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# filmMoveManip.py

    #-
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    #
    # filmMoveManip.py
    #   Scripted plug-in that displays a manipulator that
    #   modifies the film translate horizontal and vertical
    #   values.
    #
    # To use this plug-in:
    # 1. execute the following Python:
    # import maya
    # maya.cmds.loadPlugin("filmMoveManip.py")
    # maya.cmds.spFilmMoveManipCtxCmd( 'spFilmMoveManipContext1' )
    # maya.cmds.setParent( 'Shelf1' )
    # maya.cmds.toolButton( 'spFilmMoveManip1', cl='toolCluster', t='spFilmMoveManipContext1', i1="filmMoveManip.xpm" )
    # 2. Open the outliner and select a camera shape such as perspShape
    # 3. A manipulator with a horizontal and vertical axis will be displayed.
    # 4. Move the axis to modify the film translate
    #

    import sys
    import manipulatorMath
    import maya.OpenMaya as OpenMaya
    import maya.OpenMayaUI as OpenMayaUI
    import maya.OpenMayaMPx as OpenMayaMPx
    import maya.OpenMayaRender as OpenMayaRender

    filmMoveManipId = OpenMaya.MTypeId(0x8104B)
    contextCmdName = "spFilmMoveManipCtxCmd"
    nodeName = "spFilmMoveManip"

    # class that holds geometry points
    class manipulatorGeometry:
        scale = 3
        def horizontalStart(self):
                p = OpenMaya.MPoint(0,0,0) * self.scale
                # print "hstart: %g %g %g" % (p.x,p.y,p.z)
                return p
        def horizontalEnd(self):
                p = OpenMaya.MPoint(1,0,0) * self.scale
                # print "hend:%g %g %g" % (p.x,p.y,p.z)
                return p
        def verticalStart(self):
                p = OpenMaya.MPoint(0,0,0) * self.scale
                # print "vstart:%g %g %g" % (p.x,p.y,p.z)
                return p
        def verticalEnd(self):
                p = OpenMaya.MPoint(0,1,0) * self.scale
                # print "vend: %g %g %g" % (p.x,p.y,p.z)
                return p

    # manipulator class
    class filmMoveManip(OpenMayaMPx.MPxManipulatorNode):

        # Value indices
        horizontalIndex = 0
        verticalIndex = 0

        # GL names
        glHorizontalName = 0
        glVerticalName = 0

        # Manipulator translation
        translation = OpenMaya.MPoint()

        # Find the GL function table for the
        # draw method
        glRenderer = OpenMayaRender.MHardwareRenderer.theRenderer()
        glFT = glRenderer.glFunctionTable()

        def __init__(self):
            OpenMayaMPx.MPxManipulatorNode.__init__(self)

        def postConstructor(self):
            try:
                su = OpenMaya.MScriptUtil()
                su.createFromInt(0)
                iptr = su.asIntPtr()
                self.addDoubleValue( "horizontalValue", 0, iptr )
                self.horizontalIndex = su.getInt( iptr )
            except:
                sys.stderr.write("Failed to add horizontal double value\n")
                raise

            try:
                su = OpenMaya.MScriptUtil()
                su.createFromInt(0)
                iptr = su.asIntPtr()
                self.addDoubleValue( "verticalValue", 0, iptr )
                self.verticalIndex = su.getInt( iptr )
            except:
                sys.stderr.write("Failed to add vertical double value\n")
                raise

        def draw(self,view,dagpath,displayStyle,displayStatus):

            # get the 4 points of the manipulator
            mo = manipulatorGeometry()
            vs = mo.verticalStart()
            ve = mo.verticalEnd()
            hs = mo.horizontalStart()
            he = mo.horizontalEnd()

            # pre
            view.beginGL()
            self.glFT.glPushMatrix()
            self.glFT.glTranslated(self.translation.x,self.translation.y,self.translation.z)

            # get the first handle
            su = OpenMaya.MScriptUtil()
            su.createFromInt(0)
            iptr = su.asUintPtr()
            self.glFirstHandle( iptr )
            startIndex = su.getUint( iptr )

            # draw the manip
            self.glHorizontalName = startIndex
            self.colorAndName( view, self.glHorizontalName, True, self.mainColor() )
            self.glFT.glBegin( OpenMayaRender.MGL_LINES )
            self.glFT.glVertex3d( hs.x, hs.y, hs.z )
            self.glFT.glVertex3d( he.x, he.y, he.z )
            self.glFT.glEnd()

            self.glVerticalName = self.glHorizontalName + 1
            self.colorAndName( view, self.glVerticalName, True, self.mainColor() )
            self.glFT.glBegin( OpenMayaRender.MGL_LINES )
            self.glFT.glVertex3d( vs.x, vs.y, vs.z )
            self.glFT.glVertex3d( ve.x, ve.y, ve.z )
            self.glFT.glEnd()

            # post
            self.glFT.glPopMatrix()
            view.endGL()

        def doPress(self,view):
            self.translation = OpenMaya.MPoint()
            self.updateDragInformation(view)

        def doDrag(self,view):
            self.updateDragInformation(view)

        def doRelease(self,view):
            # Only update the attribute on release
            self.updateDragInformation(view,True)

        def getPlaneForView(self,view):
            mo = manipulatorGeometry()
            vs = mo.verticalStart()
            ve = mo.verticalEnd()
            hs = mo.horizontalStart()
            he = mo.horizontalEnd()
            v1 = he - hs
            v2 = vs - ve
            normal = v1 ^ v2
            normal.normalize()

            plane = manipulatorMath.planeMath()
            plane.setPlane( vs, normal )

            return plane

        def updateDragInformation(self,view,updateAttribute = False):
            # mouse point and direction
            localMousePoint = OpenMaya.MPoint()
            localMouseDirection = OpenMaya.MVector()
            self.mouseRay( localMousePoint, localMouseDirection )

            # plane that mouse will move in
            plane = self.getPlaneForView( view )

            # intersect mouse into plane
            mouseIntersect = OpenMaya.MPoint()
            (worked,mouseIntersect) = plane.intersect( localMousePoint, localMouseDirection )
            if not worked:
                print "Failed to intersect plane"
                return

            # restrict the point movement
            su = OpenMaya.MScriptUtil()
            su.createFromInt(0)
            uintptr = su.asUintPtr()
            self.glActiveName( uintptr )
            active = su.getUint( uintptr )

            mo = manipulatorGeometry()

            start = None
            end = None
            if active == self.glHorizontalName:
                start = mo.horizontalStart()
                end = mo.horizontalEnd()
            elif active == self.glVerticalName:
                start = mo.verticalStart()
                end = mo.verticalEnd()
            else:
                raise "Unknown GL active component"

            vstart_end = start - end
            line = manipulatorMath.lineMath()
            line.setLine( start, vstart_end )

            closestPoint = OpenMaya.MPoint()
            (worked,closestPoint) = line.closestPoint( mouseIntersect )
            if not worked:
                print "Failed to find closest point to line"
                return

            self.translation = closestPoint
            # print "mi: %g %g %g" % (mouseIntersect.x,mouseIntersect.y,mouseIntersect.z)

            if updateAttribute:
                m = manipulatorMath.maxOfAbsThree(closestPoint.x,closestPoint.y,closestPoint.z)
                m = m / 10.0 # slow down operation
                if active == self.glHorizontalName:
                    self.setDoubleValue(self.horizontalIndex,m)
                elif active == self.glVerticalName:
                    self.setDoubleValue(self.verticalIndex,m)

        def connectToDependNode(self, node):
            nodeFn = OpenMaya.MFnDependencyNode(node)

            try:
                hPlug = nodeFn.findPlug("filmTranslateH")
                vPlug = nodeFn.findPlug("filmTranslateV")

                su = OpenMaya.MScriptUtil()
                su.createFromInt(0)
                iptr = su.asIntPtr()
                self.connectPlugToValue( hPlug, self.horizontalIndex, iptr )
                self.connectPlugToValue( vPlug, self.verticalIndex, iptr )
            except:
                sys.stderr.write( "Error finding and connecting plugs\n" )
                raise

            try:
                OpenMayaMPx.MPxManipulatorNode.finishAddingManips(self)
                OpenMayaMPx.MPxManipulatorNode.connectToDependNode(self,node)
            except:
                sys.stderr.write( "Error when finishing node connection\n" )
                raise

    def filmMoveManipCreator():
        return OpenMayaMPx.asMPxPtr( filmMoveManip() )

    def filmMoveManipInitialize():
        print "Initializing film move manipulator"

    class filmMoveManipContext(OpenMayaMPx.MPxSelectionContext):
        def __init__(self):
            OpenMayaMPx.MPxSelectionContext.__init__(self)

        def toolOnSetup(self,event):
            updateManipulators(self)
            OpenMaya.MModelMessage.addCallback(OpenMaya.MModelMessage.kActiveListModified, updateManipulators, self)

    def updateManipulators(clientData):
        clientData.deleteManipulators()
        selectionList = OpenMaya.MSelectionList()

        OpenMaya.MGlobal.getActiveSelectionList(selectionList)
        selectionIter = OpenMaya.MItSelectionList(selectionList, OpenMaya.MFn.kInvalid)
        while not selectionIter.isDone():
            dependNode = OpenMaya.MObject()
            selectionIter.getDependNode(dependNode)
            if dependNode.isNull() or not dependNode.hasFn(OpenMaya.MFn.kCamera):
                print "depend node is null or not a camera"
                selectionIter.next()
                continue

            dependNodeFn = OpenMaya.MFnDependencyNode(dependNode)
            hPlug = dependNodeFn.findPlug("filmTranslateH", False)
            vPlug = dependNodeFn.findPlug("filmTranslateV", False)
            if hPlug.isNull() or vPlug.isNull():
                print "One of filmTranslate H,V plugs are null"
                selectionIter.next()
                continue

            manipObject = OpenMaya.MObject()
            manipulator = OpenMayaMPx.MPxManipulatorNode.newManipulator(nodeName, manipObject)
            if manipulator is not None:
                clientData.addManipulator(manipObject)
                manipulator.connectToDependNode(dependNode)
            selectionIter.next()

    class filmMoveManipCtxCmd(OpenMayaMPx.MPxContextCommand):
        def __init__(self):
            OpenMayaMPx.MPxContextCommand.__init__(self)

        def makeObj(self):
            return OpenMayaMPx.asMPxPtr( filmMoveManipContext() )

    def contextCmdCreator():
        return OpenMayaMPx.asMPxPtr( filmMoveManipCtxCmd() )

    # initialize the script plug-in
    def initializePlugin(mobject):
        mplugin = OpenMayaMPx.MFnPlugin(mobject)

        try:
            mplugin.registerContextCommand( contextCmdName, contextCmdCreator )
        except:
            print "Failed to register context command: %s" % contextCmdName
            raise

        try:
            mplugin.registerNode(nodeName, filmMoveManipId, filmMoveManipCreator, filmMoveManipInitialize, OpenMayaMPx.MPxNode.kManipulatorNode)
        except:
            print "Failed to register node: %s" % nodeName
            raise

    # uninitialize the script plug-in
    def uninitializePlugin(mobject):
        mplugin = OpenMayaMPx.MFnPlugin(mobject)
        try:
            mplugin.deregisterContextCommand(contextCmdName)
        except:
            print "Failed to deregister context command: %s" % contextCmdName
            raise

        try:
            mplugin.deregisterNode(filmMoveManipId)
        except:
            print "Failed to deregister node: %s" % nodeName
            raise