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modelLoader.py
459 lines (355 loc) · 15.2 KB
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modelLoader.py
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'''
-----------------------------------------
modelLoader for BWater pipeline
Gets model published to import
in current scene with no namespaces.
Autor: AlbertoGZ
Email: albertogzonline@gmail.com
-----------------------------------------
'''
from PySide2 import QtCore, QtWidgets, QtGui
from shiboken2 import wrapInstance
from os import stat
from collections import OrderedDict
import maya.cmds as cmds
import maya.mel as mel
import maya.OpenMayaUI as omui
import maya.api.OpenMaya as om
import shiboken2
import os
import datetime
import time
import re
# GENERAL VARS
version = '0.1.5'
winWidth = 400
winHeight = 300
red = '#872323'
green = '#207527'
# BWATER VARS
testPath = '/Users/alberto/Desktop/BWtest/W/01_PRODUCTIONS/01_TVSERIES/03_DIDDL/1_PRE/'
prodPath = 'W:/01_PRODUCTIONS/01_TVSERIES/03_DIDDL/1_PRE/'
path = testPath
taskDir = '08_MODEL'
versionDir = 'v01'
mayaExt = '.ma'
sceneSuffix = '_model_' + versionDir + mayaExt
def getMainWindow():
main_window_ptr = omui.MQtUtil.mainWindow()
mainWindow = wrapInstance(long(main_window_ptr), QtWidgets.QWidget)
return mainWindow
class modelLoader(QtWidgets.QMainWindow):
def __init__(self, parent=getMainWindow()):
super(modelLoader, self).__init__(parent, QtCore.Qt.WindowStaysOnTopHint)
# Creates object, Title Name and Adds a QtWidget as our central widget/Main Layout
self.setObjectName('modelLoaderUI')
self.setWindowTitle('Model Loader' + ' ' + 'v' + version)
mainLayout = QtWidgets.QWidget(self)
self.setCentralWidget(mainLayout)
# Adding a Horizontal layout to divide the UI in columns
columns = QtWidgets.QHBoxLayout(mainLayout)
# Creating N vertical layout
self.col1 = QtWidgets.QVBoxLayout()
self.col2 = QtWidgets.QVBoxLayout()
self.col3 = QtWidgets.QVBoxLayout()
# Set columns for each layout using stretch policy
columns.addLayout(self.col1, 2)
columns.addLayout(self.col2, 1)
columns.addLayout(self.col3, 2)
# Adding UI elements
layout1 = QtWidgets.QVBoxLayout()
layout2A = QtWidgets.QHBoxLayout()
layout2B = QtWidgets.QVBoxLayout()
layout3 = QtWidgets.QVBoxLayout()
self.col1.addLayout(layout1)
self.col2.addLayout(layout2A)
self.col2.addLayout(layout2B)
self.col3.addLayout(layout3)
### ASSET UI ELEMENTS
#
# Combobox selector for asset type
self.assetComboBox = QtWidgets.QComboBox(self)
self.assetComboBox.setMinimumWidth(250)
self.assetComboBox.addItem('Character', '1_CH')
self.assetComboBox.addItem('Background', '2_BG')
self.assetComboBox.addItem('Prop', '3_PR')
self.assetComboBox.activated[str].connect(self.assetTypeSel)
# SearchBox input for filter ASSET list
self.assetSearchBox = QtWidgets.QLineEdit('', self)
self.assetRegex = QtCore.QRegExp('[0-9A-Za-z_]+')
self.assetValidator = QtGui.QRegExpValidator(self.assetRegex)
self.assetSearchBox.setValidator(self.assetValidator)
self.assetSearchBox.textChanged.connect(self.assetFilter)
# List of assets
self.assetQList = QtWidgets.QListWidget(self)
self.assetQList.setMinimumWidth(250)
self.assetQList.itemClicked.connect(self.assetSel)
# Labels for scene info
self.sceneLabel = QtWidgets.QLabel('Scene: ', self)
self.sizeLabel = QtWidgets.QLabel('Size: ', self)
self.dateLabel = QtWidgets.QLabel('Date: ', self)
# Status message bar
self.msgLabel = QtWidgets.QLabel('', self)
# Button for import
self.importBtn = QtWidgets.QPushButton('Import')
self.importBtn.setEnabled(False)
self.importBtn.clicked.connect(self.importAsset)
# Cleaning button
self.cleanBtn = QtWidgets.QPushButton('Clean')
self.cleanBtn.clicked.connect(self.removePrefix)
#### OBJECT UI ELEMENTS
#
# SearchBox input for filter OBJECT list
self.objectSearchBox = QtWidgets.QLineEdit('', self)
self.objectRegex = QtCore.QRegExp('[0-9A-Za-z_]+')
self.objectValidator = QtGui.QRegExpValidator(self.objectRegex)
self.objectSearchBox.setValidator(self.objectValidator)
self.objectSearchBox.textChanged.connect(self.objectFilter)
# List of objects
self.objectQList = QtWidgets.QListWidget(self)
self.objectQList.setSelectionMode(QtWidgets.QAbstractItemView.ExtendedSelection)
self.objectQList.setMinimumWidth(170)
self.objectQList.itemClicked.connect(self.objectSel)
# Button for list objects (preload model scene)
self.objectListBtn = QtWidgets.QPushButton('List objects')
self.objectListBtn.setEnabled(False)
self.objectListBtn.setMinimumWidth(110)
self.objectListBtn.setFixedHeight(18)
self.objectListBtn.clicked.connect(self.objectLoad)
# Button for clear objects list (unload model scene)
self.objectListClearBtn = QtWidgets.QPushButton('Clear')
self.objectListClearBtn.setEnabled(False)
self.objectListClearBtn.setFixedWidth(60)
self.objectListClearBtn.setFixedHeight(18)
self.objectListClearBtn.clicked.connect(self.objectUnload)
# Check for open viewer to show object(s)
self.objectViewCheckbox = QtWidgets.QCheckBox('Object viewer')
self.objectViewCheckbox.setEnabled(False)
self.objectViewCheckbox.clicked.connect(self.showViewer)
# Add status bar widget
self.statusBar = QtWidgets.QStatusBar()
self.setStatusBar(self.statusBar)
self.statusBar.messageChanged.connect(self.statusChanged)
### MAYA embedding modelEditor widget in Pyside layout
self.paneLayoutName = cmds.paneLayout()
global modelEditorName
global viewer
self.createCam()
#objectViewerCam = 'objectViewerCam1'
modelEditorName = 'modelEditor#'
viewer = cmds.modelEditor(modelEditorName, cam=objectViewerCam, hud=False, grid=False, da='smoothShaded', sel=False)
self.ptr = omui.MQtUtil.findControl(self.paneLayoutName)
self.objectViewer = shiboken2.wrapInstance(long(self.ptr), QtWidgets.QWidget)
self.objectViewer.setVisible(False)
# Add elements to layout
layout1.addWidget(self.assetComboBox)
layout1.addWidget(self.assetSearchBox)
layout1.addWidget(self.assetQList)
layout1.addWidget(self.sceneLabel)
layout1.addWidget(self.sizeLabel)
layout1.addWidget(self.dateLabel)
layout1.addWidget(self.msgLabel)
layout1.addWidget(self.importBtn)
layout2A.addWidget(self.objectListBtn)
layout2A.addWidget(self.objectListClearBtn)
layout2B.addWidget(self.objectSearchBox)
layout2B.addWidget(self.objectQList)
layout2B.addWidget(self.objectViewCheckbox)
layout3.addWidget(self.objectViewer)
self.resize(winWidth, winHeight)
### Combobox selector for asset type
def assetTypeSel(self):
global directory
self.restoreLabels()
self.assetQList.clear()
self.objectUnload()
self.importBtn.setEnabled(False)
self.objectListBtn.setEnabled(False)
assetType = self.assetComboBox.itemData(self.assetComboBox.currentIndex())
directory = path + assetType
assetList = []
assetList.append(os.listdir(directory))
# Load list of folders from select asset type
for asset in assetList:
asset.sort()
self.assetQList.addItems(asset)
return assetList
### Human redeable bytes conversion
def convert_bytes(self, num):
step_unit = 1000.0 #1024 bad the size
for x in ['bytes', 'KB', 'MB', 'GB', 'TB']:
if num < step_unit:
return "%3.1f %s" % (num, x)
num /= step_unit
### Actions when asset is selected in list
def assetSel(self, item):
global sceneFullPath
global asset
asset = format(item.text())
sceneFullPath = directory + '/' + asset + '/' + taskDir + '/' + versionDir + '/' + asset + sceneSuffix
scene = asset + sceneSuffix
size = os.stat(sceneFullPath).st_size
mtime = os.stat(sceneFullPath).st_mtime
date = datetime.datetime.fromtimestamp(mtime).strftime('%d/%m/%Y %H:%M')
humansize = self.convert_bytes(size)
self.sceneLabel.setText('Scene: ' + scene)
self.sizeLabel.setText('Size: ' + str(humansize))
self.dateLabel.setText('Date: ' + str(date))
self.importBtn.setEnabled(True)
self.objectListBtn.setEnabled(True)
self.objectUnload()
return asset
### Filter by typing for ASSET list
def assetFilter(self):
textFilter = str(self.assetSearchBox.text()).lower()
if not textFilter:
for row in range(self.assetQList.count()):
self.assetQList.setRowHidden(row, False)
else:
for row in range(self.assetQList.count()):
if textFilter in str(self.assetQList.item(row).text()).lower():
self.assetQList.setRowHidden(row, False)
else:
self.assetQList.setRowHidden(row, True)
### Filter by typing for OBJECTS list
def objectFilter(self):
textFilter = str(self.objectSearchBox.text()).lower()
if not textFilter:
for row in range(self.objectQList.count()):
self.objectQList.setRowHidden(row, False)
else:
for row in range(self.objectQList.count()):
if textFilter in str(self.objectQList.item(row).text()).lower():
self.objectQList.setRowHidden(row, False)
else:
self.objectQList.setRowHidden(row, True)
### Actions for import button
def importAsset(self):
# Check if any objects is selected; then import them
if self.objectQList.currentItem():
try:
mel.eval('MLdeleteUnused;')
cmds.select(objs)
cmds.group(n=asset+'sel1', w=True)
self.removePrefix()
self.cleanScene()
self.objectQList.clear()
self.objectUnload()
self.statusBar.setStyleSheet('background-color:' + green)
self.statusBar.showMessage('Selected objects from model imported successfully!', 4000)
except:
self.statusBar.setStyleSheet('background-color:' + red)
self.statusBar.showMessage('Object(s) with same name already in scene', 4000)
# If no object select then import all model
elif self.assetQList.currentItem():
mel.eval('MLdeleteUnused;')
cmds.file(sceneFullPath, i=True, gr=True, dns=False, gn=str(asset+'tmp1'))
self.removePrefix()
self.cleanScene()
self.statusBar.setStyleSheet('background-color:' + green)
self.statusBar.showMessage('Model imported successfully!', 4000)
else:
self.statusBar.setStyleSheet('background-color:' + red)
self.statusBar.showMessage('No scene selected', 4000)
def hideViewer(self):
self.objectViewer.setVisible(False)
winWidth = 400
self.resize(winWidth, winHeight)
def createCam(self):
global objectViewerCam
objectViewerCam = 'objectViewerCam1'
cmds.camera(name=objectViewerCam)
cmds.xform(t=(28.000, 21.000, 28.000), ro=(-27.938, 45.0, -0.0) )
#cmds.hide(objectViewerCam)
def showViewer(self):
if self.objectViewCheckbox.isChecked():
self.objectViewer.setVisible(True)
winWidth = 800
self.resize(winWidth, winHeight)
if self.objectQList.currentItem():
cmds.showHidden(grpTemp+'*')
cmds.select(objs)
cmds.isolateSelect(viewer, s=False)
cmds.isolateSelect(viewer, s=True)
cmds.viewFit(objectViewerCam)
#cmds.refresh()
else:
self.hideViewer()
### Select objects in objects list
def objectSel(self, item):
global objs
items = self.objectQList.selectedItems()
objs = []
for i in list(items):
objs.append(i.text())
self.statusBar.showMessage(str(objs), 4000)
cmds.showHidden(grpTemp+'*')
cmds.select(objs)
cmds.isolateSelect(viewer, s=False)
cmds.isolateSelect(viewer, s=True)
cmds.viewFit(objectViewerCam)
#cmds.refresh()
### Actions for list objects button
def objectLoad(self):
global grpTemp
grpTemp = '___tmp___'
if self.assetQList.currentItem():
mel.eval('MLdeleteUnused;')
cmds.file(sceneFullPath, i=True, gr=True, dns=False, gn=grpTemp, ifr=True)
cmds.select(grpTemp+'*')
cmds.hide(grpTemp+'*')
#mel.eval('setAttr ___tmp___.hiddenInOutliner true;AEdagNodeCommonRefreshOutliners();')
objectList = cmds.listRelatives(grpTemp, s=False)
objectList.sort()
self.objectQList.addItems(objectList)
self.objectViewCheckbox.setEnabled(True)
else:
self.statusBar.setStyleSheet('background-color:' + red)
self.statusBar.showMessage('No object selected', 4000)
self.objectListBtn.setEnabled(False)
self.objectListClearBtn.setEnabled(True)
def restoreLabels(self):
self.sceneLabel.setText('Scene: ')
self.sizeLabel.setText('Size: ')
self.dateLabel.setText('Date: ')
def statusChanged(self, args):
if not args:
self.statusBar.setStyleSheet('background-color:none')
def objectUnload(self):
self.objectQList.clear()
self.objectListBtn.setEnabled(True)
self.objectListClearBtn.setEnabled(False)
self.objectViewCheckbox.setEnabled(False)
if self.objectViewCheckbox.isChecked():
self.hideViewer()
self.objectViewCheckbox.setChecked(False)
if cmds.objExists('___tmp___*'):
cmds.delete('___tmp___*')
def cleanScene(self):
node1 = '*_hyperShadePrimaryNodeEditorSavedTabsInfo*'
node2 = '*ConfigurationScriptNode*'
if cmds.objExists(node1):
cmds.delete(node1)
if cmds.objExists(node2):
cmds.delete(node2)
cmds.delete(objectViewerCam)
cmds.deleteUI(modelEditorName+'*')
mel.eval('MLdeleteUnused;')
# Prevent groupname as prefix of any node
def removePrefix(self):
groupname = cmds.ls(asset + '_*')
for gn in groupname:
new = gn.split(str(asset + '_model_v01_'))
cmds.rename(gn, new[1])
def closeEvent(self, event):
self.objectUnload()
self.cleanScene()
#self.removePrefix()
if __name__ == '__main__':
try:
win.close()
except:
pass
win = modelLoader(parent=getMainWindow())
win.show()
win.raise_()