Exemplo n.º 1
0
    def testManipulatePointInstancePosition(self):
        # Create a UFE path to a PointInstancer prim with an instanceIndex on
        # the end. This path uniquely identifies a specific point instance.
        # We also pick one with a non-zero initial position.
        instanceIndex = 7

        ufePath = ufe.Path([
            mayaUtils.createUfePathSegment('|UsdProxy|UsdProxyShape'),
            usdUtils.createUfePathSegment(
                '/PointInstancerGrid/PointInstancer/%d' % instanceIndex)
        ])
        ufeItem = ufe.Hierarchy.createItem(ufePath)

        # Select the point instance scene item.
        globalSelection = ufe.GlobalSelection.get()
        globalSelection.append(ufeItem)

        # Get the PointInstancer prim for validating the values in USD.
        ufePathString = ufe.PathString.string(ufePath)
        prim = mayaUsdUfe.ufePathToPrim(ufePathString)
        pointInstancer = UsdGeom.PointInstancer(prim)
        self.assertTrue(pointInstancer)

        # The PointInstancer should have 14 authored positions initially.
        positionsAttr = pointInstancer.GetPositionsAttr()
        positions = positionsAttr.Get()
        self.assertEqual(len(positions), 14)

        # Validate the initial position before manipulating
        position = positions[instanceIndex]
        self.assertTrue(
            Gf.IsClose(position, Gf.Vec3f(-4.5, 1.5, 0.0), self.EPSILON))

        # Perfom a translate manipulation via the move command.
        cmds.move(1.0, 2.0, 3.0, objectSpace=True, relative=True)

        # Re-fetch the USD positions and check for the update.
        position = positionsAttr.Get()[instanceIndex]
        self.assertTrue(
            Gf.IsClose(position, Gf.Vec3f(-3.5, 3.5, 3.0), self.EPSILON))

        # Try another move.
        cmds.move(6.0, 5.0, 4.0, objectSpace=True, relative=True)

        # Re-fetch the USD positions and check for the update.
        position = positionsAttr.Get()[instanceIndex]
        self.assertTrue(
            Gf.IsClose(position, Gf.Vec3f(2.5, 8.5, 7.0), self.EPSILON))

        # Now undo, and re-check.
        cmds.undo()
        position = positionsAttr.Get()[instanceIndex]
        self.assertTrue(
            Gf.IsClose(position, Gf.Vec3f(-3.5, 3.5, 3.0), self.EPSILON))

        # And once more.
        cmds.undo()
        position = positionsAttr.Get()[instanceIndex]
        self.assertTrue(
            Gf.IsClose(position, Gf.Vec3f(-4.5, 1.5, 0.0), self.EPSILON))
Exemplo n.º 2
0
    def __init__(self, ufeSceneItem):
        self.item = ufeSceneItem
        self.prim = mayaUsdUfe.ufePathToPrim(
            ufe.PathString.string(self.item.path()))

        # Get the UFE Attributes interface for this scene item.
        self.attrS = ufe.Attributes.attributes(self.item)
        self.suppressedAttrs = []

        self.showArrayAttributes = False
        if cmds.optionVar(exists="mayaUSD_AEShowArrayAttributes"):
            self.showArrayAttributes = cmds.optionVar(
                query="mayaUSD_AEShowArrayAttributes")

        cmds.editorTemplate(beginScrollLayout=True)
        self.buildUI()
        cmds.editorTemplate(addExtraControls=True)
        self.createMetadataSection()
        cmds.editorTemplate(endScrollLayout=True)
    def testImportModule(self):
        from mayaUsd import ufe as mayaUsdUfe
        import ufe

        # Test calling a function that depends on USD. This exercises the
        # script module loader registry function and ensures that loading the
        # ufe library also loaded its dependencies (i.e. the core USD
        # libraries). We test the type name as a string to ensure that we're
        # not causing USD libraries to be loaded any other way.
        if ufe.VersionInfo.getMajorVersion() == 1:
            # In UFE v1 if the Nb segments == 1, returns invalid prim
            invalidPrim = mayaUsdUfe.ufePathToPrim('a')
        else:
            # raw item only introduced in UFE v2
            invalidPrim = mayaUsdUfe.getPrimFromRawItem(0)

        # Prior to USD version 20.05, a default constructed UsdPrim() in C++
        # would be returned to Python as a Usd.Object rather than a Usd.Prim.
        # Since we still want to support earlier versions, make sure it's one
        # of the two.
        typeName = type(invalidPrim).__name__
        self.assertIn(typeName, ['Prim', 'Object'])
Exemplo n.º 4
0
    def __init__(self, ufeSceneItem):
        self.item = ufeSceneItem
        self.prim = mayaUsdUfe.ufePathToPrim(
            ufe.PathString.string(self.item.path()))

        # Get the UFE Attributes interface for this scene item.
        self.attrS = ufe.Attributes.attributes(self.item)
        self.addedAttrs = []
        self.suppressedAttrs = []

        self.showArrayAttributes = False
        if cmds.optionVar(exists="mayaUSD_AEShowArrayAttributes"):
            self.showArrayAttributes = cmds.optionVar(
                query="mayaUSD_AEShowArrayAttributes")

        # Should we display nice names in AE?
        self.useNiceName = True
        if cmds.optionVar(exists='attrEditorIsLongName'):
            self.useNiceName = (cmds.optionVar(q='attrEditorIsLongName') == 1)

        cmds.editorTemplate(beginScrollLayout=True)
        self.buildUI()
        self.createAppliedSchemasSection()
        self.createCustomExtraAttrs()
        self.createMetadataSection()
        cmds.editorTemplate(endScrollLayout=True)

        if ('%s.%s' % (cmds.about(majorVersion=True),
                       cmds.about(minorVersion=True))) > '2022.1':
            # Because of how we dynamically build the Transform attribute section,
            # we need this template to rebuild each time it is needed. This will
            # also restore the collapse/expand state of the sections.
            # Note: in Maya 2022 all UFE templates were forcefully rebuilt, but
            #       no restore of section states.
            try:
                cmds.editorTemplate(forceRebuild=True)
            except:
                pass
Exemplo n.º 5
0
    def testPointInstances(self):
        # Create a UFE path to a PointInstancer prim with an instanceIndex on
        # the end. This path uniquely identifies a specific point instance.
        ufePath = ufe.Path([
            mayaUtils.createUfePathSegment('|UsdProxy|UsdProxyShape'),
            usdUtils.createUfePathSegment(
                '/PointInstancerGrid/PointInstancer/7')
        ])
        ufeItem = ufe.Hierarchy.createItem(ufePath)

        # Verify that we turned the path into a scene item correctly and that
        # we can access the PointInstancer prim.
        self.assertEqual(ufeItem.nodeType(), 'PointInstancer')

        ufeAttrs = ufe.Attributes.attributes(ufeItem)
        self.assertTrue(ufeAttrs.hasAttribute(UsdGeom.Tokens.positions))

        # XXX: Note that UsdSceneItem currently has no wrapping to Python, so
        # we are not able to verify that we can query the scene item directly
        # for its instance index. We can exercise the Utils functions though.

        ufePathString = ufe.PathString.string(ufePath)

        prim = mayaUsdUfe.ufePathToPrim(ufePathString)
        self.assertTrue(prim)
        self.assertTrue(prim.IsA(UsdGeom.PointInstancer))

        instanceIndex = mayaUsdUfe.ufePathToInstanceIndex(ufePathString)
        self.assertEqual(instanceIndex, 7)

        # Tests for the usdPathToUfePathSegment() utility function.
        ufePathSegmentString = mayaUsdUfe.usdPathToUfePathSegment(
            prim.GetPrimPath())
        self.assertEqual(ufePathSegmentString,
                         '/PointInstancerGrid/PointInstancer')

        ufePathSegmentString = mayaUsdUfe.usdPathToUfePathSegment(
            prim.GetPrimPath(), 7)
        self.assertEqual(ufePathSegmentString,
                         '/PointInstancerGrid/PointInstancer/7')

        ufePrimPathString = mayaUsdUfe.stripInstanceIndexFromUfePath(
            ufePathString)
        self.assertEqual(
            ufePrimPathString,
            '|UsdProxy|UsdProxyShape,/PointInstancerGrid/PointInstancer')

        # Create a path to the PointInstancer itself and verify that the
        # instanceIndex is ALL_INSTANCES.
        # XXX: Ideally we would use a named constant provided by
        # UsdImagingDelegate for ALL_INSTANCES, but currently that library does
        # not have any Python wrapping. We *could* get it indirectly as
        # UsdImagingGL.ALL_INSTANCES, but that would bring unnecessary baggage
        # with it, so we just re-define it here.
        ALL_INSTANCES = -1

        ufePath = ufe.Path([
            mayaUtils.createUfePathSegment('|UsdProxy|UsdProxyShape'),
            usdUtils.createUfePathSegment('/PointInstancerGrid/PointInstancer')
        ])
        ufePathString = ufe.PathString.string(ufePath)

        instanceIndex = mayaUsdUfe.ufePathToInstanceIndex(ufePathString)
        self.assertEqual(instanceIndex, ALL_INSTANCES)

        # Create a path to a non-PointInstancer prim but append an instance
        # index to it. This isn't really a valid path, but the utility function
        # should recognize this case and return an instanceIndex of
        # ALL_INSTANCES.
        ufePath = ufe.Path([
            mayaUtils.createUfePathSegment('|UsdProxy|UsdProxyShape'),
            usdUtils.createUfePathSegment('/PointInstancerGrid/7')
        ])
        ufePathString = ufe.PathString.string(ufePath)

        instanceIndex = mayaUsdUfe.ufePathToInstanceIndex(ufePathString)
        self.assertEqual(instanceIndex, ALL_INSTANCES)
Exemplo n.º 6
0
    def testManipulatePointInstanceScale(self):
        # Create a UFE path to a PointInstancer prim with an instanceIndex on
        # the end. This path uniquely identifies a specific point instance.
        instanceIndex = 7

        ufePath = ufe.Path([
            mayaUtils.createUfePathSegment('|UsdProxy|UsdProxyShape'),
            usdUtils.createUfePathSegment(
                '/PointInstancerGrid/PointInstancer/%d' % instanceIndex)
        ])
        ufeItem = ufe.Hierarchy.createItem(ufePath)

        # Select the point instance scene item.
        globalSelection = ufe.GlobalSelection.get()
        globalSelection.append(ufeItem)

        # Get the PointInstancer prim for validating the values in USD.
        ufePathString = ufe.PathString.string(ufePath)
        prim = mayaUsdUfe.ufePathToPrim(ufePathString)
        pointInstancer = UsdGeom.PointInstancer(prim)
        self.assertTrue(pointInstancer)

        # The PointInstancer should not have any authored scales initially.
        scalesAttr = pointInstancer.GetScalesAttr()
        self.assertFalse(scalesAttr.HasAuthoredValue())

        # Perfom a scale manipulation via the scale command.
        cmds.scale(1.0, 2.0, 3.0, objectSpace=True, relative=True)

        # The initial scale should have filled out the scales attribute.
        scales = scalesAttr.Get()
        self.assertEqual(len(scales), 14)

        # Validate the scaled item.
        scale = scales[instanceIndex]
        self.assertTrue(
            Gf.IsClose(scale, Gf.Vec3f(1.0, 2.0, 3.0), self.EPSILON))

        # The non-scaled items should all have identity scales.
        for i in [idx for idx in range(14) if idx != instanceIndex]:
            scale = scales[i]
            self.assertTrue(
                Gf.IsClose(scale, Gf.Vec3f(1.0, 1.0, 1.0), self.EPSILON))

        # Perfom another scale.
        cmds.scale(4.0, 5.0, 6.0, objectSpace=True, relative=True)

        # Re-fetch the USD scale and check for the update.
        scale = scalesAttr.Get()[instanceIndex]
        self.assertTrue(
            Gf.IsClose(scale, Gf.Vec3f(4.0, 10.0, 18.0), self.EPSILON))

        # Now undo, and re-check.
        cmds.undo()
        scale = scalesAttr.Get()[instanceIndex]
        self.assertTrue(
            Gf.IsClose(scale, Gf.Vec3f(1.0, 2.0, 3.0), self.EPSILON))

        # And once more.
        # Note that with more complete undo support, this would ideally clear
        # the authored scales attribute, returning it to its true original
        # state. For now, we just validate that the scale value is back to its
        # default of identity.
        cmds.undo()
        scale = scalesAttr.Get()[instanceIndex]
        self.assertTrue(
            Gf.IsClose(scale, Gf.Vec3f(1.0, 1.0, 1.0), self.EPSILON))
Exemplo n.º 7
0
    def testManipulatePointInstanceOrientation(self):
        # Create a UFE path to a PointInstancer prim with an instanceIndex on
        # the end. This path uniquely identifies a specific point instance.
        instanceIndex = 7

        ufePath = ufe.Path([
            mayaUtils.createUfePathSegment('|UsdProxy|UsdProxyShape'),
            usdUtils.createUfePathSegment(
                '/PointInstancerGrid/PointInstancer/%d' % instanceIndex)
        ])
        ufeItem = ufe.Hierarchy.createItem(ufePath)

        # Select the point instance scene item.
        globalSelection = ufe.GlobalSelection.get()
        globalSelection.append(ufeItem)

        # Get the PointInstancer prim for validating the values in USD.
        ufePathString = ufe.PathString.string(ufePath)
        prim = mayaUsdUfe.ufePathToPrim(ufePathString)
        pointInstancer = UsdGeom.PointInstancer(prim)
        self.assertTrue(pointInstancer)

        # The PointInstancer should not have any authored orientations
        # initially.
        orientationsAttr = pointInstancer.GetOrientationsAttr()
        self.assertFalse(orientationsAttr.HasAuthoredValue())

        # Perfom an orientation manipulation via the rotate command.
        cmds.rotate(15.0, 30.0, 45.0, objectSpace=True, relative=True)

        # The initial rotate should have filled out the orientations attribute.
        orientations = orientationsAttr.Get()
        self.assertEqual(len(orientations), 14)

        # Validate the rotated item.
        orientation = orientations[instanceIndex]
        self.assertTrue(Gf.IsClose(orientation.real, 0.897461, self.EPSILON))
        self.assertTrue(
            Gf.IsClose(orientation.imaginary,
                       Gf.Vec3h(0.01828, 0.2854, 0.335205), self.EPSILON))

        # The non-rotated items should all have identity orientations.
        for i in [idx for idx in range(14) if idx != instanceIndex]:
            orientation = orientations[i]
            self.assertTrue(
                Gf.IsClose(orientation.real,
                           Gf.Quath.GetIdentity().real, self.EPSILON))
            self.assertTrue(
                Gf.IsClose(orientation.imaginary,
                           Gf.Quath.GetIdentity().imaginary, self.EPSILON))

        # Perfom another rotate.
        cmds.rotate(25.0, 50.0, 75.0, objectSpace=True, relative=True)

        # Re-fetch the USD orientation and check for the update.
        orientation = orientationsAttr.Get()[instanceIndex]
        self.assertTrue(Gf.IsClose(orientation.real, 0.397949, self.EPSILON))
        self.assertTrue(
            Gf.IsClose(orientation.imaginary,
                       Gf.Vec3h(-0.0886841, 0.57666, 0.708008), self.EPSILON))

        # Now undo, and re-check.
        cmds.undo()
        orientation = orientationsAttr.Get()[instanceIndex]
        self.assertTrue(Gf.IsClose(orientation.real, 0.897461, self.EPSILON))
        self.assertTrue(
            Gf.IsClose(orientation.imaginary,
                       Gf.Vec3h(0.01828, 0.2854, 0.335205), self.EPSILON))

        # And once more.
        # Note that with more complete undo support, this would ideally clear
        # the authored orientations attribute, returning it to its true
        # original state. For now, we just validate that the orientation value
        # is back to its default of identity.
        cmds.undo()
        orientation = orientationsAttr.Get()[instanceIndex]
        self.assertTrue(
            Gf.IsClose(orientation.real,
                       Gf.Quath.GetIdentity().real, self.EPSILON))
        self.assertTrue(
            Gf.IsClose(orientation.imaginary,
                       Gf.Quath.GetIdentity().imaginary, self.EPSILON))
Exemplo n.º 8
0
 def _GetSceneItem(instanceIndex=-1):
     ufePath = testUtilsSelectabilityPointInstanceSelection._GetUfePath(
         instanceIndex)
     ufeItem = ufe.Hierarchy.createItem(ufePath)
     prim = mayaUsdUfe.ufePathToPrim(ufe.PathString.string(ufePath))
     return ufeItem, prim