82 lines
4.0 KiB
Python
82 lines
4.0 KiB
Python
"""Frame-based Sequencer helpers. Ranges are [start, end), rotations roll/pitch/yaw."""
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import unreal
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from .paths import GENERATED, slug
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class Sequence:
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def __init__(self, scene, name="Shot", fps=24, frames=48):
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if not isinstance(fps, int) or fps < 1 or not isinstance(frames, int) or frames < 1:
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raise ValueError("FPS i liczba klatek musza byc dodatnimi liczbami calkowitymi.")
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self.scene, self.fps, self.frames = scene, fps, frames
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path = f"{GENERATED}/{scene.name}/LS_{slug(name)}"
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self.asset = unreal.load_asset(path)
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if self.asset and unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence() == self.asset:
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unreal.LevelSequenceEditorBlueprintLibrary.close_level_sequence()
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if self.asset is None:
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self.asset = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
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"LS_" + name, f"{GENERATED}/{scene.name}", unreal.LevelSequence,
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unreal.LevelSequenceFactoryNew())
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for binding in self.asset.get_bindings():
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binding.remove()
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for track in self.asset.get_tracks():
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self.asset.remove_track(track)
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self.asset.set_display_rate(unreal.FrameRate(fps, 1))
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self.asset.set_playback_start(0)
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self.asset.set_playback_end(frames)
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self._bindings = {}
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self._transforms = {}
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def bind(self, actor):
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key = actor.get_path_name()
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if key not in self._bindings:
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self._bindings[key] = self.asset.add_possessable(actor)
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return self._bindings[key]
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def camera(self, actor):
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binding = self.bind(actor)
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tracks = self.asset.find_tracks_by_type(unreal.MovieSceneCameraCutTrack)
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track = tracks[0] if tracks else self.asset.add_track(unreal.MovieSceneCameraCutTrack)
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for old in track.get_sections():
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track.remove_section(old)
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section = track.add_section()
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section.set_range(0, self.frames)
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binding_id = unreal.MovieSceneObjectBindingID()
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binding_id.set_editor_property("guid", binding.get_id())
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section.set_camera_binding_id(binding_id)
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def transform_key(self, actor, frame, location=None, rotation=None, scale=None, interpolation="linear"):
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if not isinstance(frame, int) or not 0 <= frame < self.frames:
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raise ValueError(f"Klatka musi nalezec do 0..{self.frames - 1}.")
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modes = {"linear": unreal.MovieSceneKeyInterpolation.LINEAR,
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"auto": unreal.MovieSceneKeyInterpolation.AUTO,
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"constant": unreal.MovieSceneKeyInterpolation.CONSTANT}
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if interpolation not in modes:
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raise ValueError("Interpolacja: linear, auto lub constant.")
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key = actor.get_path_name()
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if key not in self._transforms:
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track = self.bind(actor).add_track(unreal.MovieScene3DTransformTrack)
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section = track.add_section()
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section.set_range(0, self.frames)
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channels = section.get_all_channels()
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initial = actor.get_actor_transform()
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r = initial.rotation.rotator()
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defaults = [*initial.translation.to_tuple(), r.roll, r.pitch, r.yaw,
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*initial.scale3d.to_tuple()]
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for channel, value in zip(channels, defaults):
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channel.set_default(float(value))
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self._transforms[key] = channels
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channels = self._transforms[key]
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for offset, values in [(0, location), (3, rotation), (6, scale)]:
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if values is not None:
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if len(values) != 3:
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raise ValueError("Transformacja wymaga trzech wartosci.")
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for channel, value in zip(channels[offset:offset + 3], values):
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channel.add_key(unreal.FrameNumber(frame), float(value), interpolation=modes[interpolation])
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def save(self, open_editor=True):
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self.scene.save()
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unreal.EditorAssetLibrary.save_loaded_asset(self.asset)
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if open_editor:
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unreal.LevelSequenceEditorBlueprintLibrary.open_level_sequence(self.asset)
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