def dragEnterEvent(self, event): if event.mimeData().hasFormat("text/plain"): node_path = str(event.mimeData().text()) node = hou.node(node_path) if node: if node.type().category().name() == "Cop2": event.acceptProposedAction()
def createNodeTree(self, parent, node_path=None): """Builds node tree from node""" if not node_path: # create root node item root_item = QtWidgets.QTreeWidgetItem(self) root_item.setExpanded(True) root_item.setIcon(0, QtGui.QIcon(hou.iconName())) root_item.setText(0, "/") root_item.setText(1, "/") self.nodes_map["/"] = root_item self.createNodeTree(root_item, "/") else: node = hou.node(node_path) if node: for child_node in node.children(): item = QtWidgets.QTreeWidgetItem(parent) item.setExpanded(True) if child_node.iconName(): item.setIcon(0, QtGui.QIcon(child_node.iconName())) item.setText(0, child_node.name()) item.setText(1, child_node.path()) self.nodes_map[child_node.path()] = item if child_node.children(): self.createNodeTree(item, child_node.path()) self.sortByColumn(0, QtCore.Qt.AscendingOrder)
def createNodeTree(self, parent, node_path=None): """Builds node tree from node""" if not node_path: # create root node item root_item = QtWidgets.QTreeWidgetItem(self) root_item.setExpanded(True) root_item.setIcon(0, QtGui.QIcon(hou.iconName())) root_item.setText(0, "/") root_item.setText(1, "/") self.nodes_map["/"] = root_item self.createNodeTree(root_item, "/") else: node = hou.node(node_path) if node: for child_node in node.children(): item = QtWidgets.QTreeWidgetItem(parent) item.setExpanded(True) if child_node.iconName(): item.setIcon(0, QtGui.QIcon(child_node.iconName())) item.setText(0, child_node.name()) item.setText(1, child_node.path()) self.nodes_map[child_node.path()] = item if child_node.children(): self.createNodeTree(item, child_node.path()) self.sortByColumn(0, QtCore.Qt.AscendingOrder)
def selectNode(self, node_path): if node_path not in self.nodes_map: # If node is not in map we need to rebuild visual network self.buildNetworkLevel(engine.node(node_path).parent().path()) # highlight selected node self.nodes_map[node_path].select()
def selectNode(self, node_path): if node_path not in self.nodes_map: # If node is not in map we need to rebuild visual network self.buildNetworkLevel(engine.node(node_path).parent().path()) # highlight selected node self.nodes_map[node_path].select()
def buildPathBar(self, node_path=None): node = engine.node(node_path) if not node: return False elif node.isRoot(): btn = QtWidgets.QPushButton() else: parent = node.parent() if parent.isRoot(): parent = node for i in reversed(range(self.path_layout.count())): self.path_layout.itemAt(i).widget().deleteLater() btn = None path_nodes = parent.pathAsNodeList() for node in path_nodes: btn = QtWidgets.QPushButton() btn.setIcon(QtGui.QIcon(node.iconName())) btn.setText(node.name()) btn.setSizePolicy(QtWidgets.QSizePolicy.Minimum, QtWidgets.QSizePolicy.Fixed) menu = QtWidgets.QMenu() menu.addAction('This is Action 1') menu.addAction('This is Action 2') btn.setMenu(menu) self.path_layout.addWidget(btn) if btn: btn.setSizePolicy(QtWidgets.QSizePolicy.Expanding, QtWidgets.QSizePolicy.Fixed) return True
def addNode(self, node_path=None): if node_path: node = engine.node(node_path) if node: node_item = NodeItem(node) self.addItem(node_item) self.nodes_map[node_path] = node_item node_item.autoPlace()
def addNode(self, node_path=None): if node_path: node = engine.node(node_path) if node: node_item= NodeItem(node) self.addItem(node_item) self.nodes_map[node_path] = node_item node_item.autoPlace()
def init(self): if not self._initialized: self.grid = SimpleGrid(self) self.origin = SimpleOrigin(self) for node in hou.node("/obj").children(): self.getObjNodeDrawable(node) self._initialized = True
def buildNetworkLevel(self, node_path=None): node = engine.node(node_path) if node: self.network_level = node_path self.nodes_map = {} self.clear() # build node boxes for child in node.children(): self.addNode(child.path())
def drawSceneObjects(self): glPolygonMode(GL_BACK, GL_LINE) #glPolygonMode(GL_BACK, GL_POINT) glTranslatef(0.0, 0.0, 0.0) for node in hou.node("/obj").children(): ogl_obj_cache = SceneViewWidget.OGL_Scene_Manager.getObjNodeGeometry(node) if ogl_obj_cache: logger.debug("Drawing node: %s" % node.path()) transform = node.worldTransform() glPushMatrix() glMultMatrixf(transform.m) # draw points glColor4f(0.0, 0.0, 1.0, 1.0) if ogl_obj_cache.pointsCount() > 0: logger.debug("Drawing points for: %s" % node.path()) glPointSize( 3.0 ) glBindBuffer (GL_ARRAY_BUFFER, ogl_obj_cache.pointsVBO()) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer (3, GL_FLOAT, 0, None) glDrawArrays (GL_POINTS, 0, ogl_obj_cache.pointsCount()) glDisableClientState(GL_VERTEX_ARRAY) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) # reset # draw polygons glColor4f(1.0, 1.0, 1.0, 1.0) glUseProgram(SceneViewWidget.OGL_Scene_Manager.defaultShaderProgram()) if ogl_obj_cache.polyCount() > 0: logger.debug("Drawing %s polys for: %s" % (ogl_obj_cache.polyCount(), node.path())) glEnable(GL_LIGHTING) glBindBuffer (GL_ARRAY_BUFFER, ogl_obj_cache.pointsVBO()) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ogl_obj_cache.polyIndicesVBO()) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer (3, GL_FLOAT, 0, None) glDrawElements(GL_TRIANGLES, ogl_obj_cache.polyCount()*3, GL_UNSIGNED_INT, None) glDisableClientState(GL_VERTEX_ARRAY) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) glBindBuffer (GL_ARRAY_BUFFER, 0) glDisable(GL_LIGHTING) glPopMatrix() glUseProgram(0)
def buildNetworkLevel(self, node_path=None): node = engine.node(node_path) if node: self.network_level = node_path self.nodes_map = {} self.clear() # build node boxes for child in node.children(): self.addNode(child.path())
def dropEvent(self, event): if event.mimeData().hasFormat("node/path"): if not self.isPin(): from copper import hou node_path = event.mimeData().nodePath() node = hou.node(node_path) self.setCurrentNode(node, pick_node=False) self.signals.nodeDropped.emit(node) event.acceptProposedAction()
def updateNodeDisplay(self, node_path=None): node = hou.node(node_path) if node and node == self.node: # ensure we a re updating the same node as shown before logger.debug("Updating node %s for display" % node.path()) if node.needsToCook(): self.node.cook() self.image_width = self.node.xRes() self.image_height = self.node.yRes() self.rebuild_node_image = True self.updateGL()
def setNodeToDisplay(self, node_path=None): node = hou.node(node_path) if node: logger.debug("Setting node %s as current to display" % node.path()) node_path = str(node_path) if self.node != node: self.node = node if node.needsToCook(): self.node.cook() self.image_width = self.node.xRes() self.image_height = self.node.yRes() self.rebuild_node_image = True else: self.emptyView() self.updateGL()
def contextMenuEvent(self, event): network_node = engine.node(self.network_level) menu = QtGui.QMenu(event.widget()) group = QtGui.QActionGroup(menu) menu.addAction('Tool Menu...') add_operators_menu = menu.addMenu("Add") node_types = network_node.childTypeCategory().nodeTypes() for node_type_name, node_class in node_types.iteritems(): icon = QtGui.QIcon(node_class.iconName()) action = add_operators_menu.addAction(icon, node_type_name) action.setActionGroup(group) action.setData(node_type_name) group.triggered.connect(self.addOperator) menu.exec_(event.screenPos())
def contextMenuEvent(self, event): network_node = engine.node(self.network_level) menu = QtGui.QMenu(event.widget()) group = QtGui.QActionGroup(menu) menu.addAction('Tool Menu...') add_operators_menu = menu.addMenu("Add") node_types = network_node.childTypeCategory().nodeTypes() for node_type_name, node_class in node_types.iteritems(): icon = QtGui.QIcon(node_class.iconName()) action = add_operators_menu.addAction(icon, node_type_name) action.setActionGroup(group) action.setData(node_type_name) group.triggered.connect(self.addOperator) menu.exec_(event.screenPos())
def createNodeTree(self, parent, node=None): """Builds node tree from node""" if not node: # create root node item root_node = hou.node("/") root_item = QtWidgets.QTreeWidgetItem(self) root_item.setExpanded(True) root_item.setIcon(0, QtGui.QIcon(root_node.iconName())) root_item.setText(0, "/") root_item.setText(1, "/") root_item.setData(2, Qt.Qt.UserRole, None) #self.nodes_map["/"] = root_item self.createNodeTree(root_item, root_node) else: if node: for child_node in node.children(): node_path = child_node.path() item = QtWidgets.QTreeWidgetItem(parent) item.setExpanded(True) if child_node.iconName(): item.setIcon(0, QtGui.QIcon(child_node.iconName())) item.setText(0, child_node.name()) item.setText(1, node_path) item.setData(2, Qt.Qt.UserRole, child_node) self.nodes_map[child_node.id()] = item # connect signals child_node.signals.opCookingStarted.connect( lambda node_path=node_path: self.nodeMarkClean( node_path)) child_node.signals.opCookingFailed.connect( lambda node_path=node_path: self.nodeMarkFailed( node_path)) if child_node.children(): self.createNodeTree(item, child_node) self.sortByColumn(0, QtCore.Qt.AscendingOrder)
def buildPathBar(self, node_path=None): node = engine.node(node_path) if not node: return False elif node.isRoot(): btn = QtWidgets.QPushButton() else: parent = node.parent() if parent.isRoot(): parent = node for i in reversed(range(self.path_layout.count())): self.path_layout.itemAt(i).widget().deleteLater() btn = None path_nodes = parent.pathAsNodeList() for node in path_nodes: btn = QtWidgets.QPushButton() btn.setIcon(QtGui.QIcon(node.iconName())) btn.setText(node.name()) btn.setSizePolicy(QtWidgets.QSizePolicy.Minimum, QtWidgets.QSizePolicy.Fixed) menu = QtWidgets.QMenu() menu.addAction('This is Action 1') menu.addAction('This is Action 2') btn.setMenu(menu) self.path_layout.addWidget(btn) if btn: btn.setSizePolicy(QtWidgets.QSizePolicy.Expanding, QtWidgets.QSizePolicy.Fixed) return True
def addOperator(self, action): network_node = hou.node(self.network_level.path()) network_node.createNode(action.data())
def drawSceneObjects(self): glPolygonMode(GL_BACK, GL_LINE) #glPolygonMode(GL_BACK, GL_POINT) glTranslatef(0.0, 0.0, 0.0) for node in hou.node("/obj").children(): ogl_obj_cache = SceneViewWidget.OGL_Scene_Manager.getObjNodeGeometry( node) if ogl_obj_cache: logger.debug("Drawing node: %s" % node.path()) transform = node.worldTransform() glPushMatrix() glMultMatrixf(transform.m) # draw points glColor4f(0.0, 0.0, 1.0, 1.0) if ogl_obj_cache.pointsCount() > 0: logger.debug("Drawing points for: %s" % node.path()) glPointSize(3.0) glBindBuffer(GL_ARRAY_BUFFER, ogl_obj_cache.pointsVBO()) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3, GL_FLOAT, 0, None) glDrawArrays(GL_POINTS, 0, ogl_obj_cache.pointsCount()) glDisableClientState(GL_VERTEX_ARRAY) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) # reset # draw polygons glColor4f(1.0, 1.0, 1.0, 1.0) glUseProgram( SceneViewWidget.OGL_Scene_Manager.defaultShaderProgram()) if ogl_obj_cache.polyCount() > 0: logger.debug("Drawing %s polys for: %s" % (ogl_obj_cache.polyCount(), node.path())) glEnable(GL_LIGHTING) glBindBuffer(GL_ARRAY_BUFFER, ogl_obj_cache.pointsVBO()) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ogl_obj_cache.polyIndicesVBO()) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3, GL_FLOAT, 0, None) glDrawElements(GL_TRIANGLES, ogl_obj_cache.polyCount() * 3, GL_UNSIGNED_INT, None) glDisableClientState(GL_VERTEX_ARRAY) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) glBindBuffer(GL_ARRAY_BUFFER, 0) glDisable(GL_LIGHTING) glPopMatrix() glUseProgram(0)
def addOperator(self, action): network_node = engine.node(self.network_level) network_node.createNode(action.data().toPyObject())
def copperNodeCreated(self, node_path): node = engine.node(str(node_path)) if node: if self.scene.network_level == node.parent().path(): self.scene.addNode(str(node_path))
def addOperator(self, action): network_node = engine.node(self.network_level) network_node.createNode(action.data().toPyObject())
def copperNodeCreated(self, node_path): node = engine.node(str(node_path)) if node: if self.scene.network_level == node.parent().path(): self.scene.addNode(str(node_path))
def nodeSelected(self, node_path=None): if node_path in [None, "/"]: return node = hou.node(str(node_path)) # remove old parms widgets clearLayout(self.header_bar) clearLayout(self.parm_box) # build header if node.iconName(): icon = QtGui.QIcon(node.iconName()) else: icon = self.default_icon node_btn = QtWidgets.QToolButton() node_btn.setIcon(icon) node_btn.setIconSize(QtCore.QSize(24,24)) node_type = QtWidgets.QLabel(node.label()) node_type.setStyleSheet("font-weight: bold") node_name = QtWidgets.QLineEdit(node.name()) self.header_bar.addWidget(node_btn) self.header_bar.addWidget(node_type) self.header_bar.addWidget(node_name) # build new parms widgets i = 1 for parm_template in node.parmGroups().keys(): parm_template_type = parm_template.type() parms_layout = QtWidgets.QHBoxLayout() parms_layout.setSpacing(1) parms_layout.setContentsMargins(0, 0, 0, 0) for parm in node.parmGroups()[parm_template]: if parm_template_type is ParmTemplateType.Int: # Int widget = ParameterIntWidget(self, parm) elif parm_template_type is ParmTemplateType.Float: # Float widget = ParameterFloatWidget(self, parm) elif parm_template_type is ParmTemplateType.Button: # Button widget = ParameterButtonWidget(self, parm) elif parm_template_type is ParmTemplateType.Menu: # Menu widget = ParameterMenuWidget(self, parm) elif parm_template_type is ParmTemplateType.Toggle: # Toggle widget = ParameterToggleWidget(self, parm) elif parm_template_type is ParmTemplateType.String: # String widget = ParameterStringWidget(self, parm) parms_layout.addWidget(widget) hbox = QtWidgets.QHBoxLayout() if parm_template_type not in [ParmTemplateType.Toggle, ParmTemplateType.Button]: label = QtWidgets.QLabel(parm_template.label()) if parm_template.numComponents() == 1: label.setToolTip("Parameter: %s" % parm.name()) else: label.setToolTip("Parameters: %s" % [parm.name() for parm in node.parmGroups()[parm_template]]) label.setAlignment(QtCore.Qt.AlignRight | QtCore.Qt.AlignVCenter) label.setStatusTip(parm.name()) label.setFixedWidth(140) hbox.addWidget(label) else: hbox.addSpacing(143) hbox.addLayout(parms_layout) self.parm_box.addLayout(hbox) i+=1 self.parm_box.addStretch(1)
def init(self): self.background = SimpleBackground(self.ctx) for node in hou.node("/obj").children(): self.addObject(node) print("Scene shapes %s" % self._shapes)