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twCheckCollision.py
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twCheckCollision.py
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#twCheckCollision Module
#-------------------------------------------------------------------------------------
#Last Modified: 18.05.13
#Author: Timm Wagener
#Description: Simple check if points are inside a geometry
#Setup Script
#-------------------------------------------------------------------------------------
'''
import pymel.core as pm
#reload plugin
#----------------------------------
try:
#load new scene without saving
pm.mel.eval('file -f -new;')
#if plugin is loaded unload and reload it, else reload
if(pm.pluginInfo( 'twClothSolverBlockoutPlugins.py', query=True, loaded=True )):
pm.unloadPlugin( 'twClothSolverBlockoutPlugins.py' )
pm.loadPlugin( 'twClothSolverBlockoutPlugins.py' )
print('Successfully reloaded plugin')
else:
pm.loadPlugin( 'twClothSolverBlockoutPlugins.py' )
print('Successfully loaded plugin')
except:
print('Error Reloading Plugin')
#create inputGeo
#----------------------------------
#inputGeo
inputGeoTrans = pm.polyCube(ch = False)[0]
inputGeoShape = inputGeoTrans.getShape()
inputGeoTrans.translate.set(0,5,0)
pm.select(cl = True)
pm.rename(inputGeoTrans, 'inputGeo')
#create collisionGeo
#----------------------------------
#collisionGeo
collisionGeoTrans = pm.polyCube(ch = False)[0]
collisionGeoShape = collisionGeoTrans.getShape()
collisionGeoTrans.translate.set(0,2.5,0)
pm.select(cl = True)
pm.rename(collisionGeoTrans, 'collisionGeo')
#create TwCheckCollision
#----------------------------------
checkCollisionShape = pm.createNode('TwCheckCollision')
checkCollisionShape.verbose.set(1)
pm.select(cl = True)
#connect TwCheckCollision
#----------------------------------
inputGeoShape.outMesh >> checkCollisionShape.inputGeo
inputGeoShape.parentMatrix >> checkCollisionShape.inputGeoParentMatrix
collisionGeoShape.outMesh >> checkCollisionShape.collisionGeo
collisionGeoShape.parentMatrix >> checkCollisionShape.collisionGeoParentMatrix
pm.select(cl = True)
#create outputGeo
#----------------------------------
#outputGeo
outputGeoTrans = pm.polyCube(ch = False)[0]
outputGeoShape = outputGeoTrans.getShape()
pm.select(cl = True)
pm.rename(outputGeoTrans, 'outputGeo')
#connect outputGeo
#----------------------------------
checkCollisionShape.outputGeo >> outputGeoShape.inMesh
pm.select(cl = True)
#select inputGeo
#----------------------------------
pm.select(inputGeoTrans, r = True)
'''
#Imports
#-------------------------------------------------------------------------------------
import sys, math, time, random
import maya.OpenMaya as OpenMaya
import maya.OpenMayaMPx as OpenMayaMPx
import maya.OpenMayaAnim as OpenMayaAnim
import maya.OpenMayaRender as OpenMayaRender
import maya.OpenMayaUI as OpenMayaUI
#TwCheckCollision class
#-------------------------------------------------------------------------------------
class TwCheckCollision(OpenMayaMPx.MPxLocatorNode):
'''TwCheckCollision utility class to perform check wether or not points are intersecting other objects'''
#Class Variables
#-------------------------------------------------------------------------------------
kPluginNodeName = "TwCheckCollision"
kPluginNodeId = OpenMaya.MTypeId(0x5800B)
aVerbose = OpenMaya.MObject()
aInputGeo = OpenMaya.MObject()
aInputGeoParentMatrix = OpenMaya.MObject()
aCollisionGeo = OpenMaya.MObject()
aCollisionGeoParentMatrix = OpenMaya.MObject()
aOutputGeo = OpenMaya.MObject()
#Methods
#-------------------------------------------------------------------------------------
def __init__(self):
'''TwCheckCollision __init__'''
#instance variables
self.verbose = False
self.inputGeoVertexCollisionList = None
self.inputGeoVertexPositionList = OpenMaya.MPointArray()
#aGlRenderer will be initialized with Hardware renderer
self.glRenderer = OpenMayaRender.MHardwareRenderer.theRenderer()
#aGlFT hold reference to OpenGl fucntion table used by maya
self.glFT = self.glRenderer.glFunctionTable()
#Execute superclass constructor
OpenMayaMPx.MPxLocatorNode.__init__(self)
def compute(self, plug, data):
'''Compute'''
#Get all attrs to force update
inputGeo = data.inputValue(self.aInputGeo).asMesh()
inputGeoParentMatrix = data.inputValue(self.aInputGeoParentMatrix).asMatrix()
collisionGeo = data.inputValue(self.aCollisionGeo).asMesh()
collisionGeoParentMatrix = data.inputValue(self.aCollisionGeoParentMatrix).asMatrix()
#Check if requested dirty plug equals output plug
if(plug != self.aOutputGeo):
if(self.verbose):OpenMaya.MGlobal.displayInfo('Unknown Plug requested. Compute not executed')
return OpenMaya.MStatus.kUnknownParameter
else:
#1-set verbose
self.setVerbose(data)
if(self.verbose):OpenMaya.MGlobal.displayInfo('-------------ComputationLoop-------------\nVerbose status set')
#2-Check if attributes are connected
#inputGeo
if not(self.attrConnected('inputGeo')):
if(self.verbose):OpenMaya.MGlobal.displayInfo('inputGeo not connected')
return OpenMaya.MStatus.kSuccess
#inputGeoParentMatrix
if not(self.attrConnected('inputGeoParentMatrix')):
if(self.verbose):OpenMaya.MGlobal.displayInfo('inputGeoParentMatrix not connected')
return OpenMaya.MStatus.kSuccess
#collisionGeo
if not(self.attrConnected('collisionGeo')):
if(self.verbose):OpenMaya.MGlobal.displayInfo('collisionGeo not connected')
return OpenMaya.MStatus.kSuccess
#collisionGeoParentMatrix
if not(self.attrConnected('collisionGeoParentMatrix')):
if(self.verbose):OpenMaya.MGlobal.displayInfo('collisionGeoParentMatrix not connected')
return OpenMaya.MStatus.kSuccess
#3-Compute collision
self.computeCollision(data)
#set plug clean
data.setClean(plug)
if(self.verbose):OpenMaya.MGlobal.displayInfo('Compute executed')
return OpenMaya.MStatus.kSuccess
def draw(self, view, dagPath, displayStyle, displayStatus):
'''Draws openGl to the viewport'''
#check if self.inputGeoVertexCollisionList is true
if not(self.inputGeoVertexCollisionList): return OpenMaya.MStatus.kSuccess
#iterate vertexPositionList
for index in range(self.inputGeoVertexPositionList.length()):
view.beginGL()
self.glFT.glPushAttrib( OpenMayaRender.MGL_ALL_ATTRIB_BITS )
self.glFT.glPointSize(5.0)
self.glFT.glEnable(OpenMayaRender.MGL_POINT_SMOOTH)
self.glFT.glBegin(OpenMayaRender.MGL_POINTS)
#Set color
self.glFT.glColor3f( 0.0, 1.0, 0.0 )
if(self.inputGeoVertexCollisionList[index]):self.glFT.glColor3f( 1.0, 0.0, 0.0 )
#draw vertices
x = self.inputGeoVertexPositionList[index].x
y = self.inputGeoVertexPositionList[index].y
z = self.inputGeoVertexPositionList[index].z
self.glFT.glVertex3f(x, y, z)
self.glFT.glEnd()
self.glFT.glPopAttrib()
view.endGL()
#Utility methods
#-------------------------------------------------------------------------------------
def setVerbose(self, data):
'''Set instance variable verbose for output messages'''
if(data.inputValue(self.aVerbose).asInt()): self.verbose = True
else:self.verbose = False
def attrConnected(self, attrName):
'''Check if given attr of node is connected'''
#Create FN for this node
thisNode = self.thisMObject()
fnDepNode = OpenMaya.MFnDependencyNode(thisNode)
#Get MPLug for attribute name
try:
pAttr = fnDepNode.findPlug(attrName, True)
except:
if(self.verbose): OpenMaya.MGlobal.displayInfo('Error getting plug to attribute')
return None
return pAttr.isConnected()
def computeCollision(self, data):
'''Compute collision for inputGeo and collisionGeo'''
#get inputGeoVertexPositionList
inputGeoVertexPositionList = OpenMaya.MPointArray()
oInputGeo = data.inputValue(self.aInputGeo).asMesh()
fsInputGeo = OpenMaya.MFnMesh(oInputGeo)
fsInputGeo.getPoints(inputGeoVertexPositionList)
#get inputGeoParentMatrix
inputGeoParentMatrix = data.inputValue(self.aInputGeoParentMatrix).asMatrix()
#move inputGeoVertexPositionList to ws
for index in range(inputGeoVertexPositionList.length()):
inputGeoVertexPositionList.set(inputGeoVertexPositionList[index] * inputGeoParentMatrix ,index)
#get collisionGeoVertexPositionList
collisionGeoVertexPositionList = OpenMaya.MPointArray()
oCollisionGeo = data.inputValue(self.aCollisionGeo).asMesh()
fsCollisionGeo = OpenMaya.MFnMesh(oCollisionGeo)
fsCollisionGeo.getPoints(collisionGeoVertexPositionList)
#get collisionGeoParentMatrix
collisionGeoParentMatrix = data.inputValue(self.aCollisionGeoParentMatrix).asMatrix()
#move inputGeoVertexPositionList to ws
for index in range(collisionGeoVertexPositionList.length()):
collisionGeoVertexPositionList.set(collisionGeoVertexPositionList[index] * collisionGeoParentMatrix ,index)
#get collisionGeoTriangleVertexIndexList
collisionGeoTriangleCountList = OpenMaya.MIntArray()
collisionGeoTriangleVertexIndexList = OpenMaya.MIntArray()
fsCollisionGeo.getTriangles(collisionGeoTriangleCountList, collisionGeoTriangleVertexIndexList)
#get triangleCount
triangleCount = 0
for index in range(0,collisionGeoTriangleVertexIndexList.length(),3):
triangleCount+=1
#if verbose print collision geo triangle stats
if(self.verbose):
OpenMaya.MGlobal.displayInfo('CollisionGeo triangle stats')
for index in range(0,collisionGeoTriangleVertexIndexList.length(),3):
OpenMaya.MGlobal.displayInfo('TriangleID: %s VertexIndices: %s-%s-%s' % (index/3, collisionGeoTriangleVertexIndexList[index], collisionGeoTriangleVertexIndexList[index+1], collisionGeoTriangleVertexIndexList[index+2]))
#inputGeoVertexCollisionList
self.inputGeoVertexCollisionList = []
#iterate and detect collision
for index in range(inputGeoVertexPositionList.length()):
collided = False
collisionCounter = 0
vecInputGeoPoint = OpenMaya.MVector(inputGeoVertexPositionList[index])
for triangleIndex in range(0,collisionGeoTriangleVertexIndexList.length(),3):
#get vecTrianglePointA,B,C
vecTrianglePointA = OpenMaya.MVector(collisionGeoVertexPositionList[collisionGeoTriangleVertexIndexList[triangleIndex]])
vecTrianglePointB = OpenMaya.MVector(collisionGeoVertexPositionList[collisionGeoTriangleVertexIndexList[triangleIndex+1]])
vecTrianglePointC = OpenMaya.MVector(collisionGeoVertexPositionList[collisionGeoTriangleVertexIndexList[triangleIndex+2]])
#get vecTriangleNormal
vecTriangleNormal = ((vecTrianglePointB - vecTrianglePointA)^(vecTrianglePointC - vecTrianglePointA)).normal()
#get planeDistance
planeDistance = -1 * (vecTrianglePointA * vecTriangleNormal)
#solve for vecInputGeoPoint
collisionDecisionValue = (vecTriangleNormal*vecInputGeoPoint) + planeDistance
#set collided var
if(collisionDecisionValue >= 0): break
else: collisionCounter += 1
#Append collided value to inputGeoVertexCollisionList
if(collisionCounter == triangleCount): collided = True
self.inputGeoVertexCollisionList.append(collided)
#set instance var for draw method
self.inputGeoVertexPositionList = OpenMaya.MPointArray(inputGeoVertexPositionList)
#Initialization
#-------------------------------------------------------------------------------------
def createTwCheckCollision():
'''Create and deliver a pointer to an instance of TwCheckCollision'''
return OpenMayaMPx.asMPxPtr(TwCheckCollision())
def initializeTwCheckCollision():
'''Initializes the TwCheckCollision class factory with attributes. Is called only once when the plugin is registered.'''
#Functionsets
tAttr = OpenMaya.MFnTypedAttribute()
eAttr = OpenMaya.MFnEnumAttribute()
mAttr = OpenMaya.MFnMatrixAttribute()
#aVerbose
TwCheckCollision.aVerbose = eAttr.create('verbose', 'verbose')
eAttr.addField('noVerbose', 0)
eAttr.addField('Verbose', 1)
TwCheckCollision.addAttribute(TwCheckCollision.aVerbose)
#aInputGeo
TwCheckCollision.aInputGeo = tAttr.create('inputGeo', 'inputGeo', OpenMaya.MFnData.kMesh)
tAttr.setWritable(True)
tAttr.setReadable(False)
TwCheckCollision.addAttribute(TwCheckCollision.aInputGeo)
#aInputGeoParentMatrix
TwCheckCollision.aInputGeoParentMatrix = mAttr.create('inputGeoParentMatrix', 'inputGeoParentMatrix')
mAttr.setReadable(False)
mAttr.setHidden(True)
TwCheckCollision.addAttribute(TwCheckCollision.aInputGeoParentMatrix)
#aCollisionGeo
TwCheckCollision.aCollisionGeo = tAttr.create('collisionGeo', 'collisionGeo', OpenMaya.MFnData.kMesh)
tAttr.setWritable(True)
tAttr.setReadable(False)
TwCheckCollision.addAttribute(TwCheckCollision.aCollisionGeo)
#aCollisionGeoParentMatrix
TwCheckCollision.aCollisionGeoParentMatrix = mAttr.create('collisionGeoParentMatrix', 'collisionGeoParentMatrix')
mAttr.setReadable(False)
mAttr.setHidden(True)
TwCheckCollision.addAttribute(TwCheckCollision.aCollisionGeoParentMatrix)
#aOutputGeo
TwCheckCollision.aOutputGeo = tAttr.create('outputGeo', 'outputGeo', OpenMaya.MFnData.kMesh)
tAttr.setWritable(False)
tAttr.setReadable(True)
TwCheckCollision.addAttribute(TwCheckCollision.aOutputGeo)
#attributeAffects
TwCheckCollision.attributeAffects(TwCheckCollision.aInputGeo, TwCheckCollision.aOutputGeo)
TwCheckCollision.attributeAffects(TwCheckCollision.aInputGeoParentMatrix, TwCheckCollision.aOutputGeo)
TwCheckCollision.attributeAffects(TwCheckCollision.aCollisionGeo, TwCheckCollision.aOutputGeo)
TwCheckCollision.attributeAffects(TwCheckCollision.aCollisionGeoParentMatrix, TwCheckCollision.aOutputGeo)