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527 | class LayoutLoader(plugin.LayoutLoader):
"""Load Layout from a JSON file"""
label = "Load Layout"
force_loaded = False
folder_representation_type = "json"
level_sequences_for_layouts = True
@classmethod
def apply_settings(cls, project_settings):
super(LayoutLoader, cls).apply_settings(project_settings)
# Apply import settings
import_settings = project_settings["unreal"]["import_settings"]
cls.force_loaded = import_settings["force_loaded"]
cls.folder_representation_type = (
import_settings["folder_representation_type"]
)
cls.level_sequences_for_layouts = (
import_settings["level_sequences_for_layouts"]
)
cls.loaded_layout_dir = import_settings["loaded_layout_dir"]
cls.remove_loaded_assets = import_settings["remove_loaded_assets"]
@classmethod
def get_options(cls, contexts):
defs = []
if cls.force_loaded:
defs.append(
EnumDef(
"folder_representation_type",
label="Override layout representation by",
items={
"json": "json",
"fbx": "fbx",
"abc": "abc"
},
default=cls.folder_representation_type
)
)
return defs
def _process_family(
self, assets, class_name, transform, basis, sequence, inst_name=None,
rotation=None, unreal_import=False
):
ar = unreal.AssetRegistryHelpers.get_asset_registry()
actors = []
bindings = []
for asset in assets:
obj = ar.get_asset_by_object_path(asset).get_asset()
if obj.get_class().get_name() == class_name:
t = self._transform_from_basis(
transform, basis, unreal_import=unreal_import)
actor = EditorLevelLibrary.spawn_actor_from_object(
obj, t.translation
)
actor_rotation = t.rotation.rotator()
if rotation:
actor_rotation = unreal.Rotator(
roll=rotation["x"], pitch=rotation["z"],
yaw=-rotation["y"])
actor.set_actor_rotation(actor_rotation, False)
actor.set_actor_scale3d(t.scale3d)
if class_name == 'SkeletalMesh':
skm_comp = actor.get_editor_property(
'skeletal_mesh_component')
skm_comp.set_bounds_scale(10.0)
actors.append(actor)
if sequence:
binding = None
for p in sequence.get_possessables():
if p.get_name() == actor.get_name():
binding = p
break
if not binding:
binding = sequence.add_possessable(actor)
bindings.append(binding)
return actors, bindings
def _process(self, lib_path, project_name, asset_dir, sequence,
repr_loaded=None, loaded_extension=None,
force_loaded=False):
ar = unreal.AssetRegistryHelpers.get_asset_registry()
with open(lib_path, "r") as fp:
data = json.load(fp)
if not repr_loaded:
repr_loaded = []
path = Path(lib_path)
skeleton_dict = {}
actors_dict = {}
bindings_dict = {}
loaded_assets = []
repre_entities_by_version_id = self._get_repre_entities_by_version_id(
project_name, data, loaded_extension, force_loaded=force_loaded
)
for element in data:
repre_id = None
repr_format = None
if element.get('representation'):
version_id = element.get("version")
repre_entities = repre_entities_by_version_id[version_id]
if not repre_entities:
self.log.error(
f"No valid representation found for version"
f" {version_id}")
continue
extension = element.get("extension", "ma")
repre_entity = None
if not force_loaded or loaded_extension == "json":
repre_entity = next((repre_entity for repre_entity in repre_entities
if repre_entity["name"] == extension), None)
if not repre_entity or extension == "ma":
repre_entity = repre_entities[0]
else:
# use the prioritized representation
# to load the assets
repre_entity = repre_entities[0]
repre_id = repre_entity["id"]
repr_format = repre_entity["name"]
# If reference is None, this element is skipped, as it cannot be
# imported in Unreal
if not repr_format:
self.log.warning(f"Representation name not defined for element: {element}")
continue
instance_name = element.get('instance_name')
skeleton = None
if repre_id not in repr_loaded:
repr_loaded.append(repre_id)
product_type = element.get("product_type")
if product_type is None:
product_type = element.get("family")
assets = self._load_assets(
instance_name, repre_id,
product_type, repr_format)
container = None
for asset in assets:
obj = ar.get_asset_by_object_path(asset).get_asset()
if obj.get_class().get_name() == 'AyonAssetContainer':
container = obj
if obj.get_class().get_name() == 'Skeleton':
skeleton = obj
if container is not None:
loaded_assets.append(container.get_path_name())
instances = [
item for item in data
if ((item.get('version') and
item.get('version') == element.get('version'))
)]
for instance in instances:
transform = instance.get('transform_matrix')
rotation = instance.get('rotation', {})
basis = instance.get('basis')
inst = instance.get('instance_name')
unreal_import = (
True if "unreal" in instance.get("host", []) else False
)
actors = []
if product_type in ['model', 'staticMesh']:
actors, _ = self._process_family(
assets, 'StaticMesh', transform, basis,
sequence, inst, rotation, unreal_import=unreal_import
)
elif product_type in ['rig', 'skeletalMesh']:
actors, bindings = self._process_family(
assets, 'SkeletalMesh', transform, basis,
sequence, inst, rotation, unreal_import=unreal_import
)
actors_dict[inst] = actors
bindings_dict[inst] = bindings
if skeleton:
skeleton_dict[repre_id] = skeleton
else:
skeleton = skeleton_dict.get(repre_id)
animation_file = element.get('animation')
if animation_file and skeleton:
import_animation(
asset_dir, path, instance_name, skeleton, actors_dict,
animation_file, bindings_dict, sequence
)
return loaded_assets
def load(self, context, name, namespace, options):
"""Load and containerise representation into Content Browser.
This is two step process. First, import FBX to temporary path and
then call `containerise()` on it - this moves all content to new
directory and then it will create AssetContainer there and imprint it
with metadata. This will mark this path as container.
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. This is not
used now, data are imprinted by `containerise()`.
Returns:
list(str): list of container content
"""
data = get_current_project_settings()
create_sequences = (
data["unreal"]["import_settings"]["level_sequences_for_layouts"]
)
# Create directory for asset and Ayon container
folder_entity = context["folder"]
folder_path = folder_entity["path"]
folder_name = folder_entity["name"]
asset_root, _ = format_asset_directory(context, self.loaded_layout_dir)
master_dir_name = get_top_hierarchy_folder(asset_root)
asset_dir, hierarchy_dir, container_name, asset_name = (
generate_hierarchy_path(
name, folder_name, asset_root, master_dir_name
)
)
tools = unreal.AssetToolsHelpers().get_asset_tools()
asset_level = f"{asset_dir}/{folder_name}_map.{folder_name}_map"
if not EditorAssetLibrary.does_asset_exist(asset_level):
EditorLevelLibrary.new_level(f"{asset_dir}/{folder_name}_map")
shot = None
sequences = []
if create_sequences:
shot, _, asset_level, sequences, frame_ranges = (
generate_master_level_sequence(
tools, asset_dir, folder_name,
hierarchy_dir, master_dir_name
)
)
project_name = get_current_project_name()
folder_attributes = (
ayon_api.get_folder_by_path(project_name, folder_path)["attrib"]
)
shot.set_display_rate(
unreal.FrameRate(folder_attributes.get("fps"), 1.0))
shot.set_playback_start(0)
shot.set_playback_end(
folder_attributes.get('clipOut')
- folder_attributes.get('clipIn')
+ 1
)
if sequences:
min_frame = 0 if frame_ranges[-1][1] == 0 else folder_attributes.get('clipIn')
max_frame = folder_attributes.get('clipOut')
max_frame = min_frame + 1 if max_frame < min_frame else max_frame
set_sequence_hierarchy(
sequences[-1],
shot,
frame_ranges[-1][1],
min_frame,
max_frame,
[asset_level])
EditorLevelLibrary.load_level(asset_level)
project_name = get_current_project_name()
extension = options.get(
"folder_representation_type", self.folder_representation_type)
path = self.filepath_from_context(context)
loaded_assets = self._process(
path, project_name, asset_dir, shot,
loaded_extension=extension,
force_loaded=self.force_loaded)
for s in sequences:
EditorAssetLibrary.save_asset(s.get_path_name())
EditorLevelLibrary.save_current_level()
if not unreal.EditorAssetLibrary.does_asset_exist(
f"{asset_dir}/{container_name}"
):
# Create Asset Container
create_container(container=container_name, path=asset_dir)
self.imprint(
context,
folder_path,
folder_name,
loaded_assets,
asset_dir,
asset_name,
container_name,
context["project"]["name"],
hierarchy_dir=hierarchy_dir
)
save_dir = hierarchy_dir if create_sequences else asset_dir
asset_content = EditorAssetLibrary.list_assets(
save_dir, recursive=True, include_folder=False)
for a in asset_content:
EditorAssetLibrary.save_asset(a)
return asset_content
def update(self, container, context):
project_name = context["project"]["name"]
data = get_current_project_settings()
create_sequences = (
data["unreal"]["import_settings"]["level_sequences_for_layouts"]
)
ar = unreal.AssetRegistryHelpers.get_asset_registry()
curr_level_sequence = LevelSequenceLib.get_current_level_sequence()
curr_time = LevelSequenceLib.get_current_time()
is_cam_lock = LevelSequenceLib.is_camera_cut_locked_to_viewport()
editor_subsystem = unreal.UnrealEditorSubsystem()
vp_loc, vp_rot = editor_subsystem.get_level_viewport_camera_info()
asset_dir = container.get('namespace')
repre_entity = context["representation"]
sequence = None
master_level = None
hierarchy_dir = container.get("master_directory", "")
master_dir_name = get_top_hierarchy_folder(asset_dir)
if not hierarchy_dir:
hierarchy_dir = f"{AYON_ROOT_DIR}/{master_dir_name}"
if create_sequences:
master_level = f"{hierarchy_dir}/{master_dir_name}_map.{master_dir_name}_map"
filter = unreal.ARFilter(
class_names=["LevelSequence"],
package_paths=[asset_dir],
recursive_paths=False)
sequences = ar.get_assets(filter)
sequence = sequences[0].get_asset()
prev_level = None
if not master_level:
curr_level = unreal.LevelEditorSubsystem().get_current_level()
curr_level_path = curr_level.get_outer().get_path_name()
# If the level path does not start with "/Game/", the current
# level is a temporary, unsaved level.
if curr_level_path.startswith("/Game/"):
prev_level = curr_level_path
# Get layout level
filter = unreal.ARFilter(
class_names=["World"],
package_paths=[asset_dir],
recursive_paths=False)
levels = ar.get_assets(filter)
layout_level = levels[0].get_asset().get_path_name()
EditorLevelLibrary.save_all_dirty_levels()
EditorLevelLibrary.load_level(layout_level)
# Delete all the actors in the level
actors = unreal.EditorLevelLibrary.get_all_level_actors()
for actor in actors:
unreal.EditorLevelLibrary.destroy_actor(actor)
if create_sequences:
EditorLevelLibrary.save_current_level()
source_path = get_representation_path(repre_entity)
loaded_assets = self._process(
source_path, project_name, asset_dir, sequence,
loaded_extension=self.folder_representation_type,
force_loaded=self.force_loaded)
update_container(container, project_name, repre_entity, loaded_assets=loaded_assets)
EditorLevelLibrary.save_current_level()
save_dir = hierarchy_dir if create_sequences else asset_dir
asset_content = EditorAssetLibrary.list_assets(
save_dir, recursive=True, include_folder=False)
for a in asset_content:
EditorAssetLibrary.save_asset(a)
if master_level:
EditorLevelLibrary.load_level(master_level)
elif prev_level:
EditorLevelLibrary.load_level(prev_level)
if curr_level_sequence:
LevelSequenceLib.open_level_sequence(curr_level_sequence)
LevelSequenceLib.set_current_time(curr_time)
LevelSequenceLib.set_lock_camera_cut_to_viewport(is_cam_lock)
editor_subsystem.set_level_viewport_camera_info(vp_loc, vp_rot)
def remove(self, container):
self._remove_Loaded_asset(container)
master_sequence = None
sequences = []
if self.level_sequences_for_layouts:
# Remove the Level Sequence from the parent.
# We need to traverse the hierarchy from the master sequence to
# find the level sequence.
master_directory = container.get("master_directory", "")
if not master_directory:
namespace = container.get('namespace').replace(f"{AYON_ROOT_DIR}/", "")
ms_asset = namespace.split('/')[0]
master_directory = f"{AYON_ROOT_DIR}/{ms_asset}"
ar = unreal.AssetRegistryHelpers.get_asset_registry()
_filter = unreal.ARFilter(
class_names=["LevelSequence"],
package_paths=[master_directory],
recursive_paths=False)
sequences = ar.get_assets(_filter)
master_sequence = sequences[0].get_asset()
sequences = [master_sequence]
parent = None
for s in sequences:
tracks = get_tracks(s)
subscene_track = None
visibility_track = None
for t in tracks:
if t.get_class() == unreal.MovieSceneSubTrack.static_class():
subscene_track = t
if (t.get_class() ==
unreal.MovieSceneLevelVisibilityTrack.static_class()):
visibility_track = t
if subscene_track:
sections = subscene_track.get_sections()
for ss in sections:
try:
if (ss.get_sequence().get_name() ==
container.get('asset')):
parent = s
subscene_track.remove_section(ss)
break
sequences.append(ss.get_sequence())
except AttributeError:
unreal.log("Cannot get the level sequences")
# Update subscenes indexes.
i = 0
for ss in sections:
ss.set_row_index(i)
i += 1
if visibility_track:
sections = visibility_track.get_sections()
for ss in sections:
if (unreal.Name(f"{container.get('asset')}_map")
in ss.get_level_names()):
visibility_track.remove_section(ss)
# Update visibility sections indexes.
i = -1
prev_name = []
for ss in sections:
if prev_name != ss.get_level_names():
i += 1
ss.set_row_index(i)
prev_name = ss.get_level_names()
if parent:
break
assert parent, "Could not find the parent sequence"
remove_map_and_sequence(container)
|