/* * 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: * Chris Grebeldinger * Side Effects Software Inc * 123 Front Street West, Suite 1401 * Toronto, Ontario * Canada M5J 2M2 * 416-504-9876 * */ #pragma once #include "Components/SceneComponent.h" #include "HoudiniInstancedActorComponent.generated.h" UCLASS( config = Engine ) class HOUDINIENGINERUNTIME_API UHoudiniInstancedActorComponent : public USceneComponent { GENERATED_UCLASS_BODY() public: virtual void OnComponentCreated() override; virtual void OnComponentDestroyed( bool bDestroyingHierarchy ) override; virtual void Serialize( FArchive & Ar ) override; static void AddReferencedObjects( UObject * InThis, FReferenceCollector & Collector ); /** Set the instances. Transforms are given in local space of this component. */ void SetInstances( const TArray& InstanceTransforms ); /** Add an instance to this component. Transform is given in local space of this component. */ int32 AddInstance( const FTransform& InstanceTransform ); /** Destroy all extant instances */ void ClearInstances(); /** Spawn a single instance */ AActor* SpawnInstancedActor( const FTransform& InstancedTransform ) const; /** Update instances of a given instancer component. (could be ISMC, IAC or MSIC) **/ static void UpdateInstancerComponentInstances( USceneComponent * Component, const TArray< FTransform > & ProcessedTransforms, const TArray & InstancedColors ); UPROPERTY( SkipSerialization, VisibleAnywhere, Category = Instances ) UObject* InstancedAsset; UPROPERTY( SkipSerialization, VisibleInstanceOnly, Category = Instances ) TArray< AActor* > Instances; };