def __init__(self, outpath, rndrdoc, relative=True, jobname='job'): self.relative = relative self.assetinfo = CRAssetInfo(outpath=outpath, relative=self.relative, jobname=jobname) self.rndrdoc = rndrdoc self.finder = self.assetinfo.createAssetFinder(rndrdoc.getSearchPaths()) self._assets = { 'data': [], 'shader': [], 'script': [], 'archive': [], 'texture': [] }
def getOutPathFor(what): assetman = CRAssetInfo( outpath=os.path.join(Utils.getProjPath(), 'renderman'), jobname=Utils.getSceneName(), relative=False) return assetman.getOutPathFor(what)
def createOutDirs(): assetman = CRAssetInfo( outpath=os.path.join(Utils.getProjPath(), 'renderman'), jobname=Utils.getSceneName(), relative=False) assetman.createOutDirs()
def _initManagerAssetsDict(self, paths): self._clearManagerAssetsDict() for asset in paths: atype = CRAssetInfo._getFileType(asset) self._assets[atype].append(asset)
class RndrJobAssetManager(object): def __init__(self, outpath, rndrdoc, relative=True, jobname='job'): self.relative = relative self.assetinfo = CRAssetInfo(outpath=outpath, relative=self.relative, jobname=jobname) self.rndrdoc = rndrdoc self.finder = self.assetinfo.createAssetFinder(rndrdoc.getSearchPaths()) self._assets = { 'data': [], 'shader': [], 'script': [], 'archive': [], 'texture': [] } class Helper(object): def __init__(self, findfunc, outfunc, outpath): self.findfunc = findfunc self.outfunc = outfunc self.outpath = outpath def find(self, filename): return self.findfunc(filename) def getOutPathFor(self, filetype): return self.outfunc(filetype) def convertTextureName(self, name): return os.path.splitext(name)[0] + '.tex' def find(self, filename): return self.finder.find(filename) def getFrameRange(self): return self.rndrdoc.getFrameRange() def getOutPathFor(self, typename): return self.assetinfo.getOutPathFor(typename) def setOutPath(self, path): self.assetinfo.outputpath = path def copyAssetToDirectory(self, asset): self.assetinfo.copyAssetToDirectory(asset) def createOutDirs(self): self.assetinfo.createOutDirs() def makeAssetsRelative(self): self._updateAssets() def updateAssets(self): prevdir = os.getcwd() try: os.chdir(self.assetinfo.outputpath) helper = RndrJobAssetManager.Helper( self.finder.find, self.assetinfo.getOutPathFor, self.assetinfo.outputpath) paths = self.rndrdoc.resolveAssets(helper) self._initManagerAssetsDict(paths) self.assetinfo.copyAssetsToJobDir(paths) finally: os.chdir(prevdir) def compileShaders(self, renderer): self.assetinfo.compileShaders(renderer) def convertTextures(self, renderer): self.assetinfo.convertTextures(renderer) def _initManagerAssetsDict(self, paths): self._clearManagerAssetsDict() for asset in paths: atype = CRAssetInfo._getFileType(asset) self._assets[atype].append(asset) def _clearManagerAssetsDict(self): for key, val in self._assets.iteritems(): del val[0:len(val)]