---------*****************变换轴心点**************************************************************-----------
try(cui.UnRegisterDialogBar transPivot)catch()-----这个是法则。
try (DestroyDialog transPivot )catch()
global gt_yc_Ail
fn g_filter o = superclassof o == Geometryclass
fn find_intersection z_node node_to_z =
(
try(
--同样的条件 数字及计算要比字符串快 所以能用数字 不用字符串。
---改写成自动的循环处理的, 我考虑的因为只有6 个 所有用循环擦看。
local oop
local compare_array =#()
for i in 1 to 6 do
(
oop=case of
(
(i==1): [0,0,-1]
(i ==2): [0,0,1]
(i ==3):[-1,0,0]
(i==4):[1,0,0]
(i ==5):[0,-1,0]
(i ==6):[0,1,0]
--default: reference $foo
)
-- print oop
local testRay = ray node_to_z.pos oop
local nodeMaxZ
case oop of
( ------Z 轴
([0,0,-1]) :(nodeMaxZ = z_node.max.z
testRay.pos.z = nodeMaxZ + 0.0001 * abs nodeMaxZ
)
([0,0,1]) :(nodeMaxZ = z_node.min.z
testRay.pos.z = nodeMaxZ - 0.0001 * abs nodeMaxZ
)
-------X轴
([-1,0,0]) : (nodeMaxZ = z_node.max.x
testRay.pos.x = nodeMaxZ + 0.0001 * abs nodeMaxZ
)
([1,0,0]) : (nodeMaxZ = z_node.min.x
testRay.pos.x = nodeMaxZ - 0.0001 * abs nodeMaxZ
)
------- Y轴
([0,-1,0]) : (nodeMaxZ = z_node.max.y
testRay.pos.y = nodeMaxZ + 0.0001 * abs nodeMaxZ
)
([0,1,0]) : (nodeMaxZ = z_node.min.y
testRay.pos.y = nodeMaxZ - 0.0001 * abs nodeMaxZ
)
)
--)
--testRay.pos.z = nodeMaxZ + 0.0001 * abs nodeMaxZ
if intersectRay z_node testRay !=undefined then
(
---因为我先做了x轴的负方向 其实两个方向是同事存在了 所有 好要进行比较了
--return
append compare_array (intersectRay z_node testRay)
-- exit
)
)/*
for i in compare_array do
(
distance_d = distance $selection[1].pos i.pos
--print compare_array[1].pos
distance_c=0
if distance_d>= distance_c then
(
distance_c =distance_d
)
)*/
---其实就有两个我比较下好; 用列举法
distance_d = distance $selection[1].pos compare_array[1].pos
try ( distance_c = distance $selection[1].pos compare_array[2].pos )
catch ( distance_c =distance_d+20)
if amin distance_d distance_c == distance_d then
(
return compare_array[1]
)else
(
return compare_array[2]
)
) catch ()
)
rollout transPivot "变换轴心点" 160 height:344
(
local alignToObj=0,
usePivot
pickbutton alObj "alignTo:(onesel/...)" pos:[4,4] 104 height:15
button alSel "清除" pos:[114,4] 35 height:15
button al5 "X_max" pos:[4,30] 70 height:18
button al6 "X_min" pos:[81,29] 70 height:18
button al1 "Y_max" pos:[4,52] 70 height:18
button al3 "Y_min" pos:[81,51] 70 height:18
button al2 "Z_max" pos:[4,74] 70 height:18
button al4 "Z_min" pos:[81,73] 70 height:18
button alc "中心" pos:[4,96] 70 height:18
button alR "随机" pos:[81,95] 70 height:18
spinner mult "倍率" pos:[10,119] 55 height:16 range:[0,10,1]
spinner multR "倍率随机" pos:[85,120] 70 height:16 range:[0,10,0]
button pick_btn1 "自动对齐" pos:[40,142] 70 height:18 enabled:true
----------------------
fn rotatePivotOnly obj rotation =
(
local rotValInv=rotation as quat
animate off
in coordsys local obj.rotation*=RotValInv
obj.objectoffsetrot*=RotValInv
obj.objectoffsetpos*=RotValInv
)
on alObj picked obj do (alignToObj= obj; alObj.text=("alignTo: "+obj.name); sel=getCurrentSelection(); for i=1 to sel.count do (resetPivot sel[i]; rotatePivotOnly sel[i] alignToObj.rotation; sel[i].pivot=alignToObj.pivot) )
on alSel pressed do (alignToObj=0; alObj.text="alignTo:(onesel/...)")
on al1 pressed do ( sel=getCurrentSelection(); for i=1 to sel.count do (obj=if alignToObj==0 then sel[i] else alignToObj; sel[i].pivot.y=obj.max.y+(mult.value-1+random 0.0 multR.value)*(obj.max.y-obj.min.y) ) )
on al2 pressed do ( sel=getCurrentSelection(); for i=1 to sel.count do (obj=if alignToObj==0 then sel[i] else alignToObj; sel[i].pivot.z=obj.max.z+(mult.value-1+random 0.0 multR.value)*(obj.max.z-obj.min.z) ) )
on al3 pressed do ( sel=getCurrentSelection(); for i=1 to sel.count do (obj=if alignToObj==0 then sel[i] else alignToObj; sel[i].pivot.y=obj.min.y-(mult.value-1+random 0.0 multR.value)*(obj.max.y-obj.min.y) ) )
on al4 pressed do ( sel=getCurrentSelection(); for i=1 to sel.count do (obj=if alignToObj==0 then sel[i] else alignToObj; sel[i].pivot.z=obj.min.z-(mult.value-1+random 0.0 multR.value)*(obj.max.z-obj.min.z) ) )
on al5 pressed do ( sel=getCurrentSelection(); for i=1 to sel.count do (obj=if alignToObj==0 then sel[i] else alignToObj; sel[i].pivot.x=obj.max.x+(mult.value-1+random 0.0 multR.value)*(obj.max.x-obj.min.x) ) )
on al6 pressed do ( sel=getCurrentSelection(); for i=1 to sel.count do (obj=if alignToObj==0 then sel[i] else alignToObj; sel[i].pivot.x=obj.min.x-(mult.value-1+random 0.0 multR.value)*(obj.max.x-obj.min.x) ) )
on alc pressed do (
sel=getCurrentSelection()
for i=1 to sel.count do
(
obj=if alignToObj==0 then sel[i] else alignToObj
sel[i].pivot.x=obj.min.x+0.5*(obj.max.x-obj.min.x); sel[i].pivot.y=obj.min.y+0.5*(obj.max.y-obj.min.y); sel[i].pivot.z=obj.min.z+0.5*(obj.max.z-obj.min.z) )
)
on alr pressed do (
sel=getCurrentSelection()
for i=1 to sel.count do
(
obj=if alignToObj==0 then sel[i] else alignToObj
sel[i].pivot.x=random (obj.min.x-(mult.value-1+random 0.0 multR.value)*(obj.max.x-obj.min.x)) (obj.max.x+(mult.value-1+random 0.0 multR.value)*(obj.max.x-obj.min.x))
sel[i].pivot.y=random (obj.min.y-(mult.value-1+random 0.0 multR.value)*(obj.max.y-obj.min.y)) (obj.max.y+(mult.value-1+random 0.0 multR.value)*(obj.max.y-obj.min.y))
sel[i].pivot.z=random (obj.min.z-(mult.value-1+random 0.0 multR.value)*(obj.max.z-obj.min.z)) (obj.max.z+(mult.value-1+random 0.0 multR.value)*(obj.max.z-obj.min.z))
)
)
on pick_btn1 pressed do
(
---从上到下执行。先执行这里的这个。
target_mesh = pickObject message:"Pick Target Surface:" filter:g_filter --- 这种拾取的方法更好。不用再显示;
if isValidNode target_mesh then ---这个好用, 是如果节点没有被删除。
(
undo "MoveToSurface" on
(
for i in selection do
(
int_point = find_intersection target_mesh i
-- print int_point as string
if int_point != undefined and int_point != ok then
(
i.pos = int_point.pos
-- print int_point.pos
)
)--end i loop
)--end undo
)--end if
)--end pressed
on transPivot open do ( usePivot=getCoordCenter(); toolMode.pivotCenter() )
on transPivot close do case usePivot of( #local:toolMode.pivotCenter(); #selection:toolMode.selectionCenter(); #system:toolMode.transformCenter() )
)--end rollout
createdialog transPivot pos:(mouse.screenPos-[10,180])
cui.RegisterDialogBar transPivot style:#(#cui_dock_left,#cui_dock_right, #cui_floatable)
cui.DockDialogBar transPivot #cui_dock_right