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AssetSubCommandSync.C
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#include "AssetSubCommandSync.h"
#include <maya/MGlobal.h>
#include <maya/MPlug.h>
#include <maya/MSelectionList.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MFnDagNode.h>
#include "AssetNode.h"
#include "SyncAttribute.h"
#include "SyncOutputObject.h"
#include "SyncOutputInstance.h"
AssetSubCommandSync::AssetSubCommandSync(
const MObject &assetNodeObj
) :
AssetSubCommandAsset(assetNodeObj),
mySyncAll(true),
mySyncAttributes(false),
mySyncOutputs(false),
mySyncOutputHidden(false),
mySyncOutputTemplatedGeos(false)
{
}
AssetSubCommandSync::~AssetSubCommandSync()
{
for(AssetSyncs::const_iterator iter = myAssetSyncs.begin();
iter != myAssetSyncs.end();
iter++)
{
delete *iter;
}
myAssetSyncs.clear();
}
void
AssetSubCommandSync::setSyncAttributes()
{
mySyncAll = false;
mySyncAttributes = true;
}
void
AssetSubCommandSync::setSyncOutputs()
{
mySyncAll = false;
mySyncOutputs = true;
}
void
AssetSubCommandSync::setSyncOutputHidden()
{
mySyncOutputHidden = true;
}
void
AssetSubCommandSync::setSyncOutputTemplatedGeos()
{
mySyncOutputTemplatedGeos = true;
}
MStatus
AssetSubCommandSync::doIt()
{
MStatus status;
// save selection
MSelectionList oldSelection;
MGlobal::getActiveSelectionList(oldSelection);
// attributes
if(mySyncAll || mySyncAttributes)
{
AssetSubCommand* syncOutput = new SyncAttribute(myAssetNodeObj);
syncOutput->doIt();
myAssetSyncs.push_back(syncOutput);
}
// outputs
if(mySyncAll || mySyncOutputs)
{
MFnDagNode assetNodeFn(myAssetNodeObj, &status);
// Delete all children nodes. This way the sync will completely recreate
// the connections. Otherwise, output connections may not be connected to
// the right output node. For example, if parts were inserted in the
// middle.
{
for(unsigned int i = 0; i < assetNodeFn.childCount(); i++)
{
MObject childNode = assetNodeFn.child(i);
// Can't use deleteNode() here, because it could delete the parent
// node as well.
MFnDagNode childFnDag(childNode);
myDagModifier.commandToExecute("delete " + childFnDag.fullPathName());
}
// Call doIt() here so that the delete commands are actually executed.
status = myDagModifier.doIt();
CHECK_MSTATUS_AND_RETURN_IT(status);
}
// Objects
MPlug objectsPlug = assetNodeFn.findPlug(AssetNode::outputObjects);
unsigned int objCount = objectsPlug.evaluateNumElements(&status);
CHECK_MSTATUS_AND_RETURN_IT(status);
for(unsigned int i=0; i < objCount; i++)
{
MPlug elemPlug = objectsPlug[i];
MPlug visibilityPlug = elemPlug.child(AssetNode::outputVisibility);
bool visible = visibilityPlug.asBool();
MPlug instancedPlug = elemPlug.child(AssetNode::outputIsInstanced);
bool instanced = instancedPlug.asBool();
if(mySyncOutputHidden || visible || instanced)
{
AssetSubCommand* syncOutput = new SyncOutputObject(elemPlug,
myAssetNodeObj, visible, mySyncOutputTemplatedGeos);
syncOutput->doIt();
myAssetSyncs.push_back(syncOutput);
}
}
// instancers
MPlug instancersPlug = assetNodeFn.findPlug(AssetNode::outputInstancers);
unsigned int instCount = instancersPlug.numElements(&status);
CHECK_MSTATUS_AND_RETURN_IT(status);
for(unsigned int i=0; i < instCount; i++)
{
MPlug elemPlug = instancersPlug[i];
AssetSubCommand* syncOutput = new SyncOutputInstance(elemPlug, i, myAssetNodeObj);
syncOutput->doIt();
myAssetSyncs.push_back(syncOutput);
}
}
// restore old selection
MGlobal::setActiveSelectionList(oldSelection);
return MStatus::kSuccess;
}
MStatus
AssetSubCommandSync::redoIt()
{
myDagModifier.doIt();
for(AssetSyncs::iterator iter = myAssetSyncs.begin();
iter != myAssetSyncs.end();
iter++)
{
(*iter)->redoIt();
}
return MStatus::kSuccess;
}
MStatus
AssetSubCommandSync::undoIt()
{
for(AssetSyncs::reverse_iterator iter = myAssetSyncs.rbegin();
iter != myAssetSyncs.rend();
iter++)
{
(*iter)->undoIt();
}
myDagModifier.undoIt();
return MStatus::kSuccess;
}
bool
AssetSubCommandSync::isUndoable() const
{
return true;
}