コード例 #1
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    def load_shader(self, shader_name):
        """
        Loads given shader name in current DCC
        :param shader_name: str
        """

        artellapipe.ShadersMgr().load_shader(shader_name=shader_name)
コード例 #2
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    def get_shaders_path(self,
                         status=defines.ArtellaFileStatus.WORKING,
                         next_version=False):
        """
        Returns path where asset shaders are stored
        :return: str
        """

        shaders_path_file_type = artellapipe.ShadersMgr(
        ).get_shaders_path_file_type()
        if not shaders_path_file_type:
            LOGGER.warning('No Asset Shaders Path file type available!')
            return None

        shader_file_path_template = artellapipe.FilesMgr().get_template(
            'shaders')
        if not shader_file_path_template:
            LOGGER.warning('No shaders path template found!')
            return None

        template_dict = {
            'project_id': self._project.id,
            'project_id_number': self._project.id_number,
            'asset_type': self.get_category(),
            'asset_name': self.get_name()
        }

        asset_shaders_path = self.solve_path(
            file_type=shaders_path_file_type,
            template=shader_file_path_template,
            template_dict=template_dict,
            status=status,
            check_file_type=False)

        return asset_shaders_path
コード例 #3
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    def _export_file(self, file_path, *args, **kwargs):
        if not tp.is_maya():
            LOGGER.warning('Shaders export is only supported in Maya!')
            return

        shaders_to_export = artellapipe.ShadersMgr().get_asset_shaders_to_export(
            asset=self._asset, return_only_shaders=False)

        locked_file = False
        if os.path.isfile(file_path):
            res = qtutils.show_question(
                None, 'Exporting Shaders Mapping File',
                'Shaders Mapping File "{}" already exists. Do you want to overwrite it?'.format(file_path))
            if res == QMessageBox.No:
                return

            artellapipe.FilesMgr().lock_file(file_path)
            locked_file = True

        try:
            with open(file_path, 'w') as fp:
                json.dump(shaders_to_export, fp)
        except Exception as exc:
            LOGGER.error('Error while exporting Shaders Mapping File "{}" | {}'.format(file_path, exc))
        finally:
            if locked_file:
                artellapipe.FilesMgr().unlock_file(file_path)

        if os.path.isfile(file_path):
            return file_path
コード例 #4
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    def _open_shaders_path(self):
        """
       Internal callback function that is called when the user clicks on Open Shaders Path button
       """

        shaders_paths = artellapipe.ShadersMgr().get_shaders_paths() or list()

        for shader_path in shaders_paths:
            osplatform.open_folder(shader_path)
コード例 #5
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    def export(self, new_version=False, comment=None):

        exported_shader = None
        if self.do_export.isChecked():
            if self._asset:
                exported_shader = artellapipe.ShadersMgr(
                ).export_asset_shaders(asset=self._asset,
                                       shader_swatch=self._shader_swatch,
                                       new_version=new_version,
                                       comment=comment,
                                       shaders_to_export=[self._name])
            else:
                exported_shader = artellapipe.ShadersMgr().export_shader(
                    shader_name=self._name,
                    shader_swatch=self._shader_swatch,
                    new_version=new_version,
                    comment=comment)

        return exported_shader
コード例 #6
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    def get_shader_path(self):
        """
        Returns path of the shader
        :return: str
        """

        shaders_extensions = artellapipe.ShadersMgr().get_shaders_extensions()
        if not shaders_extensions:
            return None

        for shader_extension in shaders_extensions:
            if not shader_extension.startswith('.'):
                shader_extension = '.{}'.format(shader_extension)

            shaders_paths = artellapipe.ShadersMgr().get_shaders_paths()
            for shaders_path in shaders_paths:
                shader_path = path_utils.clean_path(
                    os.path.join(shaders_path, self._name + shader_extension))
                if not os.path.isfile(shader_path):
                    continue

                return shader_path
コード例 #7
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    def export_shaders(self, new_version=False, comment=None):

        exported_shaders = list()

        if self._shaders_list.count() <= 0:
            LOGGER.error('No Shaders To Export. Aborting ....')
            return exported_shaders

        try:
            for i in range(self._shaders_list.count()):
                shader_item = self._shaders_list.item(i)
                shader = self._shaders_list.itemWidget(shader_item)
                self._progress_text.setText(
                    'Exporting shader: {0} ... Please wait!'.format(
                        shader.name))
                self.repaint()
                exported_shader = shader.export(new_version=new_version,
                                                comment=comment)
                if exported_shader is not None:
                    if type(exported_shader) == list:
                        exported_shaders.extend(exported_shader)
                    else:
                        exported_shaders.append(exported_shader)
                # else:
                #     LOGGER.error('Error while exporting shader: {}'.format(shader.name))
        except Exception as e:
            exceptions.capture_sentry_exception(e)
            LOGGER.error(str(e))
            LOGGER.error(traceback.format_exc())
            return exported_shaders

        if self._asset and self.export_shader_mapper_cbx.isChecked():
            self._progress_text.setText(
                'Exporting Shaders Mapping File ... Please wait!')
            self.repaint()
            artellapipe.ShadersMgr().export_asset_shaders_mapping(
                self._asset, comment=comment, new_version=new_version)

        return exported_shaders
コード例 #8
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    def _do_export(self):
        """
        Executes the export of the choose collection
        """

        # Get data from ui
        self.collection_name = self.ui.collection_cbx.currentText()
        self.shaders_dict = self._get_shaders()
        self.scalps_list = self._get_scalps()
        ptx_folder = self._get_root_folder()
        export_path = self.ui.path_txf.text()
        self.character = self.ui.export_character_cbx.currentText()
        comment = self.ui.comment_pte.toPlainText()

        # analise if there is an export folder
        if not export_path:
            if not self.character:
                raise ValueError("export path must be specified")

        ################################################################################################################
        # Export objects into a .groom folder
        ################################################################################################################
        # generate export path
        if export_path:
            self.export_path_folder = export_path
            if '.groom' not in export_path:
                self.export_path_folder = export_path + '.groom'
        else:
            working_folder = self._project.get_working_folder()
            self.export_path_folder = os.path.join(
                self.proje.get_asses_path(), "Characters", self.character, working_folder,
                "groom", "groom_package.groom")

        # if the folder already exists delete it, and create a new one
        self.delete_artella_folder(self.export_path_folder)
        os.makedirs(self.export_path_folder)

        # get the ptx path
        if '${PROJECT}' in ptx_folder:
            project_path = str(mc.workspace(fullName=True, q=True))
            ptx_folder = os.path.join(project_path, ptx_folder.replace('${PROJECT}', ''))
        LOGGER.debug("XGEN || All data parsed")
        self.ui.progress_lbl.setText("Exporting Files (PTX)")
        # copy the ptx files
        shutil.copytree(ptx_folder, os.path.join(self.export_path_folder, self.collection_name))
        LOGGER.debug("XGEN || PTEX files exported")

        # export xgen file
        xg.exportPalette(palette=str(self.collection_name),
                         fileName=str("{}/{}.xgen".format(self.export_path_folder, self.collection_name)))
        self.ui.progress_lbl.setText("Exporting Files (.XGEN)")
        LOGGER.debug("XGEN || Collection file exported")

        # export sculpts
        mc.select(self.scalps_list, replace=True)
        mc.file(rename=os.path.join(self.export_path_folder, 'scalps.ma'))
        mc.file(es=True, type='mayaAscii')
        mc.select(cl=True)
        self.ui.progress_lbl.setText("Exporting Scalps (.MA)")
        LOGGER.debug("XGEN || Sculpts Exported")

        # export material
        artellapipe.ShadersMgr().export_shaders(shader_names=self.shaders_dict.values(), publish=True, comment=comment)

        self.ui.progress_lbl.setText("Exporting Material (.sshader)")
        LOGGER.debug("XGEN || Material Exported")

        # export mapping
        with open(os.path.join(self.export_path_folder, 'shader.json'), 'w') as fp:
            json.dump(self.shaders_dict, fp)
        self.ui.progress_lbl.setText("Exporting Mapping (.JSON)")
        LOGGER.debug("XGEN || Mapping Exported")

        # add file to artella
        if comment:
            self._add_file_to_artella(file_path_global=self.export_path_folder, comment=comment)
            LOGGER.debug("XGEN || Files added to artella")
        else:
            LOGGER.warning("XGEN || Files are not been loaded to Artella. Do it manually")
コード例 #9
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    def _on_unload_scene_shaders(self):
        """
        Internal callback function that is called when Unload Scene Shaders menubar button is pressed
        """

        artellapipe.ShadersMgr().unload_shaders()
コード例 #10
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    def refresh(self):
        """
        Refresh shaders data
        """

        self.clear()

        shaders_extensions = artellapipe.ShadersMgr().get_shaders_extensions()
        if not shaders_extensions:
            return False

        for shader_extension in shaders_extensions:
            if not shader_extension.startswith('.'):
                shader_extension = '.{}'.format(shader_extension)

            if not self._shaders_path:
                shaders_library_paths = artellapipe.ShadersMgr(
                ).get_shaders_paths()
                if not shaders_library_paths:
                    LOGGER.warning(
                        'Current Project has no shaders paths defined!')
                    return False
            else:
                shaders_library_paths = python.force_list(self._shaders_path)

            valid_state = True

            invalid_paths = list()
            for shaders_path in shaders_library_paths:
                if not os.path.exists(shaders_path):
                    invalid_paths.append(shaders_path)
            if invalid_paths:
                result = qtutils.show_question(
                    None, 'Shaders Path not found!',
                    'Shaders Path is not sync! To start using this tool you should sync this folder first. '
                    'Do you want to do it?')
                if result == QMessageBox.Yes:
                    artellapipe.ShadersMgr().update_shaders(
                        shaders_paths=invalid_paths)

            for shaders_path in invalid_paths:
                if not os.path.exists(shaders_path):
                    LOGGER.debug(
                        'Shader Library Path not found after sync. Something is wrong, please contact TD!'
                    )
                    valid_state = False

            if not valid_state:
                return False

            for shaders_path in shaders_library_paths:
                for shader_file in os.listdir(shaders_path):
                    if not shader_file.endswith(shader_extension):
                        LOGGER.warning(
                            'Shader File: "{}" has invalid shader extension! Skipping ...'
                            .format(shader_file))
                        continue
                    shader_name = os.path.splitext(shader_file)[0]
                    shader_widget = self.SHADER_VIEWER_WIDGET_CLASS(
                        project=self._project, shader_name=shader_name)
                    shader_widget.clicked.connect(
                        partial(self._on_shader_widget_clicked, shader_name))
                    self.add_shader(shader_widget)
コード例 #11
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 def set_asset(self, asset):
     self._asset = asset
     asset_shaders = artellapipe.ShadersMgr().get_asset_shaders_to_export(
         self._asset) or list()
     self._shaders = asset_shaders
     self.refresh()
コード例 #12
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    def _on_update_shaders(self):
        """
        Internal callback function that is called when the user clicks Sync Shaders button
        """

        artellapipe.ShadersMgr().update_shaders()