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DrawMatrix.py
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# -*- coding: utf-8 -*-
import sys
import maya.api.OpenMaya as OpenMaya
import maya.api.OpenMayaUI as OpenMayaUI
import maya.api.OpenMayaRender as OpenMayaRender
def maya_useNewAPI():
pass
#=========================================
class DrawMatrix( OpenMayaUI.MPxLocatorNode ):
# ノードのアトリビュート名
kPluginNodeTypeName = "DrawMatrix"
#TypeIDを入れる
NodeId = OpenMaya.MTypeId(0x80032)#ユニークID
#オーバーライド用のID
classfication = 'drawdb/geometry/DrawMatrix'
registrantId = 'DrawMatrixPlugin'
#-----------------------------------------------
def __init__(self):
OpenMayaUI.MPxLocatorNode.__init__(self)
#-----------------------------------------------
def draw( self, view, path, style, status ):
pass
#-----------------------------------------------
def isBounded( self ):
return True
#-----------------------------------------------
def boundingBox( self ):
return OpenMaya.MBoundingBox( OpenMaya.MPoint( 1.0, 1.0, 1.0 ),
OpenMaya.MPoint( -1.0, -1.0, -1.0 ) )
#-----------------------------------------------
# creator
@staticmethod
def nodeCreator():
return DrawMatrix()
#-----------------------------------------------
# initializer
@staticmethod
def nodeInitializer():
# アトリビュートの種類の定義
nAttr = OpenMaya.MFnNumericAttribute()
# 形状変更用のアトリビュート
DrawMatrix.size = nAttr.create('size', 'sz', OpenMaya.MFnNumericData.kFloat, 0)
nAttr.writable = True
nAttr.readable = False
nAttr.keyable = True
# ベクトルの表示チェック
DrawMatrix.bool = nAttr.create( 'bool', 'bl', OpenMaya.MFnNumericData.kBoolean)
nAttr.writable = True
nAttr.keyable = True
# vetorアトリビュート
DrawMatrix.setVec = nAttr.create('setVector', 'setv', OpenMaya.MFnNumericData.k3Float, 0.0)
nAttr.writable = True
nAttr.readable = False
nAttr.keyable = True
nAttr.array = True
# アトリビュートをセットする
DrawMatrix.addAttribute( DrawMatrix.size )
DrawMatrix.addAttribute( DrawMatrix.bool )
DrawMatrix.addAttribute( DrawMatrix.setVec)
return True
#=========================================
class UserData( OpenMaya.MUserData ):
#-----------------------------------------------
def __init__( self ):
OpenMaya.MUserData.__init__( self, False )
self.matrix = []
self.size = []
self.bool = []
self.vector = []
#=========================================
class DrawMatrixOverride( OpenMayaRender.MPxDrawOverride ):
#-----------------------------------------------
def __init__( self, obj ):
OpenMayaRender.MPxDrawOverride.__init__( self, obj, DrawMatrixOverride.draw )
#-----------------------------------------------
@staticmethod
def draw( context, data ):
pass
#-----------------------------------------------
def supportedDrawAPIs( self ):
#DirectXを使用して描画する
#return OpenMayaRender.MRenderer.kDirectX11
#OpenGLを使用して描画する
return OpenMayaRender.MRenderer.kOpenGL
#-----------------------------------------------
def hasUIDrawables( self ):
return True
#-----------------------------------------------
def isBounded( self, objPath, cameraPath ):
return True
#-----------------------------------------------
def boundingBox( self, objPath, cameraPath ):
boxsize = 10000.0
bbox = OpenMaya.MBoundingBox(OpenMaya.MPoint(boxsize, boxsize, boxsize),
OpenMaya.MPoint(-boxsize, -boxsize, -boxsize))
return bbox
#-----------------------------------------------
def disableInternalBoundingBoxDraw( self ):
return True
#-----------------------------------------------
def prepareForDraw( self, objPath, cameraPath, frameContext, oldData ):
# データ更新処理
if( objPath ):
newData = None
if( oldData ):
newData = oldData
newData.matrix = []
newData.size = []
newData.bool = []
newData.vector = []
else:
newData = UserData()
# 自身のロケータの情報を読み込む
thisNode = objPath.node()
fnNode = OpenMaya.MFnDependencyNode( thisNode )
# worldMatrixアトリビュートの情報を取得
plugs_mtrx = fnNode.findPlug("worldMatrix", True )
plug_mtrx = plugs_mtrx.elementByLogicalIndex(0)
omtrxdata = plug_mtrx.asMObject()
mmtrxdata = OpenMaya.MFnMatrixData(omtrxdata)
# matrixとして扱えるようにする
mmtrx = mmtrxdata.matrix()
newData.matrix.append(mmtrx)
# boolアトリビュートの情報を取得
boolPlug = fnNode.findPlug( 'bool', False ).asBool()
newData.bool.append(boolPlug)
# sizeアトリビュートの情報を取得
typePlug = fnNode.findPlug( 'size', False ).asFloat()
newData.size.append(typePlug)
arry_data = fnNode.findPlug( 'setVector', False )
arry_value = arry_data.numElements()
#vec3として扱えるようにする
for index in range(arry_value):
elementPlug = arry_data.elementByPhysicalIndex(index)
xvec = elementPlug.child(0).asFloat()
yvec = elementPlug.child(1).asFloat()
zvec = elementPlug.child(2).asFloat()
newData.vector.append([xvec,yvec,zvec])
return newData
return None
#-----------------------------------------------
def addUIDrawables( self, objPath, drawManager, frameContext, data ):
# 更新されたデータを取得
matrix = data.matrix[0]
value = data.size[0]
bool = data.bool[0]
vetor = data.vector
# matrixの描画処理
# X軸
drawManager.beginDrawable()
color = OpenMaya.MColor([1.0,0.0,0.0])
drawManager.setColor( color )
drawManager.line(OpenMaya.MPoint(0.0,0.0,0.0,1),
OpenMaya.MPoint(1.0+value,0.0,0.0,1))
drawManager.endDrawable()
# Y軸
drawManager.beginDrawable()
color = OpenMaya.MColor([0.0,1.0,0.0])
drawManager.setColor( color )
drawManager.line(OpenMaya.MPoint(0.0,0.0,0.0,1),
OpenMaya.MPoint(0.0,1.0+value,0.0,1))
drawManager.endDrawable()
# Z軸
drawManager.beginDrawable()
color = OpenMaya.MColor([0.0,0.0,1.0])
drawManager.setColor( color )
drawManager.line(OpenMaya.MPoint(0.0,0.0,0.0,1),
OpenMaya.MPoint(0.0,0.0,1.0+value,1))
drawManager.endDrawable()
# ベクトルの表示をしないなら処理をここで終わる
if bool ==False:
return
# 入力されたベクトルの数だけラインを描画する
for index in range(len(vetor)):
# ベクトル情報をマトリクスに変換
vec = vetor[index]
locat_mat = OpenMaya.MMatrix(
[1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
vec[0],vec[1],vec[2],1.0]
)
# 自身のマトリクスとかけ合わせて、移動してもベクトルが変化しないようにする
trance = locat_mat * matrix.inverse()
tra_mat = OpenMaya.MTransformationMatrix(trance)
localvec = tra_mat.translation(OpenMaya.MSpace.kWorld)
# ラインの描画処理
drawManager.beginDrawable()
color = OpenMaya.MColor([1.0,1.0,0.0])
drawManager.setColor( color )
drawManager.line(OpenMaya.MPoint(0.0,0.0,0.0,1),
OpenMaya.MPoint(localvec[0],localvec[1],localvec[2],1))
drawManager.endDrawable()
return True
#-----------------------------------------------
@staticmethod
def creator( obj ):
return DrawMatrixOverride( obj )
#-----------------------------------------------
# initialize
def initializePlugin( obj ):
mplugin = OpenMaya.MFnPlugin( obj, "DrawMatrix", "3.0", "Any" )
try:
mplugin.registerNode( DrawMatrix.kPluginNodeTypeName, DrawMatrix.NodeId,
DrawMatrix.nodeCreator, DrawMatrix.nodeInitializer, OpenMaya.MPxNode.kLocatorNode,
DrawMatrix.classfication )
OpenMayaRender.MDrawRegistry.registerDrawOverrideCreator( DrawMatrix.classfication,
DrawMatrix.registrantId,DrawMatrixOverride.creator )
except:
sys.stderr.write( "Failed to register node: %s" % DrawMatrix.kPluginNodeTypeName )
raise
#-----------------------------------------------
# uninitialize
def uninitializePlugin( obj ):
mplugin = OpenMaya.MFnPlugin( obj, "DrawMatrix", "3.0", "Any" )
try:
mplugin.deregisterNode( DrawMatrix.NodeId )
OpenMayaRender.MDrawRegistry.deregisterDrawOverrideCreator( DrawMatrix.classfication,
DrawMatrix.registrantId )
except:
sys.stderr.write( "Failed to deregister node: %s" % DrawMatrix.kPluginNodeTypeName )
raise