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Implemented loader for layouts for existing scenes
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403
openpype/hosts/unreal/plugins/load/load_layout_existing.py
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403
openpype/hosts/unreal/plugins/load/load_layout_existing.py
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import json
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from pathlib import Path
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import unreal
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from unreal import EditorLevelLibrary
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from bson.objectid import ObjectId
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from openpype import pipeline
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from openpype.pipeline import (
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discover_loader_plugins,
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loaders_from_representation,
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load_container,
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AVALON_CONTAINER_ID,
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legacy_io,
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)
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from openpype.hosts.unreal.api import plugin
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from openpype.hosts.unreal.api import pipeline as upipeline
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class ExistingLayoutLoader(plugin.Loader):
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"""
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Load Layout for an existing scene, and match the existing assets.
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"""
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families = ["layout"]
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representations = ["json"]
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label = "Load Layout on Existing Scene"
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icon = "code-fork"
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color = "orange"
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ASSET_ROOT = "/Game/OpenPype"
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@staticmethod
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def _create_container(
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asset_name, asset_dir, asset, representation, parent, family
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):
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container_name = f"{asset_name}_CON"
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container = None
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if not unreal.EditorAssetLibrary.does_asset_exist(
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f"{asset_dir}/{container_name}"
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):
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container = upipeline.create_container(container_name, asset_dir)
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else:
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ar = unreal.AssetRegistryHelpers.get_asset_registry()
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obj = ar.get_asset_by_object_path(
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f"{asset_dir}/{container_name}.{container_name}")
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container = obj.get_asset()
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data = {
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"schema": "openpype:container-2.0",
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"id": AVALON_CONTAINER_ID,
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"asset": asset,
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"namespace": asset_dir,
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"container_name": container_name,
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"asset_name": asset_name,
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# "loader": str(self.__class__.__name__),
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"representation": representation,
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"parent": parent,
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"family": family
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}
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upipeline.imprint(
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"{}/{}".format(asset_dir, container_name), data)
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return container.get_path_name()
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@staticmethod
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def _get_current_level():
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ue_version = unreal.SystemLibrary.get_engine_version().split('.')
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ue_major = ue_version[0]
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if ue_major == '4':
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return EditorLevelLibrary.get_editor_world()
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elif ue_major == '5':
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return unreal.LevelEditorSubsystem().get_current_level()
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raise NotImplementedError(
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f"Unreal version {ue_major} not supported")
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@staticmethod
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def _transform_from_basis(transform, basis, conversion):
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"""Transform a transform from a basis to a new basis."""
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# Get the basis matrix
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basis_matrix = unreal.Matrix(
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basis[0],
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basis[1],
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basis[2],
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basis[3]
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)
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transform_matrix = unreal.Matrix(
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transform[0],
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transform[1],
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transform[2],
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transform[3]
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)
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new_transform = (
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basis_matrix.get_inverse() * transform_matrix * basis_matrix)
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return conversion.inverse() * new_transform.transform()
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def _get_transform(self, ext, import_data, lasset):
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conversion = unreal.Matrix.IDENTITY.transform()
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# Check for the conversion settings. We cannot access
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# the alembic conversion settings, so we assume that
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# the maya ones have been applied.
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if ext == '.fbx':
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loc = import_data.import_translation
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rot = import_data.import_rotation.to_vector()
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scale = import_data.import_scale
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conversion = unreal.Transform(
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location=[loc.x, loc.y, loc.z],
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rotation=[rot.x, rot.y, rot.z],
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scale=[scale, scale, scale]
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)
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elif ext == '.abc':
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# This is the standard conversion settings for
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# alembic files from Maya.
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conversion = unreal.Transform(
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location=[0.0, 0.0, 0.0],
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rotation=[0.0, 0.0, 0.0],
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scale=[1.0, -1.0, 1.0]
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)
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transform = self._transform_from_basis(
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lasset.get('transform_matrix'),
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lasset.get('basis'),
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conversion
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)
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return transform
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@staticmethod
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def _get_fbx_loader(loaders, family):
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name = ""
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if family == 'rig':
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name = "SkeletalMeshFBXLoader"
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elif family == 'model':
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name = "StaticMeshFBXLoader"
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elif family == 'camera':
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name = "CameraLoader"
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if name == "":
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return None
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for loader in loaders:
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if loader.__name__ == name:
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return loader
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return None
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@staticmethod
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def _get_abc_loader(loaders, family):
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name = ""
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if family == 'rig':
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name = "SkeletalMeshAlembicLoader"
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elif family == 'model':
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name = "StaticMeshAlembicLoader"
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if name == "":
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return None
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for loader in loaders:
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if loader.__name__ == name:
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return loader
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return None
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def _load_asset(self, representation, version, instance_name, family):
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valid_formats = ['fbx', 'abc']
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repr_data = legacy_io.find_one({
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"type": "representation",
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"parent": ObjectId(version),
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"name": {"$in": valid_formats}
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})
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repr_format = repr_data.get('name')
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all_loaders = discover_loader_plugins()
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loaders = loaders_from_representation(
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all_loaders, representation)
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loader = None
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if repr_format == 'fbx':
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loader = self._get_fbx_loader(loaders, family)
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elif repr_format == 'abc':
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loader = self._get_abc_loader(loaders, family)
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if not loader:
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raise AssertionError(f"No valid loader found for {representation}")
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assets = load_container(
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loader,
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representation,
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namespace=instance_name
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)
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return assets
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def load(self, context, name, namespace, options):
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print("Loading Layout and Match Assets")
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ar = unreal.AssetRegistryHelpers.get_asset_registry()
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asset = context.get('asset').get('name')
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container_name = f"{asset}_{name}_CON"
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actors = EditorLevelLibrary.get_all_level_actors()
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with open(self.fname, "r") as fp:
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data = json.load(fp)
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layout_data = []
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# Get all the representations in the JSON from the database.
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for element in data:
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if element.get('representation'):
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layout_data.append((
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pipeline.legacy_io.find_one({
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"_id": ObjectId(element.get('representation'))
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}),
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element
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))
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containers = []
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actors_matched = []
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for (repr_data, lasset) in layout_data:
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if not repr_data:
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raise AssertionError("Representation not found")
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if not (repr_data.get('data') or repr_data.get('data').get('path')):
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raise AssertionError("Representation does not have path")
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if not repr_data.get('context'):
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raise AssertionError("Representation does not have context")
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# For every actor in the scene, check if it has a representation in
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# those we got from the JSON. If so, create a container for it.
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# Otherwise, remove it from the scene.
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found = False
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for actor in actors:
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if not actor.get_class().get_name() == 'StaticMeshActor':
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continue
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if actor in actors_matched:
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continue
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# Get the original path of the file from which the asset has
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# been imported.
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actor.set_actor_label(lasset.get('instance_name'))
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smc = actor.get_editor_property('static_mesh_component')
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mesh = smc.get_editor_property('static_mesh')
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import_data = mesh.get_editor_property('asset_import_data')
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filename = import_data.get_first_filename()
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path = Path(filename)
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if not path.name in repr_data.get('data').get('path'):
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continue
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asset_name = path.with_suffix('').name
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mesh_path = Path(mesh.get_path_name()).parent.as_posix()
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# Create the container for the asset.
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asset = repr_data.get('context').get('asset')
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subset = repr_data.get('context').get('subset')
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container = self._create_container(
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f"{asset}_{subset}", mesh_path, asset,
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repr_data.get('_id'), repr_data.get('parent'),
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repr_data.get('context').get('family')
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)
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containers.append(container)
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# Set the transform for the actor.
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transform = self._get_transform(
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path.suffix, import_data, lasset)
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actor.set_actor_transform(transform, False, True)
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actors_matched.append(actor)
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found = True
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break
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# If an actor has not been found for this representation,
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# we check if it has been loaded already by checking all the
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# loaded containers. If so, we add it to the scene. Otherwise,
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# we load it.
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if found:
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continue
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all_containers = upipeline.ls()
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loaded = False
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for container in all_containers:
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repr = container.get('representation')
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if not repr == str(repr_data.get('_id')):
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continue
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asset_dir = container.get('namespace')
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filter = unreal.ARFilter(
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class_names=["StaticMesh"],
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package_paths=[asset_dir],
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recursive_paths=False)
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assets = ar.get_assets(filter)
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for asset in assets:
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obj = asset.get_asset()
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actor = EditorLevelLibrary.spawn_actor_from_object(
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obj, unreal.Vector(0.0, 0.0, 0.0)
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)
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actor.set_actor_label(lasset.get('instance_name'))
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smc = actor.get_editor_property(
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'static_mesh_component')
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mesh = smc.get_editor_property('static_mesh')
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import_data = mesh.get_editor_property(
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'asset_import_data')
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filename = import_data.get_first_filename()
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path = Path(filename)
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transform = self._get_transform(
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path.suffix, import_data, lasset)
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actor.set_actor_transform(transform, False, True)
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loaded = True
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break
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# If the asset has not been loaded yet, we load it.
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if loaded:
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continue
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assets = self._load_asset(
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lasset.get('representation'),
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lasset.get('version'),
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lasset.get('instance_name'),
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lasset.get('family')
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)
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for asset in assets:
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obj = ar.get_asset_by_object_path(asset).get_asset()
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if not obj.get_class().get_name() == 'StaticMesh':
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continue
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actor = EditorLevelLibrary.spawn_actor_from_object(
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obj, unreal.Vector(0.0, 0.0, 0.0)
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)
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actor.set_actor_label(lasset.get('instance_name'))
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smc = actor.get_editor_property('static_mesh_component')
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mesh = smc.get_editor_property('static_mesh')
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import_data = mesh.get_editor_property('asset_import_data')
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filename = import_data.get_first_filename()
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path = Path(filename)
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transform = self._transform_from_basis(
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lasset.get('transform_matrix'),
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lasset.get('basis'),
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unreal.Matrix.IDENTITY.transform()
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)
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actor.set_actor_transform(transform, False, True)
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break
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# Check if an actor was not matched to a representation.
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# If so, remove it from the scene.
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for actor in actors:
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if not actor.get_class().get_name() == 'StaticMeshActor':
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continue
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if actor not in actors_matched:
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EditorLevelLibrary.destroy_actor(actor)
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curr_level = self._get_current_level()
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if not curr_level:
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return
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curr_level_path = Path(
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curr_level.get_outer().get_path_name()).parent.as_posix()
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if not unreal.EditorAssetLibrary.does_asset_exist(
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f"{curr_level_path}/{container_name}"
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):
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upipeline.create_container(
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container=container_name, path=curr_level_path)
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data = {
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"schema": "openpype:container-2.0",
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"id": AVALON_CONTAINER_ID,
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"asset": asset,
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"namespace": curr_level_path,
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"container_name": container_name,
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"asset_name": asset_name,
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"loader": str(self.__class__.__name__),
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"representation": context["representation"]["_id"],
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"parent": context["representation"]["parent"],
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"family": context["representation"]["context"]["family"],
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"loaded_assets": containers
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}
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upipeline.imprint(f"{curr_level_path}/{container_name}", data)
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