/* * Copyright (c) <2021> Side Effects Software Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. The name of Side Effects Software may not be used to endorse or * promote products derived from this software without specific prior * written permission. * * THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN * NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, * OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include "Components/SceneComponent.h" #include "Engine/StaticMesh.h" #include "Materials/MaterialInterface.h" #include "HoudiniMeshSplitInstancerComponent.generated.h" /** * UHoudiniMeshSplitInstancerComponent is used to manage a single static mesh being * 'instanced' multiple times by multiple UStaticMeshComponents. This is as opposed to the * UInstancedStaticMeshComponent wherein a single mesh is instanced multiple times by one component. */ UCLASS()//( config = Engine ) class HOUDINIENGINERUNTIME_API UHoudiniMeshSplitInstancerComponent : public USceneComponent { GENERATED_UCLASS_BODY() friend class UHoudiniMeshSplitInstancerComponent_V1; public: virtual void Serialize(FArchive & Ar) override; virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override; static void AddReferencedObjects(UObject * InThis, FReferenceCollector & Collector); // Static Mesh mutator void SetStaticMesh(class UStaticMesh* StaticMesh) { InstancedMesh = StaticMesh; } // Static mesh accessor class UStaticMesh* GetStaticMesh() const { return InstancedMesh; } // Overide material mutator void SetOverrideMaterials(const TArray& InMaterialOverrides) { OverrideMaterials = InMaterialOverrides; } // Destroy existing instances, keeping a given number of them to be reused void ClearInstances(int32 NumToKeep); // Set the instances. Transforms are given in local space of this component. bool SetInstanceTransforms(const TArray& InstanceTransforms); // Instance Accessor TArray& GetInstancesForWrite() { return Instances; } // const Instance accessor const TArray& GetInstances() const { return Instances; } TArray GetOverrideMaterials() const { return OverrideMaterials; } private: UPROPERTY(VisibleInstanceOnly, Category = Instances) TArray Instances; UPROPERTY(VisibleInstanceOnly, Category = Instances) TArray OverrideMaterials; UPROPERTY(VisibleAnywhere, Category = Instances) class UStaticMesh* InstancedMesh; };