public void ResetCamera() { //<PerspectiveCamera UpDirection="0,1,0" Position="1,1,1" LookDirection="-1,-1,-1" FieldOfView="45" /> MDagPath cameraPath; try { // Try with a Maya host first cameraPath = M3dView.active3dView.Camera; } catch { // We are in standalone mode (WPF application) MSelectionList list = new MSelectionList(); list.add("persp"); cameraPath = new MDagPath(); list.getDagPath(0, cameraPath); } MFnCamera fnCamera = new MFnCamera(cameraPath); MPoint eyePoint = fnCamera.eyePoint(MSpace.Space.kWorld); MPoint centerOfInterestPoint = fnCamera.centerOfInterestPoint(MSpace.Space.kWorld); MVector direction = centerOfInterestPoint.minus(eyePoint); MVector upDirection = fnCamera.upDirection(MSpace.Space.kWorld); camera.Position = new Point3D(eyePoint.x, eyePoint.y, eyePoint.z); camera.LookDirection = new Vector3D(direction.x, direction.y, direction.z); MAngle fieldOfView = new MAngle(fnCamera.verticalFieldOfView); //verticalFieldOfView / horizontalFieldOfView camera.FieldOfView = fieldOfView.asDegrees; camera.UpDirection = new Vector3D(upDirection.x, upDirection.y, upDirection.z); camera.NearPlaneDistance = fnCamera.nearClippingPlane; camera.FarPlaneDistance = fnCamera.farClippingPlane; camera.Transform = new Transform3DGroup(); (camera.Transform as Transform3DGroup).Children.Add(new TranslateTransform3D(new Vector3D())); }
public void updateDragInformation() { // Find the mouse point in local space MPoint localMousePoint = new MPoint(); MVector localMouseDirection = new MVector(); try { mouseRay(localMousePoint, localMouseDirection); } catch (System.Exception) { return; } // Find the intersection of the mouse point with the // manip plane MPoint mouseIntersectionWithManipPlane = new MPoint(); if (!plane.intersect(localMousePoint, localMouseDirection, ref mouseIntersectionWithManipPlane)) { return; } mousePointGlName.assign(mouseIntersectionWithManipPlane); uint active = 0; try { glActiveName(ref active); } catch (System.Exception) { return; } if (active == lineName && active != 0) { lineMath line = new lineMath(); // Find a vector on the plane MPoint a = lineGeometry.topPoint(); MPoint b = lineGeometry.bottomPoint(); MVector vab = a.minus(b); // Define line with a point and a vector on the plane line.setLine(a, vab); MPoint cpt = new MPoint(); // Find the closest point so that we can get the // delta change of the mouse in local space if (line.closestPoint(mousePointGlName, ref cpt)) { mousePointGlName.x -= cpt.x; mousePointGlName.y -= cpt.y; mousePointGlName.z -= cpt.z; } } }
// // Description // // Create circles of vertices starting with // the top pole ending with the bottom pole // public void buildSphere(double rad, int div, MPointArray vertices, MIntArray counts, MIntArray connects, MVectorArray normals, apiMeshGeomUV uvs) { double u = -Math.PI / 2.0; double v = -Math.PI; double u_delta = Math.PI / ((double)div); double v_delta = 2 * Math.PI / ((double)div); MPoint topPole = new MPoint(0.0, rad, 0.0); MPoint botPole = new MPoint(0.0, -rad, 0.0); // Build the vertex and normal table // vertices.append(botPole); normals.append(botPole.minus(MPoint.origin)); int i; for (i = 0; i < (div - 1); i++) { u += u_delta; v = -Math.PI; for (int j = 0; j < div; j++) { double x = rad * Math.Cos(u) * Math.Cos(v); double y = rad * Math.Sin(u); double z = rad * Math.Cos(u) * Math.Sin(v); MPoint pnt = new MPoint(x, y, z); vertices.append(pnt); normals.append(pnt.minus(MPoint.origin)); v += v_delta; } } vertices.append(topPole); normals.append(topPole.minus(MPoint.origin)); // Create the connectivity lists // int vid = 1; int numV = 0; for (i = 0; i < div; i++) { for (int j = 0; j < div; j++) { if (i == 0) { counts.append(3); connects.append(0); connects.append(j + vid); connects.append((j == (div - 1)) ? vid : j + vid + 1); } else if (i == (div - 1)) { counts.append(3); connects.append(j + vid + 1 - div); connects.append(vid + 1); connects.append(j == (div - 1) ? vid + 1 - div : j + vid + 2 - div); } else { counts.append(4); connects.append(j + vid + 1 - div); connects.append(j + vid + 1); connects.append(j == (div - 1) ? vid + 1 : j + vid + 2); connects.append(j == (div - 1) ? vid + 1 - div : j + vid + 2 - div); } numV++; } vid = numV; } // TODO: Define UVs for sphere ... // }
// // Description // // Create circles of vertices starting with // the top pole ending with the bottom pole // public void buildSphere(double rad, int div, MPointArray vertices, MIntArray counts, MIntArray connects, MVectorArray normals, apiMeshGeomUV uvs) { double u = -Math.PI / 2.0; double v = -Math.PI; double u_delta = Math.PI / ((double)div); double v_delta = 2 * Math.PI / ((double)div); MPoint topPole = new MPoint( 0.0, rad, 0.0 ); MPoint botPole = new MPoint( 0.0, -rad, 0.0 ); // Build the vertex and normal table // vertices.append( botPole ); normals.append( botPole.minus(MPoint.origin) ); int i; for ( i=0; i<(div-1); i++ ) { u += u_delta; v = -Math.PI; for ( int j=0; j<div; j++ ) { double x = rad * Math.Cos(u) * Math.Cos(v); double y = rad * Math.Sin(u); double z = rad * Math.Cos(u) * Math.Sin(v) ; MPoint pnt = new MPoint( x, y, z ); vertices.append( pnt ); normals.append( pnt.minus(MPoint.origin) ); v += v_delta; } } vertices.append( topPole ); normals.append( topPole.minus(MPoint.origin) ); // Create the connectivity lists // int vid = 1; int numV = 0; for ( i=0; i<div; i++ ) { for ( int j=0; j<div; j++ ) { if ( i==0 ) { counts.append( 3 ); connects.append( 0 ); connects.append( j+vid ); connects.append( (j==(div-1)) ? vid : j+vid+1 ); } else if ( i==(div-1) ) { counts.append( 3 ); connects.append( j+vid+1-div ); connects.append( vid+1 ); connects.append( j==(div-1) ? vid+1-div : j+vid+2-div ); } else { counts.append( 4 ); connects.append( j + vid+1-div ); connects.append( j + vid+1 ); connects.append( j == (div-1) ? vid+1 : j+vid+2 ); connects.append( j == (div-1) ? vid+1-div : j+vid+2-div ); } numV++; } vid = numV; } // TODO: Define UVs for sphere ... // }
private void doSimpleSolver() // // Solve single joint in the x-y plane // // - first it calculates the angle between the handle and the end-effector. // - then it determines which way to rotate the joint. // { // Get the handle and create a function set for it // MIkHandleGroup handle_group = handleGroup; if (null == handle_group) { throw new System.InvalidOperationException("invalid handle group."); } MObject handle = handle_group.handle(0); MDagPath handlePath = MDagPath.getAPathTo(handle); MFnIkHandle fnHandle = new MFnIkHandle(handlePath); // Get the position of the end_effector // MDagPath end_effector = new MDagPath(); fnHandle.getEffector(end_effector); MFnTransform tran = new MFnTransform(end_effector); MPoint effector_position = tran.rotatePivot(MSpace.Space.kWorld); // Get the position of the handle // MPoint handle_position = fnHandle.rotatePivot(MSpace.Space.kWorld); // Get the start joint position // MDagPath start_joint = new MDagPath(); fnHandle.getStartJoint(start_joint); MFnTransform start_transform = new MFnTransform(start_joint); MPoint start_position = start_transform.rotatePivot(MSpace.Space.kWorld); // Calculate the rotation angle // MVector v1 = start_position.minus(effector_position); MVector v2 = start_position.minus(handle_position); double angle = v1.angle(v2); // -------- Figure out which way to rotate -------- // // define two vectors U and V as follows // U = EndEffector(E) - StartJoint(S) // N = Normal to U passing through EndEffector // // Clip handle_position to half-plane U to determine the region it // lies in. Use the region to determine the rotation direction. // // U // ^ Region Rotation // | B // (E)---N A C-C-W // A | B C-W // | B // | // (S) // double rot = 0.0; // Rotation about Z-axis // U and N define a half-plane to clip the handle against // MVector U = effector_position.minus(start_position); U.normalize(); // Get a normal to U // MVector zAxis = new MVector(0.0, 0.0, 1.0); MVector N = U.crossProduct(zAxis); // Cross product N.normalize(); // P is the handle position vector // MVector P = handle_position.minus(effector_position); // Determine the rotation direction // double PdotN = P[0] * N[0] + P[1] * N[1]; if (PdotN < 0) { // counter-clockwise rot = angle; } else { // clockwise rot = -1.0 * angle; } // get and set the Joint Angles // MDoubleArray jointAngles = new MDoubleArray(); getJointAngles(jointAngles); jointAngles.set(jointAngles[0] + rot, 0); setJointAngles(jointAngles); }