mirror of
https://github.com/ynput/ayon-core.git
synced 2025-12-24 21:04:40 +01:00
300 lines
9.7 KiB
Python
300 lines
9.7 KiB
Python
"""Shared functionality for pipeline plugins for Blender."""
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from pathlib import Path
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from typing import Dict, List, Optional
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import bpy
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from openpype.pipeline import (
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LegacyCreator,
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LoaderPlugin,
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)
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from .pipeline import AVALON_CONTAINERS
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from .ops import (
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MainThreadItem,
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execute_in_main_thread
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)
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from .lib import (
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imprint,
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get_selection
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)
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VALID_EXTENSIONS = [".blend", ".json", ".abc", ".fbx"]
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def asset_name(
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asset: str, subset: str, namespace: Optional[str] = None
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) -> str:
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"""Return a consistent name for an asset."""
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name = f"{asset}"
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if namespace:
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name = f"{name}_{namespace}"
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name = f"{name}_{subset}"
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return name
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def get_unique_number(
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asset: str, subset: str
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) -> str:
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"""Return a unique number based on the asset name."""
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avalon_container = bpy.data.collections.get(AVALON_CONTAINERS)
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if not avalon_container:
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return "01"
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asset_groups = avalon_container.all_objects
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container_names = [c.name for c in asset_groups if c.type == 'EMPTY']
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count = 1
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name = f"{asset}_{count:0>2}_{subset}"
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while name in container_names:
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count += 1
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name = f"{asset}_{count:0>2}_{subset}"
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return f"{count:0>2}"
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def prepare_data(data, container_name=None):
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name = data.name
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local_data = data.make_local()
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if container_name:
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local_data.name = f"{container_name}:{name}"
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else:
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local_data.name = f"{name}"
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return local_data
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def create_blender_context(active: Optional[bpy.types.Object] = None,
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selected: Optional[bpy.types.Object] = None,):
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"""Create a new Blender context. If an object is passed as
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parameter, it is set as selected and active.
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"""
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if not isinstance(selected, list):
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selected = [selected]
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override_context = bpy.context.copy()
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for win in bpy.context.window_manager.windows:
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for area in win.screen.areas:
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if area.type == 'VIEW_3D':
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for region in area.regions:
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if region.type == 'WINDOW':
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override_context['window'] = win
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override_context['screen'] = win.screen
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override_context['area'] = area
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override_context['region'] = region
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override_context['scene'] = bpy.context.scene
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override_context['active_object'] = active
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override_context['selected_objects'] = selected
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return override_context
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raise Exception("Could not create a custom Blender context.")
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def get_parent_collection(collection):
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"""Get the parent of the input collection"""
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check_list = [bpy.context.scene.collection]
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for c in check_list:
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if collection.name in c.children.keys():
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return c
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check_list.extend(c.children)
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return None
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def get_local_collection_with_name(name):
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for collection in bpy.data.collections:
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if collection.name == name and collection.library is None:
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return collection
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return None
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def deselect_all():
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"""Deselect all objects in the scene.
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Blender gives context error if trying to deselect object that it isn't
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in object mode.
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"""
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modes = []
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active = bpy.context.view_layer.objects.active
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for obj in bpy.data.objects:
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if obj.mode != 'OBJECT':
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modes.append((obj, obj.mode))
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bpy.context.view_layer.objects.active = obj
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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for p in modes:
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bpy.context.view_layer.objects.active = p[0]
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bpy.ops.object.mode_set(mode=p[1])
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bpy.context.view_layer.objects.active = active
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class Creator(LegacyCreator):
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"""Base class for Creator plug-ins."""
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defaults = ['Main']
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def process(self):
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collection = bpy.data.collections.new(name=self.data["subset"])
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bpy.context.scene.collection.children.link(collection)
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imprint(collection, self.data)
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if (self.options or {}).get("useSelection"):
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for obj in get_selection():
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collection.objects.link(obj)
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return collection
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class Loader(LoaderPlugin):
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"""Base class for Loader plug-ins."""
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hosts = ["blender"]
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class AssetLoader(LoaderPlugin):
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"""A basic AssetLoader for Blender
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This will implement the basic logic for linking/appending assets
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into another Blender scene.
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The `update` method should be implemented by a sub-class, because
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it's different for different types (e.g. model, rig, animation,
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etc.).
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"""
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@staticmethod
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def _get_instance_empty(instance_name: str, nodes: List) -> Optional[bpy.types.Object]:
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"""Get the 'instance empty' that holds the collection instance."""
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for node in nodes:
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if not isinstance(node, bpy.types.Object):
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continue
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if (node.type == 'EMPTY' and node.instance_type == 'COLLECTION'
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and node.instance_collection and node.name == instance_name):
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return node
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return None
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@staticmethod
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def _get_instance_collection(instance_name: str, nodes: List) -> Optional[bpy.types.Collection]:
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"""Get the 'instance collection' (container) for this asset."""
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for node in nodes:
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if not isinstance(node, bpy.types.Collection):
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continue
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if node.name == instance_name:
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return node
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return None
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@staticmethod
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def _get_library_from_container(container: bpy.types.Collection) -> bpy.types.Library:
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"""Find the library file from the container.
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It traverses the objects from this collection, checks if there is only
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1 library from which the objects come from and returns the library.
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Warning:
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No nested collections are supported at the moment!
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"""
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assert not container.children, "Nested collections are not supported."
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assert container.objects, "The collection doesn't contain any objects."
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libraries = set()
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for obj in container.objects:
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assert obj.library, f"'{obj.name}' is not linked."
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libraries.add(obj.library)
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assert len(
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libraries) == 1, "'{container.name}' contains objects from more then 1 library."
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return list(libraries)[0]
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def process_asset(self,
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context: dict,
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name: str,
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namespace: Optional[str] = None,
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options: Optional[Dict] = None):
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"""Must be implemented by a sub-class"""
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raise NotImplementedError("Must be implemented by a sub-class")
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def load(self,
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context: dict,
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name: Optional[str] = None,
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namespace: Optional[str] = None,
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options: Optional[Dict] = None) -> Optional[bpy.types.Collection]:
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""" Run the loader on Blender main thread"""
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mti = MainThreadItem(self._load, context, name, namespace, options)
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execute_in_main_thread(mti)
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def _load(self,
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context: dict,
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name: Optional[str] = None,
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namespace: Optional[str] = None,
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options: Optional[Dict] = None
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) -> Optional[bpy.types.Collection]:
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"""Load asset via database
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Arguments:
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context: Full parenthood of representation to load
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name: Use pre-defined name
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namespace: Use pre-defined namespace
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options: Additional settings dictionary
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"""
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# TODO (jasper): make it possible to add the asset several times by
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# just re-using the collection
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assert Path(self.fname).exists(), f"{self.fname} doesn't exist."
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asset = context["asset"]["name"]
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subset = context["subset"]["name"]
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unique_number = get_unique_number(
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asset, subset
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)
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namespace = namespace or f"{asset}_{unique_number}"
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name = name or asset_name(
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asset, subset, unique_number
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)
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nodes = self.process_asset(
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context=context,
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name=name,
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namespace=namespace,
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options=options,
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)
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# Only containerise if anything was loaded by the Loader.
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if not nodes:
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return None
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# Only containerise if it's not already a collection from a .blend file.
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# representation = context["representation"]["name"]
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# if representation != "blend":
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# from avalon.blender.pipeline import containerise
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# return containerise(
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# name=name,
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# namespace=namespace,
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# nodes=nodes,
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# context=context,
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# loader=self.__class__.__name__,
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# )
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# asset = context["asset"]["name"]
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# subset = context["subset"]["name"]
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# instance_name = asset_name(asset, subset, unique_number) + '_CON'
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# return self._get_instance_collection(instance_name, nodes)
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def exec_update(self, container: Dict, representation: Dict):
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"""Must be implemented by a sub-class"""
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raise NotImplementedError("Must be implemented by a sub-class")
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def update(self, container: Dict, representation: Dict):
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""" Run the update on Blender main thread"""
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mti = MainThreadItem(self.exec_update, container, representation)
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execute_in_main_thread(mti)
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def exec_remove(self, container: Dict) -> bool:
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"""Must be implemented by a sub-class"""
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raise NotImplementedError("Must be implemented by a sub-class")
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def remove(self, container: Dict) -> bool:
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""" Run the remove on Blender main thread"""
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mti = MainThreadItem(self.exec_remove, container)
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execute_in_main_thread(mti)
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