i just double-checked the pymel code. it's a straight wrapper of the maya.cmds
xform command, so i'm not sure if going pure maya.cmds will help, but let me
know if you find a difference:
def getBoundingBox(self, invisible=False, space='object'):
"""xform -boundingBox and xform -boundingBoxInvisible
:rtype: `BoundingBox`
"""
kwargs = {'query' : True }
if invisible:
kwargs['boundingBoxInvisible'] = True
else:
kwargs['boundingBox'] = True
if space=='object':
kwargs['objectSpace'] = True
elif space=='world':
kwargs['worldSpace'] = True
else:
raise ValueError('unknown space %r' % space)
res = cmds.xform( self, **kwargs )
#return ( datatypes.Vector(res[:3]), datatypes.Vector(res[3:]) )
return datatypes.BoundingBox( res[:3], res[3:] )
On Jan 20, 2010, at 8:01 PM, pjrich wrote:
> Thanks, I'll try both -- any ideas about which is likely to be faster?
>
> P
>
> On Jan 20, 9:43 pm, "Subbu.Add" <[email protected]> wrote:
>> Hi Peter,
>>
>> I have utilized this feature directly in Maya Python.
>> and I am able to find out whether two objects colliding or not.
>> Except for polyCubes, It is working for all other objects and complicated
>> shapes also
>> Some times it is working for polyCubes also.
>>
>> we have to use:
>>
>> xform (firstObj, q=1, ws=1, bb=1) -------> It yields 6 digits -------->
>> [f_minX, f_minY, f_minZ, f_maxX, f_maxY, f_maxZ] # bb yields
>> bounding box information
>> xform (secondObj, q=1, ws=1, bb=1) -------> It yields 6 digits -------->
>> [s_minX, s_minY, s_minZ, s_maxX, s_maxY, s_maxZ]
>>
>> collideCheck =[]
>>
>> for fx in range(f_minX, f_maxX):
>> if (fx> s_minX) and (fx<s_maxX):
>> collideCheck.append(True)
>> break
>>
>> --do-- for yRange
>>
>> --do-- for zRange
>>
>> if collideCheck == [True, True, True]
>> print 'Objects are colliding'
>> else:
>> print 'Not colliding'
>>
>> Try this..
>>
>> Subbu
>>
>>
>>
>> On Thu, Jan 21, 2010 at 5:50 AM, Chad Dombrova <[email protected]> wrote:
>>> we've fixed a few bugs with api wrappers in 1.0. you might want to check
>>> out the current rc1 release on our downloads page.
>>
>>> -chad
>>
>>> On Wed, Jan 20, 2010 at 3:23 PM, pjrich <[email protected]> wrote:
>>
>>>> I'm implementing a collision detection scheme in Maya 2009 with PyMEL
>>>> 0.9.2 which makes extensive use of getBoundingBox(). I'm running into
>>>> some weirdness -- occasionally instead of returning a min and a max,
>>>> getBoundingBox() returns two points which are both the average of the
>>>> real min and max.
>>
>>>> So instead of:
>>>> [(1, 1, 1), (2, 2, 2)]
>>>> I'll get:
>>>> [(1.5, 1.5, 1.5), (1.5, 1.5, 1.5)]
>>
>>>> Sometimes this will cause getBoundingBox().intersects() to erroneously
>>>> return False. When this happens and an intersection is missed, if I
>>>> run a manual check, the bounding box comes back properly.
>>
>>>> This doesn't happen consistently, only after quite a few iterations,
>>>> and only on objects I've just created. I'm only working with polyCubes
>>>> at the moment.
>>
>>>> Has anyone else ever run into this? I don't see it in the issues list,
>>>> did I find a bug?
>>
>>>> - Peter
>>
>>>> --
>>>> http://groups.google.com/group/python_inside_maya
>>
>>> --
>>> http://groups.google.com/group/python_inside_maya
> --
> http://groups.google.com/group/python_inside_maya
--
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