringList = ["int $width = %s.dimensionsW;\r\n" % fluidShape,
                    'int $height = %s.dimensionsH;\r\n' % fluidShape,
                    'if ($width>= $height)\r\n',
                    '{\r\n',
                    '%s.baseResolution = $width*4;\r\n'  % fluidShape,
                    '}\r\n',
                    'else\r\n',
                    '{\r\n%s.baseResolution = $height*4;\r\n}' % fluidShape]

    utils.checkExpressionExists('waterSurfaceFluidTexture')
    cmds.expression(n = 'waterSurfaceFluidTexture', string = utils.processExpressionString(expStringList))
    debug(None, method = '_create_WAKE_FluidTexture', message = ' Expression %s_foamTexture_ContainerSize built' % fluidShape, verbose = False)

    baseTextureName = wakeFluidShapeName.split('Shape')[0]
    cmds.rename(fluid[0], '%s' % baseTextureName)
    utils.createTypeTag(obj = '%s' % baseTextureName, typeName = '%s' % baseTextureName)
    debug(None, method = '_create_WAKE_FluidTexture', message = ' Rename and Tag successful..', verbose = False)

    ## Connect new wake fluid tex to ocean
    cmds.connectAttr("%s.outAlpha" % wakeFluidShapeName, "%s.waveHeightOffset" % oceanShader, force = True)

    debug(None, method = '_create_WAKE_FluidTexture', message = ' Returning %s:' % fluidShape, verbose = False)
    return fluidShape
def _buildNURBSPlaneExpression(NURBSPlane, xRes, zRes, oceanShader):
    """
    Function to setup the expression that hooks the nurbsPlane to the ocean
    @param NURBSPlane: The build of the nurbsPlane, this build command should have returned a list. Due to refactoring we're just handling this list instead of accepting the actual name
    @type NURBSPlane: List
    """
    ## Now build the expression to connect the cv's of the NURBSPlane to the ocean
    xSize = xRes + 1
    zSize = zRes + 1

    expStringList = [
        'float $u, $v;\n float $minx = %s.scaleX * -0.5 + %s.translateX;\n' %
        (NURBSPlane[0], NURBSPlane[0]),
        'float $maxx = %s.scaleX *  0.5 + %s.translateX;\n' %
        (NURBSPlane[0], NURBSPlane[0]),
        'float $minz = %s.scaleZ * -0.5 + %s.translateZ;\n' %
        (NURBSPlane[0], NURBSPlane[0]),
        'float $maxz = %s.scaleZ *  0.5 + %s.translateZ;\n' %
        (NURBSPlane[0], NURBSPlane[0]),
        'float $disp[] = `colorAtPoint -o A -su %s  -sv  %s -mu $minx -mv $minz -xu $maxx -xv $maxz %s`;\n'
        % (str(xSize), str(zSize), oceanShader)
    ]
    expString = utils.processExpressionString(expStringList)
    #unfold loop and use output connections
    i = 0
    for x in range(xSize):
        planeX = x * zSize
        for z in range(zSize):
            planeZ = zSize - z - 1
            addTo = "%s.cv[%s].yv = $disp[%s];\n" % (
                NURBSPlane[0], str(planeX + planeZ), str(i))
            expString += addTo
            #increment by 1
            i = i + 1

    ## Check if the expression already exists in the scene, if so delete it
    utils.checkExpressionExists('%s_IntersectionPlane' % NURBSPlane[0])

    ## Build new expression
    cmds.expression(n='%s_IntersectionPlane' %
                    '_'.join(NURBSPlane[0].split(':')),
                    string=expString)
예제 #6
0
def _connectNURBSCurveToFluidContainer(nurbsCrv='',
                                       fluidContainer='',
                                       boatName='',
                                       worldCtrl='',
                                       animatable=''):
    """
    Used to connect the intersection curves to the fluids.
    """
    debug(None,
          method='_connectNURBSCurveToFluidContainer',
          message='Selecting: %s' % nurbsCrv,
          verbose=False)
    cmds.select(nurbsCrv, r=True)
    cmds.selectKey(clear=True)
    debug(None,
          method='_connectNURBSCurveToFluidContainer',
          message='Selecting: %s' % fluidContainer,
          verbose=False)

    #mel.eval("EmitFluidFromObject;")
    emitterName = '%s_%s_emitter' % (nurbsCrv, fluidContainer)
    debug(None,
          method='_connectNURBSCurveToFluidContainer',
          message='emitterName: %s' % emitterName,
          verbose=False)

    if not cmds.objExists(emitterName):
        mel.eval(
            "fluidEmitter -type curve -name \"%s\" -der 1 -her 1 -fer 1 -fdr 2 -r 100.0 -cye none -cyi 1 -mxd 1 -mnd 0"
            % emitterName)

    cmds.select(fluidContainer, add=True)

    ## NOTE we don't need to do this connect here as we use _linkWakeEmitters later on which does them all
    #cmds.connectDynamic (fluidContainer, em = emitterName, d = True)

    ## Set basic attrs for emitter across both foam and wake
    try:  ## for re running script over existing build
        cmds.setAttr('%s.emitterType' % emitterName, 3)
        cmds.setAttr('%s.rate' % emitterName, 1500)
        cmds.setAttr('%s.fluidJitter' % emitterName, 0)
        cmds.setAttr('%s.motionStreak' % emitterName, 1)
        cmds.setAttr('%s.fluidDropoff' % emitterName, 1)

        ## Set special attrs for wake or foam
        if 'oceanWakeTextureShape' in emitterName:
            cmds.setAttr('%s.heatMethod' % emitterName, 0)
            cmds.setAttr('%s.fuelMethod' % emitterName, 0)
            cmds.setAttr('%s.fluidDensityEmission' % emitterName, 0.05)
        else:
            cmds.setAttr('%s.densityMethod' % emitterName, 0)
            cmds.setAttr('%s.fuelMethod' % emitterName, 0)
            cmds.setAttr('%s.fluidHeatEmission' % emitterName, 0.05)
            cmds.setAttr('%s.turbulence' % emitterName, 1)
    except RuntimeError:
        pass

    ## Now build the scene emitter group
    if not cmds.objExists('FLUID_EMITTERS_hrc'):
        cmds.group(n='FLUID_EMITTERS_hrc', em=True)
    try:
        cmds.parent(emitterName, 'FLUID_EMITTERS_hrc')
    except RuntimeError:
        pass

    ## DO THE EXPRESSIONS...
    if 'oceanWakeTextureShape' in emitterName:
        if 'IntersectCurveRight' in emitterName:
            direction = 'R'
        else:
            direction = 'L'
        ### FOR WAKE EMITTERS
        ######################################
        ## EMISSION RATE: Expression to tie emission rate to boat speed
        ## LEFT
        expStringList = [
            'float $minSpeed = %s.minSpeed;\n' % animatable,
            'float $maxSpeed = %s.maxSpeed;\n' % animatable,
            'float $speed = %s.speed;\n' % worldCtrl,
            'float $curve = smoothstep($minSpeed, $maxSpeed, $speed);\n',
            'float $rateMultiplier%s = %s.sideWakeMultiplier%s;\n' %
            (direction, animatable, direction),
            'float $idleRate%s = %s.sideWakeIdleMultiplier%s;\n' %
            (direction, animatable, direction),
            '\n',
            'if (%s.useSpeed == 1)\n' % animatable,
            '{\n\t',
            'if ($speed < $minSpeed)\n\t',
            '{\n\t',
            '\t%s.rate = $idleRate%s;\n\t' % (emitterName, direction),
            '}\n\t',
            'else\n\t',
            '{\n\t',
            '\t%s.rate = $rateMultiplier%s * $curve;\n\t' %
            (emitterName, direction),
            '}\n',
            '}\n',
            'else\n',
            '{\n\t',
            '%s.rate = $rateMultiplier%s;\n' % (emitterName, direction),
            '}\n',
        ]
        debug(None,
              method='_connectNURBSCurveToFluidContainer',
              message='FOAM expression: %s' %
              utils.processExpressionString(expStringList),
              verbose=False)
        ## Check if the expression already exists in the scene, if so delete it
        utils.checkExpressionExists('%s_emissionRate' % emitterName)
        ## Build new expression
        cmds.expression(n='%s_emissionRate' % emitterName,
                        string=utils.processExpressionString(expStringList))

        ## Connect some attributes
        if not cmds.isConnected(
                '%s.sideWakeDensity%s' %
            (animatable, direction), '%s.fluidDensityEmission' % emitterName):
            cmds.connectAttr('%s.sideWakeDensity%s' % (animatable, direction),
                             '%s.fluidDensityEmission' % emitterName)
        if not cmds.isConnected(
                '%s.sideWakeDropoff%s' %
            (animatable, direction), '%s.fluidDropoff' % emitterName):
            cmds.connectAttr('%s.sideWakeDropoff%s' % (animatable, direction),
                             '%s.fluidDropoff' % emitterName)

    elif 'oceanWakeFoamTextureShape' in emitterName:
        if 'IntersectCurveRight' in emitterName:
            direction = 'R'
        else:
            direction = 'L'
        ### FOR WAKE EMITTERS
        ######################################
        ## EMISSION RATE: Expression to tie emission rate to boat speed
        wakeEmitterName = '%sTextureShape_emitter' % emitterName.split(
            'FoamTextureShape_emitter')[0]
        expStringList = [
            'float $minSpeed = %s.minSpeed;\n' % animatable,
            'float $maxSpeed = %s.maxSpeed;\n' % animatable,
            'float $speed = %s.speed;\n' % worldCtrl,
            'float $curve = smoothstep($minSpeed, $maxSpeed, $speed);\n',
            'float $rateMultiplier%s = %s.sideFoamMultiplier%s;\n' %
            (direction, animatable, direction),
            'float $idleRate%s = %s.sideFoamIdleMultiplier%s;\n' %
            (direction, animatable, direction),
            '\n',
            'if (%s.useSpeed == 1)\n' % animatable,
            '{\n\t',
            'if ($speed < $minSpeed)\n\t',
            '{\n\t',
            '\t%s.rate = $idleRate%s;\n\t' % (emitterName, direction),
            '}\n\t',
            'else\n\t',
            '{\n\t',
            '\t%s.rate = $rateMultiplier%s * $curve;\n\t' %
            (emitterName, direction),
            '}\n',
            '}\n',
            'else\n',
            '{\n\t',
            '%s.rate = $rateMultiplier%s;\n' % (emitterName, direction),
            '}\n',
        ]
        debug(None,
              method='_connectNURBSCurveToFluidContainer',
              message='WAKE expression: %s' %
              utils.processExpressionString(expStringList),
              verbose=False)
        ## Check if the expression already exists in the scene, if so delete it
        utils.checkExpressionExists('%s_emissionRate' % emitterName)
        ## Build new expression
        cmds.expression(n='%s_emissionRate' % emitterName,
                        string=utils.processExpressionString(expStringList))

        ## Connect some attributes
        if not cmds.isConnected(
                '%s.sideFoamDensity%s' %
            (animatable, direction), '%s.fluidHeatEmission' % emitterName):
            cmds.connectAttr('%s.sideFoamDensity%s' % (animatable, direction),
                             '%s.fluidHeatEmission' % emitterName)
        if not cmds.isConnected(
                '%s.sideFoamDropoff%s' %
            (animatable, direction), '%s.fluidDropoff' % emitterName):
            cmds.connectAttr('%s.sideFoamDropoff%s' % (animatable, direction),
                             '%s.fluidDropoff' % emitterName)
    else:
        pass

    return emitterName
예제 #7
0
def _connectNURBSCurveToFluidContainer(nurbsCrv = '', fluidContainer = '', boatName = '', worldCtrl = '', animatable = ''):
    """
    Used to connect the intersection curves to the fluids.
    """
    debug(None, method = '_connectNURBSCurveToFluidContainer', message = 'Selecting: %s' % nurbsCrv, verbose = False)
    cmds.select(nurbsCrv, r = True)
    cmds.selectKey(clear  = True)
    debug(None, method = '_connectNURBSCurveToFluidContainer', message = 'Selecting: %s' % fluidContainer, verbose = False)

    #mel.eval("EmitFluidFromObject;")
    emitterName = '%s_%s_emitter' % (nurbsCrv, fluidContainer)
    debug(None, method = '_connectNURBSCurveToFluidContainer', message = 'emitterName: %s' % emitterName, verbose = False)

    if not cmds.objExists(emitterName):
        mel.eval("fluidEmitter -type curve -name \"%s\" -der 1 -her 1 -fer 1 -fdr 2 -r 100.0 -cye none -cyi 1 -mxd 1 -mnd 0" % emitterName)

    cmds.select(fluidContainer, add = True)

    ## NOTE we don't need to do this connect here as we use _linkWakeEmitters later on which does them all
    #cmds.connectDynamic (fluidContainer, em = emitterName, d = True)

    ## Set basic attrs for emitter across both foam and wake
    try: ## for re running script over existing build
        cmds.setAttr('%s.emitterType' % emitterName,  3)
        cmds.setAttr('%s.rate' % emitterName,  1500)
        cmds.setAttr('%s.fluidJitter' % emitterName,  0)
        cmds.setAttr('%s.motionStreak' % emitterName,  1)
        cmds.setAttr('%s.fluidDropoff' % emitterName,  1)

        ## Set special attrs for wake or foam
        if 'oceanWakeTextureShape' in emitterName:
            cmds.setAttr('%s.heatMethod' % emitterName, 0)
            cmds.setAttr('%s.fuelMethod' % emitterName, 0)
            cmds.setAttr('%s.fluidDensityEmission' % emitterName, 0.05)
        else:
            cmds.setAttr('%s.densityMethod' % emitterName, 0)
            cmds.setAttr('%s.fuelMethod' % emitterName, 0)
            cmds.setAttr('%s.fluidHeatEmission' % emitterName, 0.05)
            cmds.setAttr('%s.turbulence' % emitterName, 1)
    except RuntimeError:
        pass

    ## Now build the scene emitter group
    if not cmds.objExists('FLUID_EMITTERS_hrc'):
        cmds.group(n = 'FLUID_EMITTERS_hrc', em = True)
    try:
        cmds.parent(emitterName, 'FLUID_EMITTERS_hrc')
    except RuntimeError:
        pass

    ## DO THE EXPRESSIONS...
    if 'oceanWakeTextureShape' in emitterName:
        if 'IntersectCurveRight' in emitterName:
            direction = 'R'
        else:
            direction = 'L'
        ### FOR WAKE EMITTERS
        ######################################
        ## EMISSION RATE: Expression to tie emission rate to boat speed
        ## LEFT
        expStringList = [
                        'float $minSpeed = %s.minSpeed;\n' % animatable,
                        'float $maxSpeed = %s.maxSpeed;\n' % animatable,
                        'float $speed = %s.speed;\n' % worldCtrl,
                        'float $curve = smoothstep($minSpeed, $maxSpeed, $speed);\n',
                        'float $rateMultiplier%s = %s.sideWakeMultiplier%s;\n' %(direction, animatable, direction),
                        'float $idleRate%s = %s.sideWakeIdleMultiplier%s;\n' %(direction, animatable, direction),
                        '\n',
                        'if (%s.useSpeed == 1)\n' % animatable,
                        '{\n\t',
                            'if ($speed < $minSpeed)\n\t',
                            '{\n\t',
                                '\t%s.rate = $idleRate%s;\n\t' %(emitterName, direction),
                            '}\n\t',
                            'else\n\t',
                            '{\n\t',
                                '\t%s.rate = $rateMultiplier%s * $curve;\n\t' %(emitterName, direction),
                            '}\n',
                        '}\n',
                        'else\n',
                        '{\n\t',
                            '%s.rate = $rateMultiplier%s;\n' %(emitterName, direction),
                        '}\n',
                        ]
        debug(None, method = '_connectNURBSCurveToFluidContainer', message = 'FOAM expression: %s' % utils.processExpressionString(expStringList), verbose = False)
        ## Check if the expression already exists in the scene, if so delete it
        utils.checkExpressionExists( '%s_emissionRate' % emitterName)
        ## Build new expression
        cmds.expression(n = '%s_emissionRate' % emitterName, string = utils.processExpressionString(expStringList))

        ## Connect some attributes
        if not cmds.isConnected('%s.sideWakeDensity%s' %(animatable, direction), '%s.fluidDensityEmission' % emitterName):
            cmds.connectAttr('%s.sideWakeDensity%s' %(animatable, direction), '%s.fluidDensityEmission' % emitterName)
        if not cmds.isConnected('%s.sideWakeDropoff%s' %(animatable, direction), '%s.fluidDropoff' % emitterName):
            cmds.connectAttr('%s.sideWakeDropoff%s' %(animatable, direction), '%s.fluidDropoff' % emitterName)

    elif 'oceanWakeFoamTextureShape' in emitterName:
        if 'IntersectCurveRight' in emitterName:
            direction = 'R'
        else:
            direction = 'L'
        ### FOR WAKE EMITTERS
        ######################################
        ## EMISSION RATE: Expression to tie emission rate to boat speed
        wakeEmitterName = '%sTextureShape_emitter' % emitterName.split('FoamTextureShape_emitter')[0]
        expStringList = [
                        'float $minSpeed = %s.minSpeed;\n' % animatable,
                        'float $maxSpeed = %s.maxSpeed;\n' % animatable,
                        'float $speed = %s.speed;\n' % worldCtrl,
                        'float $curve = smoothstep($minSpeed, $maxSpeed, $speed);\n',
                        'float $rateMultiplier%s = %s.sideFoamMultiplier%s;\n' %(direction, animatable, direction),
                        'float $idleRate%s = %s.sideFoamIdleMultiplier%s;\n' %(direction, animatable, direction),
                        '\n',
                        'if (%s.useSpeed == 1)\n' % animatable,
                        '{\n\t',
                            'if ($speed < $minSpeed)\n\t',
                            '{\n\t',
                                '\t%s.rate = $idleRate%s;\n\t' %(emitterName, direction),
                            '}\n\t',
                            'else\n\t',
                            '{\n\t',
                                '\t%s.rate = $rateMultiplier%s * $curve;\n\t' %(emitterName, direction),
                            '}\n',
                        '}\n',
                        'else\n',
                        '{\n\t',
                            '%s.rate = $rateMultiplier%s;\n' %(emitterName, direction),
                        '}\n',
                        ]
        debug(None, method = '_connectNURBSCurveToFluidContainer', message = 'WAKE expression: %s' % utils.processExpressionString(expStringList), verbose = False)
        ## Check if the expression already exists in the scene, if so delete it
        utils.checkExpressionExists( '%s_emissionRate' % emitterName)
        ## Build new expression
        cmds.expression(n = '%s_emissionRate' % emitterName, string = utils.processExpressionString(expStringList))

        ## Connect some attributes
        if not cmds.isConnected('%s.sideFoamDensity%s' %(animatable, direction), '%s.fluidHeatEmission' % emitterName):
            cmds.connectAttr('%s.sideFoamDensity%s' %(animatable, direction), '%s.fluidHeatEmission' % emitterName)
        if not cmds.isConnected('%s.sideFoamDropoff%s' %(animatable, direction), '%s.fluidDropoff' % emitterName):
            cmds.connectAttr('%s.sideFoamDropoff%s' %(animatable, direction), '%s.fluidDropoff' % emitterName)
    else:
        pass

    return emitterName
예제 #8
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def _buildHullEmitter(boatName, constraint = '', implicitSphere = '', animatable = ''):
    worldCtrl = boatName
    cmds.select(clear = True)
    ns = boatName.split(':')[0]
    newName = '%s_hullEmitter' % ns
    grpName = '%s_CONS_GRP' % newName
    offsetGrp = '%s_OFFSET_GRP' % newName
    debug(None, method = '_buildHullEmitter', message = 'worldCtrl: %s' % worldCtrl, verbose = False)
    debug(None, method = '_buildHullEmitter', message = 'ns: %s' % ns, verbose = False)
    debug(None, method = '_buildHullEmitter', message = 'newName: %s' % newName, verbose = False)
    debug(None, method = '_buildHullEmitter', message = 'grpName: %s' % grpName, verbose = False)
    debug(None, method = '_buildHullEmitter', message = 'offsetGrp: %s' % offsetGrp, verbose = False)

    if not cmds.objExists(newName):
        cmds.select(clear = True)
        emitterName = _buildFluidEmitter(newName)

        if not cmds.objExists(offsetGrp):
            offsetGrp = cmds.group(emitterName, name = offsetGrp)

        if not cmds.objExists(grpName):
            grpName = cmds.group(offsetGrp, name = grpName)
    else:
        emitterName = [newName]

    ## Constraint stuffs
    if constraint:
        cmds.parentConstraint(constraint, grpName, maintainOffset = False, name = '%s_fluidPointConstraint' % newName)
    else:
        cmds.parentConstraint('%scog_ctrl' % boatName.split('world_ctrl')[0], grpName, maintainOffset = False, name = '%s_fluidPointConstraint' % newName)

    ## Presets from implicit sphere template
    if implicitSphere:
        cmds.delete( cmds.parentConstraint(implicitSphere, offsetGrp, maintainOffset = False) )
        cmds.delete( cmds.scaleConstraint(implicitSphere, offsetGrp, maintainOffset = False) )

    ## Now build the scene emitter group
    if not cmds.objExists('FLUID_EMITTERS_hrc'):
        cmds.group(name = 'FLUID_EMITTERS_hrc', empty = True)
    try:
        cmds.parent(grpName, 'FLUID_EMITTERS_hrc')
    except RuntimeError:
        pass

    ### FOR HULL EMITTERS
    ######################################
    ## EMISSION RATE: Expression to tie emission rate to boat speed
    expStringList = [
                        'float $minSpeed = %s.minSpeed;\n' % animatable,
                        'float $maxSpeed = %s.maxSpeed;\n' % animatable,
                        'float $speed = %s.speed;\n' % worldCtrl,
                        'float $curve = smoothstep($minSpeed, $maxSpeed, $speed);\n',
                        'float $rateMultiplier = %s.rearWakeMultiplier;\n' % animatable,
                        'float $idleRate = %s.rearWakeIdleMultiplier;\n' % animatable,
                        '\n',
                        'if (%s.useSpeed == 1)\n' % animatable,
                        '{\n\t',
                            'if ($speed < $minSpeed)\n\t',
                            '{\n\t',
                                '\t%s.rate = $idleRate;\n\t' % emitterName[0],
                            '}\n\t',
                            'else\n\t',
                            '{\n\t',
                                '\t%s.rate = $rateMultiplier * $curve;\n\t' % emitterName[0],
                            '}\n',
                        '}\n',
                        'else\n',
                        '{\n\t',
                            '%s.rate = $rateMultiplier;\n' % emitterName[0],
                        '}\n',
                    ]
    debug(None, method = '_buildHullEmitter', message = 'HULL expression: %s' % utils.processExpressionString(expStringList), verbose = False)
    ## Check if the expression already exists in the scene, if so delete it
    utils.checkExpressionExists( '%s_emissionRate' % emitterName[0])
    ## Build new expression
    cmds.expression(n = '%s_emissionRate' % emitterName[0], string = utils.processExpressionString(expStringList))

    ## Connect some attributes
    if not cmds.isConnected('%s.rearWakeDensity' % animatable, '%s.fluidDensityEmission' % emitterName[0]):
        cmds.connectAttr('%s.rearWakeDensity' % animatable, '%s.fluidDensityEmission' % emitterName[0])
    if not cmds.isConnected('%s.rearWakeDropoff' % animatable, '%s.fluidDropoff' % emitterName[0]):
        cmds.connectAttr('%s.rearWakeDropoff' % animatable, '%s.fluidDropoff' % emitterName[0])
예제 #9
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def _buildRearEmitter(name='',
                      boatName='',
                      splashParticleName='',
                      rearAnimatable='',
                      presetName=None):
    """
    New builder for rear nParticle Emitter
    Checks if the NPARTICLE_EMITTLERS_hrc exists or not too

    @param name: The name of the new emitter
    @param splashParticleName: The name of the nParticleShape node for the splash
    @type name:  String
    @type splashParticleName: String
    """
    if not cmds.objExists('nPARTICLE_EMITTERS_hrc'):
        cmds.group(n='nPARTICLE_EMITTERS_hrc', em=True)

    debug(None,
          method='_buildRearEmitter',
          message='name: %s' % name,
          verbose=False)
    cmds.select(
        clear=True
    )  ## Because if you have anything selected maya may freak out it's the wrong damn thing.. f**k you maya seriously!

    ## Build the emitter
    emitter = cmds.emitter(name=name)
    emitter[0] = cmds.ls(emitter[0], long=True)[0]

    if presetName:
        pathToPreset = '%s/%s' % (CONST.EMITTERBASEPRESETPATH, presetName)
        debug(None,
              method='_buildRearEmitter',
              message='emitter: %s' % emitter,
              verbose=False)
        debug(None,
              method='_buildRearEmitter',
              message='pathToPreset: %s' % pathToPreset,
              verbose=False)

        ## Apply the preset to the emitter
        try:
            mel.eval('applyPresetToNode "%s" "" "" "%s" 1;' %
                     (emitter[0], pathToPreset))
            debug(None,
                  method='_buildRearEmitter',
                  message='Mel preset applied to %s: %s' %
                  (emitter[0], pathToPreset),
                  verbose=False)
        except RuntimeError:
            pass

    ## Now parent it
    try:
        emitter[0] = cmds.parent(emitter[0], 'nPARTICLE_EMITTERS_hrc')[0]
    except:
        pass

    ## Connect the emitter to the particles
    _connect_NParticleShape_to_NParticleEmitter(
        particleShapeNode=splashParticleName, emitter=emitter[0])

    ## Now do the expression for the rear emitter
    expStringList = [
        'float $minSpeed = %s.minSpeed;\n' % rearAnimatable,
        'float $maxSpeed = %s.maxSpeed;\n' % rearAnimatable,
        'float $speed = %s:world_ctrl.speed;\n' % boatName,
        'float $curve = smoothstep($minSpeed, $maxSpeed, $speed);\n',
        'float $rateMuliplier = %s.rateMultiplier;\n' % rearAnimatable,
        'float $splashMaxSpeed = %s.splashMaxSpeed;\n' % rearAnimatable,
        '\n',
        'if (%s.useSpeed == 1)\n' % rearAnimatable,
        '{\n\t',
        '%s.rate = $rateMuliplier * $curve;\n\t\t' % emitter[0],
        '\n\t\t',
        'float $emitterSpeed = $splashMaxSpeed * $curve;\n\t\t',
        'if ($emitterSpeed == 0)\n\t\t',
        '{\n\t\t\t',
        '$emitterSpeed = 0.1;\n\t\t',
        '}\n\t\t',
        '%s.alongAxis = $emitterSpeed;\n' % emitter[0],
        '}\n',
        'else\n',
        '{\n\t',
        '%s.rate = $rateMuliplier;\n\t' % emitter[0],
        '%s.alongAxis = $splashMaxSpeed;\n' % emitter[0],
        '}\n',
    ]
    ## Check if the expression already exists in the scene, if so delete it
    # utils.checkExpressionExists('%s_rearEmitter' % boatName)

    ## Build new expression
    cmds.expression(emitter[0],
                    n='%s_rearEmitter' % boatName,
                    string=utils.processExpressionString(expStringList))

    ## Connect some attributes
    if not cmds.isConnected('%s.randomSpeed' % rearAnimatable,
                            '%s.speedRandom' % emitter[0]):
        cmds.connectAttr('%s.randomSpeed' % rearAnimatable,
                         '%s.speedRandom' % emitter[0])
    if not cmds.isConnected('%s.randomDirection' % rearAnimatable,
                            '%s.randomDirection' % emitter[0]):
        cmds.connectAttr('%s.randomDirection' % rearAnimatable,
                         '%s.randomDirection' % emitter[0])

    return emitter[0]
예제 #10
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def _setupSide_ParticleExpressions(particleShapeName = '', type = 'splash', boatWorldCtrl = '', boatName = '', cPoS = '', sideAnimatable = ''):
    """
    Setup the expressions for the sideEmitter's nParticleShape node
    @param particleShapeName: The name of the nParticleShape node
    @param boatWorldCtrl: The name of the boatWorldCtrl curve
    @param boatName: The name of the boat should be stripped :
    @type particleShapeName: String
    @type boatWorldCtrl: String
    @type boatName: String
    """

    if type == 'splash':
        ############################
        ## Creation
        expStringList = [
                        '%s.lifespanPP = rand(%s.lifespanMin, %s.lifespanMax);\n' %(particleShapeName, sideAnimatable, sideAnimatable),
                        '%s.twistSpeedPP = rand(%s.twistSpeedMin, %s.twistSpeedMax);\n' %(particleShapeName, sideAnimatable, sideAnimatable),
                        '%s.spriteStartSizePP = rand(%s.spriteStartSizeMin, %s.spriteStartSizeMax);\n' %(particleShapeName, sideAnimatable, sideAnimatable),
                        '%s.spriteScaleYPP = %s.spriteScaleXPP = %s.spriteStartSizePP;\n' %(particleShapeName, particleShapeName, particleShapeName),
                        '%s.spriteTwistPP = rand(%s.twistAngleMin, %s.twistAngleMax);\n' %(particleShapeName, sideAnimatable, sideAnimatable),
                        ]

        ## Check if the expression already exists in the scene, if so delete it
        utils.checkExpressionExists('%s_sprite_settings' % particleShapeName)

        ## Build new expression
        cmds.dynExpression( particleShapeName, n = "%s_sprite_settings" % particleShapeName, creation = True, string = utils.processExpressionString(expStringList) )

        ############################
        ## Runtime Before Dynamics
        expStringList = [
                        '%s.spriteScaleYPP = %s.spriteScaleXPP = %s.spriteStartSizePP * %s.scaleOverLifeRamp;\n' %(particleShapeName, particleShapeName, particleShapeName, particleShapeName),
                        '%s.spriteScaleXPP = %s.spriteScaleYPP;\n' %(particleShapeName, particleShapeName),
                        '%s.spriteTwistPP += (%s.twistSpeedPP * %s.twistRateOverLife);\n' %(particleShapeName, particleShapeName, particleShapeName),
                        '\n',
                        ]

        ## Check if the expression already exists in the scene, if so delete it
        utils.checkExpressionExists('%s_sprite_settings' % particleShapeName)

        ## Build new expression
        cmds.dynExpression( particleShapeName, n = "%s_sprite_settings" % particleShapeName, rbd = True, string = utils.processExpressionString(expStringList) )

        ## Connect some attrs to animatable group
        attrs = ['inheritFactor', 'conserve', 'drag', 'damp']
        for att in attrs:
            if not cmds.isConnected( '%s.%sSprite' %(sideAnimatable, att), '%s.%s' %(particleShapeName, att) ):
                cmds.connectAttr('%s.%sSprite' %(sideAnimatable, att), '%s.%s' %(particleShapeName, att), force = True)

    elif type == 'mist':
        ## Creation
        expStringList = [
                        '%s.lifespanPP = rand(%s.lifespanMin, %s.lifespanMax);\n' %(particleShapeName, sideAnimatable, sideAnimatable),
                        ]

        ## Check if the expression already exists in the scene, if so delete it
        utils.checkExpressionExists('%s_sprite_settings' % particleShapeName)

        ## Build new expression
        cmds.dynExpression( particleShapeName, n = "%s_sprite_settings" % particleShapeName, creation = True, string = utils.processExpressionString(expStringList) )

        ## Connect some attrs to animatable group
        attrs = ['inheritFactor', 'conserve', 'drag', 'damp']
        for att in attrs:
            if not cmds.isConnected( '%s.%sMist' %(sideAnimatable, att), '%s.%s' %(particleShapeName, att) ):
                cmds.connectAttr('%s.%sMist' %(sideAnimatable, att), '%s.%s' %(particleShapeName, att), force = True)
예제 #11
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def _buildRearEmitter(name = '', boatName = '', splashParticleName = '', rearAnimatable = '', presetName = None):
    """
    New builder for rear nParticle Emitter
    Checks if the NPARTICLE_EMITTLERS_hrc exists or not too

    @param name: The name of the new emitter
    @param splashParticleName: The name of the nParticleShape node for the splash
    @type name:  String
    @type splashParticleName: String
    """
    if not cmds.objExists('nPARTICLE_EMITTERS_hrc'):
        cmds.group(n = 'nPARTICLE_EMITTERS_hrc', em = True)

    debug(None, method = '_buildRearEmitter', message = 'name: %s' % name, verbose = False)
    cmds.select(clear = True) ## Because if you have anything selected maya may freak out it's the wrong damn thing.. f**k you maya seriously!

    ## Build the emitter
    emitter = cmds.emitter(name = name)
    emitter[0] = cmds.ls(emitter[0], long = True)[0]

    if presetName:
        pathToPreset = '%s/%s' %(CONST.EMITTERBASEPRESETPATH, presetName)
        debug(None, method = '_buildRearEmitter', message = 'emitter: %s' % emitter, verbose = False)
        debug(None, method = '_buildRearEmitter', message = 'pathToPreset: %s' % pathToPreset, verbose = False)

        ## Apply the preset to the emitter
        try:
            mel.eval( 'applyPresetToNode "%s" "" "" "%s" 1;' %(emitter[0], pathToPreset) )
            debug(None, method = '_buildRearEmitter', message = 'Mel preset applied to %s: %s' % (emitter[0], pathToPreset), verbose = False)
        except RuntimeError:
            pass

    ## Now parent it
    try:
        emitter[0] = cmds.parent(emitter[0], 'nPARTICLE_EMITTERS_hrc')[0]
    except:
        pass

    ## Connect the emitter to the particles
    _connect_NParticleShape_to_NParticleEmitter(particleShapeNode = splashParticleName, emitter = emitter[0])

    ## Now do the expression for the rear emitter
    expStringList = [
                    'float $minSpeed = %s.minSpeed;\n' % rearAnimatable,
                    'float $maxSpeed = %s.maxSpeed;\n' % rearAnimatable,
                    'float $speed = %s:world_ctrl.speed;\n' % boatName,
                    'float $curve = smoothstep($minSpeed, $maxSpeed, $speed);\n',
                    'float $rateMuliplier = %s.rateMultiplier;\n' % rearAnimatable,
                    'float $splashMaxSpeed = %s.splashMaxSpeed;\n' % rearAnimatable,
                    '\n',
                    'if (%s.useSpeed == 1)\n' % rearAnimatable,
                    '{\n\t',
                        '%s.rate = $rateMuliplier * $curve;\n\t\t' % emitter[0],
                        '\n\t\t',
                        'float $emitterSpeed = $splashMaxSpeed * $curve;\n\t\t',
                        'if ($emitterSpeed == 0)\n\t\t',
                        '{\n\t\t\t',
                            '$emitterSpeed = 0.1;\n\t\t',
                        '}\n\t\t',
                        '%s.alongAxis = $emitterSpeed;\n' % emitter[0],
                    '}\n',
                    'else\n',
                    '{\n\t',
                        '%s.rate = $rateMuliplier;\n\t' % emitter[0],
                        '%s.alongAxis = $splashMaxSpeed;\n' % emitter[0],
                    '}\n',
                    ]
    ## Check if the expression already exists in the scene, if so delete it
    # utils.checkExpressionExists('%s_rearEmitter' % boatName)

    ## Build new expression
    cmds.expression(emitter[0], n = '%s_rearEmitter' % boatName, string = utils.processExpressionString(expStringList))

    ## Connect some attributes
    if not cmds.isConnected('%s.randomSpeed' % rearAnimatable, '%s.speedRandom' % emitter[0]):
        cmds.connectAttr('%s.randomSpeed' % rearAnimatable, '%s.speedRandom' % emitter[0])
    if not cmds.isConnected('%s.randomDirection' % rearAnimatable, '%s.randomDirection' % emitter[0]):
        cmds.connectAttr('%s.randomDirection' % rearAnimatable, '%s.randomDirection' % emitter[0])

    return emitter[0]
예제 #12
0
def _buildSideSplashEmitter(name = '', boatName = '', splashParticleName = [], boatIntersectCurveShape = '', sideAnimatable = '', presetName = None):
    """
    New builder for sideSplash nParticle Emitter
    Checks if the NPARTICLE_EMITTLERS_hrc exists or not too

    @param name: The name of the new emitter
    @param splashParticleName: List of the names of nParticleShape nodes to connect to the emitter
    @param boatIntersectCurveShape: The name of the intersection curve to emit from.
    @type name:  String
    @type splashParticleName: List
    @type boatIntersectCurveShape: String
    """
    if not cmds.objExists('nPARTICLE_EMITTERS_hrc'):
        cmds.group(n = 'nPARTICLE_EMITTERS_hrc', em = True)

    debug(None, method = '_buildSideSplashEmitter', message = 'name: %s' % name, verbose = False)

    # Get base flat surface
    lineCurve       = cmds.curve( name = '%s_extrudeCurve' % name, degree = 1, point = [(-0.01, 0, 0), (0.01, 0, 0)] )
    flatSurface  = cmds.extrude(lineCurve, boatIntersectCurveShape, name = '%s_flatSurface' % name, constructionHistory = True, range = False, polygon = 0, useComponentPivot = 1, fixedPath = True, useProfileNormal = True, extrudeType = 2, reverseSurfaceIfPathReversed = True)[0]
    cmds.rebuildSurface(flatSurface, constructionHistory = True, replaceOriginal = True, rebuildType = 0, endKnots = 1, keepCorners = False, spansU = 1, degreeU = 1, spansV = 100, degreeV = 3)

    # Offset upwards curve from surface
    offsetUp = cmds.offsetCurve('%s.u[0.5]' % flatSurface, name = '%s_offsetUp' % name, distance = 0, constructionHistory = True, range = 0, subdivisionDensity = 1)[0]
    cmds.rebuildCurve(offsetUp, constructionHistory = False, replaceOriginal = True, end = 1, keepRange = 0, keepControlPoints = True, degree = 1)
    cmds.setAttr('%s.translateY' % offsetUp, 0.01)

    # Offset from upwards curve with distance and translate down to get the 45 degree angle
    offset_distance = -0.01
    offsetOut = cmds.offsetCurve(offsetUp, name = '%s_offsetOut' % name, distance = offset_distance, constructionHistory = True, range = 0, subdivisionDensity = 1)[0]
    cmds.setAttr('%s.translateY' % offsetOut, offset_distance)

    # Finally, loft a non-flipping surface solution (45 degree angle of the boat)
    noFlipSurface = cmds.loft(offsetUp, offsetOut, degree = 1, constructionHistory = True, range = 0, polygon = 0, sectionSpans = 1)[0]
    noFlipSurface = cmds.rename(noFlipSurface, '%s_noFlipSurface' % name)

    ## Build the emitter
    emitter = cmds.emitter(noFlipSurface, name = '%s_emitter' % name, type = 'surface')

    # Create closestPointOnSurface for acceleration expression where front more acceleration
    cPoS = cmds.createNode('closestPointOnSurface', name = '%s_cPoS' % name)
    cmds.connectAttr('%s.worldSpace' % noFlipSurface, '%s.inputSurface' % cPoS)

    ## Build the emitter group if it doesn't already exist
    emitterGroup = '%s_hrc' % name
    if not cmds.objExists(emitterGroup):
        cmds.group(lineCurve, flatSurface, offsetUp, offsetOut, noFlipSurface, emitter[0], n = emitterGroup)
    debug(None, method = '_buildSideSplashEmitter', message = 'emitterName: %s' % emitter[1], verbose = False)

    ## Check if a custom preset has been assigned via the func flags for the emitter, if not use the default preset...
    if presetName:
        pathToPreset = '%s/%s' %(CONST.EMITTERBASEPRESETPATH, presetName)
        debug(None, method = '_buildSideSplashEmitter', message = 'pathToPreset: %s' % pathToPreset, verbose = False)
        mel.eval( 'applyPresetToNode "%s" "" "" "%s" 1;' %(emitter[1], pathToPreset) )

    ## Now parent it
    try:    cmds.parent(emitterGroup, 'nPARTICLE_EMITTERS_hrc')
    except: pass

    ## Connect the emitter to the particles
    debug(None, method = '_buildSideSplashEmitter', message = 'Connected %s: %s' % (splashParticleName, emitter[1]), verbose = False)
    for each in splashParticleName:
        _connect_NParticleShape_to_NParticleEmitter(particleShapeNode = each, emitter = emitter[1])

    ## Now do the expression for the side emitter
    if 'IntersectCurveRight' in emitter[1]:
        direction = 'R'
    else:
        direction = 'L'

    expStringList = [
                    'float $minSpeed = %s.minSpeed;\n' % sideAnimatable,
                    'float $maxSpeed = %s.maxSpeed;\n' % sideAnimatable,
                    'float $speed = %s:world_ctrl.speed;\n' % boatName,
                    'float $curve = smoothstep($minSpeed, $maxSpeed, $speed);\n',
                    'float $rateMuliplier = %s.rateMultiplier%s;\n' %(sideAnimatable, direction),
                    'float $splashMaxSpeed = %s.splashMaxSpeed%s;\n' %(sideAnimatable, direction),
                    '\n',
                    'if (%s.useSpeed == 1)\n' % sideAnimatable,
                    '{\n\t',
                        '%s.rate = $rateMuliplier * $curve;\n' % emitter[1],
                        '\n\t\t',
                        'float $emitterSpeed = $splashMaxSpeed * $curve;\n\t\t',
                        'if ($emitterSpeed == 0)\n\t\t',
                        '{\n\t\t\t',
                            '$emitterSpeed = 0.1;\n\t\t',
                        '}\n\t\t',
                        '%s.speed = $emitterSpeed;\n' % emitter[1],
                    '}\n',
                    'else\n',
                    '{\n\t',
                        '%s.rate = $rateMuliplier;\n\t' % emitter[1],
                        '%s.speed = $splashMaxSpeed;\n' % emitter[1],
                    '}\n',
                    ]
    ## Check if the expression already exists in the scene, if so delete it
    utils.checkExpressionExists('%s_sideSplashEmitter' % boatName)

    ## Build new expression
    cmds.expression(emitter[1], n = '%s_sideSplashEmitter' % emitter[1], string = utils.processExpressionString(expStringList))

    ## Connect some attributes
    if not cmds.isConnected('%s.normalSpeed%s' %(sideAnimatable, direction), '%s.normalSpeed' % emitter[1]):
        cmds.connectAttr('%s.normalSpeed%s' %(sideAnimatable, direction), '%s.normalSpeed' % emitter[1])
    if not cmds.isConnected('%s.randomSpeed%s' %(sideAnimatable, direction), '%s.speedRandom' % emitter[1]):
        cmds.connectAttr('%s.randomSpeed%s' %(sideAnimatable, direction), '%s.speedRandom' % emitter[1])

    return cPoS
예제 #13
0
def _buildHullEmitter(boatName,
                      constraint='',
                      implicitSphere='',
                      animatable=''):
    worldCtrl = boatName
    cmds.select(clear=True)
    ns = boatName.split(':')[0]
    newName = '%s_hullEmitter' % ns
    grpName = '%s_CONS_GRP' % newName
    offsetGrp = '%s_OFFSET_GRP' % newName
    debug(None,
          method='_buildHullEmitter',
          message='worldCtrl: %s' % worldCtrl,
          verbose=False)
    debug(None,
          method='_buildHullEmitter',
          message='ns: %s' % ns,
          verbose=False)
    debug(None,
          method='_buildHullEmitter',
          message='newName: %s' % newName,
          verbose=False)
    debug(None,
          method='_buildHullEmitter',
          message='grpName: %s' % grpName,
          verbose=False)
    debug(None,
          method='_buildHullEmitter',
          message='offsetGrp: %s' % offsetGrp,
          verbose=False)

    if not cmds.objExists(newName):
        cmds.select(clear=True)
        emitterName = _buildFluidEmitter(newName)

        if not cmds.objExists(offsetGrp):
            offsetGrp = cmds.group(emitterName, name=offsetGrp)

        if not cmds.objExists(grpName):
            grpName = cmds.group(offsetGrp, name=grpName)
    else:
        emitterName = [newName]

    ## Constraint stuffs
    if constraint:
        cmds.parentConstraint(constraint,
                              grpName,
                              maintainOffset=False,
                              name='%s_fluidPointConstraint' % newName)
    else:
        cmds.parentConstraint('%scog_ctrl' % boatName.split('world_ctrl')[0],
                              grpName,
                              maintainOffset=False,
                              name='%s_fluidPointConstraint' % newName)

    ## Presets from implicit sphere template
    if implicitSphere:
        cmds.delete(
            cmds.parentConstraint(implicitSphere,
                                  offsetGrp,
                                  maintainOffset=False))
        cmds.delete(
            cmds.scaleConstraint(implicitSphere,
                                 offsetGrp,
                                 maintainOffset=False))

    ## Now build the scene emitter group
    if not cmds.objExists('FLUID_EMITTERS_hrc'):
        cmds.group(name='FLUID_EMITTERS_hrc', empty=True)
    try:
        cmds.parent(grpName, 'FLUID_EMITTERS_hrc')
    except RuntimeError:
        pass

    ### FOR HULL EMITTERS
    ######################################
    ## EMISSION RATE: Expression to tie emission rate to boat speed
    expStringList = [
        'float $minSpeed = %s.minSpeed;\n' % animatable,
        'float $maxSpeed = %s.maxSpeed;\n' % animatable,
        'float $speed = %s.speed;\n' % worldCtrl,
        'float $curve = smoothstep($minSpeed, $maxSpeed, $speed);\n',
        'float $rateMultiplier = %s.rearWakeMultiplier;\n' % animatable,
        'float $idleRate = %s.rearWakeIdleMultiplier;\n' % animatable,
        '\n',
        'if (%s.useSpeed == 1)\n' % animatable,
        '{\n\t',
        'if ($speed < $minSpeed)\n\t',
        '{\n\t',
        '\t%s.rate = $idleRate;\n\t' % emitterName[0],
        '}\n\t',
        'else\n\t',
        '{\n\t',
        '\t%s.rate = $rateMultiplier * $curve;\n\t' % emitterName[0],
        '}\n',
        '}\n',
        'else\n',
        '{\n\t',
        '%s.rate = $rateMultiplier;\n' % emitterName[0],
        '}\n',
    ]
    debug(None,
          method='_buildHullEmitter',
          message='HULL expression: %s' %
          utils.processExpressionString(expStringList),
          verbose=False)
    ## Check if the expression already exists in the scene, if so delete it
    utils.checkExpressionExists('%s_emissionRate' % emitterName[0])
    ## Build new expression
    cmds.expression(n='%s_emissionRate' % emitterName[0],
                    string=utils.processExpressionString(expStringList))

    ## Connect some attributes
    if not cmds.isConnected('%s.rearWakeDensity' % animatable,
                            '%s.fluidDensityEmission' % emitterName[0]):
        cmds.connectAttr('%s.rearWakeDensity' % animatable,
                         '%s.fluidDensityEmission' % emitterName[0])
    if not cmds.isConnected('%s.rearWakeDropoff' % animatable,
                            '%s.fluidDropoff' % emitterName[0]):
        cmds.connectAttr('%s.rearWakeDropoff' % animatable,
                         '%s.fluidDropoff' % emitterName[0])
예제 #14
0
def _buildSideSplashEmitter(name='',
                            boatName='',
                            splashParticleName=[],
                            boatIntersectCurveShape='',
                            sideAnimatable='',
                            presetName=None):
    """
    New builder for sideSplash nParticle Emitter
    Checks if the NPARTICLE_EMITTLERS_hrc exists or not too

    @param name: The name of the new emitter
    @param splashParticleName: List of the names of nParticleShape nodes to connect to the emitter
    @param boatIntersectCurveShape: The name of the intersection curve to emit from.
    @type name:  String
    @type splashParticleName: List
    @type boatIntersectCurveShape: String
    """
    if not cmds.objExists('nPARTICLE_EMITTERS_hrc'):
        cmds.group(n='nPARTICLE_EMITTERS_hrc', em=True)

    debug(None,
          method='_buildSideSplashEmitter',
          message='name: %s' % name,
          verbose=False)

    # Get base flat surface
    lineCurve = cmds.curve(name='%s_extrudeCurve' % name,
                           degree=1,
                           point=[(-0.01, 0, 0), (0.01, 0, 0)])
    flatSurface = cmds.extrude(lineCurve,
                               boatIntersectCurveShape,
                               name='%s_flatSurface' % name,
                               constructionHistory=True,
                               range=False,
                               polygon=0,
                               useComponentPivot=1,
                               fixedPath=True,
                               useProfileNormal=True,
                               extrudeType=2,
                               reverseSurfaceIfPathReversed=True)[0]
    cmds.rebuildSurface(flatSurface,
                        constructionHistory=True,
                        replaceOriginal=True,
                        rebuildType=0,
                        endKnots=1,
                        keepCorners=False,
                        spansU=1,
                        degreeU=1,
                        spansV=100,
                        degreeV=3)

    # Offset upwards curve from surface
    offsetUp = cmds.offsetCurve('%s.u[0.5]' % flatSurface,
                                name='%s_offsetUp' % name,
                                distance=0,
                                constructionHistory=True,
                                range=0,
                                subdivisionDensity=1)[0]
    cmds.rebuildCurve(offsetUp,
                      constructionHistory=False,
                      replaceOriginal=True,
                      end=1,
                      keepRange=0,
                      keepControlPoints=True,
                      degree=1)
    cmds.setAttr('%s.translateY' % offsetUp, 0.01)

    # Offset from upwards curve with distance and translate down to get the 45 degree angle
    offset_distance = -0.01
    offsetOut = cmds.offsetCurve(offsetUp,
                                 name='%s_offsetOut' % name,
                                 distance=offset_distance,
                                 constructionHistory=True,
                                 range=0,
                                 subdivisionDensity=1)[0]
    cmds.setAttr('%s.translateY' % offsetOut, offset_distance)

    # Finally, loft a non-flipping surface solution (45 degree angle of the boat)
    noFlipSurface = cmds.loft(offsetUp,
                              offsetOut,
                              degree=1,
                              constructionHistory=True,
                              range=0,
                              polygon=0,
                              sectionSpans=1)[0]
    noFlipSurface = cmds.rename(noFlipSurface, '%s_noFlipSurface' % name)

    ## Build the emitter
    emitter = cmds.emitter(noFlipSurface,
                           name='%s_emitter' % name,
                           type='surface')

    # Create closestPointOnSurface for acceleration expression where front more acceleration
    cPoS = cmds.createNode('closestPointOnSurface', name='%s_cPoS' % name)
    cmds.connectAttr('%s.worldSpace' % noFlipSurface, '%s.inputSurface' % cPoS)

    ## Build the emitter group if it doesn't already exist
    emitterGroup = '%s_hrc' % name
    if not cmds.objExists(emitterGroup):
        cmds.group(lineCurve,
                   flatSurface,
                   offsetUp,
                   offsetOut,
                   noFlipSurface,
                   emitter[0],
                   n=emitterGroup)
    debug(None,
          method='_buildSideSplashEmitter',
          message='emitterName: %s' % emitter[1],
          verbose=False)

    ## Check if a custom preset has been assigned via the func flags for the emitter, if not use the default preset...
    if presetName:
        pathToPreset = '%s/%s' % (CONST.EMITTERBASEPRESETPATH, presetName)
        debug(None,
              method='_buildSideSplashEmitter',
              message='pathToPreset: %s' % pathToPreset,
              verbose=False)
        mel.eval('applyPresetToNode "%s" "" "" "%s" 1;' %
                 (emitter[1], pathToPreset))

    ## Now parent it
    try:
        cmds.parent(emitterGroup, 'nPARTICLE_EMITTERS_hrc')
    except:
        pass

    ## Connect the emitter to the particles
    debug(None,
          method='_buildSideSplashEmitter',
          message='Connected %s: %s' % (splashParticleName, emitter[1]),
          verbose=False)
    for each in splashParticleName:
        _connect_NParticleShape_to_NParticleEmitter(particleShapeNode=each,
                                                    emitter=emitter[1])

    ## Now do the expression for the side emitter
    if 'IntersectCurveRight' in emitter[1]:
        direction = 'R'
    else:
        direction = 'L'

    expStringList = [
        'float $minSpeed = %s.minSpeed;\n' % sideAnimatable,
        'float $maxSpeed = %s.maxSpeed;\n' % sideAnimatable,
        'float $speed = %s:world_ctrl.speed;\n' % boatName,
        'float $curve = smoothstep($minSpeed, $maxSpeed, $speed);\n',
        'float $rateMuliplier = %s.rateMultiplier%s;\n' %
        (sideAnimatable, direction),
        'float $splashMaxSpeed = %s.splashMaxSpeed%s;\n' %
        (sideAnimatable, direction),
        '\n',
        'if (%s.useSpeed == 1)\n' % sideAnimatable,
        '{\n\t',
        '%s.rate = $rateMuliplier * $curve;\n' % emitter[1],
        '\n\t\t',
        'float $emitterSpeed = $splashMaxSpeed * $curve;\n\t\t',
        'if ($emitterSpeed == 0)\n\t\t',
        '{\n\t\t\t',
        '$emitterSpeed = 0.1;\n\t\t',
        '}\n\t\t',
        '%s.speed = $emitterSpeed;\n' % emitter[1],
        '}\n',
        'else\n',
        '{\n\t',
        '%s.rate = $rateMuliplier;\n\t' % emitter[1],
        '%s.speed = $splashMaxSpeed;\n' % emitter[1],
        '}\n',
    ]
    ## Check if the expression already exists in the scene, if so delete it
    utils.checkExpressionExists('%s_sideSplashEmitter' % boatName)

    ## Build new expression
    cmds.expression(emitter[1],
                    n='%s_sideSplashEmitter' % emitter[1],
                    string=utils.processExpressionString(expStringList))

    ## Connect some attributes
    if not cmds.isConnected('%s.normalSpeed%s' % (sideAnimatable, direction),
                            '%s.normalSpeed' % emitter[1]):
        cmds.connectAttr('%s.normalSpeed%s' % (sideAnimatable, direction),
                         '%s.normalSpeed' % emitter[1])
    if not cmds.isConnected('%s.randomSpeed%s' % (sideAnimatable, direction),
                            '%s.speedRandom' % emitter[1]):
        cmds.connectAttr('%s.randomSpeed%s' % (sideAnimatable, direction),
                         '%s.speedRandom' % emitter[1])

    return cPoS
예제 #15
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def _create_FOAM_FluidTexture(oceanShader='',
                              size='',
                              pathToPreset='',
                              foamFluidShapeName=CONST.FOAM_FLUID_SHAPENODE):
    """
    create a 3d fluid texture for FOAM, make it a 2d simulation and texture the foamOffset of the ocean shader with it's outAlpha.
    """
    debug(None,
          method='fluids_lib._create_FOAM_FluidTexture',
          message='Building fluid %s' % foamFluidShapeName,
          verbose=False)
    fluidShape = cmds.shadingNode('fluidTexture3D',
                                  asTexture=True,
                                  name=foamFluidShapeName)

    # Get parent of shape and set attrs
    fluid = cmds.listRelatives(fluidShape, parent=True)
    _setBaseFluidAttrs(fluid)

    ## Connect to time
    cmds.connectAttr("time1.outTime", (fluidShape + ".currentTime"))
    debug(None,
          method='fluids_lib._create_FOAM_FluidTexture',
          message='%s connected to time1' % fluidShape,
          verbose=False)

    ## Apply foam preset
    mel.eval("""applyPresetToNode " """ + fluidShape +
             """ " "" "" "%s" 1;""" % pathToPreset)
    debug(None,
          method='fluids_lib._create_FOAM_FluidTexture',
          message='Mel preset applied: %s' % pathToPreset,
          verbose=False)

    #add expression to texture
    expStringList = [
        "float $foamSpeed = 1.0;\n",
        "%s.textureTime = time * $foamSpeed;\n" % fluidShape
    ]
    utils.checkExpressionExists('s_foamTexture_Speed')
    cmds.expression(n='%s_foamTexture_Speed' % fluidShape,
                    string=utils.processExpressionString(expStringList))

    expStringList = [
        'int $width = %s.dimensionsW;\r\n' % fluidShape,
        'int $height = %s.dimensionsH;\r\n' % fluidShape,
        'if ($width>= $height)\r\n', '{\r\n',
        '%s.baseResolution = $width*2;\r\n' % fluidShape, '}\r\n', 'else\r\n',
        '{\r\n',
        '%s.baseResolution = $height*2;\r\n' % fluidShape, '}'
    ]
    #expression to maintain resolution/container size relationship
    cmds.expression(n='%s_foamTexture_ContainerSize' % fluidShape,
                    string=utils.processExpressionString(expStringList))
    debug(None,
          method='fluids_lib._create_FOAM_FluidTexture',
          message=' Expression %s_foamTexture_ContainerSize built' %
          fluidShape,
          verbose=False)

    baseTextureName = fluidShape.split('Shape')[0]
    cmds.rename(fluid[0], '%s' % baseTextureName)
    utils.createTypeTag(obj='%s' % baseTextureName,
                        typeName='%s' % baseTextureName)
    debug(None,
          method='fluids_lib._create_FOAM_FluidTexture',
          message=' Rename and Tag successful..',
          verbose=False)

    ## Connect fluid to ocean shader
    cmds.connectAttr("%s.outAlpha" % fluidShape,
                     "%s.foamOffset" % oceanShader,
                     force=True)

    debug(None,
          method='fluids_lib._create_FOAM_FluidTexture',
          message=' Returning %s:' % fluidShape,
          verbose=False)
    return fluidShape
예제 #16
0
def _create_WAKE_FluidTexture(oceanShader='',
                              size='',
                              pathToPreset='',
                              wakeFluidShapeName=CONST.WAKE_FLUID_SHAPENODE):
    """
    Create a 3d fluid texture, make it a 2d simulation and texture the waveHeightOffset of the ocean shader with it's outAlpha.
    @param oceanShader:
    @param size:
    @type oceanShader:
    @type size:
    """
    debug(None,
          method='_create_WAKE_FluidTexture',
          message='Building fluid %s' % wakeFluidShapeName,
          verbose=False)
    fluidShape = cmds.shadingNode('fluidTexture3D',
                                  asTexture=True,
                                  name=wakeFluidShapeName)

    # Get parent of shape and set attrs
    fluid = cmds.listRelatives(fluidShape, parent=True)
    _setBaseFluidAttrs(fluid)

    ## Connect to time
    cmds.connectAttr("time1.outTime", (fluidShape + ".currentTime"))
    debug(None,
          method='_create_WAKE_FluidTexture',
          message='%s connected to time1' % fluidShape,
          verbose=False)

    ## Apply wake preset
    mel.eval("""applyPresetToNode " """ + fluidShape +
             """ " "" "" "%s" 1;""" % pathToPreset)
    debug(None,
          method='_create_WAKE_FluidTexture',
          message='Mel preset applied: %s' % pathToPreset,
          verbose=False)

    #expression to maintain resolution/container size relationship
    expStringList = [
        "int $width = %s.dimensionsW;\r\n" % fluidShape,
        'int $height = %s.dimensionsH;\r\n' % fluidShape,
        'if ($width>= $height)\r\n', '{\r\n',
        '%s.baseResolution = $width*4;\r\n' % fluidShape, '}\r\n', 'else\r\n',
        '{\r\n%s.baseResolution = $height*4;\r\n}' % fluidShape
    ]

    utils.checkExpressionExists('waterSurfaceFluidTexture')
    cmds.expression(n='waterSurfaceFluidTexture',
                    string=utils.processExpressionString(expStringList))
    debug(None,
          method='_create_WAKE_FluidTexture',
          message=' Expression %s_foamTexture_ContainerSize built' %
          fluidShape,
          verbose=False)

    baseTextureName = wakeFluidShapeName.split('Shape')[0]
    cmds.rename(fluid[0], '%s' % baseTextureName)
    utils.createTypeTag(obj='%s' % baseTextureName,
                        typeName='%s' % baseTextureName)
    debug(None,
          method='_create_WAKE_FluidTexture',
          message=' Rename and Tag successful..',
          verbose=False)

    ## Connect new wake fluid tex to ocean
    cmds.connectAttr("%s.outAlpha" % wakeFluidShapeName,
                     "%s.waveHeightOffset" % oceanShader,
                     force=True)

    debug(None,
          method='_create_WAKE_FluidTexture',
          message=' Returning %s:' % fluidShape,
          verbose=False)
    return fluidShape
def _buildExpression(locShapeName, oceanLocName, oceanShader, boatName):
	## Build the expression for the new locators.
	if ':' in oceanLocName and 'ADef' not in oceanLocName:
		finalLine = '%s.translateY = $cpoint[0] / %s:world_ctrl.oceanYDamp;' % (oceanLocName, boatName)
	else:
		if 'ADef' not in oceanLocName:
			if cmds.objExists('world_ctrl.oceanYDamp'):
				finalLine = '%s.translateY = $cpoint[0] / world_ctrl.oceanYDamp;' % oceanLocName
			else:
				finalLine = '%s.translateY = $cpoint[0] / %s:world_ctrl.oceanYDamp;' % (oceanLocName, boatName)
		else:
			print 'Processing expression for ASSEMBLY REFERENCE'
			finalLine = '%s.translateY = $cpoint[0] / %s_oceanCtrls_hrc.oceanYDamp;' % (oceanLocName, boatName)

	debug(None, method  = '_buildExpression', message = 'finalLine: %s' % finalLine, verbose = False)

	expStringList= [
					'int $lastFrame = %s.lastFrame;\n' % locShapeName,
					'int $startFrame = %s.startFrame;\n' % locShapeName,
					'%s.lastFrame = frame;\n' % locShapeName,
					'if( frame <= $startFrame ){\n\t',
					'if( $lastFrame == frame ){\n\t\t',
					'%s.startY = %s.translateY;\n\t\t' % (locShapeName, oceanLocName),
					'%s.startRotX = %s.rotateX;\n\t\t' % (locShapeName, oceanLocName),
					'%s.startRotZ = %s.rotateZ;\n\t' % (locShapeName, oceanLocName),
					'} else {\n\t\t',
					'float $val = %s.startY;\n\t\t' % locShapeName,
					'setAttr %s.ty $val;\n\t\t' % oceanLocName,
					'$val = %s.startRotX;\n\t\t' % locShapeName,
					'setAttr %s.rx $val;\n\t\t' % oceanLocName,
					'$val = %s.startRotZ;\n\t\t' % locShapeName,
					'setAttr %s.rz $val;\n\t' % oceanLocName,
					'}\n\t',
					'%s.velocity = 0.0;\n\t\t' % locShapeName,
					'%s.waterLevel = 0.0;\n\t\t' % locShapeName,
					'%s.rotVelX = 0.0;\n\t\t' % locShapeName,
					'%s.rotVelZ = 0.0;\n' % locShapeName,
					'} else if( frame > $lastFrame ){\n',
					'float $u = %s.translateX;\n' % oceanLocName,
					'float $v = %s.translateZ;\n' % oceanLocName,
					'float $y = %s.translateY;\n' % oceanLocName,
					'float $gravity = %s.gravity / %s.sceneScale;\n' % (locShapeName, locShapeName),
					'float $dt = 0.006; //timestep value for 30 fps\n',
					'float $height = %s.objectHeight;\n' % locShapeName,
					'float $buoyancy = %s.buoyancy;\n' % locShapeName,
					'if( $buoyancy > 0.98 ){\n\t',
					'$buoyancy = 0.98;\n'
					'}\n',
					'float $waterDamp = %s.waterDamping;\n' % locShapeName,
					'float $airDamp = %s.airDamping;\n' % locShapeName,
					'float $turn = %s.rotateY;\n' % oceanLocName,
					'float $rx = %s.rotateX;\n' % oceanLocName,
					'float $rz = %s.rotateZ;\n' % oceanLocName,
					'float $xoff = sin( deg_to_rad( $turn ));\n',
					'float $zoff = cos( deg_to_rad( $turn ));\n',
					'float $xwidth = %s.boatWidth * 0.4;\n' % locShapeName,
					'float $zwidth = %s.boatLength * 0.4;\n' % locShapeName,
					'float $rxgain = %s.roll;\n' % locShapeName,
					'float $rzgain = %s.pitch;\n' % locShapeName,
					'float $disp[] = `colorAtPoint -u $u -v $v -u (($u + $xoff)*$xwidth) -v (($v + $zoff)*$xwidth) -u (($u - $xoff)*$xwidth) -v (($v - $zoff)*$xwidth) -u (($u - $zoff)*$zwidth) -v (($v + $xoff)*$zwidth) -u (($u + $zoff)*$zwidth) -v (($v - $xoff)*$zwidth) %s`;\n' % oceanShader,
					'float $wHeight = ($disp[0] * 2.0 + $disp[1] + $disp[2] + $disp[3] + $disp[4])/6.0;\n',
					'float $zdiff = ($disp[1] - $disp[2])/$xwidth;',
					'float $xdiff = ($disp[3] - $disp[4])/$zwidth;',
					'float $rotVelX = %s.rotVelX;' % locShapeName,
					'float $rotVelZ = %s.rotVelZ;' % locShapeName,
					'float $newXVel = $rxgain *(($zdiff * -40.0 - $rx) * $waterDamp + $rotVelX * (1-$waterDamp));',
					'float $newZVel = $rzgain *(($xdiff * -40.0 - $rz) * $waterDamp + $rotVelZ * (1-$waterDamp));',
					'%s.rotVelX = $newXVel;\n' % locShapeName,
					'%s.rotVelZ = $newZVel;\n' % locShapeName,
					'float $vel = %s.velocity;\n' % locShapeName,
					'float $waterVel = $wHeight - %s.waterLevel;\n' % locShapeName,
					'%s.waterLevel = $wHeight;\n' % locShapeName,
					'float $aboveWater = (($y + $height/2) - $wHeight)/$height;\n',
					'if( $aboveWater > 1.0 ){\n',
					'$aboveWater = 1.0;\n',
					'$waterVel = 0.0;\n',
					'}\n',
					 'else if( $aboveWater < 0.0 )\n',
					 '{\n',
					'$aboveWater = 0.0;\n',
					'}\n',
					'float $underWater = 1.0 - $aboveWater;\n',
					'float $damp = $waterDamp * $underWater + $airDamp * $aboveWater;\n',
					'float $force = $gravity * $dt *($underWater/(1-$buoyancy) - 1.0);\n',
					'float $newVel = ($waterVel) * $damp + ($force+$vel)*(1-$damp);\n',
					'%s.velocity = $newVel;\n' % locShapeName,
					'setAttr %s.rx ( $rx + $newXVel );\n' % oceanLocName,
					'setAttr %s.rz ( $rz + $newZVel );\n' % oceanLocName,
					'float $dummy = %s.displacement;\n' % oceanShader,
					'}\n\n',
					'float $pu = %s.translateX;\n' % oceanLocName,
					'float $pv = %s.translateZ;\n' % oceanLocName,
					'float $cpoint[] = `colorAtPoint -u $pu -v $pv %s`;\n' % oceanShader,
					finalLine
					]
	## REMOVED 'setAttr %s.ty ( $y + $newVel );\n' % oceanLocName,
	## Check if the expression already exists in the scene, if so delete it
	utils.checkExpressionExists('%s_boatLockToOcean' % boatName)

	## Build new expression
	cmds.expression(n = '%s_boatLockToOcean' % boatName, string = utils.processExpressionString(expStringList))

	debug(None, method  = '_buildExpression', message = 'Expression built successfully', verbose = False)
예제 #18
0
def _buildBaseOceanSetup(editor,
                         ocean_preset_template='',
                         ocean_foam_template='',
                         ocean_wake_template='',
                         hiTide=False):
    """
    Used to setup the base ocean for either FX or Animation.
    The is the base build for the ocean
    @param editor:                     The name of the current modelEditor in the scene to get the camera from
    @param ocean_preset_template:     A valid shotgun template
    @param ocean_foam_template:     A valid shotgun template
    @param ocean_wake_template:     A valid shotgun template
    @param hiTide:                     If the scene is hi or low tide. Note this isn't being used at this time
    @type editor:                      String
    @type ocean_preset_template:     A valid shotgun template
    @type ocean_foam_template:         A valid shotgun template
    @type ocean_wake_template:        A valid shotgun template
    @type hiTide:                     Boolean
    """
    debug(None,
          method='_buildBaseOceanSetup',
          message='Entered...',
          verbose=False)
    debug(None,
          method='_buildBaseOceanSetup',
          message='_buildOceanGroups...',
          verbose=False)
    _buildOceanGroups()
    print

    if cmds.objExists('wakesOnOfMultiDiv'):
        cmds.delete('wakesOnOfMultiDiv')
        debug(None,
              method='_buildBaseOceanSetup',
              message='Removed wakesOnOfMultiDiv...',
              verbose=False)

    lowCond = 'OceanPrev_highRes_condition'
    hiCond = 'OceanPrev_lowRes_condition'
    resAddSub = 'OceanPrev_Res_addsubtract'

    anyOceans = cmds.ls(type="oceanShader")
    if not anyOceans:
        debug(None,
              method='_buildBaseOceanSetup',
              message='Creating new ocean...',
              verbose=False)
        _createOcean(editor, ocean_preset_template)
    else:
        debug(None,
              method='_buildBaseOceanSetup',
              message='Ocean already exists in scene: %s' % anyOceans,
              verbose=False)
        pass

    ## Now check the attrs for the ocean grp exist or not...
    debug(None,
          method='_buildBaseOceanSetup',
          message='Setting attrs fr OCEAN_hrc now...',
          verbose=False)
    try:
        cmds.setAttr("OCEAN_hrc.overrideEnabled", 1)
    except:
        pass
    try:
        cmds.setAttr("OCEAN_hrc.overrideDisplayType", 2)
    except:
        pass
    try:
        cmds.setAttr("OCEAN_hrc.translateY", lock=True, keyable=False)
    except:
        pass
    try:
        cmds.setAttr("OCEAN_hrc.rotateX", lock=True, keyable=False)
    except:
        pass
    try:
        cmds.setAttr("OCEAN_hrc.rotateY", lock=True, keyable=False)
    except:
        pass
    try:
        cmds.setAttr("OCEAN_hrc.rotateZ", lock=True, keyable=False)
    except:
        pass
    try:
        cmds.setAttr("OCEAN_hrc.scaleX", lock=True, keyable=False)
    except:
        pass
    try:
        cmds.setAttr("OCEAN_hrc.scaleY", lock=True, keyable=False)
    except:
        pass
    try:
        cmds.setAttr("OCEAN_hrc.scaleZ", lock=True, keyable=False)
    except:
        pass

    ## Now add an attr to OCEAN_hrc to handle the Res of the preview plane
    debug(None,
          method='_buildBaseOceanSetup',
          message='Setting attrs fr OCEAN_hrc.oceanRes now...',
          verbose=False)
    if not cmds.objExists("OCEAN_hrc.oceanRes"):
        cmds.addAttr('OCEAN_hrc',
                     longName='oceanRes',
                     attributeType='float',
                     min=0,
                     max=200,
                     dv=50)
        cmds.setAttr('OCEAN_hrc.oceanRes', keyable=True)

    ## Now add an attr to OCEAN_hrc to handle the height of the of the tide to reference later in other scripts
    if not cmds.objExists("OCEAN_hrc.tideHeight"):
        cmds.addAttr('OCEAN_hrc',
                     longName='tideHeight',
                     attributeType='float',
                     defaultValue=0)

    ## Now add expression to resolutions note animPlane gets its from the base ocean prev plane...
    expStringList = [
        "oceanPreviewPlane_heightF.resolution = OCEAN_hrc.oceanRes;\n",
    ]
    utils.checkExpressionExists('oceanRes_exp')
    cmds.expression(n='oceanRes_exp',
                    string=utils.processExpressionString(expStringList))

    if hiTide:
        cmds.setAttr('OCEAN_hrc.tideHeight', 0)
    else:
        cmds.setAttr('OCEAN_hrc.tideHeight', .321)

    ## Now transfer the publish DISPocean preset from the ocean over to the animation ocean
    debug(None,
          method='_buildBaseOceanSetup',
          message='_connectAnimToDisp...',
          verbose=False)
    _connectAnimToDisp()
    print

    debug(None,
          method='_buildBaseOceanSetup',
          message='Base Ocean setup complete!',
          verbose=False)
예제 #19
0
def _setupSide_ParticleExpressions(particleShapeName='',
                                   type='splash',
                                   boatWorldCtrl='',
                                   boatName='',
                                   cPoS='',
                                   sideAnimatable=''):
    """
    Setup the expressions for the sideEmitter's nParticleShape node
    @param particleShapeName: The name of the nParticleShape node
    @param boatWorldCtrl: The name of the boatWorldCtrl curve
    @param boatName: The name of the boat should be stripped :
    @type particleShapeName: String
    @type boatWorldCtrl: String
    @type boatName: String
    """

    if type == 'splash':
        ############################
        ## Creation
        expStringList = [
            '%s.lifespanPP = rand(%s.lifespanMin, %s.lifespanMax);\n' %
            (particleShapeName, sideAnimatable, sideAnimatable),
            '%s.twistSpeedPP = rand(%s.twistSpeedMin, %s.twistSpeedMax);\n' %
            (particleShapeName, sideAnimatable, sideAnimatable),
            '%s.spriteStartSizePP = rand(%s.spriteStartSizeMin, %s.spriteStartSizeMax);\n'
            % (particleShapeName, sideAnimatable, sideAnimatable),
            '%s.spriteScaleYPP = %s.spriteScaleXPP = %s.spriteStartSizePP;\n' %
            (particleShapeName, particleShapeName, particleShapeName),
            '%s.spriteTwistPP = rand(%s.twistAngleMin, %s.twistAngleMax);\n' %
            (particleShapeName, sideAnimatable, sideAnimatable),
        ]

        ## Check if the expression already exists in the scene, if so delete it
        utils.checkExpressionExists('%s_sprite_settings' % particleShapeName)

        ## Build new expression
        cmds.dynExpression(particleShapeName,
                           n="%s_sprite_settings" % particleShapeName,
                           creation=True,
                           string=utils.processExpressionString(expStringList))

        ############################
        ## Runtime Before Dynamics
        expStringList = [
            '%s.spriteScaleYPP = %s.spriteScaleXPP = %s.spriteStartSizePP * %s.scaleOverLifeRamp;\n'
            % (particleShapeName, particleShapeName, particleShapeName,
               particleShapeName),
            '%s.spriteScaleXPP = %s.spriteScaleYPP;\n' %
            (particleShapeName, particleShapeName),
            '%s.spriteTwistPP += (%s.twistSpeedPP * %s.twistRateOverLife);\n' %
            (particleShapeName, particleShapeName, particleShapeName),
            '\n',
        ]

        ## Check if the expression already exists in the scene, if so delete it
        utils.checkExpressionExists('%s_sprite_settings' % particleShapeName)

        ## Build new expression
        cmds.dynExpression(particleShapeName,
                           n="%s_sprite_settings" % particleShapeName,
                           rbd=True,
                           string=utils.processExpressionString(expStringList))

        ## Connect some attrs to animatable group
        attrs = ['inheritFactor', 'conserve', 'drag', 'damp']
        for att in attrs:
            if not cmds.isConnected('%s.%sSprite' %
                                    (sideAnimatable, att), '%s.%s' %
                                    (particleShapeName, att)):
                cmds.connectAttr('%s.%sSprite' % (sideAnimatable, att),
                                 '%s.%s' % (particleShapeName, att),
                                 force=True)

    elif type == 'mist':
        ## Creation
        expStringList = [
            '%s.lifespanPP = rand(%s.lifespanMin, %s.lifespanMax);\n' %
            (particleShapeName, sideAnimatable, sideAnimatable),
        ]

        ## Check if the expression already exists in the scene, if so delete it
        utils.checkExpressionExists('%s_sprite_settings' % particleShapeName)

        ## Build new expression
        cmds.dynExpression(particleShapeName,
                           n="%s_sprite_settings" % particleShapeName,
                           creation=True,
                           string=utils.processExpressionString(expStringList))

        ## Connect some attrs to animatable group
        attrs = ['inheritFactor', 'conserve', 'drag', 'damp']
        for att in attrs:
            if not cmds.isConnected('%s.%sMist' %
                                    (sideAnimatable, att), '%s.%s' %
                                    (particleShapeName, att)):
                cmds.connectAttr('%s.%sMist' % (sideAnimatable, att),
                                 '%s.%s' % (particleShapeName, att),
                                 force=True)