Python maya.OpenMaya.MFnMesh() Examples
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code examples of maya.OpenMaya.MFnMesh().
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Example #1
Source File: mesh_utils.py From spore with MIT License | 6 votes |
def get_mesh_fn(target): """ get mesh function set for the given target :param target: dag path of the mesh :return MFnMesh """ if isinstance(target, str) or isinstance(target, unicode): slls = om.MSelectionList() slls.add(target) ground_path = om.MDagPath() slls.getDagPath(0, ground_path) ground_path.extendToShapeDirectlyBelow(0) ground_node = ground_path.node() elif isinstance(target, om.MObject): ground_node = target ground_path = target elif isinstance(target, om.MDagPath): ground_node = target.node() ground_path = target else: raise TypeError('Must be of type str, MObject or MDagPath, is type: {}'.format(type(target))) if ground_node.hasFn(om.MFn.kMesh): return om.MFnMesh(ground_path) else: raise TypeError('Target must be of type kMesh')
Example #2
Source File: mesh.py From maya-skinning-tools with GNU General Public License v3.0 | 6 votes |
def getNormals(dag): """ Get the average normal in world space of each vertex on the provided mesh. The reason why OpenMaya.MItMeshVertex function has to be used is that the MFnMesh class returns incorrect normal results. :param OpenMaya.MDagPath dag: :return: Normals :rtype: list """ # variables normals = [] iter = OpenMaya.MItMeshVertex(dag) while not iter.isDone(): # get normal data normal = OpenMaya.MVector() iter.getNormal(normal, OpenMaya.MSpace.kWorld) normals.append(normal) iter.next() return normals
Example #3
Source File: rig.py From fossil with BSD 3-Clause "New" or "Revised" License | 5 votes |
def intersect(mesh, point, ray): fnMesh = OpenMaya.MFnMesh( core.capi.asMObject(mesh.getShape()).object() ) p = spaceLocator() p.t.set(point) p.setParent( mesh ) objSpacePos = p.t.get() p.setTranslation( ray, space='world' ) objSpaceRay = p.t.get() - objSpacePos point = OpenMaya.MFloatPoint(objSpacePos) ray = OpenMaya.MFloatVector(objSpaceRay) res = fnMesh.allIntersections(point, ray, OpenMaya.MSpace.kObject, 50, False ) # -> (hitPoints, hitRayParams, hitFaces, hitTriangles, hitBary1s, hitBary2s) if not len(res[0]): hits = [] else: hits = [] for hit in res[0]: p.t.set( hit.x, hit.y, hit.z) hits.append( p.getTranslation(space='world') ) delete(p) return hits
Example #4
Source File: geo_cache.py From spore with MIT License | 5 votes |
def create_uv_lookup(self): """ create a dict with an entry for every vertex and a list of neighbouring faces as well as a kd tree tro look up close face ids """ self.logger.debug('Create UV lookup for the current GeoCache') util = om.MScriptUtil() connected_faces = om.MIntArray() mesh_fn = om.MFnMesh(self.mesh) num_verts = mesh_fn.numVertices() points = np.zeros(shape=(num_verts, 2)) vert_iter = om.MItMeshVertex(self.mesh) while not vert_iter.isDone(): index = vert_iter.index() vert_iter.getConnectedFaces(connected_faces) self.neighbor_lookup[index] = [connected_faces[i] for i in xrange(connected_faces.length())] util.createFromDouble(0.0, 0.0) uv_ptr = util.asFloat2Ptr() vert_iter.getUV(uv_ptr) u_coord = util.getFloat2ArrayItem(uv_ptr, 0, 0) v_coord = util.getFloat2ArrayItem(uv_ptr, 0, 1) points[index] = (u_coord, v_coord) vert_iter.next() self.uv_kd_tree = kd_tree(points)
Example #5
Source File: maya_PasteFromExternal.py From OD_CopyPasteExternal with Apache License 2.0 | 5 votes |
def fn_createObject_openMaya(): global importedObj cmds.select( all = True, hierarchy = True) currentObjs = cmds.ls(selection = True ) newMesh = om.MFnMesh() mergeVertices = True pointTolerance = 0.0001 for p in range(0, len(importedObj.polys), 1): polylist = [] vCount = len(importedObj.polys[p]) polylist = om.MPointArray() polylist.setLength(vCount) for i in range(vCount): polylist.set(importedObj.omVertices[int(importedObj.polys[p][i])], i) newMesh.addPolygon(polylist, mergeVertices, pointTolerance) if len(importedObj.weightMap) > 0: for v in range(0, importedObj.vertexCount , 1): c = importedObj.weightMap[v] vColor = om.MColor(c,c,c,c ) newMesh.setVertexColor(vColor,v) newMesh.updateSurface() cmds.select( all = True, hierarchy = True) cmds.select(currentObjs, deselect = True) newObjs = cmds.ls(selection = True, transforms = True ) cmds.select(newObjs, replace = True) cmds.sets( newObjs, e=True,forceElement='initialShadingGroup') cmds.rename (newObjs, importObjectName)
Example #6
Source File: currentUVSet.py From medic with MIT License | 5 votes |
def test(self, node): mesh = None try: mesh = OpenMaya.MFnMesh(node.object()) except: return None if mesh.currentUVSetName() != CurrentUVSet.__DefaultSetName: return medic.PyReport(node) return None
Example #7
Source File: mesh.py From maya-skinning-tools with GNU General Public License v3.0 | 5 votes |
def getPoints(dag): """ Get the position in world space of each vertex on the provided mesh. :param OpenMaya.MDagPath dag: :return: Points :rtype: list """ points = OpenMaya.MPointArray() mesh = OpenMaya.MFnMesh(dag) mesh.getPoints(points, OpenMaya.MSpace.kWorld) return [OpenMaya.MVector(points[i]) for i in range(points.length())]
Example #8
Source File: meshNavigation.py From mgear_core with MIT License | 5 votes |
def getClosestPolygonFromTransform(geo, loc): """Get closest polygon from transform Arguments: geo (dagNode): Mesh object loc (matrix): location transform Returns: Closest Polygon """ if isinstance(loc, pm.nodetypes.Transform): pos = loc.getTranslation(space='world') else: pos = datatypes.Vector(loc[0], loc[1], loc[2]) nodeDagPath = OpenMaya.MObject() try: selectionList = OpenMaya.MSelectionList() selectionList.add(geo.name()) nodeDagPath = OpenMaya.MDagPath() selectionList.getDagPath(0, nodeDagPath) except Exception as e: raise RuntimeError("OpenMaya.MDagPath() failed " "on {}. \n {}".format(geo.name(), e)) mfnMesh = OpenMaya.MFnMesh(nodeDagPath) pointA = OpenMaya.MPoint(pos.x, pos.y, pos.z) pointB = OpenMaya.MPoint() space = OpenMaya.MSpace.kWorld util = OpenMaya.MScriptUtil() util.createFromInt(0) idPointer = util.asIntPtr() mfnMesh.getClosestPoint(pointA, pointB, space, idPointer) idx = OpenMaya.MScriptUtil(idPointer).asInt() return geo.f[idx], pos
Example #9
Source File: utils.py From maya-retarget-blendshape with GNU General Public License v3.0 | 5 votes |
def asMFnMesh(dag): """ OpenMaya.MDagPath -> OpenMaya.MfnMesh :param OpenMaya.MDagPath dag: :rtype: OpenMaya.MfnMesh """ return OpenMaya.MFnMesh(dag)
Example #10
Source File: node_utils.py From spore with MIT License | 5 votes |
def get_meshfn_from_dagpath(dagpath): """ return a functionset for a specified dagpath :param dagpath : input dagpath """ m_dagpath = get_dagpath_from_name(dagpath) return om.MFnMesh(m_dagpath)
Example #11
Source File: ViewportPainter.py From mViewportDrawOpenGL with MIT License | 4 votes |
def getMouseIntersect(self): sourcePnt = OpenMaya.MPoint(0,0,0) rayDir = OpenMaya.MVector(0,0,0) maximumDistance = 9999999999 viewHeight = self.view3D.portHeight() hitNormal = OpenMaya.MVector() intersectedObject = None intersectedPoint = OpenMaya.MFloatPoint() intersectedFace = 0 hitFace = OpenMaya.MScriptUtil() hitFace.createFromInt(0) hitFacePtr = hitFace.asIntPtr() hitDistance = OpenMaya.MScriptUtil(0.0) hitDistancePtr = hitDistance.asFloatPtr() self.view3D.viewToWorld(int(self.userMouseEvents.M_posX), int(viewHeight - self.userMouseEvents.M_posY), sourcePnt, rayDir) direction = OpenMaya.MFloatVector(rayDir.x, rayDir.y, rayDir.z).normal() iter = OpenMaya.MItDependencyNodes(OpenMaya.MFn.kMesh) while not iter.isDone(): node =iter.thisNode() dagPath = OpenMaya.MDagPath.getAPathTo(node) hitPoint = OpenMaya.MFloatPoint() source = OpenMaya.MFloatPoint(sourcePnt.x, sourcePnt.y, sourcePnt.z) direction = OpenMaya.MFloatVector(direction.x,direction.y,direction.z) if dagPath.isVisible(): mesh = OpenMaya.MFnMesh(dagPath) intersected = mesh.closestIntersection(source, direction, None, None, False, OpenMaya.MSpace.kWorld, 9999999999, True, None, hitPoint, hitDistancePtr, hitFacePtr, None, None, None, 0.0001) if intersected: intersectionDistance = hitDistance.getFloat(hitDistancePtr) if intersectionDistance < maximumDistance: maximumDistance = intersectionDistance intersectedPoint = hitPoint intersectedFace = OpenMaya.MScriptUtil(hitFacePtr).asInt() mesh.getClosestNormal(OpenMaya.MPoint(intersectedPoint),hitNormal,OpenMaya.MSpace.kWorld) intersectedObject = dagPath.fullPathName() iter.next() if intersectedPoint.x + intersectedPoint.y + intersectedPoint.z == 0: return None, None, None else: return intersectedPoint, intersectedFace, intersectedObject
Example #12
Source File: oyCenterOfMass.py From anima with MIT License | 4 votes |
def compute(self, plug, dataBlock): if plug == oyCenterOfMass.aCOMPos: # get the mesh vertices for time from start to end # get the meshes arrayDataHandle = dataBlock.inputArrayValue( oyCenterOfMass.aObjectList ) numOfConnections = arrayDataHandle.elementCount() inputDataHandle = OpenMaya.MDataHandle() inputGeometryDataHandle = OpenMaya.MDataHandle() mesh = OpenMaya.MObject() meshList = OpenMaya.MObjectArray() for i in range(numOfConnections): arrayDataHandle.jumpToElement(i) inputDataHandle = arrayDataHandle.inputValue() inputGeometryDataHandle = inputDataHandle.child( oyCenterOfMass.aObjectList ) mesh = inputGeometryDataHandle.asMesh() if mesh.hasFn( OpenMaya.MFn.kMesh ): meshList.append( mesh ) numOfMesh = meshList.length() # return if no mesh if numOfMesh == 0: return OpenMaya.MStatus.kSuccess # read the mesh vertices in to one big array verticesOfOneMesh = OpenMaya.MPointArray() allVertices = OpenMaya.MPointArray() meshFn = OpenMaya.MFnMesh() for i in range(numOfMesh): meshFn.getPoints ( verticesOfOneMesh, OpenMaya.MSpace.kWorld ) for j in range(verticesOfOneMesh.length()): allVertices.append( verticesOfOneMesh[j] ) # set the time return OpenMaya.MStatus.kSuccess else: return OpenMaya.kUnknownParameter
Example #13
Source File: randomizeUVDeformer.py From anima with MIT License | 4 votes |
def deform(self, data_block, geometry_iterator, local_to_world_matrix, geometry_index): """do deformation """ envelope_attribute = OpenMayaMPx.cvar.MPxDeformerNode_envelope envelope_value = data_block.inputValue(envelope_attribute).asFloat() input_geometry_object = \ self.get_deformer_input_geometry(data_block, geometry_index) # Obtain the list of normals for each vertex in the mesh. mesh_fn = OpenMaya.MFnMesh(input_geometry_object) uv_shell_array = OpenMaya.MIntArray() u_array = OpenMaya.MFloatArray() v_array = OpenMaya.MFloatArray() script_util = OpenMaya.MScriptUtil(0) shells_ptr = script_util.asUintPtr() mesh_fn.getUvShellsIds(uv_shell_array, shells_ptr) mesh_fn.getUVs(u_array, v_array) max_offset_attr_handle = \ data_block.inputValue(RandomizeDeformer.aMaxOffset) max_offset = max_offset_attr_handle.asInt() # compute and write the new uvs for uv_id in xrange(len(u_array)): shell_id = uv_shell_array[uv_id] offset_u = shell_id % max_offset u_array[uv_id] += offset_u mesh_fn.setUVs(u_array, v_array) uv_shell_array.clear() u_array.clear() v_array.clear() # # Iterate over the vertices to move them. # while not geometry_iterator.isDone(): # # Obtain the vertex normal of the geometry. # # This normal is the vertex's averaged normal value if that # # vertex is shared among several polygons. # vertex_index = geometry_iterator.index() # normal = OpenMaya.MVector(normals[vertex_index]) # Cast the MFloatVector into a simple vector. # # # Increment the point along the vertex normal. # point = geometry_iterator.position() # newPoint = \ # point + (normal * vertexIncrement * meshInflation * envelopeValue) # # # Clamp the new point within the bounding box. # self.clampPointInBoundingBox(newPoint, boundingBox) # # # Set the position of the current vertex to the new point. # geometry_iterator.setPosition(newPoint) # # # Jump to the next vertex. # geometry_iterator.next()
Example #14
Source File: flatten.py From cmt with MIT License | 4 votes |
def flatten(mesh=None, uvset=None): """Creates a mesh from the UV layout of another mesh. I use this to generate flattened versions of meshes from Marvelous Designer to easily use Quad Draw to create clean meshes and then Transfer Attributes vertex positions through UVs. :param mesh: Mesh to sample. :param uvset: UV set name """ if mesh is None: mesh = cmds.ls(sl=True) if not mesh: raise RuntimeError("No mesh selected.") mesh = mesh[0] o_mesh = shortcuts.get_mobject(shortcuts.get_shape(mesh)) fn_mesh = OpenMaya.MFnMesh(o_mesh) if uvset is None: uvset = fn_mesh.currentUVSetName() vertex_count = fn_mesh.numUVs(uvset) polygon_count = fn_mesh.numPolygons() u_array = OpenMaya.MFloatArray() v_array = OpenMaya.MFloatArray() fn_mesh.getUVs(u_array, v_array, uvset) vertex_array = OpenMaya.MPointArray(u_array.length()) for i in range(u_array.length()): vertex_array.set(i, u_array[i], 0, -v_array[i]) polygon_counts = OpenMaya.MIntArray(polygon_count) it_poly = OpenMaya.MItMeshPolygon(o_mesh) polygon_connects = OpenMaya.MIntArray(fn_mesh.numFaceVertices()) face_vertex_index = 0 while not it_poly.isDone(): face_index = it_poly.index() polygon_counts[face_index] = it_poly.polygonVertexCount() for i in range(polygon_counts[face_index]): int_ptr = shortcuts.get_int_ptr() it_poly.getUVIndex(i, int_ptr) uv_index = shortcuts.ptr_to_int(int_ptr) polygon_connects[face_vertex_index] = uv_index face_vertex_index += 1 it_poly.next() new_mesh = OpenMaya.MFnMesh() new_mesh.create( vertex_count, polygon_count, vertex_array, polygon_counts, polygon_connects, u_array, v_array, ) new_mesh.assignUVs(polygon_counts, polygon_connects)
Example #15
Source File: pushDeformer.py From AdvancedPythonForMaya with GNU General Public License v3.0 | 4 votes |
def deform(self, data, geoIterator, matrix, geometryIndex): # Get the push value pushHandle = data.inputValue(self.push) push = pushHandle.asFloat() # get the envelope value envelopeHandle = data.inputValue(envelopeAttr) envelope = envelopeHandle.asFloat() # Get the input geometry mesh = self.getInputMesh(data, geometryIndex) # Create an empty array(list) of Float Vectors to store our normals in normals = om.MFloatVectorArray() # Then make the meshFn to interact with the mesh meshFn = om.MFnMesh(mesh) # And we use this to get and store the normals from the mesh onto the normals array we created above # Remember to pay attention to the pluralization of normals meshFn.getVertexNormals( True, # If True, the normals are angleWeighted which is what we want normals, # We tell it what to store the data in, in this case our array above, om.MSpace.kTransform # Finally we tell it what space we want the normals in, in this case the local object space ) # Now we can iterate through the geometry vertices and do our deformation while not geoIterator.isDone(): # Get the index of our current point index = geoIterator.index() # Look up the normals for this point from our array normal = om.MVector(normals[index]) # Get the position of the point position = geoIterator.position() # Then calculate the offset # we do this by multiplying the magnitude of the normal vector by the intensity of the push and envelope offset = (normal * push * envelope) # We then query the painted weight for this area weight = self.weightValue(data, geometryIndex, index) offset = (offset * weight) # Finally we can set the position geoIterator.setPosition(position+offset) # And always remember to go on to the next item in the list geoIterator.next()
Example #16
Source File: greenCageDeformer.py From maya_greenCageDeformer with MIT License | 4 votes |
def __init__(self, meshData, baseInfo=None): self._meshData = meshData fn = MFnMesh(meshData) # 頂点座標リストを生成。各要素は API 2.0 の MVector とする。 pntArr = MFloatPointArray() fn.getPoints(pntArr) nVrts = pntArr.length() if baseInfo and baseInfo[0] != nVrts: # ベースケージと頂点数が合わない場合は無効とする。 self._vertices = None return vertices = _NONE_LIST * nVrts for i in xrange(nVrts): p = pntArr[i] vertices[i] = api2_MVector(p.x, p.y, p.z) #_pprt(vertices) self._vertices = vertices # ベースケージの場合はトライアングル情報を構築する。 # トライアングルリストを生成。各要素は3頂点のインデクスリストとする。 if baseInfo: triangles = baseInfo[1] self._triRestEdges = baseInfo[2] self._triRestAreas = baseInfo[3] else: triCounts = MIntArray() triVrts = MIntArray() fn.getTriangles(triCounts, triVrts) nPlys = triCounts.length() #print(triCounts.length(), triVrts.length()) triangles = [] vi = 0 for i in xrange(nPlys): for j in range(triCounts[i]): triangles.append([triVrts[k] for k in range(vi, vi + 3)]) vi += 3 #_pprt(triangles) self._triangles = triangles # トライアングルのエッジベクトルを計算。 self._triEdges = [(vertices[tri[1]] - vertices[tri[0]], vertices[tri[2]] - vertices[tri[1]]) for tri in triangles] # トライアングルの法線ベクトルを計算。 self._triNrms = [(u ^ v).normalize() for u, v in self._triEdges] # ベースケージの場合はトライアングルの面積を計算。変形ケージでは不要。 if not baseInfo: self._triAreas = [(u ^ v).length() * .5 for u, v in self._triEdges]
Example #17
Source File: geo_cache.py From spore with MIT License | 4 votes |
def validate_cache(self): """ check if the current cache is valid """ points = om.MPointArray() mesh_fn = om.MFnMesh(self.mesh) mesh_fn.getPoints(points) if points.length() != self.poly_verts.length(): self.logger.debug('Validate GeoCache succeded') return False for i in xrange(points.length()): if points[i] != self.poly_verts[i]: self.logger.debug('Validate GeoCache failed') return False return True """ index = 0 tri_points = om.MPointArray() tri_ids = om.MIntArray() poly_iter = om.MItMeshPolygon(self.mesh) while not poly_iter.isDone(): # get face triangles poly_index = poly_iter.index() poly_iter.getTriangles(tri_points, tri_ids, om.MSpace.kWorld) # get triangle data for i in xrange(tri_points.length() / 3): # assert self.p0[i * 3] == tri_points[i * 3] # assert self.p1[i * 3 + 1] == tri_points[i * 3 + 1] # assert self.p2[i * 3 + 2] == tri_points[i * 3 + 2] print self.p0[i*3].x, tri_points[i*3].x print self.p0[i*3].y, tri_points[i*3].y print self.p0[i*3].z, tri_points[i*3].z print '-' print self.p0[i*3+1].x, tri_points[i*3+1].x print self.p0[i*3+1].y, tri_points[i*3+1].y print self.p0[i*3+1].z, tri_points[i*3+1].z print '-' print self.p0[i*3+2].x, tri_points[i*3+2].x print self.p0[i*3+2].y, tri_points[i*3+2].y print self.p0[i*3+2].z, tri_points[i*3+2].z # except AssertionError: # return False index += 1 poly_iter.next() return True """ ################################################################################################ # cache property ################################################################################################