ayon-core/pype/plugins/blender/load/load_layout.py
2020-10-14 17:28:24 +01:00

653 lines
22 KiB
Python

"""Load a layout in Blender."""
import json
from logging import log, warning
import math
import logging
from pathlib import Path
from pprint import pformat
from typing import Dict, List, Optional
from avalon import api, blender, pipeline
import bpy
import pype.hosts.blender.plugin as plugin
class BlendLayoutLoader(plugin.AssetLoader):
"""Load layout from a .blend file."""
families = ["layout"]
representations = ["blend"]
label = "Link Layout"
icon = "code-fork"
color = "orange"
def _remove(self, objects, obj_container):
for obj in list(objects):
if obj.type == 'ARMATURE':
bpy.data.armatures.remove(obj.data)
elif obj.type == 'MESH':
bpy.data.meshes.remove(obj.data)
elif obj.type == 'CAMERA':
bpy.data.cameras.remove(obj.data)
elif obj.type == 'CURVE':
bpy.data.curves.remove(obj.data)
for element_container in obj_container.children:
for child in element_container.children:
bpy.data.collections.remove(child)
bpy.data.collections.remove(element_container)
bpy.data.collections.remove(obj_container)
def _process(self, libpath, lib_container, container_name, actions):
relative = bpy.context.preferences.filepaths.use_relative_paths
with bpy.data.libraries.load(
libpath, link=True, relative=relative
) as (_, data_to):
data_to.collections = [lib_container]
scene = bpy.context.scene
scene.collection.children.link(bpy.data.collections[lib_container])
layout_container = scene.collection.children[lib_container].make_local()
layout_container.name = container_name
objects_local_types = ['MESH', 'CAMERA', 'CURVE']
objects = []
armatures = []
containers = list(layout_container.children)
for container in layout_container.children:
if container.name == blender.pipeline.AVALON_CONTAINERS:
containers.remove(container)
for container in containers:
container.make_local()
objects.extend([
obj for obj in container.objects
if obj.type in objects_local_types
])
armatures.extend([
obj for obj in container.objects
if obj.type == 'ARMATURE'
])
containers.extend(list(container.children))
# Link meshes first, then armatures.
# The armature is unparented for all the non-local meshes,
# when it is made local.
for obj in objects + armatures:
local_obj = obj.make_local()
if obj.data:
obj.data.make_local()
if not local_obj.get(blender.pipeline.AVALON_PROPERTY):
local_obj[blender.pipeline.AVALON_PROPERTY] = dict()
avalon_info = local_obj[blender.pipeline.AVALON_PROPERTY]
avalon_info.update({"container_name": container_name})
action = actions.get(local_obj.name, None)
if local_obj.type == 'ARMATURE' and action is not None:
local_obj.animation_data.action = action
layout_container.pop(blender.pipeline.AVALON_PROPERTY)
bpy.ops.object.select_all(action='DESELECT')
return layout_container
def process_asset(
self, context: dict, name: str, namespace: Optional[str] = None,
options: Optional[Dict] = None
) -> Optional[List]:
"""
Arguments:
name: Use pre-defined name
namespace: Use pre-defined namespace
context: Full parenthood of representation to load
options: Additional settings dictionary
"""
libpath = self.fname
asset = context["asset"]["name"]
subset = context["subset"]["name"]
lib_container = plugin.asset_name(
asset, subset
)
unique_number = plugin.get_unique_number(
asset, subset
)
namespace = namespace or f"{asset}_{unique_number}"
container_name = plugin.asset_name(
asset, subset, unique_number
)
container = bpy.data.collections.new(lib_container)
container.name = container_name
blender.pipeline.containerise_existing(
container,
name,
namespace,
context,
self.__class__.__name__,
)
container_metadata = container.get(
blender.pipeline.AVALON_PROPERTY)
container_metadata["libpath"] = libpath
container_metadata["lib_container"] = lib_container
obj_container = self._process(
libpath, lib_container, container_name, {})
container_metadata["obj_container"] = obj_container
# Save the list of objects in the metadata container
container_metadata["objects"] = obj_container.all_objects
# nodes = list(container.objects)
# nodes.append(container)
nodes = [container]
self[:] = nodes
return nodes
def update(self, container: Dict, representation: Dict):
"""Update the loaded asset.
This will remove all objects of the current collection, load the new
ones and add them to the collection.
If the objects of the collection are used in another collection they
will not be removed, only unlinked. Normally this should not be the
case though.
Warning:
No nested collections are supported at the moment!
"""
collection = bpy.data.collections.get(
container["objectName"]
)
libpath = Path(api.get_representation_path(representation))
extension = libpath.suffix.lower()
self.log.info(
"Container: %s\nRepresentation: %s",
pformat(container, indent=2),
pformat(representation, indent=2),
)
assert collection, (
f"The asset is not loaded: {container['objectName']}"
)
assert not (collection.children), (
"Nested collections are not supported."
)
assert libpath, (
"No existing library file found for {container['objectName']}"
)
assert libpath.is_file(), (
f"The file doesn't exist: {libpath}"
)
assert extension in plugin.VALID_EXTENSIONS, (
f"Unsupported file: {libpath}"
)
collection_metadata = collection.get(
blender.pipeline.AVALON_PROPERTY)
collection_libpath = collection_metadata["libpath"]
objects = collection_metadata["objects"]
lib_container = collection_metadata["lib_container"]
obj_container = collection_metadata["obj_container"]
normalized_collection_libpath = (
str(Path(bpy.path.abspath(collection_libpath)).resolve())
)
normalized_libpath = (
str(Path(bpy.path.abspath(str(libpath))).resolve())
)
self.log.debug(
"normalized_collection_libpath:\n %s\nnormalized_libpath:\n %s",
normalized_collection_libpath,
normalized_libpath,
)
if normalized_collection_libpath == normalized_libpath:
self.log.info("Library already loaded, not updating...")
return
actions = {}
for obj in objects:
if obj.type == 'ARMATURE':
if obj.animation_data and obj.animation_data.action:
actions[obj.name] = obj.animation_data.action
self._remove(objects, obj_container)
obj_container = self._process(
str(libpath), lib_container, collection.name, actions)
# Save the list of objects in the metadata container
collection_metadata["obj_container"] = obj_container
collection_metadata["objects"] = obj_container.all_objects
collection_metadata["libpath"] = str(libpath)
collection_metadata["representation"] = str(representation["_id"])
bpy.ops.object.select_all(action='DESELECT')
def remove(self, container: Dict) -> bool:
"""Remove an existing container from a Blender scene.
Arguments:
container (avalon-core:container-1.0): Container to remove,
from `host.ls()`.
Returns:
bool: Whether the container was deleted.
Warning:
No nested collections are supported at the moment!
"""
collection = bpy.data.collections.get(
container["objectName"]
)
if not collection:
return False
assert not (collection.children), (
"Nested collections are not supported."
)
collection_metadata = collection.get(
blender.pipeline.AVALON_PROPERTY)
objects = collection_metadata["objects"]
obj_container = collection_metadata["obj_container"]
self._remove(objects, obj_container)
bpy.data.collections.remove(collection)
return True
class UnrealLayoutLoader(plugin.AssetLoader):
"""Load layout published from Unreal."""
families = ["layout"]
representations = ["json"]
label = "Link Layout"
icon = "code-fork"
color = "orange"
def _remove_objects(self, objects):
for obj in list(objects):
if obj.type == 'ARMATURE':
bpy.data.armatures.remove(obj.data)
elif obj.type == 'MESH':
bpy.data.meshes.remove(obj.data)
elif obj.type == 'CAMERA':
bpy.data.cameras.remove(obj.data)
elif obj.type == 'CURVE':
bpy.data.curves.remove(obj.data)
else:
self.log.error(
f"Object {obj.name} of type {obj.type} not recognized.")
def _remove_collections(self, collection):
if collection.children:
for child in collection.children:
self._remove_collections(child)
bpy.data.collections.remove(child)
def _remove(self, layout_container):
layout_container_metadata = layout_container.get(
blender.pipeline.AVALON_PROPERTY)
if layout_container.children:
for child in layout_container.children:
child_container = child.get(blender.pipeline.AVALON_PROPERTY)
child_container['objectName'] = child.name
api.remove(child_container)
for c in bpy.data.collections:
metadata = c.get('avalon')
if metadata:
print("metadata.get('id')")
print(metadata.get('id'))
if metadata and metadata.get('id') == 'pyblish.avalon.instance':
print("metadata.get('dependencies')")
print(metadata.get('dependencies'))
print("layout_container_metadata.get('representation')")
print(layout_container_metadata.get('representation'))
if metadata.get('dependencies') == layout_container_metadata.get('representation'):
for child in c.children:
bpy.data.collections.remove(child)
bpy.data.collections.remove(c)
break
def _get_loader(self, loaders, family):
name = ""
if family == 'rig':
name = "BlendRigLoader"
elif family == 'model':
name = "BlendModelLoader"
if name == "":
return None
for loader in loaders:
if loader.__name__ == name:
return loader
return None
def set_transform(self, obj, transform):
location = transform.get('translation')
rotation = transform.get('rotation')
scale = transform.get('scale')
# Y position is inverted in sign because Unreal and Blender have the
# Y axis mirrored
obj.location = (
location.get('x'),
-location.get('y'),
location.get('z')
)
obj.rotation_euler = (
rotation.get('x'),
-rotation.get('y'),
-rotation.get('z')
)
obj.scale = (
scale.get('x'),
scale.get('y'),
scale.get('z')
)
def _process(
self, libpath, layout_container, container_name, representation,
actions, parent
):
with open(libpath, "r") as fp:
data = json.load(fp)
scene = bpy.context.scene
layout_collection = bpy.data.collections.new(container_name)
scene.collection.children.link(layout_collection)
all_loaders = api.discover(api.Loader)
avalon_container = bpy.data.collections.get(
blender.pipeline.AVALON_CONTAINERS)
for element in data:
reference = element.get('reference')
family = element.get('family')
loaders = api.loaders_from_representation(all_loaders, reference)
loader = self._get_loader(loaders, family)
if not loader:
continue
instance_name = element.get('instance_name')
element_container = api.load(
loader,
reference,
namespace=instance_name
)
if not element_container:
continue
avalon_container.children.unlink(element_container)
layout_container.children.link(element_container)
element_metadata = element_container.get(
blender.pipeline.AVALON_PROPERTY)
# Unlink the object's collection from the scene collection and
# link it in the layout collection
element_collection = element_metadata.get('obj_container')
scene.collection.children.unlink(element_collection)
layout_collection.children.link(element_collection)
objects = element_metadata.get('objects')
element_metadata['instance_name'] = instance_name
objects_to_transform = []
if family == 'rig':
for o in objects:
if o.type == 'ARMATURE':
objects_to_transform.append(o)
# Create an animation subset for each rig
o.select_set(True)
asset = api.Session["AVALON_ASSET"]
c = api.create(
name="animation_" + element_collection.name,
asset=asset,
family="animation",
options={"useSelection": True},
data={"dependencies": representation})
scene.collection.children.unlink(c)
parent.children.link(c)
o.select_set(False)
break
elif family == 'model':
objects_to_transform = objects
for o in objects_to_transform:
self.set_transform(o, element.get('transform'))
if actions:
if o.type == 'ARMATURE':
action = actions.get(instance_name, None)
if action:
if o.animation_data is None:
o.animation_data_create()
o.animation_data.action = action
return layout_collection
def process_asset(self,
context: dict,
name: str,
namespace: Optional[str] = None,
options: Optional[Dict] = None):
"""
Arguments:
name: Use pre-defined name
namespace: Use pre-defined namespace
context: Full parenthood of representation to load
options: Additional settings dictionary
"""
libpath = self.fname
asset = context["asset"]["name"]
subset = context["subset"]["name"]
lib_container = plugin.asset_name(
asset, subset
)
unique_number = plugin.get_unique_number(
asset, subset
)
namespace = namespace or f"{asset}_{unique_number}"
container_name = plugin.asset_name(
asset, subset, unique_number
)
layout_container = bpy.data.collections.new(container_name)
blender.pipeline.containerise_existing(
layout_container,
name,
namespace,
context,
self.__class__.__name__,
)
container_metadata = layout_container.get(
blender.pipeline.AVALON_PROPERTY)
container_metadata["libpath"] = libpath
container_metadata["lib_container"] = lib_container
# Create a setdress subset to contain all the animation for all
# the rigs in the layout
parent = api.create(
name="animation",
asset=api.Session["AVALON_ASSET"],
family="setdress",
options={"useSelection": True},
data={"dependencies": str(context["representation"]["_id"])})
layout_collection = self._process(
libpath, layout_container, container_name,
str(context["representation"]["_id"]), None, parent)
container_metadata["obj_container"] = layout_collection
# Save the list of objects in the metadata container
container_metadata["objects"] = layout_collection.all_objects
nodes = [layout_container]
self[:] = nodes
return nodes
def update(self, container: Dict, representation: Dict):
"""Update the loaded asset.
This will remove all objects of the current collection, load the new
ones and add them to the collection.
If the objects of the collection are used in another collection they
will not be removed, only unlinked. Normally this should not be the
case though.
"""
layout_container = bpy.data.collections.get(
container["objectName"]
)
if not layout_container:
return False
libpath = Path(api.get_representation_path(representation))
extension = libpath.suffix.lower()
self.log.info(
"Container: %s\nRepresentation: %s",
pformat(container, indent=2),
pformat(representation, indent=2),
)
assert layout_container, (
f"The asset is not loaded: {container['objectName']}"
)
assert libpath, (
"No existing library file found for {container['objectName']}"
)
assert libpath.is_file(), (
f"The file doesn't exist: {libpath}"
)
assert extension in plugin.VALID_EXTENSIONS, (
f"Unsupported file: {libpath}"
)
layout_container_metadata = layout_container.get(
blender.pipeline.AVALON_PROPERTY)
collection_libpath = layout_container_metadata["libpath"]
lib_container = layout_container_metadata["lib_container"]
obj_container = plugin.get_local_collection_with_name(
layout_container_metadata["obj_container"].name
)
objects = obj_container.all_objects
container_name = obj_container.name
normalized_collection_libpath = (
str(Path(bpy.path.abspath(collection_libpath)).resolve())
)
normalized_libpath = (
str(Path(bpy.path.abspath(str(libpath))).resolve())
)
self.log.debug(
"normalized_collection_libpath:\n %s\nnormalized_libpath:\n %s",
normalized_collection_libpath,
normalized_libpath,
)
if normalized_collection_libpath == normalized_libpath:
self.log.info("Library already loaded, not updating...")
return
actions = {}
for obj in objects:
if obj.type == 'ARMATURE':
if obj.animation_data and obj.animation_data.action:
obj_cont_name = obj.get(
blender.pipeline.AVALON_PROPERTY).get('container_name')
obj_cont = plugin.get_local_collection_with_name(
obj_cont_name)
element_metadata = obj_cont.get(
blender.pipeline.AVALON_PROPERTY)
instance_name = element_metadata.get('instance_name')
actions[instance_name] = obj.animation_data.action
self._remove(layout_container)
bpy.data.collections.remove(obj_container)
parent = api.create(
name="animation",
asset=api.Session["AVALON_ASSET"],
family="setdress",
options={"useSelection": True},
data={"dependencies": str(representation["_id"])})
layout_collection = self._process(
libpath, layout_container, container_name,
str(representation["_id"]), actions, parent)
layout_container_metadata["obj_container"] = layout_collection
layout_container_metadata["objects"] = layout_collection.all_objects
layout_container_metadata["libpath"] = str(libpath)
layout_container_metadata["representation"] = str(
representation["_id"])
def remove(self, container: Dict) -> bool:
"""Remove an existing container from a Blender scene.
Arguments:
container (avalon-core:container-1.0): Container to remove,
from `host.ls()`.
Returns:
bool: Whether the container was deleted.
"""
layout_container = bpy.data.collections.get(
container["objectName"]
)
if not layout_container:
return False
layout_container_metadata = layout_container.get(
blender.pipeline.AVALON_PROPERTY)
obj_container = plugin.get_local_collection_with_name(
layout_container_metadata["obj_container"].name
)
self._remove(layout_container)
bpy.data.collections.remove(obj_container)
bpy.data.collections.remove(layout_container)
return True