diff options
author | Vilém Duha <vilda.novak@gmail.com> | 2020-08-01 21:15:33 +0300 |
---|---|---|
committer | Vilém Duha <vilda.novak@gmail.com> | 2020-08-04 14:35:48 +0300 |
commit | e74f7ad92d166cd087e3cab1e2ff14936215d036 (patch) | |
tree | 6f2804f497bb11b573fe11b384885af3dd3d7355 | |
parent | 9adfdc230051f15db24a8bc32c4828e57353513f (diff) |
BlenderKit: fix appending of assets
This would unnecessarily create full copies instead of linked objects (as linked data, not linked from outer file)
-rw-r--r-- | blenderkit/download.py | 86 |
1 files changed, 79 insertions, 7 deletions
diff --git a/blenderkit/download.py b/blenderkit/download.py index a93611c0..545b06f2 100644 --- a/blenderkit/download.py +++ b/blenderkit/download.py @@ -316,6 +316,18 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None, al = 'LINK' else: al = 'APPEND' + if asset_data['assetType'] == 'model': + source_parent = get_asset_in_scene(asset_data) + parent, new_obs = duplicate_asset(source=source_parent, **kwargs) + parent.location = kwargs['model_location'] + parent.rotation_euler = kwargs['model_rotation'] + # this is a case where asset is already in scene and should be duplicated instead. + # there is a big chance that the duplication wouldn't work perfectly(hidden or unselectable objects) + # so here we need to check and return if there was success + # also, if it was successful, no other operations are needed , basically all asset data is already ready from the original asset + if new_obs: + bpy.ops.wm.undo_push_context(message='add %s to scene' % asset_data['name']) + return # first get conditions for append link link = al == 'LINK' @@ -333,7 +345,7 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None, return if link: - parent, newobs = append_link.link_collection(file_names[-1], + parent, new_obs = append_link.link_collection(file_names[-1], location=downloader['location'], rotation=downloader['rotation'], link=link, @@ -342,7 +354,7 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None, else: - parent, newobs = append_link.append_objects(file_names[-1], + parent, new_obs = append_link.append_objects(file_names[-1], location=downloader['location'], rotation=downloader['rotation'], link=link, @@ -356,21 +368,21 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None, elif kwargs.get('model_location') is not None: if link: - parent, newobs = append_link.link_collection(file_names[-1], + parent, new_obs = append_link.link_collection(file_names[-1], location=kwargs['model_location'], rotation=kwargs['model_rotation'], link=link, name=asset_data['name'], parent=kwargs.get('parent')) else: - parent, newobs = append_link.append_objects(file_names[-1], + parent, new_obs = append_link.append_objects(file_names[-1], location=kwargs['model_location'], rotation=kwargs['model_rotation'], link=link, name=asset_data['name'], parent=kwargs.get('parent')) - #scale Empty for assets, so they don't clutter the scene. + # scale Empty for assets, so they don't clutter the scene. if parent.type == 'EMPTY' and link: bmin = asset_data['bbox_min'] bmax = asset_data['bbox_max'] @@ -733,6 +745,66 @@ def try_finished_append(asset_data, **kwargs): # location=None, material_target return done +def get_asset_in_scene(asset_data): + '''tries to find an appended copy of particular asset and duplicate it - so it doesn't have to be appended again.''' + scene = bpy.context.scene + for ob in bpy.context.scene.objects: + ad1 = ob.get('asset_data') + if not ad1: + continue + if ad1.get('assetBaseId') == asset_data['assetBaseId']: + return ob + return None + + +def check_all_visible(obs): + '''checks all objects are visible, so they can be manipulated/copied.''' + for ob in obs: + if not ob.visible_get(): + return False + return True + + +def check_selectible(obs): + '''checks if all objects can be selected and selects them if possible. + this isn't only select_hide, but all possible combinations of collections e.t.c. so hard to check otherwise.''' + for ob in obs: + ob.select_set(True) + if not ob.select_get(): + return False + return True + + +def duplicate_asset(source, **kwargs): + '''Duplicate asset when it's already appended in the scene, so that blender's append doesn't create duplicated data.''' + + # we need to save selection + sel = utils.selection_get() + bpy.ops.object.select_all(action='DESELECT') + + # check visibility + obs = utils.get_hierarchy(source) + if not check_all_visible(obs): + return None + # check selectability and select in one run + if not check_selectible(obs): + return None + + # duplicate the asset objects + bpy.ops.object.duplicate(linked=True) + + + nobs = bpy.context.selected_objects[:] + #get parent + for ob in nobs: + if ob.parent not in nobs: + parent = ob + break + # restore original selection + utils.selection_set(sel) + return parent , nobs + + def asset_in_scene(asset_data): '''checks if the asset is already in scene. If yes, modifies asset data so the asset can be reached again.''' scene = bpy.context.scene @@ -746,10 +818,10 @@ def asset_in_scene(asset_data): asset_data['file_name'] = ad['file_name'] asset_data['url'] = ad['url'] - #browse all collections since linked collections can have same name. + # browse all collections since linked collections can have same name. for c in bpy.data.collections: if c.name == ad['name']: - #there can also be more linked collections with same name, we need to check id. + # there can also be more linked collections with same name, we need to check id. if c.library and c.library.get('asset_data') and c.library['asset_data']['assetBaseId'] == id: return 'LINKED' return 'APPENDED' |