Re: [Maya-Python] MPxLocatorNode and compute troubleshooting (with example code)

2012-06-09 Thread WhileRomeBurns
In the real plugin, I do declare "Author Name", "Plug Version", etc. The 
point of my example was to remove all that code (which Maya allows- it gets 
initialized to default values) to make it clear to myself, and others, what 
the problem is. Hence I cut out the normal try/except error stuff as well- 
cleaner examples are nice.


*>  then In your compute method there is no code to write some value on 
your output and also no setClean call. *
Doesn't matter matter if I set it clean- compute never gets called in my 
example, so adding in setClean() or any other function call isn't relevant 
as far as I can tell- it never gets dirtied.


*>  Your node must also be connected to another node.*
Does it always? There are nodes that update on attribute change without 
being connected. My first example does this. Change 'input' int attribute 
and compute() gets called, and 'output' updates. The dirty/clean stuff 
works a charm- I told Maya that attributeAffects(MyNode.aInput, MyNode.
aOutput) and boom- input did indeed affect output as advertised! So saying 
it must be connected is untrue for this case of kInt or KFloat, both of 
which I've tested.

Now if I do attributeAffects(MyNode.aInput, MyNode.aOutput) with aOutput 
being an MFnTypedAttribute, compute() never gets called. attributeAffects() 
does not work as described in the API docs (for this simple one node case) 
and I want to know why. I assume there is a logical, maybe even 
obvious, explanation; maybe it's an optimization on Maya's part because I 
haven't actually created an array of data for the aOutput attr yet? 


*> Do you have any prior experience with the API?* 
Mostly writing translators, compiling others' c++ nodes to work with my 
version of maya/environment. Just got into python api stuff though.


*> Have you a basic understanding of the concept of hierarchy , connections 
, attributes and plug ?( DAG versus dependency nodes )*
I would say that I definitely have at least basic understanding, but I came 
here for the people with the advanced understanding. :)


Thanks again for your patience. I really want to resolve this simple 
example before I start porting my code to Maya nodes.
-shawn







On Friday, June 8, 2012 4:29:55 PM UTC-4, cedric bazillou wrote:
>
> first In your plugin declaration with the kDoubleArray output I would 
> rather correct those lines( things can be done in a lot of different ways, 
> this is how i do it ):
> "
>
> def initializePlugin(mobject):
> fnPlugin = omMPx.MFnPlugin(mobject)
> fnPlugin.registerNode(nodeType, nodeId, nodeCreator, nodeInitializer)
> "
> by
> "
> kPluginNodeName = "spaceSwitch" #<-- replace by your plugin name
>
> kPluginNodeId = OpenMaya.MTypeId(your_Custom_ID_number here) 
> def initializePlugin(mobject):
> mplugin = OpenMayaMPx.MFnPlugin(mobject, "AuthorName", "VersionNum", 
> "Any")
> mplugin.registerNode( kPluginNodeName, kPluginNodeId, nodeCreator, 
> nodeInitializer, OpenMayaMPx.MPxNode.kDependNode)# <-- As you can see I use 
> the type of the node here a dependency node
> "
>
>
> then In your compute method there is no code to write some value on your 
> output and also no setClean call.
> Your node must also be connected to another node. just few question bellow,
> Are your example the complete code for your nodes? 
> Do you have an ascii maya file that can be used as an example?
> Do you have any prior experience with the API? 
> Have you a basic understanding of the concept of hierarchy , connections , 
> attributes and plug ?( DAG versus dependency nodes )
>
> Le vendredi 8 juin 2012 19:51:19 UTC+2, WhileRomeBurns a écrit :
>>
>> Thanks for the quick replies! So he basically tricks Maya into dirtying 
>> his plug in the draw method? Nice. So in my example, I would query the 
>> value of a third dummy attribute- something lighter weight than an array 
>> like a float or int and use that to force the eval? Can do!
>>
>>
>> * >  how about writing a node to compute your pointList and plug it to 
>> your locator that will only draw from  *
>> Absolutely the way to go, but I thought I would save time and test the 
>> idea in one node. But then nothing worked :)
>>
>>
>> Additionally, I'm now fighting python just to call compute with *
>> MFnTypedAttributes*. Two examples, slightly modified versions of 
>> Farsheed's skeleton code. The first one has MFnNumericAttribute as the 
>> output attribute and it calls the compute method as expected. The second 
>> one is bunk though and I cannot figure out why. Hmm. Take a look:
>>
>> nodeNumeric.py:
>> http://pastebin.ubuntu.com/1030758/

Re: [Maya-Python] MPxLocatorNode and compute troubleshooting (with example code)

2012-06-08 Thread WhileRomeBurns
Thanks for the quick replies! So he basically tricks Maya into dirtying his 
plug in the draw method? Nice. So in my example, I would query the value of 
a third dummy attribute- something lighter weight than an array like a 
float or int and use that to force the eval? Can do!


* >  how about writing a node to compute your pointList and plug it to your 
locator that will only draw from  *
Absolutely the way to go, but I thought I would save time and test the idea 
in one node. But then nothing worked :)


Additionally, I'm now fighting python just to call compute with *
MFnTypedAttributes*. Two examples, slightly modified versions of Farsheed's 
skeleton code. The first one has MFnNumericAttribute as the output 
attribute and it calls the compute method as expected. The second one is 
bunk though and I cannot figure out why. Hmm. Take a look:

nodeNumeric.py:
http://pastebin.ubuntu.com/1030758/ 
Works a charm, compute gets called.

nodeTyped.py
http://pastebin.ubuntu.com/1030764/ 
Compute never gets called. Silently fails? Only changed the attr type to 
TypedAttr and kDoubleArray. Nada. Zilch. Zippo!

Did I miss something obvious? Thanks.
-shawn


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[Maya-Python] MPxLocatorNode and compute troubleshooting (with example code)

2012-06-07 Thread WhileRomeBurns
So basically I've got a python node called *simpleLocator* with an 
attribute called *pointCount *(type *kInt*) which is used to generate some 
random points. These points can be passed out as an array with the 
attribute *outPoints *(type *kDoubleArray *for this example). I've setup *
attributeAffects*() so that outPoints depends on pointCount, so it should 
update if the user edits the number of points. This node needs to draw the 
points every frame with OpenGL as well, but only compute as needed. So far 
so good. Here's my example code (also attached to this post), stripped to 
the bare essentials and it almost works:

http://hastebin.com/vixiyaruda.py


When compute() is called though, plug never equals aOutPoints. Ever, ever.

def compute( self, plug, data ):
if plug == simpleLocator.aOutPoints:
print( 'aOutPoints needs to be computed, but we never get 
here...' )
return om.MStatus.kSuccess
else:
return om.MStatus.kUnknownParameter


What's normal practice here? Should I just query my 
simpleLocator.aPointCount every time draw is called and only 
call generatePoints() if the value of aPointCount has been changed? Should 
I derive from a node other than MPxLocator and implement my own draw 
method? Does MPxLocator behave different in C++? Any help, any insight 
would be greatly appreciated. Thanks.

-shawn
PS- If you're curious, the real node is generating blue noise for thousands 
of points and is fairly expensive to calculate.

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"""
import maya.cmds as mc
pluginFile = 'SimpleLocator.py'
pluginNode = 'simpleLocator'
# unload
if mc.pluginInfo( pluginFile, q=True, l=True ):
# cleanup nodes first
for node in mc.ls( type=pluginNode ):
tf = mc.listRelatives( node, p=True )[0]
print( 'Deleting node: %s' % node )
mc.delete( node )
mc.delete( tf )
print( 'Unloading plugin: %s' % pluginFile )
mc.unloadPlugin( pluginFile, force=True )
# load
print( 'Loading plugin: %s' % pluginFile )
mc.loadPlugin( pluginFile, quiet=True )
print( 'Creating test node: %s' % pluginNode )
mc.createNode( pluginNode )
"""

import sys
import random

import maya.OpenMaya as om
import maya.OpenMayaMPx as mpx
import maya.OpenMayaRender as mr


nodeTypeName = 'simpleLocator'
nodeTypeId = om.MTypeId(0x00070)


glRenderer = mr.MHardwareRenderer.theRenderer()
glFT = glRenderer.glFunctionTable()


class simpleLocator( mpx.MPxLocatorNode ):

# class variables
aPointCount = om.MObject()
aOutPoints  = om.MObject()
 
def __init__( self ):
mpx.MPxLocatorNode.__init__( self )

self.pointCount = 10
self.points = []
self.generatePoints()

def generatePoints( self ):
random.seed( 1242)

self.points = []
for i in xrange( self.pointCount ):
self.points.append( (random.uniform(-5,5), random.uniform(-5,5), 0) )

def drawPoints( self ):
glFT.glPointSize( 4 )

glFT.glBegin( mr.MGL_POINTS )
for p in self.points:
glFT.glVertex3f( p[0], p[1], p[2] )
glFT.glEnd()

def compute( self, plug, data ):
if plug == simpleLocator.aOutPoints:
print( 'aOutPoints needs to be computed.' )
return om.MStatus.kSuccess
else:
return om.MStatus.kUnknownParameter

def draw( self, view, path, style, status ):
view.beginGL()
self.drawPoints()
view.endGL()


def nodeCreator():
return mpx.asMPxPtr( simpleLocator() )


def nodeInitializer():

nAttr = om.MFnNumericAttribute()
tAttr = om.MFnTypedAttribute()

simpleLocator.aPointCount = nAttr.create( 'pointCount', 'ptc', om.MFnNumericData.kInt )
nAttr.setKeyable( True )
nAttr.setDefault( 100 )
simpleLocator.addAttribute( simpleLocator.aPointCount )

simpleLocator.aOutPoints = tAttr.create( 'outPoints', 'opts', om.MFnData.kDoubleArray )
tAttr.setStorable( False )
tAttr.setWritable( False )
tAttr.setReadable( True )
simpleLocator.addAttribute( simpleLocator.aOutPoints )

simpleLocator.attributeAffects( simpleLocator.aPointCount, simpleLocator.aOutPoints )

return om.MStatus.kSuccess


def initializePlugin( obj ):
plugin = mpx.MFnPlugin( obj )
try:
plugin.registerNode( nodeTypeName, 
 nodeTypeId,
 nodeCreator,
 nodeInitializer,
 mpx.MPxNode.kLocatorNode )
except:
sys.stderr.write( 'Failed to register node: %s' % nodeTypeName )
raise


def uninitializePlugin( obj ):
plugin = mpx.MFnPlugin( obj )
try:
plugin.deregisterNode( nodeTypeId )
except:
sys.stderr.write( 'Failed to deregister node: %s' % nodeTypeName )
raise