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