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298 | class MayaLookAssignerWindow(QtWidgets.QWidget):
def __init__(self, parent=None):
super(MayaLookAssignerWindow, self).__init__(parent=parent)
self.log = logging.getLogger(__name__)
# Store callback references
self._callbacks = []
self._connections_set_up = False
filename = get_workfile()
self.setObjectName("lookManager")
self.setWindowTitle("Look Manager 1.4.0 - [{}]".format(filename))
self.setWindowFlags(QtCore.Qt.Window)
self.setParent(parent)
self.resize(750, 500)
self.setup_ui()
# Force refresh check on initialization
self._on_renderlayer_switch()
def setup_ui(self):
"""Build the UI"""
main_splitter = QtWidgets.QSplitter(self)
# Assets (left)
asset_outliner = AssetOutliner(main_splitter)
# Looks (right)
looks_widget = QtWidgets.QWidget(main_splitter)
look_outliner = LookOutliner(looks_widget) # Database look overview
assign_selected = QtWidgets.QCheckBox(
"Assign to selected only", looks_widget
)
assign_selected.setToolTip("Whether to assign only to selected nodes "
"or to the full asset")
remove_unused_btn = QtWidgets.QPushButton(
"Remove Unused Looks", looks_widget
)
looks_layout = QtWidgets.QVBoxLayout(looks_widget)
looks_layout.addWidget(look_outliner)
looks_layout.addWidget(assign_selected)
looks_layout.addWidget(remove_unused_btn)
main_splitter.addWidget(asset_outliner)
main_splitter.addWidget(looks_widget)
main_splitter.setSizes([350, 200])
# Footer
status = QtWidgets.QStatusBar(self)
status.setSizeGripEnabled(False)
status.setFixedHeight(25)
warn_layer = QtWidgets.QLabel(
"Current Layer is not defaultRenderLayer", self
)
warn_layer.setAlignment(QtCore.Qt.AlignRight | QtCore.Qt.AlignVCenter)
warn_layer.setStyleSheet("color: #DD5555; font-weight: bold;")
warn_layer.setFixedHeight(25)
footer = QtWidgets.QHBoxLayout()
footer.setContentsMargins(0, 0, 0, 0)
footer.addWidget(status)
footer.addWidget(warn_layer)
# Build up widgets
main_layout = QtWidgets.QVBoxLayout(self)
main_layout.setSpacing(0)
main_layout.addWidget(main_splitter)
main_layout.addLayout(footer)
# Set column width
asset_outliner.view.setColumnWidth(0, 200)
look_outliner.view.setColumnWidth(0, 150)
asset_outliner.selection_changed.connect(
self.on_asset_selection_changed)
asset_outliner.refreshed.connect(
lambda: self.echo("Loaded assets..")
)
look_outliner.menu_apply_action.connect(self.on_process_selected)
remove_unused_btn.clicked.connect(remove_unused_looks)
# Open widgets
self.asset_outliner = asset_outliner
self.look_outliner = look_outliner
self.status = status
self.warn_layer = warn_layer
# Buttons
self.remove_unused = remove_unused_btn
self.assign_selected = assign_selected
self._first_show = True
def setup_connections(self):
"""Connect interactive widgets with actions"""
if self._connections_set_up:
return
# Maya renderlayer switch callback
callback = om.MEventMessage.addEventCallback(
"renderLayerManagerChange",
self._on_renderlayer_switch
)
self._callbacks.append(callback)
self._connections_set_up = True
def remove_connection(self):
# Delete callbacks
for callback in self._callbacks:
om.MMessage.removeCallback(callback)
self._callbacks = []
self._connections_set_up = False
def showEvent(self, event):
self.setup_connections()
super(MayaLookAssignerWindow, self).showEvent(event)
if self._first_show:
self._first_show = False
self.setStyleSheet(style.load_stylesheet())
def closeEvent(self, event):
self.remove_connection()
super(MayaLookAssignerWindow, self).closeEvent(event)
def _on_renderlayer_switch(self, *args):
"""Callback that updates on Maya renderlayer switch"""
if maya.OpenMaya.MFileIO.isNewingFile():
# Don't perform a check during file open or file new as
# the renderlayers will not be in a valid state yet.
return
layer = cmds.editRenderLayerGlobals(query=True,
currentRenderLayer=True)
if layer != "defaultRenderLayer":
self.warn_layer.show()
else:
self.warn_layer.hide()
def echo(self, message):
self.status.showMessage(message, 1500)
def refresh(self):
"""Refresh the content"""
# Get all containers and information
self.asset_outliner.clear()
found_items = self.asset_outliner.get_all_assets()
if not found_items:
self.look_outliner.clear()
def on_asset_selection_changed(self):
"""Get selected items from asset loader and fill look outliner"""
items = self.asset_outliner.get_selected_items()
self.look_outliner.clear()
self.look_outliner.add_items(items)
def on_process_selected(self):
"""Process all selected looks for the selected assets"""
assets = self.asset_outliner.get_selected_items()
assert assets, "No asset selected"
# Collect the looks we want to apply (by name)
look_items = self.look_outliner.get_selected_items()
looks = {look["product"] for look in look_items}
selection = self.assign_selected.isChecked()
asset_nodes = self.asset_outliner.get_nodes(selection=selection)
project_name = get_current_project_name()
start = time.time()
for i, (asset, item) in enumerate(asset_nodes.items()):
# Label prefix
prefix = "({}/{})".format(i + 1, len(asset_nodes))
# Assign the first matching look relevant for this asset
# (since assigning multiple to the same nodes makes no sense)
assign_look = next(
(
product_entity
for product_entity in item["looks"]
if product_entity["name"] in looks
),
None
)
if not assign_look:
self.echo(
"{} No matching selected look for {}".format(prefix, asset)
)
continue
# Get the latest version of this asset's look product
version_entity = ayon_api.get_last_version_by_product_id(
project_name, assign_look["id"], fields={"id"}
)
product_name = assign_look["name"]
self.echo("{} Assigning {} to {}\t".format(
prefix, product_name, asset
))
nodes = item["nodes"]
# Assign Vray Proxy look.
if cmds.pluginInfo('vrayformaya', query=True, loaded=True):
self.echo("Getting vray proxy nodes ...")
vray_proxies = set(cmds.ls(type="VRayProxy", long=True))
for vp in vray_proxies:
if vp in nodes:
vrayproxy_assign_look(vp, product_name)
nodes = list(set(nodes).difference(vray_proxies))
else:
self.echo(
"Could not assign to VRayProxy because vrayformaya plugin "
"is not loaded."
)
# Assign Arnold Standin look.
if cmds.pluginInfo("mtoa", query=True, loaded=True):
# If the current renderer is Arnold we also allow assigning
# to gpuCache nodes. If not, then we skip it because Arnold may
# be loaded even if unused as renderer in current project.
types = ["aiStandIn"]
renderer = cmds.getAttr("defaultRenderGlobals.currentRenderer")
if renderer == "arnold":
types.append("gpuCache")
arnold_standins = cmds.ls(nodes, type=types, long=True)
for standin in arnold_standins:
arnold_standin.assign_look_by_version(
standin, version_id=version_entity["id"])
nodes = list(set(nodes).difference(arnold_standins))
else:
self.echo(
"Could not assign to aiStandIn because mtoa plugin is not "
"loaded."
)
# Assign look
if nodes:
assign_look_by_version(
nodes, version_id=version_entity["id"]
)
end = time.time()
self.echo("Finished assigning.. ({0:.3f}s)".format(end - start))
|