379 lines
14 KiB
C++
379 lines
14 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 "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "UObject/Class.h"
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#include "UObject/Package.h"
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#if WITH_EDITOR
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#include "SSCSEditor.h"
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#include "ObjectTools.h"
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#include "Kismet2/ComponentEditorUtils.h"
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#include "Editor/Transactor.h"
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#endif
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class AActor;
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class UWorld;
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struct FHoudiniStaticMeshGenerationProperties;
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struct FMeshBuildSettings;
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template<class TClass>
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class TSubclassOf;
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struct FBox;
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struct HOUDINIENGINERUNTIME_API FHoudiniEngineRuntimeUtils
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{
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public:
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// Return platform specific name of libHAPI.
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static FString GetLibHAPIName();
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// Returns default SM Generation Properties using the default settings values
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static FHoudiniStaticMeshGenerationProperties GetDefaultStaticMeshGenerationProperties();
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// Returns default SM Build Settings using the default settings values
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static FMeshBuildSettings GetDefaultMeshBuildSettings();
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// -----------------------------------------------
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// Bounding Box utilities
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// -----------------------------------------------
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// Collect all the bounding boxes form the specified list of actors. OutBBoxes will be emptied.
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static void GetBoundingBoxesFromActors(const TArray<AActor*> InActors, TArray<FBox>& OutBBoxes);
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// Collect actors that derive from the given class that intersect with the given array of bounding boxes.
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static bool FindActorsOfClassInBounds(UWorld* World, TSubclassOf<AActor> ActorType, const TArray<FBox>& BBoxes, const TArray<AActor*>* ExcludeActors, TArray<AActor*>& OutActors);
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// -----------------------------------------------
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// File path utilities
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// -----------------------------------------------
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// Joins paths by taking into account whether paths
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// successive paths are relative or absolute.
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// Truncate everything preceding an absolute path.
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// Taken and adapted from FPaths::Combine().
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template <typename... PathTypes>
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FORCEINLINE static FString JoinPaths(PathTypes&&... InPaths)
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{
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const TCHAR* Paths[] = { GetTCharPtr(Forward<PathTypes>(InPaths))... };
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const int32 NumPaths = UE_ARRAY_COUNT(Paths);
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FString Out = TEXT("");
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if (NumPaths <= 0)
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return Out;
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Out = Paths[NumPaths-1];
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// Process paths in reverse and terminate when we reach an absolute path.
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for (int32 i=NumPaths-2; i >= 0; --i)
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{
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if (FCString::Strlen(Paths[i]) == 0)
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continue;
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if (Out[0] == '/')
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{
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// We already have an absolute path. Terminate.
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break;
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}
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Out = Paths[i] / Out;
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}
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if (Out.Len() > 0 && Out[0] != '/')
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Out = TEXT("/") + Out;
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return Out;
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}
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// ------------------------------------------------------------------
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// ObjectTools (Make some editor only ObjectTools functions available
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// in editor builds)
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// ------------------------------------------------------------------
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// Check/gather references to InObject.
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// Returns true if the function could execute (editor vs runtime)
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FORCEINLINE static bool GatherObjectReferencersForDeletion(UObject* InObject, bool& bOutIsReferenced, bool& bOutIsReferencedByUndo, FReferencerInformationList* OutMemoryReferences = nullptr, bool bInRequireReferencingProperties = false)
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{
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#if WITH_EDITOR
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// DOESN'T EXIST IN 4.25 USING LEGACY EQUIVALENT
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//ObjectTools::GatherObjectReferencersForDeletion(InObject, bOutIsReferenced, bOutIsReferencedByUndo, OutMemoryReferences, bInRequireReferencingProperties);
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bOutIsReferenced = false;
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bOutIsReferencedByUndo = false;
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// Check and see whether we are referenced by any objects that won't be garbage collected.
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bOutIsReferenced = IsReferenced(InObject, GARBAGE_COLLECTION_KEEPFLAGS, EInternalObjectFlags::GarbageCollectionKeepFlags, true, OutMemoryReferences);
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if (bOutIsReferenced)
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{
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// determine whether the transaction buffer is the only thing holding a reference to the object
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// and if so, offer the user the option to reset the transaction buffer.
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GEditor->Trans->DisableObjectSerialization();
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bOutIsReferenced = IsReferenced(InObject, GARBAGE_COLLECTION_KEEPFLAGS, EInternalObjectFlags::GarbageCollectionKeepFlags, true, OutMemoryReferences);
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GEditor->Trans->EnableObjectSerialization();
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// If object is referenced both in undo and non-undo, we can't determine which one it is but
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// it doesn't matter since the undo stack is only cleared if objects are only referenced by it.
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if (!bOutIsReferenced)
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{
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bOutIsReferencedByUndo = true;
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}
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}
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return true;
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#else
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return false;
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#endif
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}
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// Delete a single object from its package. Returns true if the object was deleted. In non-editor
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// builds this function returns false.
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FORCEINLINE static bool DeleteSingleObject(UObject* InObjectToDelete, bool bInPerformReferenceCheck=true)
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{
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#if WITH_EDITOR
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return ObjectTools::DeleteSingleObject(InObjectToDelete, bInPerformReferenceCheck);
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#else
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return false;
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#endif
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}
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// Collects garbage and marks truely empty packages for delete
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// Returns true if the function could execute (editor vs runtime)
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FORCEINLINE static bool CleanupAfterSuccessfulDelete(const TArray<UPackage*>& InObjectsDeletedSuccessfully, bool bInPerformReferenceCheck=true)
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{
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#if WITH_EDITOR
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ObjectTools::CleanupAfterSuccessfulDelete(InObjectsDeletedSuccessfully, bInPerformReferenceCheck);
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return true;
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#else
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return false;
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#endif
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}
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// Deletes a single object. Returns true if the object was deleted.
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// The object is only deleted if there are no references to it.
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// If the package is on disk then bOutPackageIsInMemoryOnly is false and the CleanUpAfterSuccessfulDelete
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// must be called on the package after execution of this function.
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static bool SafeDeleteSingleObject(UObject* const InObjectToDelete, UPackage*& OutPackage, bool& bOutPackageIsInMemoryOnly);
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// Deletes and cleans up on disk empty-packages for the objects in InObjectsToDelete.
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// Objects are popped from InObjectsToDelete as they are processed (ran into cases where objects are garbage collected
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// before we can properly delete them and cleanup their packages, so we tend to pass in a UPROPERTY based TArray
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// that holds references to UObject to prevent garbage collection until we can delete them in this function)
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// OutObjectsNotDeleted can optionally be used to return objects that could not be deleted.
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// The function returns the number of objects that were deleted.
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static int32 SafeDeleteObjects(TArray<UObject*>& InObjectsToDelete, TArray<UObject*>* OutObjectsNotDeleted=nullptr);
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// -------------------------------------------------
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// Type utilities
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// -------------------------------------------------
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// Taken from here: https://answers.unrealengine.com/questions/330496/conversion-of-enum-to-string.html
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// Return the string representation of an enum value.
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template<typename T>
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static FString EnumToString(const FString& EnumName, const T Value)
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{
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UEnum* Enum = FindObject<UEnum>((UObject*)ANY_PACKAGE, *EnumName);
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return *(Enum ? Enum->GetNameStringByValue(static_cast<uint8>(Value)) : "null");
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}
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template<typename T>
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static FString EnumToString(const T Value)
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{
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return UEnum::GetValueAsString(Value);
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}
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// -------------------------------------------------
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// Blueprint utilities
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// -------------------------------------------------
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#if WITH_EDITOR
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// This function contains an excerpt from UEditorUtilities::CopyActorProperties()
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// for specifically dealing with copying properties between components as well as propagating
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// property changes to archetype instances.
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static int32 CopyComponentProperties(UActorComponent* FromComponent, UActorComponent* ToComponent, const EditorUtilities::FCopyOptions& Options);
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// Get the SCSEditor for the given HoudiniAssetComponent
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static FBlueprintEditor* GetBlueprintEditor(const UObject* InObject);
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static void MarkBlueprintAsStructurallyModified(UActorComponent* ComponentTemplate);
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static void MarkBlueprintAsModified(UActorComponent* ComponentTemplate);
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#endif
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// -------------------------------------------------
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// Editor Helpers
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// -------------------------------------------------
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#if WITH_EDITOR
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static bool SetActorLabel(AActor* Actor, const FString& ActorLabel);
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static void DoPostEditChangeProperty(UObject* Obj, FName PropertyName);
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static void DoPostEditChangeProperty(UObject* Obj, FProperty* Property);
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static void PropagateObjectDeltaChangeToArchetypeInstance(UObject* InObject, const FTransactionObjectDeltaChange& DeltaChange);
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template<class T>
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static TSet<USceneComponent*> PropagateDefaultValueChange(USceneComponent* InSceneComponentTemplate, const FName& PropertyName, const T& OldValue, const T& NewValue)
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{
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TSet<USceneComponent*> UpdatedInstances;
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FComponentEditorUtils::PropagateDefaultValueChange(InSceneComponentTemplate, FindFieldChecked<FProperty>(InSceneComponentTemplate->GetClass(), PropertyName), OldValue, NewValue, UpdatedInstances);
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return UpdatedInstances;
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}
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// Perform this operation on the given archetype as well as each archetype instance. If the given
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// object in not an archetype instance, then don't do anything.
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static void ForAllArchetypeInstances(UObject* Archetype, TFunctionRef<void(UObject* Obj)> Operation);
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#endif
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/**
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// * Set the value on an UObject using reflection.
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// * @param Object The object to copy the value into.
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// * @param PropertyName The name of the property to set.
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// * @param Value The value to assign to the property.
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// *
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// * @return true if the value was set correctly
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// */
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//template <typename ObjectType, typename ValueType>
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//static bool SetPropertyValue(ObjectType* Object, FName PropertyName, ValueType Value)
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//{
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// // Get the property addresses for the source and destination objects.
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// FProperty* Property = FindFieldChecked<FProperty>(ObjectType::StaticClass(), PropertyName);
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// // Get the property addresses for the object
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// ValueType* SourceAddr = Property->ContainerPtrToValuePtr<ValueType>(Object);
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// if ( SourceAddr == NULL )
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// {
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// return false;
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// }
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// if ( !Object->HasAnyFlags(RF_ClassDefaultObject) )
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// {
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// FEditPropertyChain PropertyChain;
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// PropertyChain.AddHead(Property);
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// Object->PreEditChange(PropertyChain);
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// }
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// // Set the value on the destination object.
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// *SourceAddr = Value;
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// if ( !Object->HasAnyFlags(RF_ClassDefaultObject) )
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// {
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// FPropertyChangedEvent PropertyEvent(Property);
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// Object->PostEditChangeProperty(PropertyEvent);
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// }
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// return true;
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//}
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#if WITH_EDITOR
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template <typename ObjectType, typename ValueType>
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static bool SetTemplatePropertyValue(ObjectType* Object, FName PropertyName, ValueType Value)
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{
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// Get the property addresses for the source and destination objects.
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FProperty* Property = FindFieldChecked<FProperty>(ObjectType::StaticClass(), PropertyName);
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// Get the property addresses for the object
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ValueType* SourceAddr = Property->ContainerPtrToValuePtr<ValueType>(Object);
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if ( SourceAddr == NULL )
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{
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return false;
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}
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if ( !Object->HasAnyFlags(RF_ClassDefaultObject) )
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{
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FEditPropertyChain PropertyChain;
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PropertyChain.AddHead(Property);
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((UObject*)Object)->PreEditChange(PropertyChain);
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}
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// Set the value on the destination object.
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if (*SourceAddr != Value)
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{
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TSet<USceneComponent*> UpdatedInstances;
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*SourceAddr = Value;
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PropagateDefaultValueChange(Object, Property, *SourceAddr, Value, UpdatedInstances);
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}
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if ( !Object->HasAnyFlags(RF_ClassDefaultObject) )
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{
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FPropertyChangedEvent PropertyEvent(Property);
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Object->PostEditChangeProperty(PropertyEvent);
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}
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return true;
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}
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#endif
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#if WITH_EDITOR
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// Bool specialization
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template <typename ObjectType>
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static bool SetTemplatePropertyValue(ObjectType* Object, FName PropertyName, bool NewBool)
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{
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// Get the property addresses for the source and destination objects.
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FBoolProperty* BoolProperty = FindFieldChecked<FBoolProperty>(ObjectType::StaticClass(), PropertyName);
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check(BoolProperty);
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// Get the property addresses for the object
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const int32 PropertyOffset = INDEX_NONE;
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void* CurrentValue = PropertyOffset == INDEX_NONE ? BoolProperty->ContainerPtrToValuePtr<void>(Object) : ((uint8*)Object + PropertyOffset);
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check(CurrentValue);
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const bool CurrentBool = BoolProperty->GetPropertyValue(CurrentValue);
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// if ( !Object->HasAnyFlags(RF_ClassDefaultObject) )
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{
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FEditPropertyChain PropertyChain;
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PropertyChain.AddHead(BoolProperty);
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((UObject*)Object)->PreEditChange(PropertyChain);
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}
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// Set the value on the destination object.
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if (CurrentBool != NewBool)
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{
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TSet<USceneComponent*> UpdatedInstances;
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BoolProperty->SetPropertyValue(CurrentValue, NewBool);
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FComponentEditorUtils::PropagateDefaultValueChange(Object, BoolProperty, CurrentBool, NewBool, UpdatedInstances);
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}
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// if ( !Object->HasAnyFlags(RF_ClassDefaultObject) )
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{
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FPropertyChangedEvent PropertyEvent(BoolProperty);
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Object->PostEditChangeProperty(PropertyEvent);
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}
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return true;
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}
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#endif
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protected:
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// taken from FPaths::GetTCharPtr
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FORCEINLINE static const TCHAR* GetTCharPtr(const TCHAR* Ptr)
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{
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return Ptr;
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}
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FORCEINLINE static const TCHAR* GetTCharPtr(const FString& Str)
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{
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return *Str;
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}
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}; |