ayon-core/pype/hosts/blender/plugin.py
2020-07-15 12:23:04 +01:00

214 lines
7.1 KiB
Python

"""Shared functionality for pipeline plugins for Blender."""
from pathlib import Path
from typing import Dict, List, Optional
import bpy
from avalon import api
VALID_EXTENSIONS = [".blend"]
def asset_name(
asset: str, subset: str, namespace: Optional[str] = None
) -> str:
"""Return a consistent name for an asset."""
name = f"{asset}"
if namespace:
name = f"{name}_{namespace}"
name = f"{name}_{subset}"
return name
def get_unique_number(
asset: str, subset: str
) -> str:
"""Return a unique number based on the asset name."""
avalon_containers = [
c for c in bpy.data.collections
if c.name == 'AVALON_CONTAINERS'
]
loaded_assets = []
for c in avalon_containers:
loaded_assets.extend(c.children)
collections_names = [
c.name for c in loaded_assets
]
count = 1
name = f"{asset}_{count:0>2}_{subset}_CON"
while name in collections_names:
count += 1
name = f"{asset}_{count:0>2}_{subset}_CON"
return f"{count:0>2}"
def prepare_data(data, container_name):
name = data.name
local_data = data.make_local()
local_data.name = f"{name}:{container_name}"
return local_data
def create_blender_context(active: Optional[bpy.types.Object] = None,
selected: Optional[bpy.types.Object] = None,):
"""Create a new Blender context. If an object is passed as
parameter, it is set as selected and active.
"""
if not isinstance(selected, list):
selected = [selected]
for win in bpy.context.window_manager.windows:
for area in win.screen.areas:
if area.type == 'VIEW_3D':
for region in area.regions:
if region.type == 'WINDOW':
override_context = {
'window': win,
'screen': win.screen,
'area': area,
'region': region,
'scene': bpy.context.scene,
'active_object': active,
'selected_objects': selected
}
return override_context
raise Exception("Could not create a custom Blender context.")
def get_parent_collection(collection):
"""Get the parent of the input collection"""
check_list = [bpy.context.scene.collection]
for c in check_list:
if collection.name in c.children.keys():
return c
check_list.extend(c.children)
return None
def get_local_collection_with_name(name):
for collection in bpy.data.collections:
if collection.name == name and collection.library is None:
return collection
return None
class AssetLoader(api.Loader):
"""A basic AssetLoader for Blender
This will implement the basic logic for linking/appending assets
into another Blender scene.
The `update` method should be implemented by a sub-class, because
it's different for different types (e.g. model, rig, animation,
etc.).
"""
@staticmethod
def _get_instance_empty(instance_name: str, nodes: List) -> Optional[bpy.types.Object]:
"""Get the 'instance empty' that holds the collection instance."""
for node in nodes:
if not isinstance(node, bpy.types.Object):
continue
if (node.type == 'EMPTY' and node.instance_type == 'COLLECTION'
and node.instance_collection and node.name == instance_name):
return node
return None
@staticmethod
def _get_instance_collection(instance_name: str, nodes: List) -> Optional[bpy.types.Collection]:
"""Get the 'instance collection' (container) for this asset."""
for node in nodes:
if not isinstance(node, bpy.types.Collection):
continue
if node.name == instance_name:
return node
return None
@staticmethod
def _get_library_from_container(container: bpy.types.Collection) -> bpy.types.Library:
"""Find the library file from the container.
It traverses the objects from this collection, checks if there is only
1 library from which the objects come from and returns the library.
Warning:
No nested collections are supported at the moment!
"""
assert not container.children, "Nested collections are not supported."
assert container.objects, "The collection doesn't contain any objects."
libraries = set()
for obj in container.objects:
assert obj.library, f"'{obj.name}' is not linked."
libraries.add(obj.library)
assert len(
libraries) == 1, "'{container.name}' contains objects from more then 1 library."
return list(libraries)[0]
def process_asset(self,
context: dict,
name: str,
namespace: Optional[str] = None,
options: Optional[Dict] = None):
"""Must be implemented by a sub-class"""
raise NotImplementedError("Must be implemented by a sub-class")
def load(self,
context: dict,
name: Optional[str] = None,
namespace: Optional[str] = None,
options: Optional[Dict] = None) -> Optional[bpy.types.Collection]:
"""Load asset via database
Arguments:
context: Full parenthood of representation to load
name: Use pre-defined name
namespace: Use pre-defined namespace
options: Additional settings dictionary
"""
# TODO (jasper): make it possible to add the asset several times by
# just re-using the collection
assert Path(self.fname).exists(), f"{self.fname} doesn't exist."
self.process_asset(
context=context,
name=name,
namespace=namespace,
options=options,
)
# Only containerise if anything was loaded by the Loader.
nodes = self[:]
if not nodes:
return None
# Only containerise if it's not already a collection from a .blend file.
representation = context["representation"]["name"]
if representation != "blend":
from avalon.blender.pipeline import containerise
return containerise(
name=name,
namespace=namespace,
nodes=nodes,
context=context,
loader=self.__class__.__name__,
)
asset = context["asset"]["name"]
subset = context["subset"]["name"]
instance_name = asset_name(asset, subset, namespace)
return self._get_instance_collection(instance_name, nodes)
def update(self, container: Dict, representation: Dict):
"""Must be implemented by a sub-class"""
raise NotImplementedError("Must be implemented by a sub-class")
def remove(self, container: Dict) -> bool:
"""Must be implemented by a sub-class"""
raise NotImplementedError("Must be implemented by a sub-class")