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Onejsky4U/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngineRuntime/Private/HoudiniAssetActor.cpp
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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:
* Damian Campeanu, Mykola Konyk
* Side Effects Software Inc
* 123 Front Street West, Suite 1401
* Toronto, Ontario
* Canada M5J 2M2
* 416-504-9876
*
*/
#include "HoudiniAssetActor.h"
#include "HoudiniApi.h"
#include "HoudiniEngineRuntimePrivatePCH.h"
#include "HoudiniAsset.h"
#include "HoudiniAssetComponent.h"
#include "HoudiniEngine.h"
#include "HoudiniEngineUtils.h"
AHoudiniAssetActor::AHoudiniAssetActor( const FObjectInitializer & ObjectInitializer )
: Super( ObjectInitializer )
, CurrentPlayTime( 0.0f )
{
SetCanBeDamaged(false);
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
// Create Houdini component and attach it to a root component.
HoudiniAssetComponent =
ObjectInitializer.CreateDefaultSubobject< UHoudiniAssetComponent >( this, TEXT("HoudiniAssetComponent" ) );
HoudiniAssetComponent->SetCollisionProfileName( UCollisionProfile::BlockAll_ProfileName );
RootComponent = HoudiniAssetComponent;
}
UHoudiniAssetComponent *
AHoudiniAssetActor::GetHoudiniAssetComponent() const
{
return HoudiniAssetComponent;
}
bool
AHoudiniAssetActor::IsUsedForPreview() const
{
return HasAnyFlags( RF_Transient );
}
void
AHoudiniAssetActor::ResetHoudiniCurrentPlaytime()
{
CurrentPlayTime = 0.0f;
}
float
AHoudiniAssetActor::GetHoudiniCurrentPlaytime() const
{
return CurrentPlayTime;
}
#if WITH_EDITOR
bool
AHoudiniAssetActor::ShouldImport( FString * ActorPropString, bool IsMovingLevel )
{
if (!ActorPropString)
return false;
// Locate actor which is being copied in clipboard string.
AHoudiniAssetActor * CopiedActor = FHoudiniEngineUtils::LocateClipboardActor(this, *ActorPropString );
// We no longer need clipboard string and can empty it. This seems to avoid occasional crash bug in UE4 which
// happens on copy / paste.
//ActorPropString->Empty();
if( !CopiedActor || CopiedActor->IsPendingKill() )
{
HOUDINI_LOG_WARNING( TEXT("Failed to import from copy: Duplicated actor not found") );
return false;
}
// Get Houdini component of an actor which is being copied.
UHoudiniAssetComponent * CopiedActorHoudiniAssetComponent = CopiedActor->HoudiniAssetComponent;
if (!CopiedActorHoudiniAssetComponent || CopiedActorHoudiniAssetComponent->IsPendingKill() )
return false;
HoudiniAssetComponent->OnComponentClipboardCopy( CopiedActorHoudiniAssetComponent );
// If actor is copied through moving, we need to copy main transform.
const FTransform & ComponentWorldTransform = CopiedActorHoudiniAssetComponent->GetComponentTransform();
HoudiniAssetComponent->SetWorldLocationAndRotation(
ComponentWorldTransform.GetLocation(),
ComponentWorldTransform.GetRotation() );
// We also need to copy actor label.
const FString & CopiedActorLabel = CopiedActor->GetActorLabel();
FActorLabelUtilities::SetActorLabelUnique( this, CopiedActorLabel );
return true;
}
bool
AHoudiniAssetActor::GetReferencedContentObjects( TArray< UObject * >& Objects ) const
{
Super::GetReferencedContentObjects( Objects );
if ( HoudiniAssetComponent && !HoudiniAssetComponent->IsPendingKill() )
{
UHoudiniAsset* HoudiniAsset = HoudiniAssetComponent->GetHoudiniAsset();
if ( HoudiniAsset && !HoudiniAsset->IsPendingKill() )
Objects.AddUnique( HoudiniAsset );
}
return true;
}
bool
AHoudiniAssetActor::ShouldExport()
{
return true;
}
void
AHoudiniAssetActor::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
// Some property changes need to be forwarded to the component (ie Transform)
if ( !HoudiniAssetComponent || HoudiniAssetComponent->IsPendingKill() )
return;
FProperty * Property = PropertyChangedEvent.MemberProperty;
if ( !Property )
return;
if ( ( Property->GetName() == TEXT( "RelativeLocation" ) )
|| ( Property->GetName() == TEXT( "RelativeRotation" ) )
|| ( Property->GetName() == TEXT( "RelativeScale3D" ) ) )
{
// Transform has changed
HoudiniAssetComponent->CheckedUploadTransform();
}
}
#endif