75 lines
2.8 KiB
C++
75 lines
2.8 KiB
C++
/*
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* Copyright (c) <2017> Side Effects Software Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Produced by:
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* Chris Grebeldinger
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* Side Effects Software Inc
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* 123 Front Street West, Suite 1401
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* Toronto, Ontario
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* Canada M5J 2M2
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* 416-504-9876
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*
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*/
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#pragma once
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#include "Components/SceneComponent.h"
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#include "HoudiniInstancedActorComponent.generated.h"
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UCLASS( config = Engine )
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class HOUDINIENGINERUNTIME_API UHoudiniInstancedActorComponent : public USceneComponent
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{
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GENERATED_UCLASS_BODY()
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public:
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virtual void OnComponentCreated() override;
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virtual void OnComponentDestroyed( bool bDestroyingHierarchy ) override;
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virtual void Serialize( FArchive & Ar ) override;
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static void AddReferencedObjects( UObject * InThis, FReferenceCollector & Collector );
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/** Set the instances. Transforms are given in local space of this component. */
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void SetInstances( const TArray<FTransform>& InstanceTransforms );
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/** Add an instance to this component. Transform is given in local space of this component. */
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int32 AddInstance( const FTransform& InstanceTransform );
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/** Destroy all extant instances */
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void ClearInstances();
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/** Spawn a single instance */
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AActor* SpawnInstancedActor( const FTransform& InstancedTransform ) const;
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/** Update instances of a given instancer component. (could be ISMC, IAC or MSIC) **/
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static void UpdateInstancerComponentInstances(
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USceneComponent * Component,
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const TArray< FTransform > & ProcessedTransforms,
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const TArray<FLinearColor> & InstancedColors );
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UPROPERTY( SkipSerialization, VisibleAnywhere, Category = Instances )
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UObject* InstancedAsset;
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UPROPERTY( SkipSerialization, VisibleInstanceOnly, Category = Instances )
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TArray< AActor* > Instances;
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};
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