[zz]Maya C++ API Programming Tips

Maya C++ API Programming Tips

source : http://wanochoi.com/?page_id=1588

 

How to handle the multiple outputs of a DG node

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MStatus MyNode::initialize()
{
    MFnNumericAttribute nAttr;
 
    outputsObj = nAttr.create( "outputs" , "outputs" , MFnNumericData.kFloat, 0.f );
    nAttr.setArray( true );
    addAttribute( outputsObj );
    ...
}
 
MStatus MyNode::compute( const MPlug& plug, MDataBlock& data )
{
    if ( plug != outputsObj ) { return MS::kUnknownParameter; }
 
    MArrayDataHandle outputsHnd = data.outputArrayValue( outputsObj );
 
    const int nOutputs = ( int )outputsHnd.elementCount();
 
    for ( int i=0; i<100; ++i )
    {
       outputsHnd.jumpToElement( i );
       outputsHnd.outputValue().set( i );
    }
 
    outputsHnd.setAllClean();
    return MS::kSuccess;  
}

How to capture the current viewport as an image file

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MImage image;
M3dView view = M3dView::active3dView();
view.readColorBuffer( image, true );
image.writeToFile( "snapshot.jpg" , "jpg" );

How to save the current frame buffer to a JPG file

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GLint viewport[4];
glGetIntegerv( GL_VIEWPORT, viewport );
 
int width = viewport[2];
int height = viewport[3];
int depth = 4;
 
unsigned char * pixels = new unsigned int [width*height*depth];
 
glReadBuffer( GL_FRONT );
glReadPixels( 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels );
 
MImage image;
image.setPixels( pixels, width, height );
image.writeToFile( "snapshot.jopg" , "jpg" );
 
delete [] pixels;

How to set the names of a custom DG node and its parent node

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void myNode::postConstructor()
{
    MPxNode::postConstructor();
 
    MObject thisMObj = thisMObject();
    MFnDependencyNode nodeFn;
    nodeFn.setObject( thisMObj );
    nodeFn.setName( "myNodeShape#" );
}

How to compile my source code conditionally according to the Maya API version

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#if MAYA_API_VERSION &amp;gt;= 201300
...
#elif MAYA_API_VERSION &amp;gt;= 201400
...
#elif MAYA_API_VERSION &amp;gt;= 201500
...
#endif

How to get the current Maya version

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MString mayaVer = MGlobal::mayaVersion();
int apiVer = MGlobal::apiVersion();

How to avoid the conflict with Cuda

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...
#define short2  MAYA_short2
#define short3  MAYA_short3
#define long2   MAYA_long2
#define long3   MAYA_long3
#define int2    MAYA_int2
#define int3    MAYA_int3
#define float2  MAYA_float2
#define float3  MAYA_float3
#define double2 MAYA_double2
#define double3 MAYA_double3
#define double4 MAYA_double4
 
#include &amp;lt;cuda.h&amp;gt;
...

How to set the MFloatPoint from a MPoint

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MPoint dp; // double type
MFloatPoint fp; // float type
fp.setCast( dp );

How to get the pixel values of an image

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MImage img;
img.readFromFile( "filePathName" ); // load from a file
 
int w=0, h=0; // image width, height
img.getSize( w, h );
int d = img.depth(); // image depth
 
unsigned char * c = (unsigned char *)NULL;
 
if ( img.pixelType() == MImage::kByte )
{
    c = img.pixels();
}
 
for ( int j=0; j&amp;lt;h; ++j )
for ( int i=0; i&amp;lt;w; ++i )
{{
    int idx = d*(i+j*w);
 
    unsigned char pixelVal[4]; // RGB(d=3) or RGBA(d=4)
 
    for ( int k=0; k&amp;lt;d; ++k )
    {
       pixelVal[k] = c[idx++];
    }
 
    ...
}}

How to get the DAG path from a node name

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MString nodeName( "nodeName" );
MDagPath dagPath;
MSelectionList sList;
if ( MGlobal::getSelectionListByName( nodeName, sList ) )
{
    sList.getDagPath( 0, dagPath );
}

How to get the DG node object from a node name

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MString nodeName( "nodeName" );
MObject nodeObj;
MSelectionList sList;
if ( MGLobal::getSelectionListByName( nodeName, sList ) )
{
    sList.getDependNode( 0, nodeObj );
}

How to get the DAG path from a DAG node object

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MObject dagNodeObj = ...;
MDagPath dagPath;
MFnDagNode dagFn( dagNodeObj );
dagFn.getPath( dagPath );

How to get the node name from a node object

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MObject nodeObj = ...;
MString nodeName;
 
if ( nodeObj.hasFn( MFn::kDagNode ) ) {
    MFnDagNode dagNodeFn( nodeObj );
    nodeName = dagNode.fullPathName();
} else if ( nodeObj.hasFn( MFn::kDependencyNode ) ) {
    MFnDependencyNode dgNodeFn( nodeObj );
    nodeName = dgNodeFn.name();
}

How to get the parent DAG node object

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MObject parentDagNodeObj;
MFnDagNode dagFn( thisMObject() );
MObject obj = dagFn.parent( 0 );
if ( !obj.isNull() )
{
    parentDagNodeObj = obj;
}

How to get the shape node DAG path from a transform DAG path

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MDagPath xformDagPath = ...
MDagPath shapeDagPath = xformDagPath;
shapeDagPath.extendToShape();

How to get the DAG paths of selected mesh shape nodes

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MDagPathArray dagPaths;
 
MSelectionList sList;
MGlobal::getActiveSelectionList( sList );
 
MItSelectionList itr( sList, MFn::kMesh );
for ( ; !itr.isDone(); itr.next() )
{
    MDagPath dagPath;
    itr.getDagPath( dagPath );
    MFnDagNode dagFn( dagPath );
    if ( dagFn.isIntermediateObject() ) { continue ; }
    dagPaths.append( dagPath );
}

How to get the all of NURBS curve node objects in the current scene

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MObjectArray curveObjs;
MItDag itr( MItDag::kDepthFirst, MFn::kNurbsCurve );
for ( ; !itr.isDone(); itr.next() )
{
    curveObjs.append( itr.item() );
}

How to get the list of a selected mesh polygons

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MIntArray selectedPolygonList;
 
MSelectionList sList;
MGlobal::getActiveSelectionList( sList );
MItSelectionList sItr( sList, MFn::kMeshPolygonComponent );
 
MDagPath dagPath;
MObject componentObj;
sItr.getDagPath( dagPath, componentObj );
 
MFnSingleIndexedComponent sCompFn( componentObj );
sCompFn.getElements( selectedPolygonList );

How to get the all of fields in the current scene

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MItDag itr( MItDag::kDepthFirst, MFn::kField );
for ( ; !itr.isDone(); itr.next() )
{
    MFnField fieldFn( itr.item() );
    ...
}

How to get the world matrix of the current DAG node

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MObject thisNodeObj = thisMObject();
MFnDependencyNode thisNodeFn( thisNodeObj );
MObject worldMatrixObj = thisNodeFn.attribute( "worldMatrix" );
MPlug worldMatrixPlg( thisNodeObj, worldMatrixObj );
worldMatrixPlg = worldMatrixPlg.elementByLogicalIndex( 0 );
worldMatrixPlg.getValue( worldMatrixObj );
MFnMatrixData worldMatrixData( worldMatrixObj );
Matrix worldMatrix = worldMatrixData.matrix();

How to connect the output plug to the parent automatically when a custom locator node is created

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class MyLocator
{
    ...
    bool connected;
    ...
};
 
MyLocator::MyLocator()
{
    connected = false ;
}
 
void MyLocator::draw( M3dView&amp;amp; view, ...)
{
    if ( !connected )
    {
       MObject thisNodeObj = thisMObject();
       MFnDagNode dagFn( thisNodeObj );
       MObject parentNodeObj = dagFn.parent( 0 );
       dagFn.setObject( parentNodeObj );
       MPlug parentPlg = dagFn.findPlug( "plugName" );
       MPlug outputPlg = MPlug( thisNodeObj, outputObj );
       if ( !outputPlg.isConnected() )
       {
          MDGModifier dgMod;
          dgMod.connect( outputPlg, parentPlg );
          dgMod.doIt();
          connected = true ;
       }
    }
    ...
}

How to make a custom locator node un-selectable

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void MyLocator::draw( M3dView&amp;amp; view, ...)
{
    if ( view.selectMode() ) { return ; }
    ...
}

How to detect which input attribute is changed

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MStatus MyCustomNode::compute( const MPlug&amp;amp; plug, MDataBlock&amp;amp; data )
{
    if ( plug != outputObj ) { return MS::kUnknownParameter; }
 
    bool inputIsChanged = !data.isClean( inputObj );
    float input = data.inputValue( inputObj ).asFloat();
 
    ...
}

Note) It doesn’t work when inputObj is array type.

How to detect whether the current state is batch mode

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if ( MGlobal::mayaState() == MGlobal::kBatch )
{
    ...
}

How to detect whether the current viewport is Viewport 2.0

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M3dView view = M3dView::active3dView();
if ( view.getRendererName() == M3dView::kViewport2Renderer )
{
    ...
}

How not to draw a custom locator node while mouse interactions (>=2015)

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void MyLocator::draw( M3dView&amp;amp; view, ...)
{
    if ( MHWRender::MFrameContext::inUserInteraction()
     || MHWRender::MFrameContext::userChangingViewContext() )
    {
       ...
    }
}

How to draw a text in draw() of a custom locator node

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void MyLocator::draw( M3dView&amp;amp; view, ...)
{
    ...
    view.beginGL();
    view.drawText( MString( "text" ), MPoint(0,0,0), M3dView::kLeft );
    view.endGL();
    ...
}

How to copy the input mesh to the output mesh in compute() of a custom node

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MStatus MyNode::compute( const MPlug&amp;amp; plug, MDataBlock&amp;amp; data )
{
    ...
    MFnMesh newMeshFn;
    MFnMeshData dataCreator;
    MObject newMeshData = dataCreator.create();
    newMeshFn.copy( data.inputValue( inMeshObj ).asMeshTransformed(), newMeshData );
    data.outputValue( outMeshObj ).set( newMeshData );
    ...
}

How to deform the input mesh in compute() of a custom node like such a deformer

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MStatus MyNode::compute( const MPlug&amp;amp; plug, MDataBlock&amp;amp; data )
{
    ...
 
    MPointArray deformedPoints = ...
 
    MFnMesh newMeshFn;
    MFnMeshData dataCreator;
    MObject newMeshData = dataCreator.create();
    newMeshFn.copy( data.inputValue( inMeshObj ).asMeshTransformed(), newMeshData );
    newMeshFn.setPoints( deformedPoints );
    data.outputValue( outMeshObj ).set( newMeshData );
 
    ...
}

How to handle array attribute

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class MyCustomNode
{
    ...
    MObject valuesObj;
    ...
    MDoubleArray values;
};
 
MObject MyCustomNode::valuesObj;
 
MStatus MyCustomNode::initialize()
{
    ...
    valuesObj = tAttr.create( "values" , "values" , MFnData::kDoubleArray );
    ...
}
 
MStatus MyCustomNode::compute( const MPlug&amp;amp; plug, MDataBlock&amp;amp; data )
{
    ...
 
    // get
    MFnDoubleArrayData arrayData;
    MObject dataObj = data.inputValue( valuesObj ).data();
    arrayData.setObject( dataObj );
 
    int numValues = 100;
 
    // set
    if ( arrayData.length() != numValues )
    {
       MDoubleArray array( numValues, 0.0 );
       dataObj = arrayData.create( array );
       data.outputValue( valuesObj ).set( dataObj );
    }
 
    ...
}
 
// MEL
makePaintable -at doubleArray MyCustomNode values;
setAttr MyCustomNode1.values -type doubleArray 3 1.0 2.0 3.0;

How to get the value of an attribute anywhere in a custom node

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MObject thisNodeObj = thisMObject();
 
double  v0 = MPlug( thisNodeObj, attr0Obj ).asDouble();
float   v1 = MPlug( thisNodeObj, attr1Obj ).asFloat();
int     v2 = MPlug( thisNodeObj, attr2Obj ).asInt();
short   v3 = MPlug( thisNodeObj, attr3Obj ).asShort();
bool    v4 = MPlug( thisNodeObj, attr4Obj ).asBool();
MTime   v5 = MPlug( thisNodeObj, attr5Obj ).asMTime();
char    v6 = MPlug( thisNodeObj, attr6Obj ).asChar();
MString v7 = MPlug( thisNodeObj, attr7Obj ).asString();
 
MColor c;
MPlug plg( thisNodeObj, attrObj );
plg.child(0).getValue( c.r );
plg.child(1).getValue( c.g );
plg.child(2).getValue( c.b );

How to get the pointer of the other connected node

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OtherNodeClassName* otherNodePtr = (OtherNodeClassName*)NULL;
 
MObject thisNodeObj = thisMObject();
MFnDependencyNode thisNodeFn( thisNodeObj );
MPlug plg = thisNodeFn.findPlug( inputAttrObj );
 
MPlugArray connectedPlgs;
if ( plg.isConnected() )
{
    if ( plg.isSource() ) {
       plg.connectedTo( connectedPlgs, false , true );
    } else if ( plg.isDestination() ) {
       plg.connectedTo( connectedPlgs, true , false );
    }
 
    MFnDependencyNode otherNodeFn( connectedPlgs[0].node() );
 
    if ( otherNodeFn.typeId() == OtherNodeClassName::id )
    {
       otherNodePtr = (OtherNodeClassName*)otherNodeFn.userNode();
    }
}

How to restore GL states in draw() of a custom locator node

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void MyLocator::draw( M3dView&amp;amp; view, ...)
{
    float lastPointSize=0; glGetFloatv( GL_POINT_SIZE, &amp;amp;lastPointSize );
    float lastLineWidth=0; glGetFloatv( GL_LINE_WIDTH, &amp;amp;lastLineWidth );
    bool lightingWasOn = glIsEnabled( GL_LIGHTING ) ? true : false ;
 
    if ( lightingWasOn ) { glDisable( GL_LIGHTING ); }
 
    view.beginGL();
    ...
    view.endGL();
 
    glPointSize( lastPointSize );
    glLineWidth( lastLineWidth );
    if ( lightingWasOn ) { glEnable( GL_LIGHTING ); }
}

How to call compute() of a custom locator without output connection

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void MyLocator::draw( M3dView&amp;amp; view, ...)
{
    MObject thisNodeObj = thisMObject();
    MObject obj = MPlug( thisNodeObj, outputObj ).asMObject();
 
    ...
}

How to get the normal vector of a current camera

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M3dView view = M3dView::active3dView();
MDagPath camDagPath;
view.getCamera( camDagPath );
MVector cameraZ = MVector(0,0,1) * camDagPath.inclusiveMatrix();

How to create attributes in initialize() of a custom node

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MStatus MyLocator::initialize()
{
    MRampAttribute      rAttr;
    MFnEnumAttribute    eAttr;
    MFnUnitAttribute    uAttr;
    MFnTypedAttribute   tAttr;
    MFnNumericAttribute nAttr;
    MFnMessageAttribute gAttr;
 
    timeObj = uAttr.create( "time" , "time" , MFnUnitAttribute::kTime, 0.0 );
    addAttribute( timeObj );
 
    angleObj = uAttr.create( "angle" , "angle" , MFnUnitAttribute::kAngle, 0.0 );
    addAttribute( angleObj );
 
    boolObj = nAttr.create( "bool" , "bool" , MFnNumericData::kBoolean, false );
    addAttribute( boolObj );
 
    intObj = nAttr.create( "int" , "int" , MFnNumericData::kInt, 0 );
    addAttribute( intObj );
 
    floatObj = nAttr.create( "float" , "float" , MFnNumericData::kFloat, 0.f );
    addAttribute( floatObj );
 
    doubleObj = nAttr.create( "double" , "double" , MFnNumericData::kDouble, 0.0 );
    addAttribute( doubleObj );
 
    int2Obj = nAttr.create( "int2" , "int2" , MFnNumericData::k2Int, 0 );
    addAttribute( int2Obj );
 
    int3Obj = nAttr.create( "int3" , "int3" , MFnNumericData::k3Int, 0 );
    addAttribute( int3Obj );
 
    float2Obj = nAttr.create( "float2" , "float2" , MFnNumericData::k2Float, 0.f );
    addAttribute( float2Obj );
 
    float3Obj = nAttr.create( "float3" , "float3" , MFnNumericData::k3Float, 0.f );
    addAttribute( float3Obj );
 
    double2Obj = nAttr.create( "double2" , "double2" , MFnNumericData::k2Double, 0.0 );
    addAttribute( double2Obj );
 
    double3Obj = nAttr.create( "double3" , "double3" , MFnNumericData::k3Double, 0.0 );
    addAttribute( double3Obj );
 
    stringObj = tAttr.create( "string" , "string" , MFnData::kString, "abc" );
    addAttribute( stringObj );
 
    matrixObj = tAttr.create( "matrix" , "matrix" , MFnMatrixAttribute::kDouble );
    addAttribute( matrixObj );
 
    curveObj = tAttr.create( "curve" , "curve" , MFnData::kNurbsCurve );
    addAttribute( curveObj );
 
    meshObj = tAttr.create( "mesh" , "mesh" , MFnData::kMesh );
    addAttribute( meshObj );
 
    iaObj = tAttr.create( "iArray" , "iArray" , MFnData::kIntArray );
    addAttribute( iaObj );
 
    faObj = tAttr.create( "fArray" , "fArray" , MFnData::kFloatArray );
    addAttribute( faObj );
 
    daObj = tAttr.create( "dArray" , "dArray" , MFnData::kDoubleArray );
    addAttribute( daObj );
 
    paObj = tAttr.create( "pArray" , "pArray" , MFnData::kPointArray );
    addAttribute( paObj );
 
    vaObj = tAttr.create( "vArray" , "vArray" , MFnData::kVectorArray );
    addAttribute( vaObj );
 
    saObj = tAttr.create( "sArray" , "sArray" , MFnData::kStringArray );
    addAttribute( saObj );
 
    msgObj = gAttr.create( "message" , "message" );
    addAttribute( msgObj );
 
    clrObj = nAttr.createColor( "color" , "color" );
    addAttribute( clrObj );
 
    pntObj = nAttr.createPoint( "point" , "point" );
    addAttribute( pntObj );
 
    enumObj = eAttr.create( "enum" , "enum" 0 );
       eAttr.addField( "A" , 0 );
       eAttr.addField( "B" , 0 );
    addAttribute( enumObj );
 
    crvRmpObj = rAttr.createCurveRampAttr( "crvRamp" , "crvRamp" );
    addAttribute( crvRmpObj );
 
    clrRmpObj = rAttr.createColorRampAttr( "clrRamp" , "clrRamp" );
    addAttribute( clrRmpObj );
 
    fileNameObj = tAttr.create( "fileName" , "fileName" , MFnData::kString );
    tAttr.setUsedAsFilename( true );
    addAttribute( fileNameObj );
 
    ...
}

end,

转载于:https://www.cnblogs.com/yaoyansi/p/5538178.html

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