Yep, a plain xform doesn't have the same trouble. At the moment I'm doing a lot of sub-optimal repeated querys, so it's probably an unlikely use case, but it's working. I probably just overheated the wrapper. Thanks!
P On Jan 20, 11:30 pm, Chad Dombrova <[email protected]> wrote: > 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
-- http://groups.google.com/group/python_inside_maya
