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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.
*
* 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<FTransform>& 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<FLinearColor> & InstancedColors );
UPROPERTY( SkipSerialization, VisibleAnywhere, Category = Instances )
UObject* InstancedAsset;
UPROPERTY( SkipSerialization, VisibleInstanceOnly, Category = Instances )
TArray< AActor* > Instances;
};