rfm2  22.0
A python-based rewrite of RenderMan for Maya
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rfm2.ui.ae_template Namespace Reference

Functions

def dbg
 
def set_dbg
 
def register_ae
 
def get_node_desc
 
def header
 
def generate_extension_template
 
def extension_template
 

Variables

string _debugNode = 'PxrRectLight'
 
 _debugOn = False
 
string _baseAETemplate
 
string _baseLightAETemplate
 
string _paramOnlyAETemplate
 
dictionary _types = {}
 

Function Documentation

def rfm2.ui.ae_template.dbg (   msg)
def rfm2.ui.ae_template.extension_template (   nodename)
Execute an extension AETemplate for a given maya node.

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def rfm2.ui.ae_template.generate_extension_template (   ntypes)
Generate an extension AETemplate for a given maya node type.

Args:
- ntype (list): all inherited types as returned by mc.nodeType.

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def rfm2.ui.ae_template.get_node_desc (   maya_node)
Return a nodeType,nodeDesc tuple for a given maya node.

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def rfm2.ui.ae_template.header (   node_name,
  parent 
)
Generate widgets for the renderman AE header. (TBD)

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def rfm2.ui.ae_template.register_ae (   desc)
Build a MEL AETemplate procedure based on the NodeDesc and sources it.
This will allow Maya to handle AE layout on its own and simplify our work.
def rfm2.ui.ae_template.set_dbg (   name)

Variable Documentation

string rfm2.ui.ae_template._baseAETemplate
Initial value:
1 = """
2 global proc AE%(type)sTemplate( string $nodeName )
3 {
4 \t// editorTemplate -ccu "headerCB " "headerCB " $nodeName;
5 \teditorTemplate -beginScrollLayout;
6 \t\teditorTemplate -beginLayout "%(type)s" -collapse 0;
7 %(controls)s
8 \t\teditorTemplate -endLayout;
9 \t\tAEdependNodeTemplate $nodeName;
10 \teditorTemplate -addExtraControls;
11 \teditorTemplate -endScrollLayout;
12 }
13 """
string rfm2.ui.ae_template._baseLightAETemplate
Initial value:
1 = """
2 global proc AE%(type)sTemplate( string $nodeName )
3 {
4 \t// editorTemplate -ccu "headerCB " "headerCB " $nodeName;
5 \teditorTemplate -beginScrollLayout;
6 \t\teditorTemplate -beginLayout "%(type)s" -collapse 0;
7 %(controls)s
8 \t\teditorTemplate -endLayout;
9 \t\tAEshapeTemplate $nodeName;
10 
11 \t// suppress unwanted shape attributes.
12 \tfor ($class in {"geometryShape", "surfaceShape", "controlPoint"})
13 \t{
14 \t\tstring $inh[] = `attributeInfo -in false -h false -and -t $class`;
15 \t\tfor ($at in $inh)
16 \t\t{
17 \t\t\teditorTemplate -suppress $at;
18 \t\t\t// print (" - "+$at+"'\\n");
19 \t\t}
20 \t}
21 
22 \teditorTemplate -addExtraControls;
23 \teditorTemplate -endScrollLayout;
24 }
25 """
string rfm2.ui.ae_template._debugNode = 'PxrRectLight'
rfm2.ui.ae_template._debugOn = False
string rfm2.ui.ae_template._paramOnlyAETemplate
Initial value:
1 = """
2 python("import rfm2.ui.widgets as wgt");
3 global proc AE%(type)sTemplate( string $nodeName )
4 {
5  editorTemplate -beginScrollLayout;
6 %(controls)s
7  editorTemplate -suppress caching;
8  editorTemplate -suppress nodeState;
9  editorTemplate -suppress frozen;
10  editorTemplate -endScrollLayout;
11  string $parent = `setParent -q`;
12 }
13 """
dictionary rfm2.ui.ae_template._types = {}