filmMoveManip.py

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#
# filmMoveManip.py
#   Scripted plug-in that displays a manipulator that 
#   modifies the film translate horizontal and vertical
#   values. 
#
# To use this plug-in:
# 1. execute the following Python:
# import maya
# maya.cmds.loadPlugin("filmMoveManip.py")
# maya.cmds.spFilmMoveManipCtxCmd( 'spFilmMoveManipContext1' )
# maya.cmds.setParent( 'Shelf1' )
# maya.cmds.toolButton( 'spFilmMoveManip1', cl='toolCluster', t='spFilmMoveManipContext1', i1="filmMoveManip.xpm" )
# 2. Open the outliner and select a camera shape such as perspShape
# 3. A manipulator with a horizontal and vertical axis will be displayed.
# 4. Move the axis to modify the film translate
#

import sys
import manipulatorMath
import maya.OpenMaya as OpenMaya
import maya.OpenMayaUI as OpenMayaUI
import maya.OpenMayaMPx as OpenMayaMPx
import maya.OpenMayaRender as OpenMayaRender

filmMoveManipId = OpenMaya.MTypeId(0x8104B)
contextCmdName = "spFilmMoveManipCtxCmd"
nodeName = "spFilmMoveManip"

# class that holds geometry points
class manipulatorGeometry:
    scale = 3
    def horizontalStart(self):
            p = OpenMaya.MPoint(0,0,0) * self.scale
            # print "hstart: %g %g %g" % (p.x,p.y,p.z)
            return p
    def horizontalEnd(self):
            p = OpenMaya.MPoint(1,0,0) * self.scale
            # print "hend:%g %g %g" % (p.x,p.y,p.z)
            return p
    def verticalStart(self):
            p = OpenMaya.MPoint(0,0,0) * self.scale
            # print "vstart:%g %g %g" % (p.x,p.y,p.z)
            return p
    def verticalEnd(self):
            p = OpenMaya.MPoint(0,1,0) * self.scale
            # print "vend: %g %g %g" % (p.x,p.y,p.z)
            return p

# manipulator class
class filmMoveManip(OpenMayaMPx.MPxManipulatorNode):

    # Value indices
    horizontalIndex = 0
    verticalIndex = 0

    # GL names
    glHorizontalName = 0
    glVerticalName = 0

    # Manipulator translation
    translation = OpenMaya.MPoint()

    # Find the GL function table for the
    # draw method
    glRenderer = OpenMayaRender.MHardwareRenderer.theRenderer()
    glFT = glRenderer.glFunctionTable()

    def __init__(self):
        OpenMayaMPx.MPxManipulatorNode.__init__(self)

    def postConstructor(self):
        try:
            su = OpenMaya.MScriptUtil()
            su.createFromInt(0)
            iptr = su.asIntPtr()
            self.addDoubleValue( "horizontalValue", 0, iptr )
            self.horizontalIndex = su.getInt( iptr )
        except:
            sys.stderr.write("Failed to add horizontal double value\n")
            raise
            
        try:
            su = OpenMaya.MScriptUtil()
            su.createFromInt(0)
            iptr = su.asIntPtr()
            self.addDoubleValue( "verticalValue", 0, iptr )
            self.verticalIndex = su.getInt( iptr )
        except:
            sys.stderr.write("Failed to add vertical double value\n")
            raise

    def draw(self,view,dagpath,displayStyle,displayStatus):

        # get the 4 points of the manipulator
        mo = manipulatorGeometry()
        vs = mo.verticalStart()
        ve = mo.verticalEnd()
        hs = mo.horizontalStart()
        he = mo.horizontalEnd()
        
        # pre
        view.beginGL()
        self.glFT.glPushMatrix()
        self.glFT.glTranslated(self.translation.x,self.translation.y,self.translation.z)

        # get the first handle
        su = OpenMaya.MScriptUtil()
        su.createFromInt(0)
        iptr = su.asUintPtr()
        self.glFirstHandle( iptr )
        startIndex = su.getUint( iptr )

        # draw the manip
        self.glHorizontalName = startIndex
        self.colorAndName( view, self.glHorizontalName, True, self.mainColor() )
        self.glFT.glBegin( OpenMayaRender.MGL_LINES )
        self.glFT.glVertex3d( hs.x, hs.y, hs.z )
        self.glFT.glVertex3d( he.x, he.y, he.z )
        self.glFT.glEnd()       

        self.glVerticalName = self.glHorizontalName + 1
        self.colorAndName( view, self.glVerticalName, True, self.mainColor() )
        self.glFT.glBegin( OpenMayaRender.MGL_LINES )
        self.glFT.glVertex3d( vs.x, vs.y, vs.z )
        self.glFT.glVertex3d( ve.x, ve.y, ve.z )
        self.glFT.glEnd()       

        # post
        self.glFT.glPopMatrix()
        view.endGL()

    def doPress(self,view):
        self.translation = OpenMaya.MPoint()
        self.updateDragInformation(view)

    def doDrag(self,view):
        self.updateDragInformation(view)

    def doRelease(self,view):
        # Only update the attribute on release
        self.updateDragInformation(view,True)

    def getPlaneForView(self,view):
        mo = manipulatorGeometry()
        vs = mo.verticalStart()
        ve = mo.verticalEnd()
        hs = mo.horizontalStart()
        he = mo.horizontalEnd()
        v1 = he - hs
        v2 = vs - ve
        normal = v1 ^ v2
        normal.normalize()

        plane = manipulatorMath.planeMath()
        plane.setPlane( vs, normal )

        return plane

    def updateDragInformation(self,view,updateAttribute = False):
        # mouse point and direction
        localMousePoint = OpenMaya.MPoint()
        localMouseDirection = OpenMaya.MVector()
        self.mouseRay( localMousePoint, localMouseDirection )

        # plane that mouse will move in
        plane = self.getPlaneForView( view )

        # intersect mouse into plane
        mouseIntersect = OpenMaya.MPoint()
        (worked,mouseIntersect) = plane.intersect( localMousePoint, localMouseDirection )
        if not worked:
            print "Failed to intersect plane"
            return

        # restrict the point movement
        su = OpenMaya.MScriptUtil()
        su.createFromInt(0)
        uintptr = su.asUintPtr()
        self.glActiveName( uintptr )
        active = su.getUint( uintptr )

        mo = manipulatorGeometry()

        start = None
        end = None
        if active == self.glHorizontalName:
            start = mo.horizontalStart()
            end = mo.horizontalEnd()            
        elif active == self.glVerticalName:
            start = mo.verticalStart()
            end = mo.verticalEnd()          
        else:
            raise "Unknown GL active component"

        vstart_end = start - end
        line = manipulatorMath.lineMath()
        line.setLine( start, vstart_end )
        
        closestPoint = OpenMaya.MPoint()
        (worked,closestPoint) = line.closestPoint( mouseIntersect )
        if not worked:
            print "Failed to find closest point to line"
            return

        self.translation = closestPoint
        # print "mi: %g %g %g" % (mouseIntersect.x,mouseIntersect.y,mouseIntersect.z)

        if updateAttribute:
            m = manipulatorMath.maxOfAbsThree(closestPoint.x,closestPoint.y,closestPoint.z)
            m = m / 10.0 # slow down operation
            if active == self.glHorizontalName:
                self.setDoubleValue(self.horizontalIndex,m)
            elif active == self.glVerticalName:
                self.setDoubleValue(self.verticalIndex,m)

    def connectToDependNode(self, node):
        nodeFn = OpenMaya.MFnDependencyNode(node)

        try:
            hPlug = nodeFn.findPlug("filmTranslateH")
            vPlug = nodeFn.findPlug("filmTranslateV")

            su = OpenMaya.MScriptUtil()
            su.createFromInt(0)
            iptr = su.asIntPtr()
            self.connectPlugToValue( hPlug, self.horizontalIndex, iptr )
            self.connectPlugToValue( vPlug, self.verticalIndex, iptr )          
        except:
            sys.stderr.write( "Error finding and connecting plugs\n" )
            raise

        try:
            OpenMayaMPx.MPxManipulatorNode.finishAddingManips(self)
            OpenMayaMPx.MPxManipulatorNode.connectToDependNode(self,node)
        except:
            sys.stderr.write( "Error when finishing node connection\n" )
            raise


def filmMoveManipCreator():
    return OpenMayaMPx.asMPxPtr( filmMoveManip() )

def filmMoveManipInitialize():
    print "Initializing film move manipulator"

class filmMoveManipContext(OpenMayaMPx.MPxSelectionContext):
    def __init__(self):
        OpenMayaMPx.MPxSelectionContext.__init__(self)

    def toolOnSetup(self,event):
        updateManipulators(self)
        OpenMaya.MModelMessage.addCallback(OpenMaya.MModelMessage.kActiveListModified, updateManipulators, self)

def updateManipulators(clientData):
    clientData.deleteManipulators()
    selectionList = OpenMaya.MSelectionList()

    OpenMaya.MGlobal.getActiveSelectionList(selectionList)
    selectionIter = OpenMaya.MItSelectionList(selectionList, OpenMaya.MFn.kInvalid)
    while not selectionIter.isDone():
        dependNode = OpenMaya.MObject()
        selectionIter.getDependNode(dependNode)
        if dependNode.isNull() or not dependNode.hasFn(OpenMaya.MFn.kCamera):
            print "depend node is null or not a camera"
            selectionIter.next()
            continue
            
        dependNodeFn = OpenMaya.MFnDependencyNode(dependNode)
        hPlug = dependNodeFn.findPlug("filmTranslateH", False)
        vPlug = dependNodeFn.findPlug("filmTranslateV", False)
        if hPlug.isNull() or vPlug.isNull():
            print "One of filmTranslate H,V plugs are null"
            selectionIter.next()
            continue

        manipObject = OpenMaya.MObject()
        manipulator = OpenMayaMPx.MPxManipulatorNode.newManipulator(nodeName, manipObject)
        if manipulator is not None:
            clientData.addManipulator(manipObject)
            manipulator.connectToDependNode(dependNode)
        selectionIter.next()


class filmMoveManipCtxCmd(OpenMayaMPx.MPxContextCommand):
    def __init__(self):
        OpenMayaMPx.MPxContextCommand.__init__(self)

    def makeObj(self):
        return OpenMayaMPx.asMPxPtr( filmMoveManipContext() )


def contextCmdCreator():
    return OpenMayaMPx.asMPxPtr( filmMoveManipCtxCmd() )


# initialize the script plug-in
def initializePlugin(mobject):
    mplugin = OpenMayaMPx.MFnPlugin(mobject)

    try:
        mplugin.registerContextCommand( contextCmdName, contextCmdCreator )
    except:
        print "Failed to register context command: %s" % contextCmdName
        raise
    
    try:
        mplugin.registerNode(nodeName, filmMoveManipId, filmMoveManipCreator, filmMoveManipInitialize, OpenMayaMPx.MPxNode.kManipulatorNode)
    except:
        print "Failed to register node: %s" % nodeName
        raise

# uninitialize the script plug-in
def uninitializePlugin(mobject):
    mplugin = OpenMayaMPx.MFnPlugin(mobject)
    try:
        mplugin.deregisterContextCommand(contextCmdName)
    except:
        print "Failed to deregister context command: %s" % contextCmdName
        raise
        
    try:
        mplugin.deregisterNode(filmMoveManipId)
    except:
        print "Failed to deregister node: %s" % nodeName
        raise