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163 | class UAssetLoader(plugin.Loader):
"""Load UAsset."""
product_types = {"uasset"}
label = "Load UAsset"
representations = {"uasset"}
icon = "cube"
color = "orange"
extension = "uasset"
loaded_asset_dir = "{folder[path]}/{product[name]}_{version[version]}"
@classmethod
def apply_settings(cls, project_settings):
super(UAssetLoader, cls).apply_settings(project_settings)
# Apply import settings
cls.loaded_asset_dir = (
project_settings["unreal"]
["import_settings"]
["loaded_asset_dir"]
)
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. This is not
used now, data are imprinted by `containerise()`.
Returns:
list(str): list of container content
"""
# Create directory for asset and Ayon container
folder_path = context["folder"]["path"]
suffix = "_CON"
asset_root, asset_name = unreal_pipeline.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=""
)
container_name = f"{container_name}_{suffix}"
if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
unreal.EditorAssetLibrary.make_directory(asset_dir)
destination_path = asset_dir.replace(
"/Game", Path(unreal.Paths.project_content_dir()).as_posix(), 1)
path = self.filepath_from_context(context)
asset_name = os.path.basename(path)
asset_path = unreal_pipeline.has_asset_directory_pattern_matched(
asset_name, asset_dir, name)
if asset_path:
destination_path = unreal.Paths.split(asset_path)[0]
shutil.copy(path, f"{destination_path}/{asset_name}")
if not unreal.EditorAssetLibrary.does_asset_exist(
f"{asset_dir}/{container_name}"):
# Create Asset Container
unreal_pipeline.create_container(
container=container_name, path=asset_dir)
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": context["representation"]["id"],
"parent": context["representation"]["versionId"],
"product_type": context["product"]["productType"],
# TODO these should be probably removed
"asset": folder_path,
"family": context["product"]["productType"],
"asset_path": asset_path,
"project_name": context["project"]["name"]
}
if asset_path:
unreal.EditorAssetLibrary.rename_asset(
f"{asset_path}",
f"{asset_dir}/{asset_name}.{asset_name}"
)
unreal_pipeline.imprint(f"{asset_dir}/{container_name}", data)
asset_content = unreal.EditorAssetLibrary.list_assets(
asset_dir, recursive=True, include_folder=True
)
for a in asset_content:
unreal.EditorAssetLibrary.save_asset(a)
return asset_content
def update(self, container, context):
ar = unreal.AssetRegistryHelpers.get_asset_registry()
asset_dir = container["namespace"]
repre_entity = context["representation"]
destination_path = asset_dir.replace(
"/Game", Path(unreal.Paths.project_content_dir()).as_posix(), 1)
asset_content = unreal.EditorAssetLibrary.list_assets(
asset_dir, recursive=False, include_folder=True
)
for asset in asset_content:
obj = ar.get_asset_by_object_path(asset).get_asset()
if obj.get_class().get_name() != "AyonAssetContainer":
unreal.EditorAssetLibrary.delete_asset(asset)
update_filepath = get_representation_path(repre_entity)
new_asset_name = os.path.basename(update_filepath)
shutil.copy(update_filepath, f"{destination_path}/{new_asset_name}")
container_path = f'{container["namespace"]}/{container["objectName"]}'
# update metadata
unreal_pipeline.imprint(
container_path,
{
"representation": repre_entity["id"],
"parent": repre_entity["versionId"],
"project_name": context["project"]["name"]
}
)
asset_content = unreal.EditorAssetLibrary.list_assets(
asset_dir, recursive=True, include_folder=True
)
for a in asset_content:
unreal.EditorAssetLibrary.save_asset(a)
def remove(self, container):
path = container["namespace"]
if unreal.EditorAssetLibrary.does_directory_exist(path):
unreal.EditorAssetLibrary.delete_directory(path)
|