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Andron666 9c38e93fa4 part7
2022-12-05 20:31:35 +05:00

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3.5 KiB
C++

/*
* 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<class AActor*>& GetInstancedActorsForWrite() { return InstancedActors; }
// const Instance accessor
const TArray<class AActor*>& 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<FTransform>& InstanceTransforms);
private:
UPROPERTY(VisibleAnywhere, Category = Instances )
UObject* InstancedObject;
UPROPERTY(VisibleInstanceOnly, Category = Instances )
TArray<AActor*> InstancedActors;
};