68 lines
2.9 KiB
C++
68 lines
2.9 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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*/
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#pragma once
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#include "Components/SceneComponent.h"
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#include "HoudiniMeshSplitInstancerComponent.generated.h"
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/**
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* UHoudiniMeshSplitInstancerComponent is used to manage a single static mesh being
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* 'instanced' multiple times by multiple UStaticMeshComponents. This is as opposed to the
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* UInstancedStaticMeshComponent wherein a signle mesh is instanced multiple times by one component.
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*/
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UCLASS( config = Engine )
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class HOUDINIENGINERUNTIME_API UHoudiniMeshSplitInstancerComponent : public USceneComponent
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{
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GENERATED_UCLASS_BODY()
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public:
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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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void SetStaticMesh(class UStaticMesh* StaticMesh) { InstancedMesh = StaticMesh; }
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class UStaticMesh* GetStaticMesh() const { return InstancedMesh; }
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void SetOverrideMaterial(class UMaterialInterface* MI) { OverrideMaterial = MI; }
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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, const TArray<FLinearColor> & InstancedColors );
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// Destroy existing instances, keeping agiven number of them to be reused
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void ClearInstances(int32 NumToKeep);
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const TArray< class UStaticMeshComponent* >& GetInstances() const { return Instances; }
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private:
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UPROPERTY( SkipSerialization, VisibleInstanceOnly, Category = Instances )
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TArray< class UStaticMeshComponent* > Instances;
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UPROPERTY( SkipSerialization, VisibleInstanceOnly, Category=Instances)
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class UMaterialInterface* OverrideMaterial;
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UPROPERTY(SkipSerialization, VisibleAnywhere, Category = Instances )
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class UStaticMesh* InstancedMesh;
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};
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