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/*
* 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 "HoudiniApi.h"
#include "CoreMinimal.h"
#include "Misc/Guid.h"
#include "UObject/WeakObjectPtr.h"
namespace EHoudiniEngineTaskType
{
enum Type
{
None,
/** This type corresponds to Houdini asset instantiation (without cooking). **/
AssetInstantiation,
/** This type corresponds to Houdini asset cooking request. **/
AssetCooking,
/** This type is used for asynchronous asset deletion. **/
AssetDeletion
};
}
struct HOUDINIENGINERUNTIME_API FHoudiniEngineTask
{
/** Constructors. **/
FHoudiniEngineTask();
FHoudiniEngineTask( EHoudiniEngineTaskType::Type InTaskType, FGuid InHapiGUID );
/** GUID of this request. **/
FGuid HapiGUID;
/** Type of this task. **/
EHoudiniEngineTaskType::Type TaskType;
/** Houdini asset for instantiation. **/
TWeakObjectPtr< class UHoudiniAsset > Asset;
/** Name of the actor requesting this task. **/
FString ActorName;
/** Asset Id. **/
HAPI_NodeId AssetId;
/** Library Id. **/
HAPI_AssetLibraryId AssetLibraryId;
/** HAPI name of the asset. **/
int32 AssetHapiName;
/** Is set to true if component has been loaded. **/
bool bLoadedComponent;
};