Extension Object Pattern

本文介绍Eclipse中扩展对象模式的实现方式,该模式允许在不改变原有类接口的情况下增加新的接口和服务。通过IAdaptable、IAdapterManager及IAdapterFactory等机制,可以为现有类型动态添加行为,并支持多种适配器的注册与查询。
       We need a mechanism that allows us to
  • Add a service interface to a type without exposing it in that type

  • Add behavior to preexisting types such as IFile

    The pattern is called Extension Object and is also known as Extension Interface. Anticipate that an object's interface needs to be extended in the future. Extension Object lets you add interfaces to a class and lets clients query whether an object has a particular extension。

    The Eclipse extension support is class-based. That is, you can add behavior to existing classes, but not add state to its existing instances. The additional behavior is described by an interface.


    getAdapter() returns an object castable to the given class (or null if the interface isn't supported)。

    The IAdaptable interface is used in two different ways in Eclipse:
    1)A class wants to provide additional interfaces without exposing them in the API— In this case, getAdapter() is implemented by the class itself. Adding a new interface requires changing the implementation of getAdapter(). This is useful when a class wants to support additional interfaces without changing its existing interface and thereby breaking the API.

     Here is an implementation of a getAdapter() method in a class that supports the IPropertySource interface:
     Object getAdapter(Class adapter) { 
     if (adapter.equals(IPropertySource.class) 
     return new PropertySourceAdapter(this); 
      return super.getAdapter(adapter);
    }

    public class PropertySourceAdapter implements IPropertySource {
      private Object  source;

      public PropertySourceAdapter(Object source) {
        this.source= source;
      }


      public IPropertyDescriptor[] getPropertyDescriptors() {
        // return the property descriptors.
      }
      //...
    }
    2)A class is augmented from the outside to provide additional services— In this case, no code changes to the existing class are required and the getAdapter() implementation is contributed by a factory. AdapterFactories—Adding Interfaces to Existing Types。

    public class FileWithProperties implements IPropertySource {
      private IFile  file;
      public IPropertyDescriptor[] getPropertyDescriptors() {...}
      public Object getPropertyValue(Object id) {...}
      public boolean isPropertySet(Object id) {...}
      public void resetPropertyValue(Object id) {...}
      public void setPropertyValue(Object id, Object value) {...}
      public IFile toFile() { return file; }
    }

    class FileAdapterFactory implements IAdapterFactory {

      // The purpose of this declarative method is to enable a quick lookup for an adapter.
      public Class[] getAdapterList() {
        return new Class[] {
         IPropertySource.class
        };
      }

      public Object getAdapter(Object o, Class adapter) {
        if (adapter == IPropertySource.class)
          return new FilePropertySource((IFile)o);
        return null;
      }
    }

    Next we have to register the factory for our desired type (IFile) with the AdapterManager. 

    IAdapterManager manager = Platform.getAdapterManager();
    IAdapterFactory factory = new FileAdapterFactory();
    manager.registerAdapters(factory, IFile.class);

    Geting adapter interface by calling:

    Platform.getAdapterManager().getAdapter(this, adapter);


    Here are some points about the extension mechanism:


    1) Multiple adapters for the same type— What happens when the same adapter is registered more than once in a type's hierarchy? The rule is that the most specific adapter wins. Most specific means the first adapter in the base class chain followed by a depth-first order search in the interface hierarchy.


    2) Stateless adapters— Adapters that have no state are the most space-efficient and easiest to manage. You store a single instance of the adapter in a field of the adapter factory or a static variable and return it when it is requested. To reuse a single instance of the adapter for all adapted objects, the adapter methods need to support passing in the adapted object. IWorkbenchAdapter is an interface that enables a stateless implementation. IPropertySource is an interface that does not.


    3) Instance based extensions— IAdaptable supports class extensions. How can you extend instances? IResource supports dynamic-state extension with properties. A property is identified by a qualified name and can be managed either per session or persistently. Refer to the API specification of IResource for more details.


    Which adapters are supported?— You cannot determine the available adapters from just looking at a class interface. You have to read the API documentation to find out which adapters are expected by a service (see for example, org.eclipse.ui.views.properties.PropertySheet). Alternatively, search for references to IAdaptable.getAdapter() to uncover all uses of adapter interfaces.


    4) Adapter negotiation— An IAdaptable client can ask for different interfaces until a suitable one is found. For example, a property sheet can be populated from an IPropertySource adapter. However, a client can also get full control over the Property Sheet view contents by providing an IPropertySheetPage adapter. The Property Sheet view first queries for an IPropertySheetPage adapter and if there isn't one then it uses a default Property Sheet page that queries for the IPropertySource adapter.


    5) Reduced programming comfort— Programming with adapters is more bulky than programming with interfaces directly. With an adapter a direct method call is replaced by multiple statements:

    IPropertySource source=
        (IPropertySource) object.getAdapter(IPropertySource.class);
    if (source != null)
        return source.getPropertyDescriptors();


    Extension Object—implemented as IAdaptable, IAdapterManager, and IAdapterFactory—furthers Eclipse's goal of supporting unanticipated extension by allowing contributors to extend the classes an object can pretend to be. While more complicated than just using objects, the extra complexity is balanced by the additional flexibility.


ldtcommon代码: """ .. module:: ldtcommon :synopsis: Constants and templates non dcc specific used in other packages. .. moduleauthor:: Ezequiel Mastrasso """ import lucidity import logging import os logger = logging.getLogger(__name__) LOOKDEVTOOLS_FOLDER = os.environ['LOOKDEVTOOLS'] #: Attributes for tagging meshes for surfacing and texture-to-mesh matching ATTR_SURFACING_PROJECT = "surfacing_project" ATTR_SURFACING_OBJECT = "surfacing_object" #: Attribute for tagging Materials. Values: name of assigned project or object ATTR_MATERIAL = "surfacing_material" #: Attribute for tagging material assignmnents. Values: 'project' or 'object'] ATTR_MATERIAL_ASSIGN = "surfacing_assign" #: Attribute for tagging viewport material. Values: 'color' or 'pattern'] ATTR_MATERIAL_VP = "surfacing_vp" #: Global string matching ratios to compare strings against lucidity parsed files. #: Notice that the ratio constant should be high enough, TEXTURE_MATCHING_RATIO = 90 TEXTURE_CHANNEL_MATCHING_RATIO = 90 #: Texture file template, ANCHOR RIGHT TEXTURE_FILE_PATTERN = '{surfacing_project}_{surfacing_object}_{channel}_{colorspace}.{udim}.{extension}' #: Default shader node to use DEFAULT_SHADER = 'PxrSurface' #: Materials json Config, contains texture name mappings to shader plugs CONFIG_MATERIALS_JSON = os.path.join( os.environ['LOOKDEVTOOLS'], 'python', 'ldtconfig', 'materials.json') def texture_file_template(custom_pattern=None): """ Get a lucidity Template object using a custom template. Kwargs: custom_pattern (str): Custom lucidity file pattern. Returns: lucity.Template object with the custom partern """ logger.info('Loading lucidity with:\n %s' % custom_pattern) texture_file_template = lucidity.Template( 'textureset_element', custom_pattern, anchor=lucidity.Template.ANCHOR_END # TODO (Eze) Add STRICT? ) return texture_file_template ldtmaya代码: """ .. module:: ldtmaya :synopsis: general maya functions. .. moduleauthor:: Ezequiel Mastrasso """ import ldtcommon import ldtutils from ldtcommon import ATTR_SURFACING_PROJECT from ldtcommon import ATTR_SURFACING_OBJECT from ldtcommon import ATTR_MATERIAL from ldtcommon import ATTR_MATERIAL_ASSIGN from ldtcommon import ATTR_MATERIAL_VP from ldtui import qtutils from Qt import QtGui, QtWidgets, QtCore from Qt.QtWidgets import QApplication, QWidget, QLabel, QMainWindow import os import sys import traceback import random import logging import pymel.core as pm import maya.mel as mel import maya.cmds as mc logger = logging.getLogger(__name__) def surfacingInit(): """ Initialize the scene for surfacing projects. Creates the surfacing root, an empty surfacing project and object, and runs the validation to create and connect the partition Returns: bool. Valid scene. """ root = create_surfacing_root() if not root.members: surfacing_project = create_surfacing_project("defaultProject") create_surfacing_object(surfacing_project, "defaultObject") validate_surfacing() def create_surfacing_root_node(): """Create projects root node""" surfacing_root = pm.createNode( "objectSet", name="surfacing_root" ) surfacing_root.setAttr( "surfacing_root", "", force=True ) return surfacing_root def create_surfacing_root(): """Create projects root if it doesnt exist.""" if not get_surfacing_root(): surfacing_root = get_surfacing_root() return surfacing_root else: return get_surfacing_root() def create_surfacing_project(name=None): """ Creates a surfacing project. Kwargs: name (str): surfacing project name """ if not name: name = "project" surfacing_project = pm.createNode( "objectSet", name=name ) surfacing_project.setAttr( ATTR_SURFACING_PROJECT, "", force=True ) create_surfacing_object(surfacing_project) get_surfacing_root().add(surfacing_project) update_surfacing_partition() return surfacing_project def create_surfacing_object(project, name=None): """ Creates a surfacing Object under a given project. Args: project (PyNode): surfacing project Kwargs: name (str): surfacing object name """ if not name: name = "object" surfacing_set = pm.createNode( "objectSet", name=name ) surfacing_set.setAttr( ATTR_SURFACING_OBJECT, "", force=True ) project.add(surfacing_set) return surfacing_set def get_surfacing_root(): """ Get the project root node. Returns: PyNode. Surfacing root node Raises: Exception. """ objSetLs = [ item for item in pm.ls(type="objectSet") if item.hasAttr("surfacing_root") ] if len(objSetLs) == 0: logger.info( "surfacing_root node found, creating one" ) return create_surfacing_root_node() elif len(objSetLs) > 1: raise Exception( "More than 1 surfacing_root node found, clean up your scene" ) return objSetLs[0] def get_surfacing_projects(): """ Get all surfacing Projects under the root. Returns: list. surfacing projects PyNodes list. """ objSetLs = [ item for item in pm.ls(type="objectSet") if item.hasAttr(ATTR_SURFACING_PROJECT) ] return objSetLs def get_surfacing_project_by_name(name=None): """ Get surfacing Project by name. Kwargs: name (str): surfacing project name. Returns: PyNode. Returns first found hit, we are assuming the objectSet name is equal to surfacing_project attr value. """ projects_list = get_surfacing_projects() for each in projects_list: if name == each.name(): return each return None def get_surfacing_object_by_name(name=None): """ Get surfacing Object by name. Kwargs: name (str): surfacing object name. Returns: PyNode. Returns first found hit, we are assuming the objectSet name is equal to surfacing_object attr value. """ projects_list = get_surfacing_projects() for prj in projects_list: objs = get_surfacing_objects(prj) for obj in objs: if name == obj.name(): return obj return None def delete_surfacing_project(project): """ Delete a surfacing_project, and its members. Args: project (PyNode): surfacing project. """ if is_surfacing_project(project): pm.delete(project.members()) def get_surfacing_objects(project): """ Get all surfacing Objects under the given surfacing project Args: project (PyNode): surfacing project """ if is_surfacing_project(project): return project.members() else: return [] def is_surfacing_project(project): """ Check if the node is a surfacing project Args: project (PyNode): surfacing project Returns: bool. True if it is. """ if project.hasAttr(ATTR_SURFACING_PROJECT): return True else: return False def is_surfacing_object(surfacing_object): """ Check if node is surfacing Object Args: surfacing_object (PyNode): surfacing_object """ if surfacing_object.hasAttr(ATTR_SURFACING_OBJECT): return True else: return False def remove_surfacing_invalid_members(): """ Pops all not-allowd member types from surfacing projects and objects. Only Allowed types: objectSets (surfacing_projects) inside the surfacing projects root objectSets (surfacing_object) inside surfacing projects transforms (that have a mesh) inside surfacing_object """ project_root = get_surfacing_root() for project in project_root.members(): if ( not project.type() == "objectSet" ): # TODO (eze) add check for attr project_root.removeMembers([project]) for project in get_surfacing_projects(): for object in get_surfacing_objects( project ): # TODO (eze) add check for attr if not object.type() == "objectSet": project.removeMembers([object]) else: for member in object.members(): if not member.type() == "transform": logger.info( "removing invalid member: %s" % member ) object.removeMembers([member]) elif not member.listRelatives( type="mesh" ): logger.info( "removing invalid member: %s" % member ) object.removeMembers([member]) def get_mesh_transforms(object_list): # TODO move to common """ Get all the mesh shapes transforms. Includes all descendants in hierarchy. Args: object_list (list): PyNode list of nodes. """ shapes_in_hierarchy = pm.listRelatives( object_list, allDescendents=True, path=True, f=True, type="mesh", ) shapes_transforms = pm.listRelatives( shapes_in_hierarchy, p=True, path=True, f=True ) return shapes_transforms def add_member(surfacing_object, transform): # TODO move to common """ Add transform to surfacing Object Args: surfacing_object (PyNode): surfacing object transform (PyNode): transform node """ pm.sets(surfacing_object, transform, fe=True) def add_mesh_transforms_to_surfacing_object( surfacing_object, object_list ): """ Add all mesh shape transforms -and descendants- from the list to a surfacing Object. Args: surfacing_object (PyNode): surfacing object object_list (list): object list """ pm.select() if is_surfacing_object(surfacing_object): for item in object_list: # Disconnect the objects from other Surf proj and obj for c in item.instObjGroups.listConnections(c=True, p=True): if is_surfacing_object(c[1].node()) or is_surfacing_project(c[1].node()): logger.info( "disconnecting from Surf project or obj: %s" % c[1].node() ) pm.disconnectAttr("%s"%c[0], "%s"%c[1]) for transform in get_mesh_transforms(item): pm.select(transform) add_member(surfacing_object, transform) def update_surfacing_partition(): """Recreate the partition node, and reconnects to all the surfacing objects objectSets.""" partitions = [ item for item in pm.ls(type="partition") if item.hasAttr("surfacing_partition") ] for each in partitions: logger.info( "disconnecting existing partition: %s" % each ) each.sets.disconnect() pm.delete(each) logger.info("deleted partition") surfacing_partition = pm.createNode( "partition", name="surfacing_partition" ) logger.info( "partition created: %s" % surfacing_partition ) surfacing_partition.setAttr( "surfacing_partition", "", force=True ) for project in get_surfacing_projects(): for object in get_surfacing_objects(project): pm.connectAttr( "%s.partition" % object, surfacing_partition.sets, na=True, ) logger.info( "partition connected: %s " % object ) def remove_invalid_characters(): """Remove not allowed characters from surfacing projects and names like '_'.""" project_root = get_surfacing_root() surfacing_projects = get_surfacing_projects() #invalid_character = '_' invalid_character = '*' for project in surfacing_projects: if invalid_character in project.name(): project.rename(project.name().replace(invalid_character, '')) logger.info( 'Invalid character removed from surfacing_project,' 'new name: %s' % project) for surfacing_object in get_surfacing_objects(project): if invalid_character in surfacing_object.name(): surfacing_object.rename( surfacing_object.name().replace(invalid_character, '')) logger.info( 'Invalid characters removed from surfacing_object,' 'new name: %s' % surfacing_object) def validate_surfacing(): """ Validate the scene. Removes invalidad characters and members, updates the partition, and mesh attributes. """ remove_invalid_characters() remove_surfacing_invalid_members() update_surfacing_partition() update_surfacing_attributes() def export_alembic(geo_list, file_path): """ Export alembic file from the object list. Args: geo_list (list): list of geometry to export file_path (str): export file path """ if geo_list and file_path: roots = " -root |" + " -root |".join( [str(x) for x in geo_list] ) cmd = ( r'-frameRange 0 0 -uvWrite -dataFormat ogawa ' r'-userAttrPrefix surfacing' + roots + ' -file ' + (file_path) ) logger.info("AbcExport: %s" % cmd) mc.AbcExport(j=cmd) logger.info( "Succesful Alembic export to: %s" % file_path ) def merge_surfacing_object_meshes(surfacing_object): """ Merge all the meshs assigned to a surfacing Object. Args: surfacing_object (PyNode): surfacing object Raises: BaseException. Could not merge member meshes. """ try: members = surfacing_object.members() logger.info("Merging members: %s" % members) geo_name = "%s_geo" % str(surfacing_object) if len(members) > 1: geo = pm.polyUnite(*members, n=geo_name) return geo[0] else: logger.info( "single object found, skipping merge: %s" % members[0] ) members[0].rename(geo_name) pm.parent(members[0], world=True) return members[0] except BaseException: logger.error( "Could not merge members of: %s" % surfacing_object ) return False def export_surfacing_project(project, subdiv_level=0, single_export=True, folder_path=False): """ Export surfacing Project to Alembic. Args: project (PyNode): surfacing project Kwargs: single_export (bool): is single export folder_path (str): Export folder path """ current_file = pm.sceneName() if single_export: save_unsaved_scene_() if not folder_path: folder_path = qtutils.get_folder_path() project_geo_list = [] if ldtutils.is_directory(folder_path) and is_surfacing_project(project): for each in get_surfacing_objects(project): merged_geo = merge_surfacing_object_meshes(each) if merged_geo: project_geo_list.append(merged_geo) if project_geo_list: if subdiv_level: for geo in project_geo_list: logger.info( "subdivision level: %s" % subdiv_level ) logger.info( "subdividing merged members: %s" % geo ) # -mth 0 -sdt 2 -ovb 1 -ofb 3 -ofc 0 -ost 0 -ocr 0 -dv 3 # -bnr 1 -c 1 -kb 1 -ksb 1 -khe 0 -kt 1 -kmb 1 -suv 1 # -peh 0 -sl 1 -dpe 1 -ps 0.1 -ro 1 -ch 1 pm.polySmooth( geo, mth=0, sdt=2, ovb=1, dv=subdiv_level ) export_file_path = os.path.join( folder_path, str(project) + ".abc" ) export_alembic(project_geo_list, export_file_path) export_surfacing_object_dir = os.path.join( folder_path, str(project) ) ldtutils.create_directoy(export_surfacing_object_dir) for geo in project_geo_list: export_root = " -root |" + geo export_surfacing_object_path = os.path.join( export_surfacing_object_dir + "/" + geo + ".abc" ) export_alembic( [geo], export_surfacing_object_path ) if single_export: pm.openFile(current_file, force=True) def export_all_surfacing_projects(folder_path=None, subdiv_level=0): """ Export all surfacing Projects. Kwargs: folder_path (str): folder to export files. """ save_unsaved_scene_() if not folder_path: folder_path = qtutils.get_folder_path() current_file = pm.sceneName() for project in get_surfacing_projects(): export_surfacing_project( project, subdiv_level, single_export=False, folder_path=folder_path ) pm.openFile(current_file, force=True) return True def save_unsaved_scene_(): # TODO move to common """Check the scene state, if modified, will ask the user to save it.""" if unsaved_scene(): if save_scene_dialog(): pm.saveFile(force=True) else: raise ValueError("Unsaved changes") def update_surfacing_attributes(): """ Create attributes on meshes of what surfacing object they are assigned to. Adds the attributes to all the shapes transforms assigned to surfacing objects. This will be used later for quick shader/material creation and assignment. """ for project in get_surfacing_projects(): project.setAttr(ATTR_SURFACING_PROJECT, project) logger.info( "Updating attributes for project: %s" % project ) for surfacing_object_set in get_surfacing_objects(project): logger.info( "\tUpdating attributes for object texture set: %s" % surfacing_object_set ) surfacing_object_set.setAttr( ATTR_SURFACING_OBJECT, surfacing_object_set ) members = surfacing_object_set.members() logger.info( "\t\tUpdating attr for meshes: %s" % members ) for member in members: member.setAttr( ATTR_SURFACING_PROJECT, project.name(), force=True, ) member.setAttr( ATTR_SURFACING_OBJECT, surfacing_object_set.name(), force=True, ) def set_wifreframe_color_black(): """Set the wireframe color to black in all mesh objects.""" transforms = pm.ls(type="transform") shape_transforms = get_mesh_transforms(transforms) for mesh in shape_transforms: mesh_shape = mesh.getShape() mesh_shape.overrideEnabled.set(1) mesh_shape.overrideRGBColors.set(0) mesh_shape.overrideColor.set(1) def set_wifreframe_color_none(): """Remove the wireframe color in all mesh objects.""" transforms = pm.ls(type="transform") shape_transforms = get_mesh_transforms(transforms) for mesh in shape_transforms: mesh_shape = mesh.getShape() mesh_shape.overrideEnabled.set(0) def set_wireframe_colors_per_project(): """ Set the wireframe color per surfacing project. For all meshes, sets it to black to start with, this implies that the mesh has not be assigned to any surfacing object yet will show black in the VP """ set_wifreframe_color_black() projects = get_surfacing_projects() for project in projects: random.seed(project) wire_color = random.randint(1, 31) for surfacingObject in get_surfacing_objects(project): for mesh in surfacingObject.members(): mesh_shape = mesh.getShape() try: mesh_shape.overrideEnabled.set(1) mesh_shape.overrideRGBColors.set(0) mesh_shape.overrideColor.set(wire_color) except: logger.error('Could not set override color for: %s, might ' 'belong to a display layer' % mesh ) def set_wireframe_colors_per_object(): """ Set the wireframe color per surfacing object. For all meshes, sets it to black to start with, this implies that the mesh has not be assigned to any surfacing object yet will show black in the VP """ set_wifreframe_color_black() projects = get_surfacing_projects() print projects for project in projects: for surfacingObject in get_surfacing_objects(project): for mesh in surfacingObject.members(): mesh_shape = mesh.getShape() try: mesh_shape.overrideEnabled.set(1) mesh_shape.overrideRGBColors.set(1) mesh_shape.overrideColorRGB.set( ldtutils.get_random_color(surfacingObject) ) except: logger.error('Could not set override color for: %s, might ' 'belong to a display layer' % mesh ) def set_materials_per_object(shader_type): """Create a material per surfacing project and assigns it""" delete_materials() projects = get_surfacing_projects() for project in projects: for obj in get_surfacing_objects(project): shader, shading_group = create_shader( type=shader_type) pm.select(obj) meshes = pm.ls(sl=True) pm.sets(shading_group, forceElement=meshes) pm.select(None) if shader_type == 'aiStandardSurface': shader.baseColor.set( ldtutils.get_random_color(obj) ) else: shader.color.set( ldtutils.get_random_color(obj) ) pm.setAttr('%s.%s' % (shading_group, ATTR_MATERIAL), 'obj', force=True) pm.setAttr('%s.%s' % (shading_group, ATTR_MATERIAL_ASSIGN), obj.name(), force=True) pm.setAttr('%s.%s' % (shading_group, ATTR_MATERIAL_VP), 'color', force=True) def set_materials_per_project(shader_type): """Create a material per surfacing project and assigns it""" delete_materials() projects = get_surfacing_projects() for project in projects: shader, shading_group = create_shader( type=shader_type) pm.select(project) meshes = pm.ls(sl=True) pm.sets(shading_group, forceElement=meshes) pm.select(None) if shader_type == 'aiStandardSurface': shader.baseColor.set( ldtutils.get_random_color(project) ) else: shader.color.set( ldtutils.get_random_color(project) ) pm.setAttr('%s.%s' % (shading_group, ATTR_MATERIAL), 'project', force=True) pm.setAttr('%s.%s' % (shading_group, ATTR_MATERIAL_ASSIGN), project.name(), force=True) pm.setAttr('%s.%s' % (shading_group, ATTR_MATERIAL_VP), 'color', force=True) def delete_materials(): """delete all material networks that have surfacing attributes""" all_shading_groups = pm.ls(type="shadingEngine") to_delete = [] for shading_group in all_shading_groups: if pm.hasAttr(shading_group, ATTR_MATERIAL): to_delete.append(shading_group) pm.delete(to_delete) def delete_materials_viewport(type=None): """ delete all material networks that have surfacing attributes. Kwargs: type (str): type of vp material to delete, usually 'color', or 'pattern' """ all_shading_groups = pm.ls(type="shadingEngine") to_delete = [] for shading_group in all_shading_groups: if pm.hasAttr(shading_group, ATTR_MATERIAL_VP): to_delete.append(shading_group) pm.delete(to_delete) def unsaved_scene(): """Check for unsaved changes.""" import maya.cmds as cmds return cmds.file(q=True, modified=True) def save_scene_dialog(): """ Ask the user to go ahead save or cancel the operation. Returns: bool. True is Ok clicked, false otherwise. """ msg = QtWidgets.QMessageBox() msg.setIcon(QtWidgets.QMessageBox.Information) msg.setText("Your scene has unsaved changes") msg.setInformativeText("") msg.setWindowTitle("Warning") msg.setDetailedText( "This tool will do undoable changes. It requires you to save your scene, and reopen it after its finished" ) msg.setStandardButtons( QtWidgets.QMessageBox.Ok | QtWidgets.QMessageBox.Cancel ) retval = msg.exec_() if retval == QtWidgets.QMessageBox.Ok: return True else: return False def create_file_node(name=None): """ Create a file node, and its 2dPlacement Node. Kwargs: name (str): file node name Returns: PyNode. Image file node """ file_node = pm.shadingNode( 'file', name=name, asTexture=True, isColorManaged=True) placement_name = '%s_place2dfile_nodeture' % name placement_node = pm.shadingNode( 'place2dTexture', name=placement_name, asUtility=True) file_node.filterType.set(0) pm.connectAttr(placement_node.outUV, file_node.uvCoord) pm.connectAttr(placement_node.outUvFilterSize, file_node.uvFilterSize) pm.connectAttr(placement_node.coverage, file_node.coverage) pm.connectAttr(placement_node.mirrorU, file_node.mirrorU) pm.connectAttr(placement_node.mirrorV, file_node.mirrorV) pm.connectAttr(placement_node.noiseUV, file_node.noiseUV) pm.connectAttr(placement_node.offset, file_node.offset) pm.connectAttr(placement_node.repeatUV, file_node.repeatUV) pm.connectAttr(placement_node.rotateFrame, file_node.rotateFrame) pm.connectAttr(placement_node.rotateUV, file_node.rotateUV) pm.connectAttr(placement_node.stagger, file_node.stagger) pm.connectAttr(placement_node.translateFrame, file_node.translateFrame) pm.connectAttr(placement_node.wrapU, file_node.wrapU) pm.connectAttr(placement_node.wrapV, file_node.wrapV) return file_node def create_shader(type='PxrSurface'): """ Create shaders and shading groups. Kwargs: type (str): type of material shader to create, for ie 'blinn' tag (str): tag to set in ATTR_MATERIAL, usually the surfacing project or surfacing object Returns: tuple. PyNode shader, and PyNode shading_group """ shader, shading_group = pm.createSurfaceShader(type) pm.setAttr('%s.%s' % (shading_group, ATTR_MATERIAL), '', force=True) pm.setAttr('%s.%s' % (shading_group, ATTR_MATERIAL_ASSIGN), '', force=True) pm.setAttr('%s.%s' % (shading_group, ATTR_MATERIAL_VP), '', force=True) return shader, shading_group def import_surfacing_textures(): """ TODO WE DONT REALLY NEED THIS DONT WE TODO THIS IS A WORKING HARDCODED IMPORT, IMPLEMENT CORRECTLY Import textures to surfacing objects or projects. Kwargs: parsed_files (list): list of lucidity parsed files with 'filepath' key key (str): surfacing attr to use for import, surfacing project or surfacing object shaders (list): a list of shaders, where the keys match the parsed files key to use for import """ import pymel.core as pm from ldtcommon import TEXTURE_FILE_PATTERN import ldtmaya import ldtutils import ldttextures textures_folder = '/run/media/ezequielm/misc/wrk/current/cabinPixar/textures' texture_list = ldtutils.get_files_in_folder( textures_folder, recursive=True, pattern='.tex') texture_finder = ldttextures.TextureFinder( TEXTURE_FILE_PATTERN, texture_list) texture_finder.get_channel_plug(texture_list[0]) for surfPrj in ldtmaya.get_surfacing_projects(): for surfObj in ldtmaya.get_surfacing_objects(surfPrj): # Find texture files with a matching surfacing_project, get udim paths texture_files = texture_finder.find_key_values( surfacing_project=surfPrj, merge_udims=True) if texture_files: print surfObj # create and assign the material to each surfacing_object pm.select(surfObj) meshes = pm.ls(sl=True) shader, shading_group = ldtmaya.create_shader() shader.rename('%s_%s' % (surfObj, 'material')) pm.sets(shading_group, forceElement=meshes) pm.select(None) for texture_file in texture_files: # get the shader plug input, to connect the texture to shader_plug = texture_finder.get_channel_plug(texture_file) if shader_plug: shader_plug = pm.PyNode( '%s.%s' % (shader.name(), shader_plug)) # create image nodes file_node = ldtmaya.create_file_node( '%s_%s' % (surfObj, shader_plug)) # paths come with 'udim', replac this with the prman <UDIM> file_node.fileTextureName.set( texture_file.replace('udim', '<UDIM>')) pm.setAttr('%s.%s' % (file_node, 'uvTilingMode'), 3) pm.setAttr('%s.%s' % (file_node, 'alphaIsLuminance'), 1) # TODO Query the shader plug, connect RGB or single channel # TODO if a normal or bump, create the inbetween node # if shader_plug == "normal" or shader_plug == "bump" print "plug %s -->%s" % (texture_file, shader_plug) if len(shader_plug.elements()) == 4: if "bump" in shader_plug.name(): bump_node = pm.shadingNode( 'bump2d', asTexture=True) bump_node.rename('%s_%s' % (surfObj, 'bump')) file_node.outAlpha.connect(bump_node.bumpValue) bump_node.outNormal.connect(shader_plug) else: file_node.outColor.connect(shader_plug) else: file_node.outAlpha.connect(shader_plug) ldtui代码:init_.py: """ .. module:: ldtui :synopsis: Main tools UI. .. moduleauthor:: Ezequiel Mastrasso """ from Qt import QtGui, QtWidgets, QtCore from Qt.QtWidgets import QApplication, QWidget, QLabel, QMainWindow import sys import imp import os import logging from functools import partial from ldtui import qtutils import ldt logger = logging.getLogger(__name__) class LDTWindow(QMainWindow): '''Main Tools UI Window. Loads the plugInfo.plugin_object.plugin_layout QWidget from all loaded plugins as tabs''' def __init__(self, plugins): super(LDTWindow, self).__init__() self.setWindowTitle("Look Dev Tool Set") self.setGeometry(0, 0, 650, 600) layout = QtWidgets.QGridLayout() self.setLayout(layout) tabwidget = QtWidgets.QTabWidget() tabwidget.setTabBar(qtutils.HTabWidget(width=150, height=50)) tabwidget.setTabPosition(QtWidgets.QTabWidget.West) # Stylesheet fix for Katana # With default colors, the tab text is almost the # same as the tab background stylesheet = """ QTabBar::tab:unselected {background: #222222;} QTabWidget>QWidget>QWidget{background: #222222;} QTabBar::tab:selected {background: #303030;} QTabWidget>QWidget>QWidget{background: #303030;} """ tabwidget.setStyleSheet(stylesheet) layout.addWidget(tabwidget, 0, 0) plugins_ui = {} plugins_buttons = {} for pluginInfo in plugins.getAllPlugins(): tabwidget.addTab( pluginInfo.plugin_object.plugin_layout, pluginInfo.name) self.setCentralWidget(tabwidget) qtutils.py: """ .. module:: qtutils :synopsis: small qt utilies and custom widgets. .. moduleauthor:: Ezequiel Mastrasso """ from Qt import QtGui, QtWidgets, QtCore from Qt.QtWidgets import QApplication, QWidget, QLabel, QMainWindow import logging logger = logging.getLogger(__name__) def get_folder_path(): """Gets a folder path from the user""" file_dialog = QtWidgets.QFileDialog() file_dialog.setFileMode(QtWidgets.QFileDialog.Directory) if file_dialog.exec_(): path = str(file_dialog.selectedFiles()[0]) return path else: return None class HTabWidget(QtWidgets.QTabBar): ''' QPaint event to draw the QTabWidget titles horizontally ''' def __init__(self, *args, **kwargs): self.tabSize = QtCore.QSize(kwargs.pop('width'), kwargs.pop('height')) super(HTabWidget, self).__init__(*args, **kwargs) def paintEvent(self, event): painter = QtWidgets.QStylePainter(self) option = QtWidgets.QStyleOptionTab() for index in range(self.count()): self.initStyleOption(option, index) tabRect = self.tabRect(index) tabRect.moveLeft(10) painter.drawControl(QtWidgets.QStyle.CE_TabBarTabShape, option) painter.drawText(tabRect, QtCore.Qt.AlignVCenter | QtCore.Qt.TextDontClip, self.tabText(index)) def tabSizeHint(self, index): return self.tabSize ldtutils代码: """ .. module:: ldtutils :synopsis: general non dcc specific utils. .. moduleauthor:: Ezequiel Mastrasso """ from ldtcommon import CONFIG_MATERIALS_JSON from ldtcommon import TEXTURE_CHANNEL_MATCHING_RATIO from ldtcommon import TEXTURE_MATCHING_RATIO from fuzzywuzzy import fuzz import subprocess import multiprocessing import sys import json import logging import os import random import lucidity logger = logging.getLogger(__name__) def create_commands(texture_mapping): default_command = "maya -batch -file someMayaFile.mb -command " commands = [] for key, value in texture_mapping: dir, filename = os.path.split(key) filename, ext = os.path.splitext(filename) filename = os.path.join(dir, filename + "WithTexture." + ext) commands.append("".format(default_command, "abc_file", key, "texture", value, "file -save ", filename)) return commands def launch_function(func, args): commands = create_commands(args) launch_multiprocess(launch_subprocess, commands) def launch_subprocess(command): try: subprocess_output = subprocess.check_output(command) logger.info("Subprocess launched\t{out}\nrunning the command\t{command}", out=subprocess_output, command=command) except subprocess.CalledProcessError as e: logger.exception( "Error while trying to launch subprocess: {}".format(e.output)) raise return command def launch_multiprocess(function, args): """ :param function: Function to be called inside the multiprocess -- Takes only 1 arg :param args: list/tuple of arguments for above function :return: """ multiprocessing.freeze_support() pool = multiprocessing.Pool(processes=int(multiprocessing.cpu_count()/2)) logger.debug("Pool created") try: pool_process = pool.map_async(function, (args)) except Exception as e: msg = "Error while trying to launch process in pool: {}".format(e) logger.exception(msg) raise finally: pool.close() pool.join() try: logger.info("output from the process: {pool_out}", out=pool_process.successful()) return 0 except AssertionError: logger.exception("Couldn't communicate with the process poll created; \ No output from processes fetched") return 1 def map_textures_to_alembic(texture_mapping): launch_subprocess(command) def load_json(file_path): """ Load a json an returns a dict. Args: file_path (str): Json file path to open. """ with open(file_path) as handle: dictdump = json.loads(handle.read()) return dictdump def save_json(file_path, data): """ Dump a dict into a json file. Args: file_path (str): Json file path to save. data (dict): Data to save into the json file. """ # TODO (eze) pass def get_random_color(seed): """ Return a random color using a seed. Used by all material creating, and viewport color functions that do not use textures, to have a common color accross dccs Args: seed (str): Returns: tuple, R,G,B colors. """ random.seed(seed + "_r") color_red = random.uniform(0, 1) random.seed(seed + "_g") color_green = random.uniform(0, 1) random.seed(seed + "_b") color_blue = random.uniform(0, 1) return color_red, color_green, color_blue def create_directoy(path): """ Create a folder. Args: path (str): Directory path to create. """ os.mkdir(path) logger.info("Directory created: %s" % path) def is_directory(path): """ Check if the given path exists, and is a directory. Args: path (str): Directory to check. """ if os.path.exists(path) and os.path.isdir(path): return True else: return False def get_files_in_folder(path, recursive=False, pattern=None): """ Search files in a folder. Args: path (str): Path to search. Kwards: recursive (bool): Search files recursively in folder. pattern (str): pattern to match, for ie '.exr'. Returns: array. File list """ logger.info("Searching for files in: %s" % path) logger.info("Searching options: Recursive %s, pattern: %s" % (recursive, pattern)) file_list = [] for path, subdirs, files in os.walk(path): for file in files: # skip .mayaswatchs stuff if ".maya" not in file: if pattern: if pattern in file: file_list.append(os.path.join(path, file)) logger.debug( "File with pattern found, added to the list: %s" % file) else: file_list.append(os.path.join(path, file)) logger.debug("File added to the list: %s" % file) if not recursive: break return file_list def string_matching_ratio(stringA, stringB): """ Compare two strings and returns a fuzzy string matching ratio. In general ratio, partial_ratio, token_sort_ratio and token_set_ratio did not give different results given that we are comparin a single. TODO: Try bitap algorithm for fuzzy matching, partial substring matching might be better for our cases. Different channels fuzzy ratio comparission ('baseColor','diffusecolor') = 67 ('base','diffusecolor') = 25 ('specular','specularColor') = 76 ('specular','specularcolor') = 76 ('specular_color', 'specular_bump') = 67 ('coat_color', 'coat_ior') = 78 ('secondary_specular_color', 'secondary_specular_ior') = 91 ('subsurface_weight', 'subsurface_Color') = 67 ('emission', 'emission_weight') = 70 Same channel diferent naming ratio comparission ('diffuse_weight','diffuseGain') = 64 Args: stringA (str): string to compare against. stringB (str): string to compare. Returns: int. Ratio, from 0 to 100 according to fuzzy matching. """ return fuzz.token_set_ratio(stringA, stringB) def get_config_materials(): """ Gets the CONFIG_MATERIALS_JSON as a dict Returns: dict. CONFIG_MATERIALS_JSON """ return load_json(CONFIG_MATERIALS_JSON)
08-21
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