ayon-core/openpype/hosts/maya/api/lib_rendersetup.py
Roy Nieterau a93b635618
Maya: Remove pymel dependency (#4724)
* Remove pymel from `validate_no_namespace`

* Refactor `ValidateRigOutputIds` to remove pymel dependency

* Remove pymel dependency

* Fix logic

* Remove pymel dependency

* Remove py

* Remove pymel dependency

* Remove pymel dependency

* Remove pymel dependency

* Opt-out early if possible

* Remove pymel dependency

* Remove pymel dependency

* Remove pymel dependency

* Remove pymel dependency

* Remove pymel dependency

* Remove code that should've been removed

* Cosmetics

* Shush hound

* Refactor `get_parent` -> `get_node_parent`

* Fix argument

* Refactor logic for Validate Mesh Arnold Attributes

* Fix load image plane camera transform name

* Merge remote-tracking branch 'upstream/develop' into maya_remove_pymel

# Conflicts:
#	openpype/hosts/maya/plugins/load/load_reference.py
#	openpype/hosts/maya/plugins/publish/collect_review.py

* Fix bug

* Improve labels on messagebox buttons

* Fix repair

* Create empty mesh instead of cube

* Tweak code style based on comments by @fabiaserra

---------

Co-authored-by: Jakub Ježek <jakubjezek001@gmail.com>
2023-04-04 11:23:19 +02:00

417 lines
15 KiB
Python

# -*- coding: utf-8 -*-
"""Code to get attributes from render layer without switching to it.
https://github.com/Colorbleed/colorbleed-config/blob/acre/colorbleed/maya/lib_rendersetup.py
Credits: Roy Nieterau (BigRoy) / Colorbleed
Modified for use in OpenPype
"""
from maya import cmds
import maya.api.OpenMaya as om
import logging
import maya.app.renderSetup.model.utils as utils
from maya.app.renderSetup.model import renderSetup
from maya.app.renderSetup.model.override import (
AbsOverride,
RelOverride,
UniqueOverride
)
from openpype.hosts.maya.api.lib import get_attribute
EXACT_MATCH = 0
PARENT_MATCH = 1
CLIENT_MATCH = 2
DEFAULT_RENDER_LAYER = "defaultRenderLayer"
log = logging.getLogger(__name__)
def get_rendersetup_layer(layer):
"""Return render setup layer name.
This also converts names from legacy renderLayer node name to render setup
name.
Note: `defaultRenderLayer` is not a renderSetupLayer node but it is however
the valid layer name for Render Setup - so we return that as is.
Example:
>>> for legacy_layer in cmds.ls(type="renderLayer"):
>>> layer = get_rendersetup_layer(legacy_layer)
Returns:
str or None: Returns renderSetupLayer node name if `layer` is a valid
layer name in legacy renderlayers or render setup layers.
Returns None if the layer can't be found or Render Setup is
currently disabled.
"""
if layer == DEFAULT_RENDER_LAYER:
# defaultRenderLayer doesn't have a `renderSetupLayer`
return layer
if not cmds.mayaHasRenderSetup():
return None
if not cmds.objExists(layer):
return None
if cmds.nodeType(layer) == "renderSetupLayer":
return layer
# By default Render Setup renames the legacy renderlayer
# to `rs_<layername>` but lets not rely on that as the
# layer node can be renamed manually
connections = cmds.listConnections(layer + ".message",
type="renderSetupLayer",
exactType=True,
source=False,
destination=True,
plugs=True) or []
return next((conn.split(".", 1)[0] for conn in connections
if conn.endswith(".legacyRenderLayer")), None)
def get_attr_in_layer(node_attr, layer):
"""Return attribute value in Render Setup layer.
This will only work for attributes which can be
retrieved with `maya.cmds.getAttr` and for which
Relative and Absolute overrides are applicable.
Examples:
>>> get_attr_in_layer("defaultResolution.width", layer="layer1")
>>> get_attr_in_layer("defaultRenderGlobals.startFrame", layer="layer")
>>> get_attr_in_layer("transform.translate", layer="layer3")
Args:
attr (str): attribute name as 'node.attribute'
layer (str): layer name
Returns:
object: attribute value in layer
"""
def _layer_needs_update(layer):
"""Return whether layer needs updating."""
# Use `getattr` as e.g. DEFAULT_RENDER_LAYER does not have
# the attribute
return getattr(layer, "needsMembershipUpdate", False) or \
getattr(layer, "needsApplyUpdate", False)
def get_default_layer_value(node_attr_):
"""Return attribute value in `DEFAULT_RENDER_LAYER`."""
inputs = cmds.listConnections(node_attr_,
source=True,
destination=False,
# We want to skip conversion nodes since
# an override to `endFrame` could have
# a `unitToTimeConversion` node
# in-between
skipConversionNodes=True,
type="applyOverride") or []
if inputs:
override = inputs[0]
history_overrides = cmds.ls(cmds.listHistory(override,
pruneDagObjects=True),
type="applyOverride")
node = history_overrides[-1] if history_overrides else override
node_attr_ = node + ".original"
return get_attribute(node_attr_, asString=True)
layer = get_rendersetup_layer(layer)
rs = renderSetup.instance()
current_layer = rs.getVisibleRenderLayer()
if current_layer.name() == layer:
# Ensure layer is up-to-date
if _layer_needs_update(current_layer):
try:
rs.switchToLayer(current_layer)
except RuntimeError:
# Some cases can cause errors on switching
# the first time with Render Setup layers
# e.g. different overrides to compounds
# and its children plugs. So we just force
# it another time. If it then still fails
# we will let it error out.
rs.switchToLayer(current_layer)
return get_attribute(node_attr, asString=True)
overrides = get_attr_overrides(node_attr, layer)
default_layer_value = get_default_layer_value(node_attr)
if not overrides:
return default_layer_value
value = default_layer_value
for match, layer_override, index in overrides:
if isinstance(layer_override, AbsOverride):
# Absolute override
value = get_attribute(layer_override.name() + ".attrValue")
if match == EXACT_MATCH:
# value = value
pass
elif match == PARENT_MATCH:
value = value[index]
elif match == CLIENT_MATCH:
value[index] = value
elif isinstance(layer_override, RelOverride):
# Relative override
# Value = Original * Multiply + Offset
multiply = get_attribute(layer_override.name() + ".multiply")
offset = get_attribute(layer_override.name() + ".offset")
if match == EXACT_MATCH:
value = value * multiply + offset
elif match == PARENT_MATCH:
value = value * multiply[index] + offset[index]
elif match == CLIENT_MATCH:
value[index] = value[index] * multiply + offset
else:
raise TypeError("Unsupported override: %s" % layer_override)
return value
def get_attr_overrides(node_attr, layer,
skip_disabled=True,
skip_local_render=True,
stop_at_absolute_override=True):
"""Return all Overrides applicable to the attribute.
Overrides are returned as a 3-tuple:
(Match, Override, Index)
Match:
This is any of EXACT_MATCH, PARENT_MATCH, CLIENT_MATCH
and defines whether the override is exactly on the
plug, on the parent or on a child plug.
Override:
This is the RenderSetup Override instance.
Index:
This is the Plug index under the parent or for
the child that matches. The EXACT_MATCH index will
always be None. For PARENT_MATCH the index is which
index the plug is under the parent plug. For CLIENT_MATCH
the index is which child index matches the plug.
Args:
node_attr (str): attribute name as 'node.attribute'
layer (str): layer name
skip_disabled (bool): exclude disabled overrides
skip_local_render (bool): exclude overrides marked
as local render.
stop_at_absolute_override: exclude overrides prior
to the last absolute override as they have
no influence on the resulting value.
Returns:
list: Ordered Overrides in order of strength
"""
def get_mplug_children(plug):
"""Return children MPlugs of compound `MPlug`."""
children = []
if plug.isCompound:
for i in range(plug.numChildren()):
children.append(plug.child(i))
return children
def get_mplug_names(mplug):
"""Return long and short name of `MPlug`."""
long_name = mplug.partialName(useLongNames=True)
short_name = mplug.partialName(useLongNames=False)
return {long_name, short_name}
def iter_override_targets(override):
try:
for target in override._targets():
yield target
except AssertionError:
# Workaround: There is a bug where the private `_targets()` method
# fails on some attribute plugs. For example overrides
# to the defaultRenderGlobals.endFrame
# (Tested in Maya 2020.2)
log.debug("Workaround for %s" % override)
from maya.app.renderSetup.common.utils import findPlug
attr = override.attributeName()
if isinstance(override, UniqueOverride):
node = override.targetNodeName()
yield findPlug(node, attr)
else:
nodes = override.parent().selector().nodes()
for node in nodes:
if cmds.attributeQuery(attr, node=node, exists=True):
yield findPlug(node, attr)
# Get the MPlug for the node.attr
sel = om.MSelectionList()
sel.add(node_attr)
plug = sel.getPlug(0)
layer = get_rendersetup_layer(layer)
if layer == DEFAULT_RENDER_LAYER:
# DEFAULT_RENDER_LAYER will never have overrides
# since it's the default layer
return []
rs_layer = renderSetup.instance().getRenderLayer(layer)
if rs_layer is None:
# Renderlayer does not exist
return
# Get any parent or children plugs as we also
# want to include them in the attribute match
# for overrides
parent = plug.parent() if plug.isChild else None
parent_index = None
if parent:
parent_index = get_mplug_children(parent).index(plug)
children = get_mplug_children(plug)
# Create lookup for the attribute by both long
# and short names
attr_names = get_mplug_names(plug)
for child in children:
attr_names.update(get_mplug_names(child))
if parent:
attr_names.update(get_mplug_names(parent))
# Get all overrides of the layer
# And find those that are relevant to the attribute
plug_overrides = []
# Iterate over the overrides in reverse so we get the last
# overrides first and can "break" whenever an absolute
# override is reached
layer_overrides = list(utils.getOverridesRecursive(rs_layer))
for layer_override in reversed(layer_overrides):
if skip_disabled and not layer_override.isEnabled():
# Ignore disabled overrides
continue
if skip_local_render and layer_override.isLocalRender():
continue
# The targets list can be very large so we'll do
# a quick filter by attribute name to detect whether
# it matches the attribute name, or its parent or child
if layer_override.attributeName() not in attr_names:
continue
override_match = None
for override_plug in iter_override_targets(layer_override):
override_match = None
if plug == override_plug:
override_match = (EXACT_MATCH, layer_override, None)
elif parent and override_plug == parent:
override_match = (PARENT_MATCH, layer_override, parent_index)
elif children and override_plug in children:
child_index = children.index(override_plug)
override_match = (CLIENT_MATCH, layer_override, child_index)
if override_match:
plug_overrides.append(override_match)
break
if (
override_match and
stop_at_absolute_override and
isinstance(layer_override, AbsOverride) and
# When the override is only on a child plug then it doesn't
# override the entire value so we not stop at this override
not override_match[0] == CLIENT_MATCH
):
# If override is absolute override, then BREAK out
# of parent loop we don't need to look any further as
# this is the absolute override
break
return reversed(plug_overrides)
def get_shader_in_layer(node, layer):
"""Return the assigned shader in a renderlayer without switching layers.
This has been developed and tested for Legacy Renderlayers and *not* for
Render Setup.
Note: This will also return the shader for any face assignments, however
it will *not* return the components they are assigned to. This could
be implemented, but since Maya's renderlayers are famous for breaking
with face assignments there has been no need for this function to
support that.
Returns:
list: The list of assigned shaders in the given layer.
"""
def _get_connected_shader(plug):
"""Return current shader"""
return cmds.listConnections(plug,
source=False,
destination=True,
plugs=False,
connections=False,
type="shadingEngine") or []
# We check the instObjGroups (shader connection) for layer overrides.
plug = node + ".instObjGroups"
# Ignore complex query if we're in the layer anyway (optimization)
current_layer = cmds.editRenderLayerGlobals(query=True,
currentRenderLayer=True)
if layer == current_layer:
return _get_connected_shader(plug)
connections = cmds.listConnections(plug,
plugs=True,
source=False,
destination=True,
type="renderLayer") or []
connections = filter(lambda x: x.endswith(".outPlug"), connections)
if not connections:
# If no overrides anywhere on the shader, just get the current shader
return _get_connected_shader(plug)
def _get_override(connections, layer):
"""Return the overridden connection for that layer in connections"""
# If there's an override on that layer, return that.
for connection in connections:
if (connection.startswith(layer + ".outAdjustments") and
connection.endswith(".outPlug")):
# This is a shader override on that layer so get the shader
# connected to .outValue of the .outAdjustment[i]
out_adjustment = connection.rsplit(".", 1)[0]
connection_attr = out_adjustment + ".outValue"
override = cmds.listConnections(connection_attr) or []
return override
override_shader = _get_override(connections, layer)
if override_shader is not None:
return override_shader
else:
# Get the override for "defaultRenderLayer" (=masterLayer)
return _get_override(connections, layer="defaultRenderLayer")