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Merge pull request #436 from BigRoy/enhancement/maya_workfile_templates_refactor
Maya: Refactor and implement fixes for Load Placeholder
This commit is contained in:
commit
cf9a27e6ce
3 changed files with 233 additions and 191 deletions
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@ -4212,3 +4212,23 @@ def create_rig_animation_instance(
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variant=namespace,
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pre_create_data={"use_selection": True}
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)
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def get_node_index_under_parent(node: str) -> int:
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"""Return the index of a DAG node under its parent.
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Arguments:
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node (str): A DAG Node path.
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Returns:
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int: The DAG node's index under its parents or world
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"""
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node = cmds.ls(node, long=True)[0] # enforce long names
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parent = node.rsplit("|", 1)[0]
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if not parent:
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return cmds.ls(assemblies=True, long=True).index(node)
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else:
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return cmds.listRelatives(parent,
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children=True,
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fullPath=True).index(node)
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@ -1,3 +1,5 @@
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import json
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from maya import cmds
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from ayon_core.pipeline import (
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@ -8,13 +10,15 @@ from ayon_core.pipeline import (
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)
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from ayon_core.pipeline.workfile.workfile_template_builder import (
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TemplateAlreadyImported,
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AbstractTemplateBuilder
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AbstractTemplateBuilder,
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PlaceholderPlugin,
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PlaceholderItem,
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)
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from ayon_core.tools.workfile_template_build import (
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WorkfileBuildPlaceholderDialog,
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)
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from .lib import get_main_window
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from .lib import read, imprint, get_main_window
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PLACEHOLDER_SET = "PLACEHOLDERS_SET"
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@ -86,6 +90,162 @@ class MayaTemplateBuilder(AbstractTemplateBuilder):
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return True
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class MayaPlaceholderPlugin(PlaceholderPlugin):
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"""Base Placeholder Plugin for Maya with one unified cache.
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Creates a locator as placeholder node, which during populate provide
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all of its attributes defined on the locator's transform in
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`placeholder.data` and where `placeholder.scene_identifier` is the
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full path to the node.
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Inherited classes must still implement `populate_placeholder`
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"""
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use_selection_as_parent = True
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item_class = PlaceholderItem
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def _create_placeholder_name(self, placeholder_data):
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return self.identifier.replace(".", "_")
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def _collect_scene_placeholders(self):
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nodes_by_identifier = self.builder.get_shared_populate_data(
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"placeholder_nodes"
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)
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if nodes_by_identifier is None:
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# Cache placeholder data to shared data
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nodes = cmds.ls("*.plugin_identifier", long=True, objectsOnly=True)
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nodes_by_identifier = {}
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for node in nodes:
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identifier = cmds.getAttr("{}.plugin_identifier".format(node))
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nodes_by_identifier.setdefault(identifier, []).append(node)
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# Set the cache
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self.builder.set_shared_populate_data(
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"placeholder_nodes", nodes_by_identifier
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)
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return nodes_by_identifier
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def create_placeholder(self, placeholder_data):
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parent = None
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if self.use_selection_as_parent:
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selection = cmds.ls(selection=True)
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if len(selection) > 1:
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raise ValueError(
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"More than one node is selected. "
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"Please select only one to define the parent."
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)
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parent = selection[0] if selection else None
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placeholder_data["plugin_identifier"] = self.identifier
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placeholder_name = self._create_placeholder_name(placeholder_data)
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placeholder = cmds.spaceLocator(name=placeholder_name)[0]
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if parent:
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placeholder = cmds.parent(placeholder, selection[0])[0]
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self.imprint(placeholder, placeholder_data)
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def update_placeholder(self, placeholder_item, placeholder_data):
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node_name = placeholder_item.scene_identifier
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changed_values = {}
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for key, value in placeholder_data.items():
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if value != placeholder_item.data.get(key):
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changed_values[key] = value
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# Delete attributes to ensure we imprint new data with correct type
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for key in changed_values.keys():
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placeholder_item.data[key] = value
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if cmds.attributeQuery(key, node=node_name, exists=True):
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attribute = "{}.{}".format(node_name, key)
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cmds.deleteAttr(attribute)
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self.imprint(node_name, changed_values)
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def collect_placeholders(self):
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placeholders = []
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nodes_by_identifier = self._collect_scene_placeholders()
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for node in nodes_by_identifier.get(self.identifier, []):
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# TODO do data validations and maybe upgrades if they are invalid
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placeholder_data = self.read(node)
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placeholders.append(
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self.item_class(scene_identifier=node,
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data=placeholder_data,
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plugin=self)
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)
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return placeholders
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def post_placeholder_process(self, placeholder, failed):
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"""Cleanup placeholder after load of its corresponding representations.
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Hide placeholder, add them to placeholder set.
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Used only by PlaceholderCreateMixin and PlaceholderLoadMixin
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Args:
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placeholder (PlaceholderItem): Item which was just used to load
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representation.
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failed (bool): Loading of representation failed.
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"""
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# Hide placeholder and add them to placeholder set
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node = placeholder.scene_identifier
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# If we just populate the placeholders from current scene, the
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# placeholder set will not be created so account for that.
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if not cmds.objExists(PLACEHOLDER_SET):
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cmds.sets(name=PLACEHOLDER_SET, empty=True)
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cmds.sets(node, addElement=PLACEHOLDER_SET)
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cmds.hide(node)
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cmds.setAttr("{}.hiddenInOutliner".format(node), True)
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def delete_placeholder(self, placeholder):
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"""Remove placeholder if building was successful
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Used only by PlaceholderCreateMixin and PlaceholderLoadMixin.
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"""
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node = placeholder.scene_identifier
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# To avoid that deleting a placeholder node will have Maya delete
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# any objectSets the node was a member of we will first remove it
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# from any sets it was a member of. This way the `PLACEHOLDERS_SET`
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# will survive long enough
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sets = cmds.listSets(o=node) or []
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for object_set in sets:
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cmds.sets(node, remove=object_set)
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cmds.delete(node)
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def imprint(self, node, data):
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"""Imprint call for placeholder node"""
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# Complicated data that can't be represented as flat maya attributes
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# we write to json strings, e.g. multiselection EnumDef
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for key, value in data.items():
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if isinstance(value, (list, tuple, dict)):
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data[key] = "JSON::{}".format(json.dumps(value))
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imprint(node, data)
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def read(self, node):
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"""Read call for placeholder node"""
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data = read(node)
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# Complicated data that can't be represented as flat maya attributes
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# we read from json strings, e.g. multiselection EnumDef
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for key, value in data.items():
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if isinstance(value, str) and value.startswith("JSON::"):
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value = value[len("JSON::"):] # strip of JSON:: prefix
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data[key] = json.loads(value)
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return data
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def build_workfile_template(*args):
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builder = MayaTemplateBuilder(registered_host())
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builder.build_template()
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@ -1,87 +1,48 @@
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import json
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from maya import cmds
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from ayon_core.pipeline.workfile.workfile_template_builder import (
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PlaceholderPlugin,
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LoadPlaceholderItem,
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PlaceholderLoadMixin,
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LoadPlaceholderItem
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)
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from ayon_core.hosts.maya.api.lib import (
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read,
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imprint,
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get_reference_node
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get_container_transforms,
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get_node_parent,
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get_node_index_under_parent
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)
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from ayon_core.hosts.maya.api.workfile_template_builder import (
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MayaPlaceholderPlugin,
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)
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from ayon_core.hosts.maya.api.workfile_template_builder import PLACEHOLDER_SET
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class MayaPlaceholderLoadPlugin(PlaceholderPlugin, PlaceholderLoadMixin):
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class MayaPlaceholderLoadPlugin(MayaPlaceholderPlugin, PlaceholderLoadMixin):
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identifier = "maya.load"
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label = "Maya load"
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def _collect_scene_placeholders(self):
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# Cache placeholder data to shared data
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placeholder_nodes = self.builder.get_shared_populate_data(
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"placeholder_nodes"
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)
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if placeholder_nodes is None:
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attributes = cmds.ls("*.plugin_identifier", long=True)
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placeholder_nodes = {}
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for attribute in attributes:
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node_name = attribute.rpartition(".")[0]
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placeholder_nodes[node_name] = (
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self._parse_placeholder_node_data(node_name)
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)
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self.builder.set_shared_populate_data(
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"placeholder_nodes", placeholder_nodes
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)
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return placeholder_nodes
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def _parse_placeholder_node_data(self, node_name):
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placeholder_data = read(node_name)
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parent_name = (
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cmds.getAttr(node_name + ".parent", asString=True)
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or node_name.rpartition("|")[0]
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or ""
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)
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if parent_name:
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siblings = cmds.listRelatives(parent_name, children=True)
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else:
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siblings = cmds.ls(assemblies=True)
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node_shortname = node_name.rpartition("|")[2]
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current_index = cmds.getAttr(node_name + ".index", asString=True)
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if current_index < 0:
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current_index = siblings.index(node_shortname)
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placeholder_data.update({
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"parent": parent_name,
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"index": current_index
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})
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return placeholder_data
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item_class = LoadPlaceholderItem
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def _create_placeholder_name(self, placeholder_data):
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placeholder_name_parts = placeholder_data["builder_type"].split("_")
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pos = 1
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# Split builder type: context_assets, linked_assets, all_assets
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prefix, suffix = placeholder_data["builder_type"].split("_", 1)
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parts = [prefix]
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# add family if any
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placeholder_product_type = placeholder_data.get("product_type")
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if placeholder_product_type is None:
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placeholder_product_type = placeholder_data.get("family")
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if placeholder_product_type:
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placeholder_name_parts.insert(pos, placeholder_product_type)
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pos += 1
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parts.append(placeholder_product_type)
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# add loader arguments if any
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loader_args = placeholder_data["loader_args"]
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if loader_args:
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loader_args = json.loads(loader_args.replace('\'', '\"'))
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values = [v for v in loader_args.values()]
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for value in values:
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placeholder_name_parts.insert(pos, value)
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pos += 1
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loader_args = eval(loader_args)
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for value in loader_args.values():
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parts.append(str(value))
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placeholder_name = "_".join(placeholder_name_parts)
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parts.append(suffix)
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placeholder_name = "_".join(parts)
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return placeholder_name.capitalize()
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@ -104,68 +65,6 @@ class MayaPlaceholderLoadPlugin(PlaceholderPlugin, PlaceholderLoadMixin):
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)
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return loaded_representation_ids
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def create_placeholder(self, placeholder_data):
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selection = cmds.ls(selection=True)
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if len(selection) > 1:
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raise ValueError("More then one item are selected")
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parent = selection[0] if selection else None
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placeholder_data["plugin_identifier"] = self.identifier
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placeholder_name = self._create_placeholder_name(placeholder_data)
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placeholder = cmds.spaceLocator(name=placeholder_name)[0]
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if parent:
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placeholder = cmds.parent(placeholder, selection[0])[0]
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imprint(placeholder, placeholder_data)
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# Add helper attributes to keep placeholder info
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cmds.addAttr(
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placeholder,
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longName="parent",
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hidden=True,
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dataType="string"
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)
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cmds.addAttr(
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placeholder,
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longName="index",
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hidden=True,
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attributeType="short",
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defaultValue=-1
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)
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cmds.setAttr(placeholder + ".parent", "", type="string")
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def update_placeholder(self, placeholder_item, placeholder_data):
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node_name = placeholder_item.scene_identifier
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new_values = {}
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for key, value in placeholder_data.items():
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placeholder_value = placeholder_item.data.get(key)
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if value != placeholder_value:
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new_values[key] = value
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placeholder_item.data[key] = value
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for key in new_values.keys():
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cmds.deleteAttr(node_name + "." + key)
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imprint(node_name, new_values)
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def collect_placeholders(self):
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output = []
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scene_placeholders = self._collect_scene_placeholders()
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for node_name, placeholder_data in scene_placeholders.items():
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if placeholder_data.get("plugin_identifier") != self.identifier:
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continue
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# TODO do data validations and maybe upgrades if they are invalid
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output.append(
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LoadPlaceholderItem(node_name, placeholder_data, self)
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)
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return output
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def populate_placeholder(self, placeholder):
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self.populate_load_placeholder(placeholder)
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@ -176,30 +75,6 @@ class MayaPlaceholderLoadPlugin(PlaceholderPlugin, PlaceholderLoadMixin):
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def get_placeholder_options(self, options=None):
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return self.get_load_plugin_options(options)
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def post_placeholder_process(self, placeholder, failed):
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"""Cleanup placeholder after load of its corresponding representations.
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Args:
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placeholder (PlaceholderItem): Item which was just used to load
|
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representation.
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failed (bool): Loading of representation failed.
|
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"""
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# Hide placeholder and add them to placeholder set
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node = placeholder.scene_identifier
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# If we just populate the placeholders from current scene, the
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# placeholder set will not be created so account for that.
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if not cmds.objExists(PLACEHOLDER_SET):
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cmds.sets(name=PLACEHOLDER_SET, empty=True)
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cmds.sets(node, addElement=PLACEHOLDER_SET)
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cmds.hide(node)
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cmds.setAttr(node + ".hiddenInOutliner", True)
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def delete_placeholder(self, placeholder):
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"""Remove placeholder if building was successful"""
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cmds.delete(placeholder.scene_identifier)
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def load_succeed(self, placeholder, container):
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self._parent_in_hierarchy(placeholder, container)
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|
@ -215,56 +90,43 @@ class MayaPlaceholderLoadPlugin(PlaceholderPlugin, PlaceholderLoadMixin):
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if not container:
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return
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roots = cmds.sets(container, q=True) or []
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ref_node = None
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try:
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ref_node = get_reference_node(roots)
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except AssertionError as e:
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self.log.info(e.args[0])
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# TODO: This currently returns only a single root but a loaded scene
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# could technically load more than a single root
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container_root = get_container_transforms(container, root=True)
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nodes_to_parent = []
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for root in roots:
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if ref_node:
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ref_root = cmds.referenceQuery(root, nodes=True)[0]
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ref_root = (
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cmds.listRelatives(ref_root, parent=True, path=True) or
|
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[ref_root]
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)
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nodes_to_parent.extend(ref_root)
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continue
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if root.endswith("_RN"):
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# Backwards compatibility for hardcoded reference names.
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refRoot = cmds.referenceQuery(root, n=True)[0]
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refRoot = cmds.listRelatives(refRoot, parent=True) or [refRoot]
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nodes_to_parent.extend(refRoot)
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elif root not in cmds.listSets(allSets=True):
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nodes_to_parent.append(root)
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# Bugfix: The get_container_transforms does not recognize the load
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# reference group currently
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# TODO: Remove this when it does
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parent = get_node_parent(container_root)
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if parent:
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container_root = parent
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roots = [container_root]
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elif not cmds.sets(root, q=True):
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return
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# Add the loaded roots to the holding sets if they exist
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holding_sets = cmds.listSets(object=placeholder.scene_identifier) or []
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for holding_set in holding_sets:
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cmds.sets(roots, forceElement=holding_set)
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# Move loaded nodes to correct index in outliner hierarchy
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# Parent the roots to the place of the placeholder locator and match
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# its matrix
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placeholder_form = cmds.xform(
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placeholder.scene_identifier,
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q=True,
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query=True,
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matrix=True,
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worldSpace=True
|
||||
)
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scene_parent = cmds.listRelatives(
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placeholder.scene_identifier, parent=True, fullPath=True
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)
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for node in set(nodes_to_parent):
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cmds.reorder(node, front=True)
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cmds.reorder(node, relative=placeholder.data["index"])
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cmds.xform(node, matrix=placeholder_form, ws=True)
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if scene_parent:
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cmds.parent(node, scene_parent)
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||||
else:
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if cmds.listRelatives(node, parent=True):
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cmds.parent(node, world=True)
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||||
scene_parent = get_node_parent(placeholder.scene_identifier)
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||||
for node in set(roots):
|
||||
cmds.xform(node, matrix=placeholder_form, worldSpace=True)
|
||||
|
||||
holding_sets = cmds.listSets(object=placeholder.scene_identifier)
|
||||
if not holding_sets:
|
||||
return
|
||||
for holding_set in holding_sets:
|
||||
cmds.sets(roots, forceElement=holding_set)
|
||||
if scene_parent != get_node_parent(node):
|
||||
if scene_parent:
|
||||
node = cmds.parent(node, scene_parent)[0]
|
||||
else:
|
||||
node = cmds.parent(node, world=True)[0]
|
||||
|
||||
# Move loaded nodes in index order next to their placeholder node
|
||||
cmds.reorder(node, back=True)
|
||||
index = get_node_index_under_parent(placeholder.scene_identifier)
|
||||
cmds.reorder(node, front=True)
|
||||
cmds.reorder(node, relative=index + 1)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue