59 lines
2.0 KiB
C++
59 lines
2.0 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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* Mykola Konyk
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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 "ComponentAssetBroker.h"
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class UObject;
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class UActorComponent;
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class FHoudiniAssetBroker : public IComponentAssetBroker
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{
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public:
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virtual ~FHoudiniAssetBroker();
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/** IComponentAssetBroker methods. **/
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public:
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/** Reports the asset class this broker knows how to handle. **/
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UClass * GetSupportedAssetClass() override;
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/** Assign the assigned asset to the supplied component. **/
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bool AssignAssetToComponent( UActorComponent * InComponent, UObject * InAsset ) override;
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/** Get the currently assigned asset from the component. **/
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UObject * GetAssetFromComponent( UActorComponent * InComponent ) override;
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};
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