BlenderKit: fix appending of assets
This would unnecessarily create full copies instead of linked objects (as linked data, not linked from outer file)
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@ -316,6 +316,18 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None,
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al = 'LINK'
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else:
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al = 'APPEND'
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if asset_data['assetType'] == 'model':
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source_parent = get_asset_in_scene(asset_data)
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parent, new_obs = duplicate_asset(source=source_parent, **kwargs)
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parent.location = kwargs['model_location']
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parent.rotation_euler = kwargs['model_rotation']
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# this is a case where asset is already in scene and should be duplicated instead.
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# there is a big chance that the duplication wouldn't work perfectly(hidden or unselectable objects)
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# so here we need to check and return if there was success
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# also, if it was successful, no other operations are needed , basically all asset data is already ready from the original asset
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if new_obs:
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bpy.ops.wm.undo_push_context(message='add %s to scene' % asset_data['name'])
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return
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# first get conditions for append link
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link = al == 'LINK'
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@ -333,7 +345,7 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None,
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return
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if link:
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parent, newobs = append_link.link_collection(file_names[-1],
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parent, new_obs = append_link.link_collection(file_names[-1],
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location=downloader['location'],
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rotation=downloader['rotation'],
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link=link,
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@ -342,7 +354,7 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None,
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else:
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parent, newobs = append_link.append_objects(file_names[-1],
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parent, new_obs = append_link.append_objects(file_names[-1],
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location=downloader['location'],
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rotation=downloader['rotation'],
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link=link,
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@ -356,21 +368,21 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None,
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elif kwargs.get('model_location') is not None:
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if link:
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parent, newobs = append_link.link_collection(file_names[-1],
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parent, new_obs = append_link.link_collection(file_names[-1],
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location=kwargs['model_location'],
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rotation=kwargs['model_rotation'],
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link=link,
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name=asset_data['name'],
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parent=kwargs.get('parent'))
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else:
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parent, newobs = append_link.append_objects(file_names[-1],
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parent, new_obs = append_link.append_objects(file_names[-1],
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location=kwargs['model_location'],
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rotation=kwargs['model_rotation'],
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link=link,
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name=asset_data['name'],
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parent=kwargs.get('parent'))
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#scale Empty for assets, so they don't clutter the scene.
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# scale Empty for assets, so they don't clutter the scene.
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if parent.type == 'EMPTY' and link:
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bmin = asset_data['bbox_min']
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bmax = asset_data['bbox_max']
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@ -733,6 +745,66 @@ def try_finished_append(asset_data, **kwargs): # location=None, material_target
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return done
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def get_asset_in_scene(asset_data):
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'''tries to find an appended copy of particular asset and duplicate it - so it doesn't have to be appended again.'''
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scene = bpy.context.scene
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for ob in bpy.context.scene.objects:
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ad1 = ob.get('asset_data')
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if not ad1:
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continue
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if ad1.get('assetBaseId') == asset_data['assetBaseId']:
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return ob
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return None
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def check_all_visible(obs):
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'''checks all objects are visible, so they can be manipulated/copied.'''
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for ob in obs:
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if not ob.visible_get():
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return False
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return True
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def check_selectible(obs):
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'''checks if all objects can be selected and selects them if possible.
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this isn't only select_hide, but all possible combinations of collections e.t.c. so hard to check otherwise.'''
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for ob in obs:
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ob.select_set(True)
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if not ob.select_get():
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return False
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return True
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def duplicate_asset(source, **kwargs):
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'''Duplicate asset when it's already appended in the scene, so that blender's append doesn't create duplicated data.'''
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# we need to save selection
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sel = utils.selection_get()
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bpy.ops.object.select_all(action='DESELECT')
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# check visibility
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obs = utils.get_hierarchy(source)
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if not check_all_visible(obs):
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return None
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# check selectability and select in one run
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if not check_selectible(obs):
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return None
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# duplicate the asset objects
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bpy.ops.object.duplicate(linked=True)
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nobs = bpy.context.selected_objects[:]
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#get parent
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for ob in nobs:
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if ob.parent not in nobs:
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parent = ob
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break
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# restore original selection
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utils.selection_set(sel)
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return parent , nobs
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def asset_in_scene(asset_data):
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'''checks if the asset is already in scene. If yes, modifies asset data so the asset can be reached again.'''
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scene = bpy.context.scene
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@ -746,10 +818,10 @@ def asset_in_scene(asset_data):
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asset_data['file_name'] = ad['file_name']
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asset_data['url'] = ad['url']
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#browse all collections since linked collections can have same name.
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# browse all collections since linked collections can have same name.
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for c in bpy.data.collections:
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if c.name == ad['name']:
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#there can also be more linked collections with same name, we need to check id.
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# there can also be more linked collections with same name, we need to check id.
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if c.library and c.library.get('asset_data') and c.library['asset_data']['assetBaseId'] == id:
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return 'LINKED'
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return 'APPENDED'
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