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259 | class AbcCameraLoader(plugin.BlenderLoader):
"""Load a camera from Alembic file.
Stores the imported asset in an empty named after the asset.
"""
product_types = {"camera"}
representations = {"*"}
extensions = {"abc"}
label = "Load Camera (ABC)"
icon = "code-fork"
color = "orange"
always_add_cache_reader = True
add_namespace = True
@classmethod
def get_options(cls, contexts):
return [
BoolDef("always_add_cache_reader",
default=cls.always_add_cache_reader,
label="Always Add Cache Reader"),
BoolDef("add_namespace",
default=cls.add_namespace,
label="Add namespace to objects"),
]
def _remove(self, asset_group):
objects = list(asset_group.children)
for obj in objects:
if obj.type == "CAMERA":
bpy.data.cameras.remove(obj.data)
elif obj.type == "EMPTY":
objects.extend(obj.children)
bpy.data.objects.remove(obj)
def _process(self, libpath, asset_group, group_name, options=None):
if options is None:
options = {}
plugin.deselect_all()
# Force the creation of the transform cache even if the camera
# doesn't have an animation. We use the cache to update the camera.
always_add_cache_reader = options.get(
"always_add_cache_reader", self.always_add_cache_reader
)
bpy.ops.wm.alembic_import(
filepath=libpath,
always_add_cache_reader=always_add_cache_reader
)
objects = lib.get_selection()
for obj in objects:
obj.parent = asset_group
# Add namespace
if options.get("add_namespace", self.add_namespace):
for obj in objects:
name = obj.name
obj.name = f"{group_name}:{name}"
if obj.type != "EMPTY":
name_data = obj.data.name
obj.data.name = f"{group_name}:{name_data}"
# Add AYON metadata
for obj in objects:
if not obj.get(AYON_PROPERTY):
obj[AYON_PROPERTY] = dict()
ayon_info = obj[AYON_PROPERTY]
ayon_info.update({"container_name": group_name})
plugin.deselect_all()
return objects
def process_asset(
self,
context: dict,
name: str,
namespace: Optional[str] = None,
options: Optional[Dict] = None,
) -> Optional[List]:
"""
Arguments:
name: Use pre-defined name
namespace: Use pre-defined namespace
context: Full parenthood of representation to load
options: Additional settings dictionary
"""
libpath = self.filepath_from_context(context)
folder_name = context["folder"]["name"]
product_name = context["product"]["name"]
asset_name = plugin.prepare_scene_name(folder_name, product_name)
unique_number = plugin.get_unique_number(folder_name, product_name)
group_name = plugin.prepare_scene_name(
folder_name, product_name, unique_number
)
namespace = namespace or f"{folder_name}_{unique_number}"
asset_group = bpy.data.objects.new(group_name, object_data=None)
add_to_ayon_container(asset_group)
self._process(libpath, asset_group, group_name, options)
objects = []
nodes = list(asset_group.children)
for obj in nodes:
objects.append(obj)
nodes.extend(list(obj.children))
bpy.context.scene.collection.objects.link(asset_group)
asset_group[AYON_PROPERTY] = {
"schema": "ayon:container-3.0",
"id": AYON_CONTAINER_ID,
"name": name,
"namespace": namespace or "",
"loader": str(self.__class__.__name__),
"representation": context["representation"]["id"],
"libpath": libpath,
"asset_name": asset_name,
"parent": context["representation"]["versionId"],
"productType": context["product"]["productType"],
"objectName": group_name,
"project_name": context["project"]["name"],
"options": options or {}
}
self[:] = objects
return objects
def exec_update(self, container: Dict, context: Dict):
"""Update the loaded asset.
This will remove all objects of the current collection, load the new
ones and add them to the collection.
If the objects of the collection are used in another collection they
will not be removed, only unlinked. Normally this should not be the
case though.
Warning:
No nested collections are supported at the moment!
"""
repre_entity = context["representation"]
object_name = container["objectName"]
asset_group = bpy.data.objects.get(object_name)
libpath = Path(self.filepath_from_context(context))
extension = libpath.suffix.lower()
assert asset_group, (
f"The asset is not loaded: {container['objectName']}")
assert libpath, (
f"No existing library file found for {container['objectName']}")
assert libpath.is_file(), f"The file doesn't exist: {libpath}"
assert extension in VALID_EXTENSIONS, (
f"Unsupported file: {libpath}")
metadata = asset_group.get(AYON_PROPERTY)
group_libpath = metadata["libpath"]
normalized_group_libpath = str(
Path(bpy.path.abspath(group_libpath)).resolve())
normalized_libpath = str(
Path(bpy.path.abspath(str(libpath))).resolve())
self.log.debug(
"normalized_group_libpath:\n %s\nnormalized_libpath:\n %s",
normalized_group_libpath,
normalized_libpath,
)
if normalized_group_libpath == normalized_libpath:
self.log.info("Library already loaded, not updating...")
return
new_cachefile = lib.add_cache_file(libpath.as_posix())
new_cachefile.scale = 1.0
remove_unused_caches = set()
# Update transform cache constraints
for obj in asset_group.children_recursive:
for constraint in obj.constraints:
if constraint.type != "TRANSFORM_CACHE":
continue
if not constraint.cache_file:
continue
remove_unused_caches.add(constraint.cache_file)
constraint.cache_file = new_cachefile
# Update the object path if object not found in cache file
if constraint.object_path not in new_cachefile.object_paths:
self.log.warning(
f"Object path '{constraint.object_path}' not found in new "
"cache file, trying to update it."
)
self.log.info("new_cache object paths '%s'", new_cachefile.object_paths)
remove_unused_caches = {
cache for cache in remove_unused_caches if
not lib.has_users(cache)
}
if remove_unused_caches:
bpy.data.batch_remove(remove_unused_caches)
metadata["libpath"] = str(libpath)
metadata["representation"] = repre_entity["id"]
metadata["project_name"] = context["project"]["name"]
def exec_remove(self, container: Dict) -> bool:
"""Remove an existing container from a Blender scene.
Arguments:
container (ayon:container-1.0): Container to remove,
from `host.ls()`.
Returns:
bool: Whether the container was deleted.
Warning:
No nested collections are supported at the moment!
"""
object_name = container["objectName"]
asset_group = bpy.data.objects.get(object_name)
if not asset_group:
return False
self._remove(asset_group)
bpy.data.objects.remove(asset_group)
return True
|