137 lines
5.4 KiB
Python
137 lines
5.4 KiB
Python
# 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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""" Example script using the API to instantiate an HDA and set a landscape
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input.
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"""
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import unreal
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_g_wrapper = None
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def get_test_hda_path():
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return '/HoudiniEngine/Examples/hda/hilly_landscape_erode_1_0.hilly_landscape_erode_1_0'
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def get_test_hda():
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return unreal.load_object(None, get_test_hda_path())
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def load_map():
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return unreal.EditorLoadingAndSavingUtils.load_map('/HoudiniEngine/Examples/Maps/LandscapeInputExample.LandscapeInputExample')
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def get_landscape():
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return unreal.EditorLevelLibrary.get_actor_reference('PersistentLevel.Landscape_0')
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def configure_inputs(in_wrapper):
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print('configure_inputs')
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# Unbind from the delegate
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in_wrapper.on_post_instantiation_delegate.remove_callable(configure_inputs)
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# Create a landscape input
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landscape_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPILandscapeInput)
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# Send landscapes as heightfields
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landscape_input.landscape_export_type = unreal.HoudiniLandscapeExportType.HEIGHTFIELD
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# Keep world transform
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landscape_input.keep_world_transform = True
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# Set the input objects/assets for this input
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landscape_object = get_landscape()
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landscape_input.set_input_objects((landscape_object, ))
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# copy the input data to the HDA as node input 0
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in_wrapper.set_input_at_index(0, landscape_input)
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# We can now discard the API input object
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landscape_input = None
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def print_api_input(in_input):
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print('\t\tInput type: {0}'.format(in_input.__class__))
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print('\t\tbKeepWorldTransform: {0}'.format(in_input.keep_world_transform))
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if isinstance(in_input, unreal.HoudiniPublicAPILandscapeInput):
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print('\t\tbLandscapeAutoSelectComponent: {0}'.format(in_input.landscape_auto_select_component))
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print('\t\tbLandscapeExportLighting: {0}'.format(in_input.landscape_export_lighting))
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print('\t\tbLandscapeExportMaterials: {0}'.format(in_input.landscape_export_materials))
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print('\t\tbLandscapeExportNormalizedUVs: {0}'.format(in_input.landscape_export_normalized_u_vs))
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print('\t\tbLandscapeExportSelectionOnly: {0}'.format(in_input.landscape_export_selection_only))
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print('\t\tbLandscapeExportTileUVs: {0}'.format(in_input.landscape_export_tile_u_vs))
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print('\t\tbLandscapeExportType: {0}'.format(in_input.landscape_export_type))
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input_objects = in_input.get_input_objects()
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if not input_objects:
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print('\t\tEmpty input!')
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else:
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print('\t\tNumber of objects in input: {0}'.format(len(input_objects)))
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for idx, input_object in enumerate(input_objects):
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print('\t\t\tInput object #{0}: {1}'.format(idx, input_object))
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def print_inputs(in_wrapper):
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print('print_inputs')
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# Unbind from the delegate
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in_wrapper.on_post_processing_delegate.remove_callable(print_inputs)
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# Fetch inputs, iterate over it and log
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node_inputs = in_wrapper.get_inputs_at_indices()
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parm_inputs = in_wrapper.get_input_parameters()
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if not node_inputs:
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print('No node inputs found!')
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else:
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print('Number of node inputs: {0}'.format(len(node_inputs)))
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for input_index, input_wrapper in node_inputs.items():
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print('\tInput index: {0}'.format(input_index))
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print_api_input(input_wrapper)
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if not parm_inputs:
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print('No parameter inputs found!')
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else:
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print('Number of parameter inputs: {0}'.format(len(parm_inputs)))
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for parm_name, input_wrapper in parm_inputs.items():
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print('\tInput parameter name: {0}'.format(parm_name))
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print_api_input(input_wrapper)
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def run():
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# Load the example map
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load_map()
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# get the API singleton
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api = unreal.HoudiniPublicAPIBlueprintLib.get_api()
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global _g_wrapper
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# instantiate an asset with auto-cook enabled
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_g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform())
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# Configure inputs on_post_instantiation, after instantiation, but before first cook
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_g_wrapper.on_post_instantiation_delegate.add_callable(configure_inputs)
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# Print the input state after the cook and output creation.
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_g_wrapper.on_post_processing_delegate.add_callable(print_inputs)
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if __name__ == '__main__':
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run()
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