ayon-core/pype/plugins/maya/load/load_look.py

210 lines
7.7 KiB
Python

import pype.hosts.maya.plugin
from avalon import api, io
import json
import pype.hosts.maya.lib
from collections import defaultdict
from pype.widgets.message_window import ScrollMessageBox
from Qt import QtWidgets
class LookLoader(pype.hosts.maya.plugin.ReferenceLoader):
"""Specific loader for lookdev"""
families = ["look"]
representations = ["ma"]
label = "Reference look"
order = -10
icon = "code-fork"
color = "orange"
def process_reference(self, context, name, namespace, options):
"""
Load and try to assign Lookdev to nodes based on relationship data.
Args:
name:
namespace:
context:
options:
Returns:
"""
import maya.cmds as cmds
from avalon import maya
with maya.maintained_selection():
nodes = cmds.file(self.fname,
namespace=namespace,
reference=True,
returnNewNodes=True)
self[:] = nodes
def switch(self, container, representation):
self.update(container, representation)
def update(self, container, representation):
"""
Called by Scene Inventory when look should be updated to current
version.
If any reference edits cannot be applied, eg. shader renamed and
material not present, reference is unloaded and cleaned.
All failed edits are highlighted to the user via message box.
Args:
container: object that has look to be updated
representation: (dict): relationship data to get proper
representation from DB and persisted
data in .json
Returns:
None
"""
import os
from maya import cmds
node = container["objectName"]
path = api.get_representation_path(representation)
# Get reference node from container members
members = cmds.sets(node, query=True, nodesOnly=True)
reference_node = self._get_reference_node(members)
shader_nodes = cmds.ls(members, type='shadingEngine')
orig_nodes = set(self._get_nodes_with_shader(shader_nodes))
file_type = {
"ma": "mayaAscii",
"mb": "mayaBinary",
"abc": "Alembic"
}.get(representation["name"])
assert file_type, "Unsupported representation: %s" % representation
assert os.path.exists(path), "%s does not exist." % path
self._load_reference(file_type, node, path, reference_node)
# Remove any placeHolderList attribute entries from the set that
# are remaining from nodes being removed from the referenced file.
members = cmds.sets(node, query=True)
invalid = [x for x in members if ".placeHolderList" in x]
if invalid:
cmds.sets(invalid, remove=node)
# get new applied shaders and nodes from new version
shader_nodes = cmds.ls(members, type='shadingEngine')
nodes = set(self._get_nodes_with_shader(shader_nodes))
json_representation = io.find_one({
"type": "representation",
"parent": representation['parent'],
"name": "json"
})
# Load relationships
shader_relation = api.get_representation_path(json_representation)
with open(shader_relation, "r") as f:
relationships = json.load(f)
# update of reference could result in failed edits - material is not
# present because of renaming etc.
failed_edits = cmds.referenceQuery(reference_node,
editStrings=True,
failedEdits=True,
successfulEdits=False)
# highlight failed edits to user
if failed_edits:
# clean references - removes failed reference edits
cmds.file(cr=reference_node) # cleanReference
# reapply shading groups from json representation on orig nodes
pype.hosts.maya.lib.apply_shaders(relationships,
shader_nodes,
orig_nodes)
msg = ["During reference update some edits failed.",
"All successful edits were kept intact.\n",
"Failed and removed edits:"]
msg.extend(failed_edits)
msg = ScrollMessageBox(QtWidgets.QMessageBox.Warning,
"Some reference edit failed",
msg)
msg.exec_()
attributes = relationships.get("attributes", [])
# region compute lookup
nodes_by_id = defaultdict(list)
for n in nodes:
nodes_by_id[pype.hosts.maya.lib.get_id(n)].append(n)
pype.hosts.maya.lib.apply_attributes(attributes, nodes_by_id)
# Update metadata
cmds.setAttr("{}.representation".format(node),
str(representation["_id"]),
type="string")
def _get_nodes_with_shader(self, shader_nodes):
"""
Returns list of nodes belonging to specific shaders
Args:
shader_nodes: <list> of Shader groups
Returns
<list> node names
"""
import maya.cmds as cmds
# Get container members
nodes_list = []
for shader in shader_nodes:
connections = cmds.listConnections(cmds.listHistory(shader, f=1),
type='mesh')
if connections:
for connection in connections:
nodes_list.extend(cmds.listRelatives(connection,
shapes=True))
return nodes_list
def _load_reference(self, file_type, node, path, reference_node):
"""
Load reference from 'path' on 'reference_node'. Used when change
of look (version/update) is triggered.
Args:
file_type: extension of referenced file
node:
path: (string) location of referenced file
reference_node: (string) - name of node that should be applied
on
Returns:
None
"""
import maya.cmds as cmds
try:
content = cmds.file(path,
loadReference=reference_node,
type=file_type,
returnNewNodes=True)
except RuntimeError as exc:
# When changing a reference to a file that has load errors the
# command will raise an error even if the file is still loaded
# correctly (e.g. when raising errors on Arnold attributes)
# When the file is loaded and has content, we consider it's fine.
if not cmds.referenceQuery(reference_node, isLoaded=True):
raise
content = cmds.referenceQuery(reference_node,
nodes=True,
dagPath=True)
if not content:
raise
self.log.warning("Ignoring file read error:\n%s", exc)
# Fix PLN-40 for older containers created with Avalon that had the
# `.verticesOnlySet` set to True.
if cmds.getAttr("{}.verticesOnlySet".format(node)):
self.log.info("Setting %s.verticesOnlySet to False", node)
cmds.setAttr("{}.verticesOnlySet".format(node), False)
# Add new nodes of the reference to the container
cmds.sets(content, forceElement=node)