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

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3.4 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 "Engine/StaticMesh.h"
#include "Materials/MaterialInterface.h"
#include "HoudiniMeshSplitInstancerComponent.generated.h"
/**
* UHoudiniMeshSplitInstancerComponent is used to manage a single static mesh being
* 'instanced' multiple times by multiple UStaticMeshComponents. This is as opposed to the
* UInstancedStaticMeshComponent wherein a single mesh is instanced multiple times by one component.
*/
UCLASS()//( config = Engine )
class HOUDINIENGINERUNTIME_API UHoudiniMeshSplitInstancerComponent : public USceneComponent
{
GENERATED_UCLASS_BODY()
friend class UHoudiniMeshSplitInstancerComponent_V1;
public:
virtual void Serialize(FArchive & Ar) override;
virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override;
static void AddReferencedObjects(UObject * InThis, FReferenceCollector & Collector);
// Static Mesh mutator
void SetStaticMesh(class UStaticMesh* StaticMesh) { InstancedMesh = StaticMesh; }
// Static mesh accessor
class UStaticMesh* GetStaticMesh() const { return InstancedMesh; }
// Overide material mutator
void SetOverrideMaterials(const TArray<class UMaterialInterface*>& InMaterialOverrides) { OverrideMaterials = InMaterialOverrides; }
// Destroy existing instances, keeping a given number of them to be reused
void ClearInstances(int32 NumToKeep);
// Set the instances. Transforms are given in local space of this component.
bool SetInstanceTransforms(const TArray<FTransform>& InstanceTransforms);
// Instance Accessor
TArray<class UStaticMeshComponent*>& GetInstancesForWrite() { return Instances; }
// const Instance accessor
const TArray<class UStaticMeshComponent*>& GetInstances() const { return Instances; }
TArray<class UMaterialInterface*> GetOverrideMaterials() const { return OverrideMaterials; }
private:
UPROPERTY(VisibleInstanceOnly, Category = Instances)
TArray<class UStaticMeshComponent*> Instances;
UPROPERTY(VisibleInstanceOnly, Category = Instances)
TArray<class UMaterialInterface*> OverrideMaterials;
UPROPERTY(VisibleAnywhere, Category = Instances)
class UStaticMesh* InstancedMesh;
};