Esempio n. 1
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 def hierarchyBefore():
     aPath = ufe.Path(
         [psPathSegment,
          usdUtils.createUfePathSegment('/A')])
     a = ufe.Hierarchy.createItem(aPath)
     bPath = aPath + ufe.PathComponent('B')
     b = ufe.Hierarchy.createItem(bPath)
     cPath = bPath + ufe.PathComponent('C')
     c = ufe.Hierarchy.createItem(cPath)
     ePath = dPath + ufe.PathComponent('E')
     e = ufe.Hierarchy.createItem(ePath)
     fPath = ePath + ufe.PathComponent('F')
     f = ufe.Hierarchy.createItem(fPath)
     gPath = ufe.Path(
         [psPathSegment,
          usdUtils.createUfePathSegment('/G')])
     g = ufe.Hierarchy.createItem(gPath)
     return [a, b, c, e, f, g]
Esempio n. 2
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 def hierarchyBefore():
     retVal = []
     aPath = ufe.Path(
         [psPathSegment,
          usdUtils.createUfePathSegment('/A')])
     retVal.append(ufe.Hierarchy.createItem(aPath))
     for i in range(4):
         aPath = aPath + ufe.PathComponent('A')
         retVal.append(ufe.Hierarchy.createItem(aPath))
     return retVal
Esempio n. 3
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    def testEditRouter(self):
        '''Test edit router functionality.'''

        cmds.file(new=True, force=True)
        import mayaUsd_createStageWithNewLayer

        # Create the following hierarchy:
        #
        # ps
        #  |_ A
        #      |_ B
        #
        # We A and duplicate it.

        psPathStr = mayaUsd_createStageWithNewLayer.createStageWithNewLayer()
        stage = mayaUsd.lib.GetPrim(psPathStr).GetStage()
        stage.DefinePrim('/A', 'Xform')
        stage.DefinePrim('/A/B', 'Xform')

        psPath = ufe.PathString.path(psPathStr)
        psPathSegment = psPath.segments[0]
        aPath = ufe.Path([psPathSegment, usdUtils.createUfePathSegment('/A')])
        a = ufe.Hierarchy.createItem(aPath)
        bPath = aPath + ufe.PathComponent('B')
        b = ufe.Hierarchy.createItem(bPath)

        # Add a sub-layer, where the parent edit should write to.
        subLayerId = cmds.mayaUsdLayerEditor(stage.GetRootLayer().identifier,
                                             edit=True,
                                             addAnonymous="aSubLayer")[0]

        mayaUsd.lib.registerEditRouter('duplicate', firstSubLayer)

        sn = ufe.GlobalSelection.get()
        sn.clear()
        sn.append(a)

        cmds.duplicate()

        sublayer01 = Sdf.Find(subLayerId)
        self.assertIsNotNone(sublayer01)
        self.assertIsNotNone(sublayer01.GetPrimAtPath('/A1/B'))
Esempio n. 4
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 def hierarchyAfter():
     return [
         ufe.Hierarchy.createItem(groupPath + ufe.PathComponent(pc))
         for pc in ['A', 'B', 'C', 'E', 'F', 'G']
     ]
Esempio n. 5
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    def testGroupKind(self):
        """
        Tests that grouping maintains a contiguous model hierarchy when the
        parent of the group is in the model hierarchy.
        """
        mayaPathSegment = mayaUtils.createUfePathSegment(
            "|transform1|proxyShape1")

        usdSegmentBall3 = usdUtils.createUfePathSegment(
            "/Ball_set/Props/Ball_3")
        ball3Path = ufe.Path([mayaPathSegment, usdSegmentBall3])
        ball3Item = ufe.Hierarchy.createItem(ball3Path)

        usdSegmentBall5 = usdUtils.createUfePathSegment(
            "/Ball_set/Props/Ball_5")
        ball5Path = ufe.Path([mayaPathSegment, usdSegmentBall5])
        ball5Item = ufe.Hierarchy.createItem(ball5Path)

        usdSegmentProps = usdUtils.createUfePathSegment("/Ball_set/Props")
        propsPath = ufe.Path([mayaPathSegment, usdSegmentProps])
        propsItem = ufe.Hierarchy.createItem(propsPath)

        ufeSelection = ufe.GlobalSelection.get()
        ufeSelection.append(ball3Item)
        ufeSelection.append(ball5Item)

        groupName = "newGroup"
        cmds.group(name=groupName)

        newGroupPath = propsPath + ufe.PathComponent("%s1" % groupName)
        newGroupItem = ufe.Hierarchy.createItem(newGroupPath)
        newGroupPrim = usdUtils.getPrimFromSceneItem(newGroupItem)

        # The "Props" prim that was the parent of both "Ball" prims has
        # kind=group and is part of the model hierarchy, so the new group prim
        # should also have kind=group and be included in the model hierarchy.
        self.assertEqual(
            Usd.ModelAPI(newGroupPrim).GetKind(), Kind.Tokens.group)
        self.assertTrue(newGroupPrim.IsModel())

        cmds.undo()

        # Clear the kind metadata on the "Props" prim before testing again.
        propsPrim = usdUtils.getPrimFromSceneItem(propsItem)
        Usd.ModelAPI(propsPrim).SetKind("")
        self.assertFalse(propsPrim.IsModel())

        # Freshen the UFE scene items so they have valid handles to their
        # UsdPrims.
        ball3Item = ufe.Hierarchy.createItem(ball3Path)
        ball5Item = ufe.Hierarchy.createItem(ball5Path)

        ufeSelection.clear()
        ufeSelection.append(ball3Item)
        ufeSelection.append(ball5Item)

        cmds.group(name=groupName)

        newGroupItem = ufe.Hierarchy.createItem(newGroupPath)
        newGroupPrim = usdUtils.getPrimFromSceneItem(newGroupItem)

        # When the "Props" prim does not have an authored kind and is not part
        # of the model hierarchy, the new group prim should not have any kind
        # authored either.
        self.assertEqual(Usd.ModelAPI(newGroupPrim).GetKind(), "")
        self.assertFalse(newGroupPrim.IsModel())
Esempio n. 6
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    def testUsdGroup(self):
        '''Creation of USD group objects.'''

        mayaPathSegment = mayaUtils.createUfePathSegment(
            "|transform1|proxyShape1")

        usdSegmentBall5 = usdUtils.createUfePathSegment(
            "/Ball_set/Props/Ball_5")
        ball5Path = ufe.Path([mayaPathSegment, usdSegmentBall5])
        ball5Item = ufe.Hierarchy.createItem(ball5Path)

        usdSegmentBall3 = usdUtils.createUfePathSegment(
            "/Ball_set/Props/Ball_3")
        ball3Path = ufe.Path([mayaPathSegment, usdSegmentBall3])
        ball3Item = ufe.Hierarchy.createItem(ball3Path)

        usdSegmentProps = usdUtils.createUfePathSegment("/Ball_set/Props")
        parentPath = ufe.Path([mayaPathSegment, usdSegmentProps])
        parentItem = ufe.Hierarchy.createItem(parentPath)

        parentHierarchy = ufe.Hierarchy.hierarchy(parentItem)
        parentChildrenPre = parentHierarchy.children()
        self.assertEqual(len(parentChildrenPre), 6)

        # get the USD stage
        stage = mayaUsd.ufe.getStage(str(mayaPathSegment))

        # set the edit target to balls.usda
        layer = stage.GetLayerStack()[1]
        self.assertEqual("ballset.usda", layer.GetDisplayName())
        stage.SetEditTarget(layer)

        if (os.getenv('UFE_PREVIEW_VERSION_NUM', '0000') > '3000'):

            globalSn = ufe.GlobalSelection.get()
            globalSn.append(ball5Item)
            globalSn.append(ball3Item)

            # group
            groupName = cmds.group(ufe.PathString.string(ball5Path),
                                   ufe.PathString.string(ball3Path),
                                   n="newGroup")
        else:
            newGroupName = ufe.PathComponent("newGroup")

            ufeSelectionList = ufe.Selection()
            ufeSelectionList.append(ball5Item)
            ufeSelectionList.append(ball3Item)

            groupCmd = parentHierarchy.createGroupCmd(ufeSelectionList,
                                                      newGroupName)
            groupCmd.execute()

        # Group object (a.k.a parent) will be added to selection list. This behavior matches the native Maya group command.
        globalSelection = ufe.GlobalSelection.get()

        groupPath = ufe.Path([
            mayaPathSegment,
            usdUtils.createUfePathSegment("/Ball_set/Props/newGroup1")
        ])
        self.assertEqual(globalSelection.front(),
                         ufe.Hierarchy.createItem(groupPath))

        # Group object (a.k.a parent) will be added to selection list. This behavior matches the native Maya group command.
        globalSelection = ufe.GlobalSelection.get()

        groupPath = ufe.Path([
            mayaPathSegment,
            usdUtils.createUfePathSegment("/Ball_set/Props/newGroup1")
        ])
        self.assertEqual(globalSelection.front(),
                         ufe.Hierarchy.createItem(groupPath))

        parentChildrenPost = parentHierarchy.children()
        self.assertEqual(len(parentChildrenPost), 5)

        # The command will now append a number 1 at the end to match the naming
        # convention in Maya.
        if (os.getenv('UFE_PREVIEW_VERSION_NUM', '0000') > '3000'):
            newGroupPath = parentPath + ufe.PathComponent(groupName)
        else:
            newGroupPath = parentPath + ufe.PathComponent("newGroup1")

        # Make sure the new group item has the correct Usd type
        newGroupItem = ufe.Hierarchy.createItem(newGroupPath)
        newGroupPrim = usdUtils.getPrimFromSceneItem(newGroupItem)
        newGroupType = newGroupPrim.GetTypeName()
        self.assertEqual(newGroupType, 'Xform')

        childPaths = set([child.path() for child in parentChildrenPost])

        self.assertTrue(newGroupPath in childPaths)
        self.assertTrue(ball5Path not in childPaths)
        self.assertTrue(ball3Path not in childPaths)

        if (os.getenv('UFE_PREVIEW_VERSION_NUM', '0000') > '3000'):
            cmds.undo()
        else:
            groupCmd.undo()

        # global selection should not be empty after undo.
        if (os.getenv('UFE_PREVIEW_VERSION_NUM', '0000') > '3004'):
            self.assertEqual(len(globalSelection), 2)
        else:
            self.assertEqual(len(globalSelection), 1)

        parentChildrenUndo = parentHierarchy.children()
        self.assertEqual(len(parentChildrenUndo), 6)

        childPathsUndo = set([child.path() for child in parentChildrenUndo])
        self.assertTrue(newGroupPath not in childPathsUndo)
        self.assertTrue(ball5Path in childPathsUndo)
        self.assertTrue(ball3Path in childPathsUndo)

        if (os.getenv('UFE_PREVIEW_VERSION_NUM', '0000') > '3000'):
            cmds.redo()
        else:
            groupCmd.redo()

        # global selection should still have the group path.
        self.assertEqual(globalSelection.front(),
                         ufe.Hierarchy.createItem(groupPath))

        parentChildrenRedo = parentHierarchy.children()
        self.assertEqual(len(parentChildrenRedo), 5)

        childPathsRedo = set([child.path() for child in parentChildrenRedo])
        self.assertTrue(newGroupPath in childPathsRedo)
        self.assertTrue(ball5Path not in childPathsRedo)
        self.assertTrue(ball3Path not in childPathsRedo)
Esempio n. 7
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    def testUsdGroup(self):
        '''Creation of USD group objects.'''

        mayaPathSegment = mayaUtils.createUfePathSegment(
            "|transform1|proxyShape1")

        usdSegmentBall5 = usdUtils.createUfePathSegment(
            "/Ball_set/Props/Ball_5")
        ball5Path = ufe.Path([mayaPathSegment, usdSegmentBall5])
        ball5Item = ufe.Hierarchy.createItem(ball5Path)

        usdSegmentBall3 = usdUtils.createUfePathSegment(
            "/Ball_set/Props/Ball_3")
        ball3Path = ufe.Path([mayaPathSegment, usdSegmentBall3])
        ball3Item = ufe.Hierarchy.createItem(ball3Path)

        usdSegmentProps = usdUtils.createUfePathSegment("/Ball_set/Props")
        parentPath = ufe.Path([mayaPathSegment, usdSegmentProps])
        parentItem = ufe.Hierarchy.createItem(parentPath)

        parentHierarchy = ufe.Hierarchy.hierarchy(parentItem)
        parentChildrenPre = parentHierarchy.children()
        self.assertEqual(len(parentChildrenPre), 6)

        newGroupName = ufe.PathComponent("newGroup")

        # get the USD stage
        stage = mayaUsd.ufe.getStage(str(mayaPathSegment))

        # set the edit target to balls.usda
        layer = stage.GetLayerStack()[1]
        self.assertEqual("ballset.usda", layer.GetDisplayName())
        stage.SetEditTarget(layer)

        ufeSelectionList = ufe.Selection()
        ufeSelectionList.append(ball5Item)
        ufeSelectionList.append(ball3Item)

        groupCmd = parentHierarchy.createGroupCmd(ufeSelectionList,
                                                  newGroupName)
        groupCmd.execute()

        parentChildrenPost = parentHierarchy.children()
        self.assertEqual(len(parentChildrenPost), 5)

        # The command will now append a number 1 at the end to match the naming
        # convention in Maya.
        newGroupPath = parentPath + ufe.PathComponent("newGroup1")

        # Make sure the new group item has the correct Usd type
        newGroupItem = ufe.Hierarchy.createItem(newGroupPath)
        newGroupPrim = usdUtils.getPrimFromSceneItem(newGroupItem)
        newGroupType = newGroupPrim.GetTypeName()
        self.assertEqual(newGroupType, 'Xform')

        childPaths = set([child.path() for child in parentChildrenPost])

        self.assertTrue(newGroupPath in childPaths)
        self.assertTrue(ball5Path not in childPaths)
        self.assertTrue(ball3Path not in childPaths)

        groupCmd.undo()

        parentChildrenUndo = parentHierarchy.children()
        self.assertEqual(len(parentChildrenUndo), 6)

        childPathsUndo = set([child.path() for child in parentChildrenUndo])
        self.assertTrue(newGroupPath not in childPathsUndo)
        self.assertTrue(ball5Path in childPathsUndo)
        self.assertTrue(ball3Path in childPathsUndo)

        groupCmd.redo()

        parentChildrenRedo = parentHierarchy.children()
        self.assertEqual(len(parentChildrenRedo), 5)

        childPathsRedo = set([child.path() for child in parentChildrenRedo])
        self.assertTrue(newGroupPath in childPathsRedo)
        self.assertTrue(ball5Path not in childPathsRedo)
        self.assertTrue(ball3Path not in childPathsRedo)