/* * 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. * */ #pragma once #include "HoudiniGeoPartObject.h" #include "HoudiniAssetInstanceInput.h" #include "HoudiniAssetInstanceInputField.generated.h" class UStaticMesh; class UMaterialInterface; class UHoudiniAssetComponent; UCLASS() class HOUDINIENGINERUNTIME_API UHoudiniAssetInstanceInputField : public UObject { friend class UHoudiniAssetInstanceInput; GENERATED_UCLASS_BODY() public: /** Create an instance of input field. **/ static UHoudiniAssetInstanceInputField * Create( UObject * InPrimaryObject, UHoudiniAssetInstanceInput * InHoudiniAssetInstanceInput, const FHoudiniGeoPartObject & HoudiniGeoPartObject ); /** Create an instance of input field from another input field. **/ static UHoudiniAssetInstanceInputField * Create( UObject * InPrimaryObject, const UHoudiniAssetInstanceInputField * OtherInputField ); /** UObject methods. **/ public: virtual void Serialize( FArchive & Ar ) override; static void AddReferencedObjects( UObject * InThis, FReferenceCollector & Collector ); virtual void BeginDestroy() override; #if WITH_EDITOR virtual void PostEditUndo() override; #endif public: /** Return geo part object associated with this field. **/ const FHoudiniGeoPartObject & GetHoudiniGeoPartObject() const; /** Refresh state based on the given geo part object */ void SetGeoPartObject( const FHoudiniGeoPartObject & InHoudiniGeoPartObject ); /** Return original static mesh. **/ UObject* GetOriginalObject() const; /** Return the static mesh associated with an instance variation. **/ UObject * GetInstanceVariation( int32 VariationIndex ) const; /** Add a variation to the instancing. **/ void AddInstanceVariation( UObject * InstancedObject, int32 VariationIdx ); /** Replace the instance variation in a particular slot. **/ void ReplaceInstanceVariation( UObject * InObject, int32 Index ); /** Remove a variation from instancing **/ void RemoveInstanceVariation( int32 VariationIdx ); /** Returns the number of instance variations. **/ int32 InstanceVariationCount() const; /** Given a static mesh, find which slot(s) it occupies in the instance variations. **/ void FindObjectIndices( UObject * InStaticMesh, TArray< int32 > & Indices ); /** Get material replacements. **/ bool GetMaterialReplacementMeshes( UMaterialInterface * Material, TMap< UStaticMesh *, int32 > & MaterialReplacementsMap ); /** After duplicating this field we need to fix up the referenced external objects */ void FixInstancedObjects( const TMap& ReplacementMap ); /** Get rotator used by this field. **/ const FRotator & GetRotationOffset( int32 VariationIdx ) const; /** Set rotation offset used by this field. **/ void SetRotationOffset( const FRotator & Rotator, int32 VariationIdx ); /** Get scale used by this field. **/ const FVector & GetScaleOffset( int32 VariationIdx ) const; /** Set scale used by this field. **/ void SetScaleOffset( const FVector & InScale, int32 VariationIdx ); /** Return true if all fields are scaled linearly. **/ bool AreOffsetsScaledLinearly( int32 VariationIdx ) const; /** Set whether offsets are scaled linearly. **/ void SetLinearOffsetScale( bool bEnabled, int32 VariationIdx ); /** Return true if original static mesh is used. **/ bool IsOriginalObjectUsed( int32 VariationIdx ) const; /** Return corresponding instanced static mesh component. **/ class USceneComponent * GetInstancedComponent( int32 VariationIdx ) const; /** Return transformations of all instances used by the variation **/ const TArray< FTransform > & GetInstancedTransforms( int32 VariationIdx ) const; /** Return the array of transforms for all variations **/ FORCEINLINE const TArray< FTransform > & GetInstancedTransforms() { return InstancedTransforms; } /** Return transformations of all instances used by the variation **/ FORCEINLINE const TArray< FLinearColor > & GetInstancedColors(int32 VariationIdx) const { return VariationInstanceColorOverrideArray[VariationIdx]; } /** Return the array of transforms for all variations **/ FORCEINLINE const TArray< FLinearColor > & GetInstancedColors() { return InstanceColorOverride; } /** Return the array of processed transforms **/ void GetProcessedTransforms(TArray& ProcessedTransform, const int32& VariationIdx) const; /** Recreates render states for instanced static mesh component. **/ void RecreateRenderState(); /** Recreates physics states for instanced static mesh component. **/ void RecreatePhysicsState(); /** Updates the uproperty attributes for the generated instanced components **/ void UpdateInstanceUPropertyAttributes(); protected: /** Create instanced component for this field. **/ void AddInstanceComponent( int32 VariationIdx ); /** Set transforms for this field. **/ void SetInstanceTransforms( const TArray< FTransform > & ObjectTransforms ); /** Update relative transform for this field. **/ void UpdateRelativeTransform(); /** Update instance transformations. **/ void UpdateInstanceTransforms( bool RecomputeVariationAssignments ); protected: /** Original object used by the instancer. **/ UObject* OriginalObject; /** Currently used Objects */ TArray< UObject* > InstancedObjects; /** Used instanced actor component. **/ TArray< USceneComponent * > InstancerComponents; /** Parent Houdini asset component. **/ UObject * HoudiniAssetComponent; /** Owner input. **/ UHoudiniAssetInstanceInput * HoudiniAssetInstanceInput; /** Transforms, one for each instance. **/ TArray< FTransform > InstancedTransforms; /** Assignment of Transforms to each variation **/ TArray< TArray< FTransform > > VariationTransformsArray; /** Color overrides, one per instance **/ TArray InstanceColorOverride; /** Per-variation color override assignments */ TArray< TArray< FLinearColor > > VariationInstanceColorOverrideArray; /** Corresponding geo part object. **/ FHoudiniGeoPartObject HoudiniGeoPartObject; /** Rotation offset for instanced component. **/ TArray< FRotator > RotationOffsets; /** Scale offset for instanced component. **/ TArray< FVector > ScaleOffsets; /** Whether to scale linearly for all fields. **/ TArray< bool > bScaleOffsetsLinearlyArray; /** Flags used by this input field. **/ uint32 HoudiniAssetInstanceInputFieldFlagsPacked; }; /** Functor used to sort instance input fields. **/ struct HOUDINIENGINERUNTIME_API FHoudiniAssetInstanceInputFieldSortPredicate { bool operator()( const UHoudiniAssetInstanceInputField & A, const UHoudiniAssetInstanceInputField & B ) const; };