18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206 | 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)
|