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

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