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Onejsky4U/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngineRuntime/Private/HoudiniAssetInstanceInputField.h
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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.
*
*/
#pragma once
#include "HoudiniGeoPartObject.h"
#include "HoudiniAssetInstanceInput.h"
#include "HoudiniAssetInstanceInputField.generated.h"
class UStaticMesh;
class UMaterialInterface;
class UHoudiniAssetComponent;
UCLASS()
class HOUDINIENGINERUNTIME_API UHoudiniAssetInstanceInputField : public UObject
{
friend class UHoudiniAssetInstanceInput;
GENERATED_UCLASS_BODY()
public:
/** Create an instance of input field. **/
static UHoudiniAssetInstanceInputField * Create(
UObject * InPrimaryObject,
UHoudiniAssetInstanceInput * InHoudiniAssetInstanceInput,
const FHoudiniGeoPartObject & HoudiniGeoPartObject );
/** Create an instance of input field from another input field. **/
static UHoudiniAssetInstanceInputField * Create(
UObject * InPrimaryObject,
const UHoudiniAssetInstanceInputField * OtherInputField );
/** UObject methods. **/
public:
virtual void Serialize( FArchive & Ar ) override;
static void AddReferencedObjects( UObject * InThis, FReferenceCollector & Collector );
virtual void BeginDestroy() override;
#if WITH_EDITOR
virtual void PostEditUndo() override;
#endif
public:
/** Return geo part object associated with this field. **/
const FHoudiniGeoPartObject & GetHoudiniGeoPartObject() const;
/** Refresh state based on the given geo part object */
void SetGeoPartObject( const FHoudiniGeoPartObject & InHoudiniGeoPartObject );
/** Return original static mesh. **/
UObject* GetOriginalObject() const;
/** Return the static mesh associated with an instance variation. **/
UObject * GetInstanceVariation( int32 VariationIndex ) const;
/** Add a variation to the instancing. **/
void AddInstanceVariation( UObject * InstancedObject, int32 VariationIdx );
/** Replace the instance variation in a particular slot. **/
void ReplaceInstanceVariation( UObject * InObject, int32 Index );
/** Remove a variation from instancing **/
void RemoveInstanceVariation( int32 VariationIdx );
/** Returns the number of instance variations. **/
int32 InstanceVariationCount() const;
/** Given a static mesh, find which slot(s) it occupies in the instance variations. **/
void FindObjectIndices( UObject * InStaticMesh, TArray< int32 > & Indices );
/** Get material replacements. **/
bool GetMaterialReplacementMeshes(
UMaterialInterface * Material,
TMap< UStaticMesh *, int32 > & MaterialReplacementsMap );
/** After duplicating this field we need to fix up the referenced external objects */
void FixInstancedObjects( const TMap<UObject*, UObject*>& ReplacementMap );
/** Get rotator used by this field. **/
const FRotator & GetRotationOffset( int32 VariationIdx ) const;
/** Set rotation offset used by this field. **/
void SetRotationOffset( const FRotator & Rotator, int32 VariationIdx );
/** Get scale used by this field. **/
const FVector & GetScaleOffset( int32 VariationIdx ) const;
/** Set scale used by this field. **/
void SetScaleOffset( const FVector & InScale, int32 VariationIdx );
/** Return true if all fields are scaled linearly. **/
bool AreOffsetsScaledLinearly( int32 VariationIdx ) const;
/** Set whether offsets are scaled linearly. **/
void SetLinearOffsetScale( bool bEnabled, int32 VariationIdx );
/** Return true if original static mesh is used. **/
bool IsOriginalObjectUsed( int32 VariationIdx ) const;
/** Return corresponding instanced static mesh component. **/
class USceneComponent * GetInstancedComponent( int32 VariationIdx ) const;
/** Return transformations of all instances used by the variation **/
const TArray< FTransform > & GetInstancedTransforms( int32 VariationIdx ) const;
/** Return the array of transforms for all variations **/
FORCEINLINE const TArray< FTransform > & GetInstancedTransforms() { return InstancedTransforms; }
/** Return transformations of all instances used by the variation **/
FORCEINLINE const TArray< FLinearColor > & GetInstancedColors(int32 VariationIdx) const { return VariationInstanceColorOverrideArray[VariationIdx]; }
/** Return the array of transforms for all variations **/
FORCEINLINE const TArray< FLinearColor > & GetInstancedColors() { return InstanceColorOverride; }
/** Return the array of processed transforms **/
void GetProcessedTransforms(TArray<FTransform>& ProcessedTransform, const int32& VariationIdx) const;
/** Recreates render states for instanced static mesh component. **/
void RecreateRenderState();
/** Recreates physics states for instanced static mesh component. **/
void RecreatePhysicsState();
/** Updates the uproperty attributes for the generated instanced components **/
void UpdateInstanceUPropertyAttributes();
protected:
/** Create instanced component for this field. **/
void AddInstanceComponent( int32 VariationIdx );
/** Set transforms for this field. **/
void SetInstanceTransforms( const TArray< FTransform > & ObjectTransforms );
/** Update relative transform for this field. **/
void UpdateRelativeTransform();
/** Update instance transformations. **/
void UpdateInstanceTransforms( bool RecomputeVariationAssignments );
protected:
/** Original object used by the instancer. **/
UObject* OriginalObject;
/** Currently used Objects */
TArray< UObject* > InstancedObjects;
/** Used instanced actor component. **/
TArray< USceneComponent * > InstancerComponents;
/** Parent Houdini asset component. **/
UObject * HoudiniAssetComponent;
/** Owner input. **/
UHoudiniAssetInstanceInput * HoudiniAssetInstanceInput;
/** Transforms, one for each instance. **/
TArray< FTransform > InstancedTransforms;
/** Assignment of Transforms to each variation **/
TArray< TArray< FTransform > > VariationTransformsArray;
/** Color overrides, one per instance **/
TArray<FLinearColor> InstanceColorOverride;
/** Per-variation color override assignments */
TArray< TArray< FLinearColor > > VariationInstanceColorOverrideArray;
/** Corresponding geo part object. **/
FHoudiniGeoPartObject HoudiniGeoPartObject;
/** Rotation offset for instanced component. **/
TArray< FRotator > RotationOffsets;
/** Scale offset for instanced component. **/
TArray< FVector > ScaleOffsets;
/** Whether to scale linearly for all fields. **/
TArray< bool > bScaleOffsetsLinearlyArray;
/** Flags used by this input field. **/
uint32 HoudiniAssetInstanceInputFieldFlagsPacked;
};
/** Functor used to sort instance input fields. **/
struct HOUDINIENGINERUNTIME_API FHoudiniAssetInstanceInputFieldSortPredicate
{
bool operator()( const UHoudiniAssetInstanceInputField & A, const UHoudiniAssetInstanceInputField & B ) const;
};