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Python OpenMaya.MFnMesh方法代碼示例

本文整理匯總了Python中maya.OpenMaya.MFnMesh方法的典型用法代碼示例。如果您正苦於以下問題:Python OpenMaya.MFnMesh方法的具體用法?Python OpenMaya.MFnMesh怎麽用?Python OpenMaya.MFnMesh使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在maya.OpenMaya的用法示例。


在下文中一共展示了OpenMaya.MFnMesh方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: get_mesh_fn

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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') 
開發者ID:wiremas,項目名稱:spore,代碼行數:27,代碼來源:mesh_utils.py

示例2: getNormals

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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 
開發者ID:robertjoosten,項目名稱:maya-skinning-tools,代碼行數:25,代碼來源:mesh.py

示例3: asMFnMesh

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
def asMFnMesh(dag):
    """
    OpenMaya.MDagPath -> OpenMaya.MfnMesh

    :param OpenMaya.MDagPath dag:
    :rtype: OpenMaya.MfnMesh
    """
    
    return OpenMaya.MFnMesh(dag) 
開發者ID:robertjoosten,項目名稱:maya-retarget-blendshape,代碼行數:11,代碼來源:utils.py

示例4: create_uv_lookup

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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) 
開發者ID:wiremas,項目名稱:spore,代碼行數:32,代碼來源:geo_cache.py

示例5: get_meshfn_from_dagpath

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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) 
開發者ID:wiremas,項目名稱:spore,代碼行數:8,代碼來源:node_utils.py

示例6: getClosestPolygonFromTransform

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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 
開發者ID:mgear-dev,項目名稱:mgear_core,代碼行數:42,代碼來源:meshNavigation.py

示例7: getPoints

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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())] 
開發者ID:robertjoosten,項目名稱:maya-skinning-tools,代碼行數:15,代碼來源:mesh.py

示例8: test

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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 
開發者ID:sol-ansano-kim,項目名稱:medic,代碼行數:13,代碼來源:currentUVSet.py

示例9: fn_createObject_openMaya

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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) 
開發者ID:heimlich1024,項目名稱:OD_CopyPasteExternal,代碼行數:38,代碼來源:maya_PasteFromExternal.py

示例10: intersect

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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 
開發者ID:patcorwin,項目名稱:fossil,代碼行數:33,代碼來源:rig.py

示例11: validate_cache

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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
    ################################################################################################ 
開發者ID:wiremas,項目名稱:spore,代碼行數:63,代碼來源:geo_cache.py

示例12: getMouseIntersect

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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 
開發者ID:volodinroman,項目名稱:mViewportDrawOpenGL,代碼行數:57,代碼來源:ViewportPainter.py

示例13: compute

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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 
開發者ID:eoyilmaz,項目名稱:anima,代碼行數:60,代碼來源:oyCenterOfMass.py

示例14: deform

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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() 
開發者ID:eoyilmaz,項目名稱:anima,代碼行數:61,代碼來源:randomizeUVDeformer.py

示例15: flatten

# 需要導入模塊: from maya import OpenMaya [as 別名]
# 或者: from maya.OpenMaya import MFnMesh [as 別名]
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) 
開發者ID:chadmv,項目名稱:cmt,代碼行數:57,代碼來源:flatten.py


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