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189 | class ExtractLayout(publish.Extractor):
"""Extract a layout."""
label = "Extract Layout"
hosts = ["unreal"]
families = ["layout"]
optional = True
def process(self, instance):
# Define extract output file path
staging_dir = self.staging_dir(instance)
# Perform extraction
self.log.info("Performing extraction..")
# Check if the loaded level is the same of the instance
current_level = ell.get_editor_world().get_path_name()
assert current_level == instance.data.get("level"), \
"Wrong level loaded"
json_data = []
project_name = instance.context.data["projectName"]
eas = unreal.EditorActorSubsystem()
sel_actors = eas.get_all_level_actors()
members = set(instance.data.get("members", []))
actors = [a for a in sel_actors if a.get_path_name() in members]
for actor in actors:
mesh = None
# Check type the type of mesh
if actor.get_class().get_name() == 'SkeletalMeshActor':
mesh = actor.skeletal_mesh_component.skeletal_mesh
elif actor.get_class().get_name() == 'StaticMeshActor':
mesh = actor.static_mesh_component.static_mesh
if mesh:
# Search the reference to the Asset Container for the object
path = unreal.Paths.get_path(mesh.get_path_name())
filter = unreal.ARFilter(
class_names=["AyonAssetContainer"], package_paths=[path])
ar = unreal.AssetRegistryHelpers.get_asset_registry()
try:
asset_container = ar.get_assets(filter)[0].get_asset()
except IndexError:
self.log.error("AssetContainer not found.")
return
parent_id = eal.get_metadata_tag(asset_container, "parent")
repre_id = eal.get_metadata_tag(asset_container, "representation")
family = eal.get_metadata_tag(asset_container, "family")
json_element = {}
json_element["reference"] = str(repre_id)
json_element["representation"] = str(repre_id)
# TODO: remove the option after tweaking
# the layout loader in blender
if instance.data.get("export_blender", False):
blend = ayon_api.get_representation_by_name(
project_name, "blend", parent_id, fields={"id"}
)
blend_id = blend["id"]
json_element["reference"] = str(blend_id)
instance_name = mesh.get_name()
extension = instance_name.split("_")[-1]
asset_name = re.match(f'(.+)_{extension}$', instance_name)
json_element["version"] = str(parent_id)
json_element["product_type"] = family
json_element["instance_name"] = asset_name.group(1)
json_element["asset_name"] = instance_name
json_element["extension"] = extension
transform = actor.get_actor_transform()
json_element["host"] = self.hosts
json_element["transform"] = {
"translation": {
"x": transform.translation.x,
"y": transform.translation.y,
"z": transform.translation.z
},
"rotation": {
"x": math.radians(transform.rotation.euler().x),
"y": math.radians(transform.rotation.euler().y),
"z": math.radians(transform.rotation.euler().z)
},
"scale": {
"x": transform.scale3d.x,
"y": transform.scale3d.y,
"z": transform.scale3d.z
}
}
json_element["transform_matrix"] = self.get_transform_matrix(transform)
json_element["basis"] = self.get_basis_matrix()
json_element["rotation"] = {
"x": transform.rotation.euler().x,
"y": transform.rotation.euler().y,
"z": transform.rotation.euler().z
}
json_data.append(json_element)
json_filename = "{}.json".format(instance.name)
json_path = os.path.join(staging_dir, json_filename)
with open(json_path, "w+") as file:
json.dump(json_data, fp=file, indent=2)
if "representations" not in instance.data:
instance.data["representations"] = []
json_representation = {
'name': 'json',
'ext': 'json',
'files': json_filename,
"stagingDir": staging_dir,
}
instance.data["representations"].append(json_representation)
def get_basis_matrix(self):
"""Get Identity matrix
Returns:
list: list of identity matrix
"""
# Create an identity matrix
identity_matrix = unreal.Matrix.IDENTITY
basis_list = [
[identity_matrix.x_plane.x, identity_matrix.x_plane.y,
identity_matrix.x_plane.z, identity_matrix.x_plane.w],
[identity_matrix.y_plane.x, identity_matrix.y_plane.y,
identity_matrix.y_plane.z, identity_matrix.y_plane.w],
[identity_matrix.z_plane.x, identity_matrix.z_plane.y,
identity_matrix.z_plane.z, identity_matrix.z_plane.w],
[identity_matrix.w_plane.x, identity_matrix.w_plane.y,
identity_matrix.w_plane.z, identity_matrix.w_plane.w]
]
return basis_list
def get_transform_matrix(self, transform):
"""Get transform matrix for each actor
Args:
transform (Matrix): Actor's transformation
Returns:
list: Actor's transformation data
"""
translation = [
transform.translation.x,
transform.translation.z,
transform.translation.y
]
rotation = [
transform.rotation.euler().x,
transform.rotation.euler().z,
transform.rotation.euler().y
]
scale = [
transform.scale3d.x,
transform.scale3d.z,
transform.scale3d.y,
]
transform = unreal.Transform(
location=translation,
rotation=rotation,
scale=scale
)
transform_m_matrix = transform.to_matrix()
transform_matrix = [
[transform_m_matrix.x_plane.x, transform_m_matrix.x_plane.y,
transform_m_matrix.x_plane.z, transform_m_matrix.x_plane.w],
[transform_m_matrix.y_plane.x, transform_m_matrix.y_plane.y,
transform_m_matrix.y_plane.z, transform_m_matrix.y_plane.w],
[transform_m_matrix.z_plane.x, transform_m_matrix.z_plane.y,
transform_m_matrix.z_plane.z, transform_m_matrix.z_plane.w],
[transform_m_matrix.w_plane.x, transform_m_matrix.w_plane.y,
transform_m_matrix.w_plane.z, transform_m_matrix.w_plane.w]
]
return transform_matrix
|