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Save a Camera(s) Preset

Summary

Below is an example demonstrating how you can use script accessible settings to control the saving of a Camera(s) Preset... that includes only the selected camera(s), without causing the output options or file save dialogs to be displayed.

API Areas of Interest

Example

Save_Cameras_Preset.dsa
// Define an anonymous function;
// serves as our main loop,
// limits the scope of variables
(function(){
 
	// Initialize 'static' variables that hold modifier key state
	var s_bShiftPressed = false;
	var s_bControlPressed = false;
	var s_bAltPressed = false;
	var s_bMetaPressed = false;
 
	// If the "Action" global transient is defined, and its the correct type
	if( typeof( Action ) != "undefined" && Action.inherits( "DzScriptAction" ) ){
		// If the current key sequence for the action is not pressed
		if( !App.isKeySequenceDown( Action.shortcut ) ){
			updateModifierKeyState();
		}
	// If the "Action" global transient is not defined
	} else if( typeof( Action ) == "undefined" ) {
		updateModifierKeyState();
	}
 
	/*********************************************************************/
	// void : A function for updating the keyboard modifier state
	function updateModifierKeyState()
	{
		// Get the current modifier key state
		var nModifierState = App.modifierKeyState();
		// Update variables that hold modifier key state
		s_bShiftPressed = (nModifierState & 0x02000000) != 0;
		s_bControlPressed = (nModifierState & 0x04000000) != 0;
		s_bAltPressed = (nModifierState & 0x08000000) != 0;
		s_bMetaPressed = (nModifierState & 0x10000000) != 0;
	};
 
	/*********************************************************************/
	// void : A function for printing only if debugging
	function debug()
	{
		// If we are not debugging
		if( !s_bAltPressed ){
			// We are done...
			return;
		}
 
		// Convert the arguments object into an array
		var aArguments = [].slice.call( arguments );
 
		// Print the array
		print( aArguments.join(" ") );
	};
 
	/*********************************************************************/
	// String : A function for retrieving a translation if one exists
	function text( sText )
	{
		// If the version of the application supports qsTr()
		if( typeof( qsTr ) != "undefined" ){
			// Return the translated (if any) text
			return qsTr( sText );
		}
 
		// Return the original text
		return sText;
	};
 
	/*********************************************************************/
	// Boolean : A function for testing whether or not a QObject instance
	// inherits one of a list of types
	function inheritsType( oObject, aTypeNames )
	{
		// If the object does not define the 'inherits' function
		if( !oObject || typeof( oObject.inherits ) != "function" ){
			// We are done... it is not a QObject
			return false;
		}
 
		// Iterate over the list of type names
		for( var i = 0, nTypes = aTypeNames.length; i < nTypes; i += 1 ){
			// If the object does not inherit the 'current' type
			if( !oObject.inherits( aTypeNames[i] ) ){
				// Next!!
				continue;
			}
 
			// Return the result
			return true;
		}
 
		// Return the result
		return false;
	};
 
	/*********************************************************************/
	// DzNode : A function for getting the root of a node
	function getRootNode( oNode )
	{
		// If we have a node and it is a bone
		if( oNode && inheritsType( oNode, ["DzBone"] ) ){
			// We want the skeleton
			return oNode.getSkeleton();
		}
 
		// Return the original node
		return oNode;
	};
 
	/*********************************************************************/
	// void : A function for setting the animation options
	function setAnimationOptions( oSettings, bCurrentFrame, nStartFrame, nEndFrame )
	{
		// Set the initial state of the current frame / animated range option
		oSettings.setBoolValue( "SaveCurFrame", bCurrentFrame );
 
		// If we are just saving the current frame
		if( bCurrentFrame ){
			// We are done..
			return;
 
		}
 
		// Set the initial frame to start from
		oSettings.setIntValue( "StartFrame", nStartFrame );
 
		// Set the initial frame to end at
		oSettings.setIntValue( "EndFrame", nEndFrame );
	};
 
	/*********************************************************************/
	// void : A function for setting the default options
	function setDefaultOptions( oSettings, sRootLabel )
	{
		// If the root label is not empty
		if( !sRootLabel.isEmpty() ){
			// Set the label of the root node to find it in the scene;
			// this can be used to override selection within the scene
			oSettings.setStringValue( "RootLabel", sRootLabel );
		}
	};
 
	/*********************************************************************/
	// void : A function for adding an element name
	function setElementOption( oSettings, sElementSettingsKey, sElementName )
	{
		// Get the (nested) settings that hold the named element
		var oElementsSettings = oSettings.getSettingsValue( sElementSettingsKey );
		// If the object doesn't already exist
		if( !oElementsSettings ){
			// Create it
			oElementsSettings = oSettings.setSettingsValue( sElementSettingsKey );
		}
 
		// Declare working variable
		var sElement;
 
		// Initialize
		var i = 0;
 
		// Iterate over the element names
		for( nElements = oElementsSettings.getNumValues(); i < nElements; i += 1 ){
			// Get the 'current' element name
			sElement = oElementsSettings.getValue( i );
			// If the name is the same as the one we are adding
			if( sElement == sElementName ){
				// We are done...
				return;
			}
		}
 
		// Create it
		oElementSettings = oElementsSettings.setStringValue( String( i ), sElementName );
	};
 
	/*********************************************************************/
	// void : A function for adding a node name
	function setNodeOption( oSettings, sNodeName )
	{
		// Set the property options for the named node
		setElementOption( oSettings, "NodeNames", sNodeName );
	};
 
	/*********************************************************************/
	// void : A function for adding multiple nodes names
	function setNodeOptions( oSettings, aNodeNames )
	{
		// Iterate over the node names array
		for( var i = 0; i < aNodeNames.length; i += 1 ){
			// Set the property options for the 'current' node name
			setNodeOption( oSettings, aNodeNames[ i ] );
		}
	};
 
	/*********************************************************************/
	// void : A function for setting the required options
	function setRequiredOptions( oSettings, bShowOptions )
	{
		// Set the initial state of the compress file checkbox
		oSettings.setBoolValue( "CompressOutput", false );
 
		// Do not to show the options
		oSettings.setBoolValue( "RunSilent", !bShowOptions );
	};
 
	/*********************************************************************/
	// Get the asset IO manager
	var oAssetIOMgr = App.getAssetIOMgr();
	// Define the class name of the asset filter we want to use
	var sClassName = "DzCameraAssetFilter";
	// Find the index of the asset filter with the class name we want
	var nAssetIOFilter = oAssetIOMgr.findFilter( sClassName );
	// If we did not find an asset filter with the class name we wanted
	if( nAssetIOFilter < 0 ){
		// Inform the user
		MessageBox.critical( text( "An asset filter with the class name " +
			"\"%1\" could not be found.").arg( sClassName ),
			text( "Critical Error" ), text( "&OK" ) );
 
		// We are done...
		return;
	}
 
	// Get the asset filter at the prescribed index
	var oAssetIOFilter = oAssetIOMgr.getFilter( nAssetIOFilter );
	// If we do not have a valid asset filter
	if( !oAssetIOFilter ){
		// Inform the user
		MessageBox.critical( text( "An asset filter with the class name " +
			"\"%1\" could not be found.").arg( sClassName ),
			text( "Critical Error" ), text( "&OK" ) );
 
		// We are done...
		return;
	}
 
	// Create a settings object
	var oSettings = new DzFileIOSettings();
 
	// Get the default settings
	oAssetIOFilter.getDefaultOptions( oSettings );
 
	// Define whether or not to show options
	var bShowOptions = s_bControlPressed;
	var bOptionsShown = false;
 
	// Get the root of the primary selection
	var oRootNode = getRootNode( Scene.getPrimarySelection() );
 
	// If we had a node selected, get its name otherwise use a default
	var sRootName = (oRootNode ? oRootNode.getName() : "Genesis8Female");
	var sRootLabel = (oRootNode ? oRootNode.getLabel() : "");
 
	// Get the content manager
	var oContentMgr = App.getContentMgr();
 
	// Get the base path - the first mapped content directory
	var sBasePath = oContentMgr.getContentDirectoryPath( 0 );
 
	// Set the default options; this can be used to set
	// options before the dialog is displayed
	setDefaultOptions( oSettings, sRootLabel );
 
	// Set the animation specific options
	setAnimationOptions( oSettings, true, 0, 30 );
 
	// Debug
	debug( "Defaults:", oSettings.toJsonString() );
 
	// If we are showing options, we can override the last saved state
	// by passing in the settings we want to override;
	// if we cannot get the default/saved options for the asset filter,
	// without displaying the options dialog
	if( !oAssetIOFilter.getOptions( oSettings, bShowOptions, "" ) ){
		// We are done...
		return;
	// If we can get the options for the importer
	} else {
		// Capture that options were shown
		bOptionsShown = true;
 
		// Debug
		debug( "Get:", oSettings.toJsonString() );
	}
 
	// If we are not showing options
	if( !bShowOptions ){
		// Get the list of camera objects from the scene
		var aCameras = Scene.getSelectedCameraList();//Scene.getCameraList()
		// Get the number of cameras
		var nCameras = aCameras.length;
		// Pre-size the names array
		var aCameraNames = new Array( nCameras );
		// Iterate over the camera objects
		for( var i = 0; i < nCameras; i += 1 ){
			// Assign the 'current' camera name
			aCameraNames[ i ] = aCameras[ i ].name;
		}
 
		// Set specific nodes
		setNodeOptions( oSettings, aCameraNames );
	}
 
	// Set the required options; override user settings if needed
	setRequiredOptions( oSettings, !bOptionsShown );
 
	// Debug
	debug( "Required:", oSettings.toJsonString() );
 
	// Construct the name of the file to save to; omit file extension
	var sFile = String("%1/%2 Test").arg( sBasePath ).arg( sClassName );
 
	// Use the asset manager to save a file, using the filter and defined settings
	var oError = oAssetIOMgr.doSaveWithOptions( oAssetIOFilter, oSettings,
		false, sFile, sBasePath, "" );
 
	// If there was no error
	if( oError.valueOf() == 0x00000000 ){
		// Debug
		debug( "Saved:", sFile );
	// If there was an error
	} else {
		// Debug
		debug( "Error:", getErrorMessage( oError ) );
	}
 
	// Clean up; do not leak memory
	oAssetIOFilter.deleteLater();
 
// Finalize the function and invoke
})();