/* * 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 "HoudiniInstancedActorComponent.generated.h" UCLASS()//( config = Engine ) class HOUDINIENGINERUNTIME_API UHoudiniInstancedActorComponent : public USceneComponent { GENERATED_UCLASS_BODY() friend class UHoudiniInstancedActorComponent_V1; public: virtual void Serialize(FArchive & Ar) override; virtual void OnComponentCreated() override; virtual void OnComponentDestroyed( bool bDestroyingHierarchy ) override; static void AddReferencedObjects( UObject * InThis, FReferenceCollector & Collector ); // Object mutator void SetInstancedObject(class UObject* InObject) { InstancedObject = InObject; } // Object accessor class UObject* GetInstancedObject() const { return InstancedObject; } // Instance Accessor TArray& GetInstancedActorsForWrite() { return InstancedActors; } // const Instance accessor const TArray& GetInstancedActors() const { return InstancedActors; } // Returns the instanced actor at a given index AActor* GetInstancedActorAt(const int32& Idx) { return InstancedActors.IsValidIndex(Idx) ? InstancedActors[Idx] : nullptr; } // Add an instance to this component. Transform is given in local space of this component. int32 AddInstance(const FTransform& InstanceTransform, AActor * NewActor); // Sets the instance at a given index in this component. Transform is given in local space of this component. bool SetInstanceAt(const int32& Idx, const FTransform& InstanceTransform, AActor * NewActor); // Updates the transform for a given actor. Transform is given in local space of this component. bool SetInstanceTransformAt(const int32& Idx, const FTransform& InstanceTransform); // Destroy all existing instances void ClearAllInstances(); // Sets the number of instances needed // Properly deletes extras, new instance actors are nulled void SetNumberOfInstances(const int32& NewInstanceNum); // Set the instances. Transforms are given in local space of this component. bool SetInstanceTransforms(const TArray& InstanceTransforms); private: UPROPERTY(VisibleAnywhere, Category = Instances ) UObject* InstancedObject; UPROPERTY(VisibleInstanceOnly, Category = Instances ) TArray InstancedActors; };