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

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