示例#1
0
def verify_aimAttrs(obj=None, aim=None, up=None, checkOnly=False):
    """
    Make sure an object has aim attributes.
    
    :parameters:
        obj(str): Object to modify
        aim(arg): Value to set with on call
        up(arg): Value to set with on call
        out(arg): Value to set with on call
        checkOnly(bool): Check only, no adding attrs

    :returns
        success(bool)
    """
    _str_func = 'verify_aimAttrs'
    _str_enum = 'x+:y+:z+:x-:y-:z-'

    _obj = VALID.objString(obj,
                           noneValid=False,
                           calledFrom=__name__ + _str_func + ">> validate obj")

    _l = [aim, up]
    _l_defaults = [aim or 2, up or 1]

    for i, a in enumerate(['axisAim', 'axisUp']):
        _d = ATTR.validate_arg(_obj, a)
        _good = False
        if mc.objExists(_d['combined']):
            if ATTR.get_type(_d) == 'enum':
                if ATTR.get_enum(_d) == _str_enum:
                    _good = True
        if not _good:
            if checkOnly:
                return False
            log.debug("|{0}| >> {1} not a good attr. Must rebuild".format(
                _str_func, _d['combined']))
            ATTR.delete(_d)
            ATTR.add(_d, 'enum', enumOptions=_str_enum, hidden=False)
            ATTR.set(_d, value=_l_defaults[i])
            ATTR.set_keyable(_d, False)
        _v = _l[i]
        if _v is not None:
            ATTR.set(_d, value=_v)

    return True
示例#2
0
def aim_atPoint(obj = None, position = [0,0,0], aimAxis = "z+", upAxis = "y+", mode = 'local',vectorUp = None,ignoreAimAttrs = False):
    """
    Aim functionality.
    
    :parameters:
        obj(str): Object to modify
        position(array): object to copy from
        aimAxis(str): axis that is pointing forward
        upAxis(str): axis that is pointing up
        mode(str): 
            'local'-- use standard maya aiming with local axis
            'world' -- use standard maya aiming with world axis
            'matrix' -- use Bokser's fancy method
            'vector' -- maya standard with vector up axis
            'object' -- maya standard with object

    :returns
        success(bool)
    """ 
    try:
        _str_func = 'aimAtPoint'
        _loc = False
        
        
        _obj = VALID.objString(obj, noneValid=False, calledFrom = __name__ + _str_func + ">> validate obj")
        try:position = position.x,position.y,position.z
        except:pass
        try:vectorUp = vectorUp.x,vectorUp.y,vectorUp.z
        except:pass
        
        log.debug("|{0}| >> obj: {1} | position:{2} | mode: {3}".format(_str_func,_obj,position,mode))  
        
        if not ignoreAimAttrs:
            _d_aim = ATTR.validate_arg(_obj,'axisAim')
            _d_up =ATTR.validate_arg(_obj,'axisUp')
            if ATTR.has_attr(_d_aim) and ATTR.has_attr(_d_up):
                aimAxis = ATTR.get_enumValueString(_d_aim)
                upAxis = ATTR.get_enumValueString(_d_up)
                log.debug("|{0}| >> obj: {1} aimable from attrs. aim: {2} | up: {3}".format(_str_func,_obj,aimAxis,upAxis))              
        
        if mode == 'matrix':
            '''Rotate transform based on look vector'''
            # get source and target vectors
            objPos = POS.get(_obj, asEuclid=True)
            targetPos = MATH.Vector3.Create(position)
        
            aim = (targetPos - objPos).normalized()
            
            if not vectorUp:
                upVector = MATH.Vector3.up()
                if upAxis == "y-":
                    upVector = MATH.Vector3.down()
                elif upAxis == "z+":
                    upVector = MATH.Vector3.forward()
                elif upAxis == "z-":
                    upVector = MATH.Vector3.back()
                elif upAxis == "x+":
                    upVector = MATH.Vector3.right()
                elif upAxis == "x-":
                    upVector = MATH.Vector3.left()
                else:
                    upVector = MATH.Vector3.up()
                
                vectorUp = MATH.transform_direction( _obj, upVector )

            wantedAim, wantedUp = MATH.convert_aim_vectors_to_different_axis(aim, vectorUp, aimAxis, upAxis)
            
            xformPos = mc.xform(_obj, q=True, matrix = True, ws=True)
            pos = MATH.Vector3(xformPos[12], xformPos[13], xformPos[14])
            rot_matrix = EUCLID.Matrix4.new_look_at(MATH.Vector3.zero(), -wantedAim, wantedUp)
            
            s = MATH.Vector3.Create( mc.xform(_obj, q=True, ws=True, s=True) )
            
            scale_matrix = EUCLID.Matrix4()
            scale_matrix.a = s.x
            scale_matrix.f = s.y
            scale_matrix.k = s.z
            scale_matrix.p = 1
        
            result_matrix = rot_matrix * scale_matrix
        
            transform_matrix = result_matrix[0:12] + [pos.x, pos.y, pos.z, 1.0]
        
            mc.xform(_obj, matrix = transform_matrix , roo="xyz", ws=True)
            """elif mode == 'world':
            _loc = mc.spaceLocator()[0]
            mc.move (position[0],position[1],position[2], _loc, ws=True)  
            
            mAxis_aim = VALID.simpleAxis(aimAxis)
            mAxis_up = VALID.simpleAxis(upAxis)
            
            _constraint = mc.aimConstraint(_loc,_obj,
                                           maintainOffset = False,
                                           aimVector = mAxis_aim.p_vector,
                                           upVector = mAxis_up.p_vector,
                                           worldUpType = 'scene',)
            mc.delete(_constraint + [_loc])"""
        elif mode in ['local','world','vector','object']:
            _loc = mc.spaceLocator(name='test')[0]
            _loc_snap = POS.create_loc(_obj)
            
            mc.move (position[0],position[1],position[2], _loc, ws=True)  
            mAxis_aim = VALID.simpleAxis(aimAxis)
            mAxis_up = VALID.simpleAxis(upAxis) 
            
            if mode == 'world':                
                _constraint = mc.aimConstraint(_loc,_loc_snap,
                                               maintainOffset = False,
                                               aimVector = mAxis_aim.p_vector,
                                               upVector = mAxis_up.p_vector,
                                               worldUpType = 'scene',) 
            elif mode == 'object':
                vectorUp = VALID.mNodeString(vectorUp)
                _constraint = mc.aimConstraint(_loc,_loc_snap,
                                               maintainOffset = False,
                                               aimVector = mAxis_aim.p_vector,
                                               upVector = mAxis_up.p_vector,
                                               worldUpType = 'object',
                                               worldUpObject = vectorUp)
                                               #worldUpVector = _vUp)
            else:
                if mode == 'vector':
                    _vUp = vectorUp
                else:
                    _vUp = MATH.get_obj_vector(_obj,upAxis)
                _constraint = mc.aimConstraint(_loc,_loc_snap,
                                               maintainOffset = False,
                                               aimVector = mAxis_aim.p_vector,
                                               upVector = mAxis_up.p_vector,
                                               worldUpType = 'vector',
                                               worldUpVector = _vUp)                 
                
            go(obj,_loc_snap)
            mc.delete(_constraint,_loc_snap)    
        else:
            raise NotImplementedError,"mode: {0}".format(mode)
        
        if _loc:mc.delete(_loc)
        return True
    except Exception,err:
        try:mc.delete(_loc)
        except:pass
        log.error( "aim_atPoint | obj: {0} | err: {1}".format(obj,err) )