90 lines
4.0 KiB
C++
90 lines
4.0 KiB
C++
/*
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* Copyright (c) <2021> Side Effects Software Inc.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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*
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* 2. The name of Side Effects Software may not be used to endorse or
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* promote products derived from this software without specific prior
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* written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
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* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include "CoreMinimal.h"
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class FString;
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class UObject;
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class UHoudiniAsset;
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class AActor;
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class ULevel;
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enum class EHoudiniCurveType : int8;
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enum class EHoudiniCurveMethod : int8;
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enum class EHoudiniLandscapeOutputBakeType : uint8;
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enum class EHoudiniToolType : uint8;
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enum class EHoudiniToolSelectionType : uint8;
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struct FHoudiniEngineEditorUtils
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{
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public:
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// Triggers an update the details panel
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//static void UpdateEditorProperties(UObject* ObjectToUpdate);
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// Helper function for accessing the current CB selection
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static int32 GetContentBrowserSelection(TArray< UObject* >& ContentBrowserSelection);
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// Helper function for accessing the current world selection
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static int32 GetWorldSelection(TArray< UObject* >& WorldSelection, bool bHoudiniAssetActorsOnly = false);
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static FString HoudiniCurveTypeToString(const EHoudiniCurveType& HoudiniCurveType);
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static FString HoudiniCurveMethodToString(const EHoudiniCurveMethod& HoudinCurveMethod);
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static FString HoudiniLandscapeOutputBakeTypeToString(const EHoudiniLandscapeOutputBakeType& LandscapeBakeType);
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// (for temporary, we need to figure out a way to access the output curve's info later)
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static FString HoudiniCurveMethodToUnrealCurveTypeString(const EHoudiniCurveType& HoudiniCurveType);
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static FTransform GetDefaulAssetSpawnTransform();
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static FTransform GetMeanWorldSelectionTransform();
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// Instantiate a HoudiniAsset at a given position. If InSpawnInLevelOverride is non-null, spawns in that level.
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// Otherwise if InSpawnInWorld, spawns in the current level of InSpawnInWorld. Lastly, if both are null, spawns
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// in the current level of the editor context world.
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static AActor* InstantiateHoudiniAssetAt(UHoudiniAsset* InHoudiniAsset, const FTransform& InTransform, UWorld* InSpawnInWorld=nullptr, ULevel* InSpawnInLevelOverride=nullptr);
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// Instantiate the given HDA, and handles the current CB/World selection
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static void InstantiateHoudiniAsset(UHoudiniAsset* InHoudiniAsset, const EHoudiniToolType& InType, const EHoudiniToolSelectionType& InSelectionType);
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// Helper function used to save all temporary packages when the level is saved
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static void SaveAllHoudiniTemporaryCookData(UWorld *InSaveWorld);
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// Deselect and reselect all selected actors to get rid of component not showing bug after create.
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static void ReselectSelectedActors();
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// Gets the node name indent from the left with the specified number of spaces based on the path depth.
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static FString GetNodeNamePaddedByPathDepth(const FString& InNodeName, const FString& InNodePath, const uint8 Padding=4, const TCHAR PathSep='/');
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// Property change notifications
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// Call PostEditChangeChainProperty on InRootObject for the property at InPropertyPath relative to
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// InRootObject.
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static void NotifyPostEditChangeProperty(FName InPropertyPath, UObject* InRootObject);
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}; |