Пример #1
0
 def setAttributeByLabel(self, nodeName, attrLabel, value):
     """ Set value for attribute with given label on the node with given name. """
     obj = commonUtils.nameToNode(nodeName)
     if self.model is None or obj is None:
         return
     node = self.model.findNode(obj)
     node.setAttributeByLabel(attrLabel, value)
Пример #2
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def instance():
    """Return the render setup singleton node, creating it if required."""

    # If name-based lookup is a bottleneck, could have a render setup
    # cache, at the expense of render setup node lifescope management
    # complexity, since the cache should not prevent a render setup node
    # from being removed from the graph, nor should it be stale in such a
    # case.  PPT, 5-May-2015.
    renderSetupObj = commonUtils.nameToNode(_RENDER_SETUP_NAME)
    if not renderSetupObj:
        # No renderSetup node, create one
        # Creation of render setup node singleton must not affect
        # undo stack, disable it for the creation only
        swf = cmds.undoInfo(query=True, stateWithoutFlush=True)
        try:
            cmds.undoInfo(stateWithoutFlush=False)
            renderSetupObj = _createInstance()
        finally:
            cmds.undoInfo(stateWithoutFlush=swf)

    fn = OpenMaya.MFnDependencyNode(renderSetupObj)
    # If renderSetup node isn't the proper type, blow up.
    if fn.typeId != RenderSetup.kTypeId:
        exceptionInfo = (_RENDER_SETUP_NAME, RenderSetup.kTypeName)
        raise TypeError(kRenderSetupNodeTypeMismatch % exceptionInfo)

    return fn.userNode()
Пример #3
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    def decode(self, encodedData):
        nodes = {}  # Avoid creating several time the same node
        for (key, value) in encodedData.items():
            (nodeName, attrName) = plug.Plug.getNames(key)
            node = None
            if nodeName in nodes:
                node = nodes[nodeName]
            else:
                try:
                    node = commonUtils.nameToNode(nodeName)
                    OpenMaya.MFnDependencyNode(node)
                except:
                    node = None
                nodes[nodeName] = node

            if node is None:
                # No guarantee that the default node exist
                OpenMaya.MGlobal.displayWarning(kDefaultNodeMissing % nodeName)
            else:
                plg = plug.findPlug(nodeName, attrName)
                if plg is None:
                    OpenMaya.MGlobal.displayWarning(kDefaultNodeAttrMissing %
                                                    (nodeName, attrName))
                else:
                    plg.value = value
Пример #4
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def longNamesToNamesDict(names):
    dict = {}
    for name in names:
        node = commonUtils.nameToNode(name)
        if node is None:
            raise RuntimeError(kInvalidNodeName % name)
        dict[commonUtils.nodeToLongName(node)] = name
    return dict
Пример #5
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def hasInstance():
    """ Return true if the render setup node exists """

    # If name-based lookup is a bottleneck, could have a render setup
    # cache, at the expense of render setup node lifescope management
    # complexity, since the cache should not prevent a render setup node
    # from being removed from the graph, nor should it be stale in such a
    # case.  PPT, 5-May-2015.
    return commonUtils.nameToNode(_RENDER_SETUP_NAME) is not None
Пример #6
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    def _targets(self, selectedNodeNames=None):
        '''Returns a generator of plug targets on which to create apply connection override nodes.'''
        # If we weren't given node names to find target for, get them from our
        # parent collection's selector.
        nodes = (commonUtils.nameToNode(name) for name in selectedNodeNames) \
                if selectedNodeNames is not None else \
                self.parent().getSelector().nodes()

        return (OpenMaya.MFnDependencyNode(o).findPlug('message', False)
                for o in nodes if o.hasFn(OpenMaya.MFn.kShadingEngine))
Пример #7
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 def _restoreOriginalPlug(self, original):
     # If the original shading engine was in a referenced file, the
     # connection to it may have been broken.  To deal with this
     # case, we also stored the shading engine name as a string.
     originalStr = commonUtils.findPlug(
         self.thisMObject(), MaterialOverride.kShadingEngineNameLong)
     if originalStr is not None:
         originalNode = commonUtils.nameToNode(originalStr.asString())
         if not originalNode.isNull():
             fnEngine = OpenMaya.MFnDependencyNode(originalNode)
             enginePlug = fnEngine.findPlug('message', False)
             utils.connect(enginePlug, original)
Пример #8
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def _preventDeletionFromSceneCleanupCB(nodeToBeDeleted, connectedNode,
                                       connection):
    # Prevent node deletion if the connected node is
    # any of the connection override nodes
    nodeObj = commonUtils.nameToNode(connectedNode)
    if nodeObj:
        fn = OpenMaya.MFnDependencyNode(nodeObj)
        return fn.typeId in [
            typeIDs.applyConnectionOverride, typeIDs.connectionOverride,
            typeIDs.shaderOverride, typeIDs.materialOverride
        ]
    return False
Пример #9
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    def refresh(self, imposeRefresh):
        node = commonUtils.nameToNode(RS_DEFAULT_RENDER_GLOBALS)
        self.startFrame = commonUtils.findPlug(node,
                                               RS_START_FRAME).asMTime().value
        self.endFrame = commonUtils.findPlug(node,
                                             RS_END_FRAME).asMTime().value
        self.animation = commonUtils.findPlug(node, RS_ANIMATION).asBool()

        if self.callback is 0:
            self.callback = OpenMaya.MNodeMessage.addAttributeChangedCallback(
                node, self.defaultRenderGlobalsChanged, None)
        if imposeRefresh:
            self.emitDataChanged()
Пример #10
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 def encode(self):
     attrs = {}
     for name in self.getNodes():
         node = commonUtils.nameToNode(name)
         nodeFn = None
         try:
             nodeFn = OpenMaya.MFnDependencyNode(node)
         except:
             # No guarantee that the default node exist
             OpenMaya.MGlobal.displayWarning(kDefaultNodeMissing % name)
         else:
             for attrIdx in xrange(nodeFn.attributeCount()):
                 plg = plug.Plug(node, nodeFn.attribute(attrIdx))
                 if plg.type is not plug.Plug.kInvalid and plg.name not in self._plugsToIgnore:
                     attrs[plg.name] = plg.value
     return attrs
Пример #11
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    def _afterOpenCB(self, clientData):
        """If file references were loaded during file open in a visible render
        layer, refresh that layer."""

        # Render layer membership is stored as a connection from the member
        # node to the legacy render layer node.  Similarly, applied
        # overrides are connected to the attribute they override.  For
        # scenes without file references, these connections persist in the
        # saved file.
        #
        # For scenes with file references, these connections are NOT saved
        # with the file: as per the file referencing architecture, they are
        # supposed to be connection reference edits stored with the file.
        #
        # However, render setup blocks all reference edits during render
        # setup operations, as the information they contain is largely
        # redundant with the render setup procedures themselves (e.g. render
        # layer membership, applied overrides).  Therefore, re-apply the
        # layer if loaded file references are present in the scene.

        layer = self.getVisibleRenderLayer()
        # Are we in a layer that isn't the default?
        if layer != self._defaultRenderLayer:
            # Are there any file reference nodes in our scene?
            refNodeNames = cmds.ls(type='reference')
            if refNodeNames:
                # Are there any loaded file reference nodes in our scene?
                refNodes = (commonUtils.nameToNode(r) for r in refNodeNames)
                loadedRef = next(
                    (r
                     for r in refNodes if OpenMaya.MFnReference(r).isLoaded()),
                    None)
                if loadedRef:
                    # backward comp after refactoring overrideManager, see overrideManager.py for details
                    if layer._backwardCompID is not None:
                        layer._transferAttributes()
                    # Unapply / reapply overrides.
                    layer.needsApplyUpdate = True
                    self.switchToLayer(layer)
Пример #12
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def nameToUserNode(name):
    node = commonUtils.nameToNode(name)
    return OpenMaya.MFnDependencyNode(node).userNode() if node else None
Пример #13
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def getLongName(name):
    node = commonUtils.nameToNode(name)
    if node is not None:
        return commonUtils.nodeToLongName(node)
    return None
Пример #14
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def renderSetupFind(objectNodeNames, renderLayerNames, includeLayers):
    nodes = ( commonUtils.nameToNode(name) for name in objectNodeNames )
    longNames = [ commonUtils.nodeToLongName(node) for node in nodes if node is not None ]
    renderLayers = (utils.nameToUserNode(renderLayerName) for renderLayerName in renderLayerNames)
    models = itertools.chain.from_iterable(rl.findIn(longNames, includeSelf=includeLayers) for rl in renderLayers)
    return [model.name() for model in models]