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load_image_png

Load textures from PNG.

TexturePNGLoader

Bases: Loader

Load Unreal texture from PNG file.

Source code in client/ayon_unreal/plugins/load/load_image_png.py
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class TexturePNGLoader(plugin.Loader):
    """Load Unreal texture from PNG file."""

    product_types = {"image", "texture", "render"}
    label = "Import image texture 2d"
    representations = {"*"}
    extensions = {"png", "jpg", "tiff", "exr"}
    icon = "wallpaper"
    color = "orange"

    # Defined by settings
    show_dialog = False
    loaded_asset_dir = "{folder[path]}/{product[name]}_{version[version]}"

    @classmethod
    def apply_settings(cls, project_settings):
        super(TexturePNGLoader, cls).apply_settings(project_settings)
        unreal_settings = project_settings.get("unreal", {})
        # Apply import settings
        import_settings = unreal_settings.get("import_settings", {})
        cls.use_interchange = import_settings.get("interchange", {}).get(
            "enabled", cls.use_interchange
        )
        cls.show_dialog = import_settings.get("show_dialog", cls.show_dialog)
        cls.loaded_asset_dir = import_settings.get(
            "loaded_asset_dir", cls.loaded_asset_dir)

    @classmethod
    def get_task(cls, filename, asset_dir, asset_name, replace):
        task = unreal.AssetImportTask()

        task.set_editor_property('filename', filename)
        task.set_editor_property('destination_path', asset_dir)
        task.set_editor_property('destination_name', asset_name)
        task.set_editor_property('replace_existing', replace)
        task.set_editor_property('automated', bool(not cls.show_dialog))
        task.set_editor_property('save', True)

        # set import options here

        return task

    @classmethod
    def import_and_containerize(
        self, filepath, asset_dir, container_name
    ):
        unreal.log("Import using interchange method")
        unreal.SystemLibrary.execute_console_command(
            None, "Interchange.FeatureFlags.Import.PNG 1")
        unreal.SystemLibrary.execute_console_command(
            None, "Interchange.FeatureFlags.Import.JPG 1")
        unreal.SystemLibrary.execute_console_command(
            None, "Interchange.FeatureFlags.Import.TIFF 1")
        unreal.SystemLibrary.execute_console_command(
            None, "Interchange.FeatureFlags.Import.EXR 1")

        import_asset_parameters = unreal.ImportAssetParameters()
        import_asset_parameters.is_automated = bool(not self.show_dialog)

        source_data = unreal.InterchangeManager.create_source_data(
            filepath)
        interchange_manager = unreal.InterchangeManager.get_interchange_manager_scripted()  # noqa
        interchange_manager.import_asset(asset_dir, source_data,
                                            import_asset_parameters)

        if not unreal.EditorAssetLibrary.does_asset_exist(
            f"{asset_dir}/{container_name}"):
                # Create Asset Container
                create_container(container=container_name, path=asset_dir)

    def imprint(
        self,
        folder_path,
        asset_dir,
        container_name,
        asset_name,
        repre_entity,
        product_type,
        project_name
    ):
        data = {
            "schema": "ayon:container-2.0",
            "id": AYON_CONTAINER_ID,
            "namespace": asset_dir,
            "folder_path": folder_path,
            "container_name": container_name,
            "asset_name": asset_name,
            "loader": str(self.__class__.__name__),
            "representation": repre_entity["id"],
            "parent": repre_entity["versionId"],
            "product_type": product_type,
            # TODO these shold be probably removed
            "asset": folder_path,
            "family": product_type,
            "project_name": project_name
        }
        imprint(f"{asset_dir}/{container_name}", data)

    def load(self, context, name, namespace, options):
        """Load and containerise representation into Content Browser.

        Args:
            context (dict): application context
            name (str): Product name
            namespace (str): in Unreal this is basically path to container.
                             This is not passed here, so namespace is set
                             by `containerise()` because only then we know
                             real path.
            options (dict): Those would be data to be imprinted.

        Returns:
            list(str): list of container content
        """
        # Create directory for asset and Ayon container
        folder_path = context["folder"]["path"]
        suffix = "_CON"
        path = self.filepath_from_context(context)
        ext = os.path.splitext(path)[-1].lstrip(".")
        asset_root, asset_name = format_asset_directory(context, self.loaded_asset_dir)

        tools = unreal.AssetToolsHelpers().get_asset_tools()
        asset_dir, container_name = tools.create_unique_asset_name(
            asset_root, suffix=f"_{ext}")

        container_name += suffix
        if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
            unreal.EditorAssetLibrary.make_directory(asset_dir)

        self.import_and_containerize(path, asset_dir, container_name)

        self.imprint(
            folder_path,
            asset_dir,
            container_name,
            asset_name,
            context["representation"],
            context["product"]["productType"],
            context["project"]["name"]
        )

        asset_contents = unreal.EditorAssetLibrary.list_assets(
            asset_dir, recursive=True, include_folder=True
        )
        for unreal_asset in asset_contents:
            unreal.EditorAssetLibrary.save_asset(unreal_asset)

        return asset_contents

    def update(self, container, context):
        folder_path = context["folder"]["path"]
        product_type = context["product"]["productType"]
        repre_entity = context["representation"]
        path = get_representation_path(repre_entity)
        ext = os.path.splitext(path)[-1].lstrip(".")

        # Create directory for asset and Ayon container
        suffix = "_CON"
        asset_root, asset_name = format_asset_directory(context, self.loaded_asset_dir)

        tools = unreal.AssetToolsHelpers().get_asset_tools()
        asset_dir, container_name = tools.create_unique_asset_name(
            asset_root, suffix=f"_{ext}")

        container_name += suffix
        if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
            unreal.EditorAssetLibrary.make_directory(asset_dir)

        self.import_and_containerize(path, asset_dir, container_name)

        self.imprint(
            folder_path,
            asset_dir,
            container_name,
            asset_name,
            repre_entity,
            product_type,
            context["project"]["name"]
        )

        asset_contents = unreal.EditorAssetLibrary.list_assets(
            asset_dir, recursive=True, include_folder=False
        )
        for unreal_asset in asset_contents:
            unreal.EditorAssetLibrary.save_asset(unreal_asset)

    def remove(self, container):
        path = container["namespace"]
        if unreal.EditorAssetLibrary.does_directory_exist(path):
            unreal.EditorAssetLibrary.delete_directory(path)

load(context, name, namespace, options)

Load and containerise representation into Content Browser.

Parameters:

Name Type Description Default
context dict

application context

required
name str

Product name

required
namespace str

in Unreal this is basically path to container. This is not passed here, so namespace is set by containerise() because only then we know real path.

required
options dict

Those would be data to be imprinted.

required

Returns:

Name Type Description
list str

list of container content

Source code in client/ayon_unreal/plugins/load/load_image_png.py
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def load(self, context, name, namespace, options):
    """Load and containerise representation into Content Browser.

    Args:
        context (dict): application context
        name (str): Product name
        namespace (str): in Unreal this is basically path to container.
                         This is not passed here, so namespace is set
                         by `containerise()` because only then we know
                         real path.
        options (dict): Those would be data to be imprinted.

    Returns:
        list(str): list of container content
    """
    # Create directory for asset and Ayon container
    folder_path = context["folder"]["path"]
    suffix = "_CON"
    path = self.filepath_from_context(context)
    ext = os.path.splitext(path)[-1].lstrip(".")
    asset_root, asset_name = format_asset_directory(context, self.loaded_asset_dir)

    tools = unreal.AssetToolsHelpers().get_asset_tools()
    asset_dir, container_name = tools.create_unique_asset_name(
        asset_root, suffix=f"_{ext}")

    container_name += suffix
    if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
        unreal.EditorAssetLibrary.make_directory(asset_dir)

    self.import_and_containerize(path, asset_dir, container_name)

    self.imprint(
        folder_path,
        asset_dir,
        container_name,
        asset_name,
        context["representation"],
        context["product"]["productType"],
        context["project"]["name"]
    )

    asset_contents = unreal.EditorAssetLibrary.list_assets(
        asset_dir, recursive=True, include_folder=True
    )
    for unreal_asset in asset_contents:
        unreal.EditorAssetLibrary.save_asset(unreal_asset)

    return asset_contents