/* * Copyright (c) <2017> Side Effects Software Inc. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Produced by: * Damian Campeanu, Mykola Konyk * Side Effects Software Inc * 123 Front Street West, Suite 1401 * Toronto, Ontario * Canada M5J 2M2 * 416-504-9876 * */ #include "HoudiniAssetActor.h" #include "HoudiniApi.h" #include "HoudiniEngineRuntimePrivatePCH.h" #include "HoudiniAsset.h" #include "HoudiniAssetComponent.h" #include "HoudiniEngine.h" #include "HoudiniEngineUtils.h" AHoudiniAssetActor::AHoudiniAssetActor( const FObjectInitializer & ObjectInitializer ) : Super( ObjectInitializer ) , CurrentPlayTime( 0.0f ) { SetCanBeDamaged(false); PrimaryActorTick.bCanEverTick = true; PrimaryActorTick.bStartWithTickEnabled = true; // Create Houdini component and attach it to a root component. HoudiniAssetComponent = ObjectInitializer.CreateDefaultSubobject< UHoudiniAssetComponent >( this, TEXT("HoudiniAssetComponent" ) ); HoudiniAssetComponent->SetCollisionProfileName( UCollisionProfile::BlockAll_ProfileName ); RootComponent = HoudiniAssetComponent; } UHoudiniAssetComponent * AHoudiniAssetActor::GetHoudiniAssetComponent() const { return HoudiniAssetComponent; } bool AHoudiniAssetActor::IsUsedForPreview() const { return HasAnyFlags( RF_Transient ); } void AHoudiniAssetActor::ResetHoudiniCurrentPlaytime() { CurrentPlayTime = 0.0f; } float AHoudiniAssetActor::GetHoudiniCurrentPlaytime() const { return CurrentPlayTime; } #if WITH_EDITOR bool AHoudiniAssetActor::ShouldImport( FString * ActorPropString, bool IsMovingLevel ) { if (!ActorPropString) return false; // Locate actor which is being copied in clipboard string. AHoudiniAssetActor * CopiedActor = FHoudiniEngineUtils::LocateClipboardActor(this, *ActorPropString ); // We no longer need clipboard string and can empty it. This seems to avoid occasional crash bug in UE4 which // happens on copy / paste. //ActorPropString->Empty(); if( !CopiedActor || CopiedActor->IsPendingKill() ) { HOUDINI_LOG_WARNING( TEXT("Failed to import from copy: Duplicated actor not found") ); return false; } // Get Houdini component of an actor which is being copied. UHoudiniAssetComponent * CopiedActorHoudiniAssetComponent = CopiedActor->HoudiniAssetComponent; if (!CopiedActorHoudiniAssetComponent || CopiedActorHoudiniAssetComponent->IsPendingKill() ) return false; HoudiniAssetComponent->OnComponentClipboardCopy( CopiedActorHoudiniAssetComponent ); // If actor is copied through moving, we need to copy main transform. const FTransform & ComponentWorldTransform = CopiedActorHoudiniAssetComponent->GetComponentTransform(); HoudiniAssetComponent->SetWorldLocationAndRotation( ComponentWorldTransform.GetLocation(), ComponentWorldTransform.GetRotation() ); // We also need to copy actor label. const FString & CopiedActorLabel = CopiedActor->GetActorLabel(); FActorLabelUtilities::SetActorLabelUnique( this, CopiedActorLabel ); return true; } bool AHoudiniAssetActor::GetReferencedContentObjects( TArray< UObject * >& Objects ) const { Super::GetReferencedContentObjects( Objects ); if ( HoudiniAssetComponent && !HoudiniAssetComponent->IsPendingKill() ) { UHoudiniAsset* HoudiniAsset = HoudiniAssetComponent->GetHoudiniAsset(); if ( HoudiniAsset && !HoudiniAsset->IsPendingKill() ) Objects.AddUnique( HoudiniAsset ); } return true; } bool AHoudiniAssetActor::ShouldExport() { return true; } void AHoudiniAssetActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); // Some property changes need to be forwarded to the component (ie Transform) if ( !HoudiniAssetComponent || HoudiniAssetComponent->IsPendingKill() ) return; FProperty * Property = PropertyChangedEvent.MemberProperty; if ( !Property ) return; if ( ( Property->GetName() == TEXT( "RelativeLocation" ) ) || ( Property->GetName() == TEXT( "RelativeRotation" ) ) || ( Property->GetName() == TEXT( "RelativeScale3D" ) ) ) { // Transform has changed HoudiniAssetComponent->CheckedUploadTransform(); } } #endif