Maya C++ API Programming Tips
How to get the value of the attribute at the specified time
int frame = 101;
MPlug plg( thisMObject(), "abc" );
MDGContext ctx( MTime( frame, MTime.uiUnit() ) );
double value = 0.0;
plg.getValue( value, ctx );
How to get the data block outside compute() member function
MDataBlock block = forceCache();
How to get playback time interval
const double dt = AnimControl::playbackBy();
How to update DG node every frame without the input connection from time1
class MyNode{
private:
MCallbackId timeChangeCallbackId;
public:
void addedToModelCB();
void removedFromModelCB();
void update();
...
};
MyNode::MyNode{
...
timeChangeCallbackId = 0;
...
}
static void TimeChangeCallback( MTime& time, void* clientData ){
reinterpret_cast<ZShape*>(clientData)->update();
}
static void NodeAddedToModel( MObject& nodeObj, void* clientData ){
MFnDependencyNode nodeFn( nodeObj );
MyNode* nodePtr = (MyNode*)nodeFn.userNode();
if( !nodePtr ) { return; }
nodePtr->addedToModelCB();
}
static void NodeRemovedFromModel( MObject& nodeObj, void* clientData ){
MFnDependencyNode nodeFn( nodeObj );
MyNode* nodePtr = (MyNode*)nodeFn.userNode();
if( !nodePtr ) { return; }
nodePtr->removedFromModelCB();
}
void MyNode::postConstructor(){
MModelMessage::addNodeAddedToModelCallback( thisMObject(), NodeAddedToModel );
MModelMessage::addNodeRemovedFromModelCallback( thisMObject(), NodeRemovedFromModel );
}
void MyNode::addedToModelCB(){
timeChangeCallbackId = MDGMessage::addTimeChangeCallback( TimeChangeCallback, this );
}
void MyNode::removedFromModelCB(){
if( timeChangeCallbackId ){
MDGMessage::removeCallback( timeChangeCallbackId );
timeChangeCallbackId = 0;
}
}
How to handle the multiple outputs of a DG node
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
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
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
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
#if MAYA_API_VERSION == 201300
...
#elif MAYA_API_VERSION == 201400
...
#elif MAYA_API_VERSION == 201500
...
#endif
How to get the current Maya version
MString mayaVer = MGlobal::mayaVersion();
int apiVer = MGlobal::apiVersion();
How to avoid the conflict with Cuda
...
#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 &lt;cuda.h&gt;
...
How to set the MFloatPoint from a MPoint
MPoint dp; // double type
MFloatPoint fp; // float type
fp.setCast( dp );
How to get the pixel values of an image
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&lt;h; ++j ){
for( int i=0; i&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&lt;d; ++k ){
pixelVal[k] = c[idx++];
}
...
}
}
How to get the DAG path from a node name
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
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
MObject dagNodeObj = ...;
MDagPath dagPath;
MFnDagNode dagFn( dagNodeObj );
dagFn.getPath( dagPath );
How to get the node name from a node object
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
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
MDagPath xformDagPath = ...
MDagPath shapeDagPath = xformDagPath;
shapeDagPath.extendToShape();
How to get the DAG paths of selected mesh shape nodes
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
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
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
MItDag itr( MItDag::kDepthFirst, MFn::kField );
for( ; !itr.isDone(); itr.next() ){
MFnField fieldFn( itr.item() );
...
}
How to get the local transformation matrix of the current shape node
MObject thisShapeNodeObj = thisMObject();
MFnDagNode thisShapeNodeFn( thisShapeNodeObj );
MObject parentXFormNodeObj = thisShapeNodeFn.parent( 0 );
MFnDagNode parentXFormNodeFn( parentXFormNodeObj );
MMatrix xformMatrix = parentXFormNodeFn.transformationMatrix();
How to get the world matrix of the current shape node
MObject thisShapeNodeObj = thisMObject();
MFnDagNode thisShapeNodeFn( thisShapeNodeObj );
MObject parentXFormNodeObj = thisShapeNodeFn.parent( 0 );
MFnDependencyNode parentXFormNodeFn( parentXFormNodeObj );
MObject worldMatrixObj = parentXFormNodeFn.attribute( "worldMatrix" );
MPlug worldMatrixPlg( parentXFormNodeObj, worldMatrixObj );
worldMatrixPlg = worldMatrixPlg.elementByLogicalIndex( 0 );
worldMatrixPlg.getValue( worldMatrixObj );
MFnMatrixData worldMatrixData( worldMatrixObj );
MMatrix worldMatrix = worldMatrixData.matrix();
How to connect the output plug to the parent automatically when a custom locator node is created
class MyLocator{
...
bool connected;
...
};
MyLocator::MyLocator(){
connected = false;
}
void MyLocator::draw( M3dView&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
void MyLocator::draw( M3dView&amp; view, ...){
if( view.selectMode() ) { return; }
...
}
How to detect which input attribute is changed
MStatus MyCustomNode::compute( const MPlug&amp; plug, MDataBlock&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
if( MGlobal::mayaState() == MGlobal::kBatch ){
...
}
How to detect whether the current viewport is Viewport 2.0
M3dView view = M3dView::active3dView();
if( view.getRendererName() == M3dView::kViewport2Renderer ){
...
}
How not to draw a custom locator node while mouse interactions (>=2015)
void MyLocator::draw( M3dView&amp; view, ...){
if( MHWRender::MFrameContext::inUserInteraction()
|| MHWRender::MFrameContext::userChangingViewContext() )
{
...
}
}
How to draw a text in draw() of a custom locator node
void MyLocator::draw( M3dView&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
MStatus MyNode::compute( const MPlug&amp; plug, MDataBlock&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
MStatus MyNode::compute( const MPlug&amp; plug, MDataBlock&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
class MyNode
{
...
MObject valuesObj;
...
MDoubleArray values;
};
MObject MyNode::valuesObj;
MStatus MyNode::initialize(){
...
valuesObj = tAttr.create( "values", "values", MFnData::kDoubleArray );
...
}
MStatus MyNode::compute( const MPlug&amp; plug, MDataBlock&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 MyNode values;
setAttr MyNode1.values -type doubleArray 3 1.0 2.0 3.0;
How to get the value of an attribute anywhere in a custom node
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
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
void MyLocator::draw( M3dView&amp; view, ...)
{
float lastPointSize=0; glGetFloatv( GL_POINT_SIZE, &amp;lastPointSize );
float lastLineWidth=0; glGetFloatv( GL_LINE_WIDTH, &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
void MyLocator::draw( M3dView&amp; view, ...)
{
MObject thisNodeObj = thisMObject();
MObject obj = MPlug( thisNodeObj, outputObj ).asMObject();
...
}
How to get the normal vector of a current camera
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
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 );
...
}
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