170 lines
4.3 KiB
C++
170 lines
4.3 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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#include "HoudiniParameterFloat.h"
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UHoudiniParameterFloat::UHoudiniParameterFloat(const FObjectInitializer & ObjectInitializer)
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: Super(ObjectInitializer)
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, Unit(TEXT(""))
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, bNoSwap(false)
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, bHasMin(false)
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, bHasMax(false)
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, bHasUIMin(false)
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, bHasUIMax(false)
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, bIsLogarithmic(false)
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, Min(TNumericLimits<float>::Lowest())
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, Max(TNumericLimits<float>::Max())
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, UIMin(TNumericLimits<float>::Lowest())
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, UIMax(TNumericLimits<float>::Max())
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{
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ParmType = EHoudiniParameterType::Float;
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}
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UHoudiniParameterFloat *
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UHoudiniParameterFloat::Create(
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UObject* InOuter,
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const FString& InParamName)
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{
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FString ParamNameStr = "HoudiniParameterFloat_" + InParamName;
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FName ParamName = MakeUniqueObjectName(InOuter, UHoudiniParameterFloat::StaticClass(), *ParamNameStr);
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// We need to create a new parameter
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UHoudiniParameterFloat * HoudiniAssetParameter = NewObject< UHoudiniParameterFloat >(
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InOuter, UHoudiniParameterFloat::StaticClass(), ParamName, RF_Public | RF_Transactional);
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//HoudiniAssetParameter->UpdateFromParmInfo(InParentParameter, InNodeId, ParmInfo);
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HoudiniAssetParameter->SetParameterType(EHoudiniParameterType::Float);
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HoudiniAssetParameter->bIsChildOfRamp = false;
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HoudiniAssetParameter->bIsLogarithmic = false;
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return HoudiniAssetParameter;
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}
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TOptional< float >
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UHoudiniParameterFloat::GetValue(int32 Idx) const
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{
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if (Values.IsValidIndex(Idx))
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return TOptional< float >(Values[Idx]);
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else
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return TOptional< float >();
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}
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bool
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UHoudiniParameterFloat::GetValueAt(const int32& AtIndex, float& OutValue) const
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{
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if (!Values.IsValidIndex(AtIndex))
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return false;
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OutValue = Values[AtIndex];
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return true;
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}
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bool
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UHoudiniParameterFloat::SetValueAt(const float& InValue, const int32& AtIndex)
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{
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if (!Values.IsValidIndex(AtIndex))
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return false;
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if (InValue == Values[AtIndex])
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return false;
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Values[AtIndex] = FMath::Clamp< float >(InValue, Min, Max);
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return true;
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}
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void
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UHoudiniParameterFloat::SetDefaultValues()
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{
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if (DefaultValues.Num() > 0)
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return;
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DefaultValues.Empty();
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for (int32 Idx = 0; Idx < Values.Num(); ++Idx)
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{
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DefaultValues.Add(Values[Idx]);
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}
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}
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bool
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UHoudiniParameterFloat::IsDefaultValueAtIndex(const int32& Idx) const
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{
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if (!Values.IsValidIndex(Idx) || !DefaultValues.IsValidIndex(Idx))
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return true;
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return Values[Idx] == DefaultValues[Idx];
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}
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bool
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UHoudiniParameterFloat::IsDefault() const
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{
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if (bIsChildOfRamp)
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return true;
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for (int32 Idx = 0; Idx < Values.Num(); ++Idx)
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{
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if (!IsDefaultValueAtIndex(Idx))
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return false;
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}
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return true;
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}
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void
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UHoudiniParameterFloat::SetValue(float InValue, int32 Idx)
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{
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if (!Values.IsValidIndex(Idx))
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return;
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if (InValue == Values[Idx])
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return;
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Values[Idx] = FMath::Clamp< float >(InValue, Min, Max);
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}
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void
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UHoudiniParameterFloat::RevertToDefault()
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{
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if (!bIsChildOfRamp)
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{
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bPendingRevertToDefault = true;
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TuplePendingRevertToDefault.Empty();
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TuplePendingRevertToDefault.Add(-1);
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MarkChanged(true);
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}
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}
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void
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UHoudiniParameterFloat::RevertToDefault(const int32& TupleIndex)
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{
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bPendingRevertToDefault = true;
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TuplePendingRevertToDefault.AddUnique(TupleIndex);
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MarkChanged(true);
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}
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