diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index 39638ac40f..2893550325 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -649,30 +649,43 @@ def generate_sequence(h, h_dir): return sequence, (min_frame, max_frame) -def replace_static_mesh_actors(old_assets, new_assets): +def _get_comps_and_assets( + component_class, asset_class, old_assets, new_assets +): eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) - smes = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) - comps = eas.get_all_level_actors_components() - static_mesh_comps = [ - c for c in comps if isinstance(c, unreal.StaticMeshComponent) + components = [ + c for c in comps if isinstance(c, component_class) ] # Get all the static meshes among the old assets in a dictionary with # the name as key - old_meshes = {} + selected_old_assets = {} for a in old_assets: asset = unreal.EditorAssetLibrary.load_asset(a) - if isinstance(asset, unreal.StaticMesh): - old_meshes[asset.get_name()] = asset + if isinstance(asset, asset_class): + selected_old_assets[asset.get_name()] = asset # Get all the static meshes among the new assets in a dictionary with # the name as key - new_meshes = {} + selected_new_assets = {} for a in new_assets: asset = unreal.EditorAssetLibrary.load_asset(a) - if isinstance(asset, unreal.StaticMesh): - new_meshes[asset.get_name()] = asset + if isinstance(asset, asset_class): + selected_new_assets[asset.get_name()] = asset + + return components, selected_old_assets, selected_new_assets + + +def replace_static_mesh_actors(old_assets, new_assets): + smes = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) + + static_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( + unreal.StaticMeshComponent, + unreal.StaticMesh, + old_assets, + new_assets + ) for old_name, old_mesh in old_meshes.items(): new_mesh = new_meshes.get(old_name) @@ -685,28 +698,12 @@ def replace_static_mesh_actors(old_assets, new_assets): def replace_skeletal_mesh_actors(old_assets, new_assets): - eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) - - comps = eas.get_all_level_actors_components() - skeletal_mesh_comps = [ - c for c in comps if isinstance(c, unreal.SkeletalMeshComponent) - ] - - # Get all the static meshes among the old assets in a dictionary with - # the name as key - old_meshes = {} - for a in old_assets: - asset = unreal.EditorAssetLibrary.load_asset(a) - if isinstance(asset, unreal.SkeletalMesh): - old_meshes[asset.get_name()] = asset - - # Get all the static meshes among the new assets in a dictionary with - # the name as key - new_meshes = {} - for a in new_assets: - asset = unreal.EditorAssetLibrary.load_asset(a) - if isinstance(asset, unreal.SkeletalMesh): - new_meshes[asset.get_name()] = asset + skeletal_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( + unreal.SkeletalMeshComponent, + unreal.SkeletalMesh, + old_assets, + new_assets + ) for old_name, old_mesh in old_meshes.items(): new_mesh = new_meshes.get(old_name) @@ -719,6 +716,25 @@ def replace_skeletal_mesh_actors(old_assets, new_assets): comp.set_skeletal_mesh_asset(new_mesh) +def replace_geometry_cache_actors(old_assets, new_assets): + geometry_cache_comps, old_caches, new_caches = _get_comps_and_assets( + unreal.SkeletalMeshComponent, + unreal.SkeletalMesh, + old_assets, + new_assets + ) + + for old_name, old_mesh in old_caches.items(): + new_mesh = new_caches.get(old_name) + + if not new_mesh: + continue + + for comp in geometry_cache_comps: + if comp.get_editor_property("geometry_cache") == old_mesh: + comp.set_geometry_cache(new_mesh) + + def delete_previous_asset_if_unused(container, asset_content): ar = unreal.AssetRegistryHelpers.get_asset_registry() diff --git a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py index 13ba236a7d..879574f75b 100644 --- a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py @@ -7,7 +7,12 @@ from openpype.pipeline import ( AYON_CONTAINER_ID ) from openpype.hosts.unreal.api import plugin -from openpype.hosts.unreal.api import pipeline as unreal_pipeline +from openpype.hosts.unreal.api.pipeline import ( + create_container, + imprint, + replace_geometry_cache_actors, + delete_previous_asset_if_unused, +) import unreal # noqa @@ -21,8 +26,11 @@ class PointCacheAlembicLoader(plugin.Loader): icon = "cube" color = "orange" + root = "/Game/Ayon/Assets" + + @staticmethod def get_task( - self, filename, asset_dir, asset_name, replace, + filename, asset_dir, asset_name, replace, frame_start=None, frame_end=None ): task = unreal.AssetImportTask() @@ -38,8 +46,6 @@ class PointCacheAlembicLoader(plugin.Loader): task.set_editor_property('automated', True) task.set_editor_property('save', True) - # set import options here - # Unreal 4.24 ignores the settings. It works with Unreal 4.26 options.set_editor_property( 'import_type', unreal.AlembicImportType.GEOMETRY_CACHE) @@ -64,13 +70,42 @@ class PointCacheAlembicLoader(plugin.Loader): return task - def load(self, context, name, namespace, data): - """Load and containerise representation into Content Browser. + def import_and_containerize( + self, filepath, asset_dir, asset_name, container_name, + frame_start, frame_end + ): + unreal.EditorAssetLibrary.make_directory(asset_dir) - 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. + task = self.get_task( + filepath, asset_dir, asset_name, False, frame_start, frame_end) + + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + + # Create Asset Container + create_container(container=container_name, path=asset_dir) + + def imprint( + self, asset, asset_dir, container_name, asset_name, representation, + frame_start, frame_end + ): + data = { + "schema": "ayon:container-2.0", + "id": AYON_CONTAINER_ID, + "asset": asset, + "namespace": asset_dir, + "container_name": container_name, + "asset_name": asset_name, + "loader": str(self.__class__.__name__), + "representation": representation["_id"], + "parent": representation["parent"], + "family": representation["context"]["family"], + "frame_start": frame_start, + "frame_end": frame_end + } + 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 @@ -79,30 +114,28 @@ class PointCacheAlembicLoader(plugin.Loader): This is not passed here, so namespace is set by `containerise()` because only then we know real path. - data (dict): Those would be data to be imprinted. This is not used - now, data are imprinted by `containerise()`. + data (dict): Those would be data to be imprinted. Returns: list(str): list of container content - """ # Create directory for asset and Ayon container - root = "/Game/Ayon/Assets" asset = context.get('asset').get('name') suffix = "_CON" - if asset: - asset_name = "{}_{}".format(asset, name) + asset_name = f"{asset}_{name}" if asset else f"{name}" + version = context.get('version') + # Check if version is hero version and use different name + if not version.get("name") and version.get('type') == "hero_version": + name_version = f"{name}_hero" else: - asset_name = "{}".format(name) + name_version = f"{name}_v{version.get('name'):03d}" tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( - "{}/{}/{}".format(root, asset, name), suffix="") + f"{self.root}/{asset}/{name_version}", suffix="") container_name += suffix - unreal.EditorAssetLibrary.make_directory(asset_dir) - frame_start = context.get('asset').get('data').get('frameStart') frame_end = context.get('asset').get('data').get('frameEnd') @@ -111,30 +144,17 @@ class PointCacheAlembicLoader(plugin.Loader): if frame_start == frame_end: frame_end += 1 - path = self.filepath_from_context(context) - task = self.get_task( - path, asset_dir, asset_name, False, frame_start, frame_end) + if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + path = self.filepath_from_context(context) - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 - # Create Asset Container - unreal_pipeline.create_container( - container=container_name, path=asset_dir) + self.import_and_containerize( + path, asset_dir, asset_name, container_name, + frame_start, frame_end) - data = { - "schema": "ayon:container-2.0", - "id": AYON_CONTAINER_ID, - "asset": asset, - "namespace": asset_dir, - "container_name": container_name, - "asset_name": asset_name, - "loader": str(self.__class__.__name__), - "representation": context["representation"]["_id"], - "parent": context["representation"]["parent"], - "family": context["representation"]["context"]["family"] - } - unreal_pipeline.imprint( - "{}/{}".format(asset_dir, container_name), data) + self.imprint( + asset, asset_dir, container_name, asset_name, + context["representation"], frame_start, frame_end) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True @@ -146,32 +166,58 @@ class PointCacheAlembicLoader(plugin.Loader): return asset_content def update(self, container, representation): - name = container["asset_name"] - source_path = get_representation_path(representation) - destination_path = container["namespace"] - representation["context"] + context = representation.get("context", {}) - task = self.get_task(source_path, destination_path, name, False) - # do import fbx and replace existing data - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + unreal.log_warning(context) - container_path = "{}/{}".format(container["namespace"], - container["objectName"]) - # update metadata - unreal_pipeline.imprint( - container_path, - { - "representation": str(representation["_id"]), - "parent": str(representation["parent"]) - }) + if not context: + raise RuntimeError("No context found in representation") + + # Create directory for asset and Ayon container + asset = context.get('asset') + name = context.get('subset') + suffix = "_CON" + asset_name = f"{asset}_{name}" if asset else f"{name}" + version = context.get('version') + # Check if version is hero version and use different name + name_version = f"{name}_v{version:03d}" if version else f"{name}_hero" + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{self.root}/{asset}/{name_version}", suffix="") + + container_name += suffix + + frame_start = int(container.get("frame_start")) + frame_end = int(container.get("frame_end")) + + if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + path = get_representation_path(representation) + + self.import_and_containerize( + path, asset_dir, asset_name, container_name, + frame_start, frame_end) + + self.imprint( + asset, asset_dir, container_name, asset_name, representation, + frame_start, frame_end) asset_content = unreal.EditorAssetLibrary.list_assets( - destination_path, recursive=True, include_folder=True + asset_dir, recursive=True, include_folder=False ) for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) + old_assets = unreal.EditorAssetLibrary.list_assets( + container["namespace"], recursive=True, include_folder=False + ) + + replace_geometry_cache_actors(old_assets, asset_content) + + unreal.EditorLevelLibrary.save_current_level() + + delete_previous_asset_if_unused(container, old_assets) + def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path)