def test_get_or_create_asset_type(self): new_name = "New asset type" asset_type = assets_service.get_or_create_asset_type( self.asset_type.name) self.assertDictEqual(asset_type, self.asset_type.serialize(obj_type="AssetType")) asset_type = assets_service.get_or_create_asset_type("New asset type") self.assertEqual(asset_type["name"], new_name)
def test_get_project_and_type_assets(self): asset_type = assets_service.get_or_create_asset_type("VFX") Entity.create(name="Smoke", entity_type_id=asset_type["id"], project_id=self.project.id) path_ids = (self.project.id, self.asset_type.id) path = "data/projects/%s/asset-types/%s/assets" % path_ids assets = self.get(path) self.assertEquals(len(assets), 1) self.assertDictEqual(assets[0], self.asset_dict)
def get_camera_instances_for_scene(scene_id): """ Return all instances of type Camera for given layout scene. """ camera_entity_type = assets_service.get_or_create_asset_type("Camera") return get_asset_instances_for_scene(scene_id, camera_entity_type["id"])
def init_data(): """ Put the minimum required data into the database to start with it. """ projects_service.get_open_status() projects_service.get_closed_status() print("Project status initialized.") assets_service.get_or_create_asset_type("Characters") assets_service.get_or_create_asset_type("Props") assets_service.get_or_create_asset_type("Environment") assets_service.get_or_create_asset_type("FX") print("Asset types initialized.") shots_service.get_episode_type() shots_service.get_sequence_type() shots_service.get_shot_type() print("Shot types initialized.") modeling = tasks_service.get_or_create_department("Modeling") animation = tasks_service.get_or_create_department("Animation") fx = tasks_service.get_or_create_department("FX") compositing = tasks_service.get_or_create_department("Compositing") concept = tasks_service.get_or_create_department("Concept") layout = tasks_service.get_or_create_department("Layout") tasks_service.get_or_create_task_type(concept, "Concept", "#8D6E63", 1) tasks_service.get_or_create_task_type(modeling, "Modeling", "#78909C", 2) tasks_service.get_or_create_task_type(modeling, "Shading", "#64B5F6", 3) tasks_service.get_or_create_task_type(animation, "Rigging", "#9CCC65", 4) tasks_service.get_or_create_task_type( concept, "Storyboard", "#43A047", priority=1, for_shots=True, for_entity="Shot", ) tasks_service.get_or_create_task_type( layout, "Layout", "#7CB342", priority=2, for_shots=True, for_entity="Shot", ) tasks_service.get_or_create_task_type( animation, "Animation", "#009688", priority=3, for_shots=True, for_entity="Shot", ) tasks_service.get_or_create_task_type( compositing, "Lighting", "#F9A825", priority=4, for_shots=True, for_entity="Shot", ) tasks_service.get_or_create_task_type(fx, "FX", "#26C6DA", priority=5, for_shots=True, for_entity="Shot") tasks_service.get_or_create_task_type( compositing, "Rendering", "#F06292", priority=6, for_shots=True, for_entity="Shot", ) tasks_service.get_or_create_task_type( compositing, "Compositing", "#ff5252", priority=7, for_shots=True, for_entity="Shot", ) print("Task types initialized.") tasks_service.get_or_create_status("Todo", "todo", "#f5f5f5") tasks_service.get_or_create_status("Work In Progress", "wip", "#3273dc") tasks_service.get_or_create_status("Waiting For Approval", "wfa", "#ab26ff") tasks_service.get_or_create_status("Retake", "retake", "#ff3860", is_retake=True) tasks_service.get_or_create_status("Done", "done", "#22d160", is_done=True) print("Task status initialized.")