Пример #1
0
def look_at(source, target, up_vector=(0, 1, 0), as_vector=True):
    """
    allows the transform object to look at another target vector object.
    :return: <tuple> rotational vector.
    """
    source_world = transform_utils.Transform(source).world_matrix_list()
    target_world = transform_utils.Transform(target).world_matrix_list()
    source_parent_name = object_utils.get_parent_name(source)[0]
    if source_parent_name == 'world':
        source_parent_name = None
    else:
        parent_world = transform_utils.Transform(source_parent_name).world_matrix_list()

    # build normalized vector from the translations from matrix data
    z = MVector(target_world[12] - source_world[12],
                target_world[13] - source_world[13],
                target_world[14] - source_world[14])
    z *= -1
    z.normalize()

    # get normalized cross product of the z against the up vector at origin
    # x = z ^ MVector(-up_vector[0], -up_vector[1], -up_vector[2])
    x = z ^ MVector(up_vector[0], up_vector[1], up_vector[2])
    x.normalize()

    # get the normalized y vector
    y = x ^ z
    y.normalize()

    # build the aim matrix
    local_matrix_list = (
        x.x, x.y, x.z, 0,
        y.x, y.y, y.z, 0,
        z.x, z.y, z.z, 0,
        0, 0, 0, 1.0)

    matrix = object_utils.ScriptUtil(local_matrix_list, matrix_from_list=True).matrix

    if source_parent_name:
        # transform the matrix in the local space of the parent object
        parent_matrix = object_utils.ScriptUtil(parent_world, matrix_from_list=True)
        matrix *= parent_matrix.matrix.inverse()

    # retrieve the desired rotation for "source" to aim at "target", in degrees
    if as_vector:
        rotation = MTransformationMatrix(matrix).eulerRotation() * RADIANS_2_DEGREES
        vector = rotation.asVector()
        return vector.x, vector.y, vector.z,
    else:
        return local_matrix_list
Пример #2
0
def get_closest_uv(driver_name, mesh_name):
    """
    get the closest point on surface UV values.
    :param driver_name: <str> the driving object.
    :param mesh_name:  <str> the mesh object.
    :return: <tuple> U, V,
    """
    shape_fn = object_utils.get_shape_fn(mesh_name)[0]
    if object_utils.is_shape_nurbs_surface(mesh_name):
        param_u = object_utils.ScriptUtil(0.0, as_double_ptr=True)
        param_v = object_utils.ScriptUtil(0.0, as_double_ptr=True)
        cpos = get_closest_point(driver_name, mesh_name, as_point=True)
        shape_fn.getParamAtPoint(cpos, param_u.ptr, param_v.ptr, OpenMaya.MSpace.kObject)
        return param_u.get_double(), param_v.get_double(),
Пример #3
0
def get_parameter_tangent(driver_name, curve_name):
    """
    for nurbs curves only. get the normal from parameter value.
    :param driver_name: <str> the driving object.
    :param curve_name:  <str> the mesh object.
    :return: <tuple> normal value.
    """
    shape_fn = object_utils.get_shape_fn(curve_name)[0]
    c_param = get_closest_parameter(driver_name, curve_name)
    tangent = object_utils.ScriptUtil(0.0, as_double_ptr=True)
    shape_fn.tangent(c_param, tangent.ptr)
    return tangent.get_double(),
Пример #4
0
def get_closest_parameter(driver_name, curve_name, normalize=False):
    """
    for nurbs curves only. get the closest parameter value.
    :param driver_name: <str> the driving object.
    :param curve_name:  <str> the mesh object.
    :param normalize: <bool> if set True, returns a normalized parameter value.
    :return: <tuple> parameter value.
    """
    shape_fn = object_utils.get_shape_fn(curve_name)[0]
    cpoc = get_closest_point(driver_name, curve_name, as_point=True)
    param_u = object_utils.ScriptUtil(0.0, as_double_ptr=True)
    shape_fn.getParamAtPoint(cpoc, param_u.ptr)
    if normalize:
        return param_u.get_double() / get_param_length(curve_name)
    else:
        return param_u.get_double(),
Пример #5
0
def get_component_data(objects_array=(),
                       uv=False,
                       position=True,
                       as_m_vector=False,
                       world_space=True,
                       object_space=False,
                       rounded=True):
    """
    get the component indices data
    :param objects_array: <tuple> (optional) array of objects. to iterate over. Else iterates over selected items.
    :param position: <bool> get X, Y, Z position values from component index selected.
    :param uv: <bool> get UV data, not implemented correctly.
    :param as_m_vector: <bool> return as an OpenMaya.MVector object.
    :param world_space: <bool> return the position in world space co-ordinates.
    :param object_space: <bool> return the position in object space co-ordinates.
    :param rounded: <bool> the positional data will be rounded to 4 significant digits.
    :return: <dict> tuples of indices.
    """
    objects_array = check_and_convert_obj_into_array(objects_array)
    m_iter = object_utils.get_m_selection_iter(objects_array)

    items = {}
    while not m_iter.isDone():
        m_dag = OpenMaya.MDagPath()
        m_component = OpenMaya.MObject()
        m_iter.getDagPath(m_dag, m_component)
        if object_utils.get_shapes_len(m_dag):
            m_shape_dag = object_utils.get_shape_dag(m_dag)
            sel = OpenMaya.MSelectionList()
            sel.add(m_shape_dag)

            m_dag = OpenMaya.MDagPath()
            m_component = OpenMaya.MObject()
            sel.getDagPath(0, m_dag, m_component)

        # if nurbsSurface shape
        if object_utils.is_shape_nurbs_surface(m_dag):
            s_iter = OpenMaya.MItSurfaceCV(m_dag, m_component)
            while not s_iter.isDone():
                key_name = s_iter.index()

                items = init_data_dict(key_name, data_dict=items)

                if uv:
                    int_u = object_utils.ScriptUtil(as_int_ptr=True)
                    int_v = object_utils.ScriptUtil(as_int_ptr=True)
                    s_iter.getIndex(int_u.ptr, int_v.ptr)

                    items.update(
                        updata_data_dict(key_name,
                                         'uv',
                                         (int_u.get_int(), int_v.get_int()),
                                         data_dict=items))

                if position:
                    m_point = s_iter.position(
                        get_space(world_space, object_space))
                    if as_m_vector:
                        vector = OpenMaya.MVector(m_point)
                    elif not as_m_vector:
                        vector = round(m_point.x,
                                       4), round(m_point.y,
                                                 4), round(m_point.z, 4),
                    items.update(
                        updata_data_dict(key_name,
                                         'position',
                                         vector,
                                         data_dict=items))
                s_iter.next()

        # if mesh shape
        if object_utils.is_shape_mesh(m_dag):
            msh_iter = OpenMaya.MItMeshVertex(m_dag, m_component)
            while not msh_iter.isDone():
                key_name = msh_iter.index()

                items = init_data_dict(key_name, data_dict=items)

                if uv:
                    float2 = object_utils.ScriptUtil((0.0, 0.0),
                                                     as_float2_ptr=True)
                    msh_iter.getUV(float2.ptr, 'map1')

                    items.update(
                        updata_data_dict(key_name,
                                         'uv',
                                         float2.get_float2_item(),
                                         data_dict=items))

                if position:
                    m_point = msh_iter.position(
                        get_space(world_space, object_space))
                    if as_m_vector:
                        vector = OpenMaya.MVector(m_point)
                    elif not as_m_vector:
                        vector = round(m_point.x,
                                       4), round(m_point.y,
                                                 4), round(m_point.z, 4),
                    items.update(
                        updata_data_dict(key_name,
                                         'position',
                                         vector,
                                         data_dict=items))
                msh_iter.next()
        m_iter.next()
    return items
Пример #6
0
def get_data(m_dag,
             m_component,
             world_space=True,
             index=False,
             uv=False,
             position=False,
             as_m_vector=False,
             object_space=False,
             uv_map_name="map1"):
    """
    grabs the data from the m_dag and the m_component parameters given.
    :param m_dag: <OpenMaya.MDagPath>
    :param m_component: <OpenMaya.MObject>
    :param world_space: <bool> if True, get the vectors in world space coordinates.
    :param index: <bool> if True, get the vertex/ CV indices.
    :param uv: <bool> if True, get the UV indices.
    :param position: <bool> if True, get the position x y z.
    :param as_m_vector: <bool> if True, return position in world space.
    :param object_space: <bool> if True, return position in object space.
    :param uv_map_name: <str> the UV map name to get coordinates from.
    :return: <tuple> array of requested items.
    """
    data = ()

    # if nurbsSurface shape
    if object_utils.is_shape_nurbs_surface(m_dag):
        s_iter = OpenMaya.MItSurfaceCV(m_dag, m_component)
        while not s_iter.isDone():
            if index:
                data += s_iter.index(),

            elif uv:
                int_u = object_utils.ScriptUtil(as_int_ptr=True)
                int_v = object_utils.ScriptUtil(as_int_ptr=True)
                s_iter.getIndex(int_u.ptr, int_v.ptr)
                data += int_u.get_int(), int_v.get_int(),

            elif position:
                m_point = s_iter.position(get_space(world_space, object_space))
                if as_m_vector:
                    vector = OpenMaya.MVector(m_point)
                elif not as_m_vector:
                    vector = m_point.x, m_point.y, m_point.z,
                data += vector,
            s_iter.next()
        # end loop

    # if mesh shape
    if object_utils.is_shape_mesh(m_dag):
        msh_iter = OpenMaya.MItMeshVertex(m_dag, m_component)
        while not msh_iter.isDone():
            if index:
                data += msh_iter.index(),

            if uv:
                float2 = object_utils.ScriptUtil((0.0, 0.0),
                                                 as_float2_ptr=True)
                msh_iter.getUV(float2.ptr, uv_map_name)

            elif position:
                m_point = msh_iter.position(
                    get_space(world_space, object_space))
                if as_m_vector:
                    vector = OpenMaya.MVector(m_point)
                elif not as_m_vector:
                    vector = m_point.x, m_point.y, m_point.z,
                data += vector,
            msh_iter.next()
        # end loop
    return data