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| 1 | +/* |
| 2 | +* Copyright (c) <2021> Side Effects Software Inc. |
| 3 | +* All rights reserved. |
| 4 | +* |
| 5 | +* Redistribution and use in source and binary forms, with or without |
| 6 | +* modification, are permitted provided that the following conditions are met: |
| 7 | +* |
| 8 | +* 1. Redistributions of source code must retain the above copyright notice, |
| 9 | +* this list of conditions and the following disclaimer. |
| 10 | +* |
| 11 | +* 2. The name of Side Effects Software may not be used to endorse or |
| 12 | +* promote products derived from this software without specific prior |
| 13 | +* written permission. |
| 14 | +* |
| 15 | +* THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS |
| 16 | +* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES |
| 17 | +* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN |
| 18 | +* NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, |
| 19 | +* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 20 | +* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, |
| 21 | +* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
| 22 | +* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
| 23 | +* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, |
| 24 | +* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 25 | +*/ |
| 26 | + |
| 27 | +#include "UnrealFoliageTypeTranslator.h" |
| 28 | + |
| 29 | +#include "HoudiniEngine.h" |
| 30 | +#include "HoudiniEngineUtils.h" |
| 31 | +#include "FoliageType_InstancedStaticMesh.h" |
| 32 | +#include "HoudiniGenericAttribute.h" |
| 33 | +#include "HoudiniInputTranslator.h" |
| 34 | + |
| 35 | +#include "Engine/StaticMesh.h" |
| 36 | +#include "Components/StaticMeshComponent.h" |
| 37 | + |
| 38 | + |
| 39 | +bool |
| 40 | +FUnrealFoliageTypeTranslator::HapiCreateInputNodeForFoliageType_InstancedStaticMesh( |
| 41 | + UFoliageType_InstancedStaticMesh* InFoliageType, |
| 42 | + HAPI_NodeId& InputObjectNodeId, |
| 43 | + const FString& InputNodeName, |
| 44 | + const bool& ExportAllLODs, |
| 45 | + const bool& ExportSockets, |
| 46 | + const bool& ExportColliders) |
| 47 | +{ |
| 48 | + if (!IsValid(InFoliageType)) |
| 49 | + return false; |
| 50 | + |
| 51 | + UStaticMesh* const InputSM = InFoliageType->GetStaticMesh(); |
| 52 | + if (!IsValid(InputSM)) |
| 53 | + return false; |
| 54 | + |
| 55 | + UStaticMeshComponent* const StaticMeshComponent = nullptr; |
| 56 | + bool bSuccess = HapiCreateInputNodeForStaticMesh( |
| 57 | + InputSM, |
| 58 | + InputObjectNodeId, |
| 59 | + InputNodeName, |
| 60 | + StaticMeshComponent, |
| 61 | + ExportAllLODs, |
| 62 | + ExportSockets, |
| 63 | + ExportColliders); |
| 64 | + |
| 65 | + if (bSuccess) |
| 66 | + { |
| 67 | + const int32 PartId = 0; |
| 68 | + CreateHoudiniFoliageTypeAttributes(InFoliageType, InputObjectNodeId, PartId, HAPI_ATTROWNER_DETAIL); |
| 69 | + |
| 70 | + HOUDINI_CHECK_ERROR_RETURN(FHoudiniApi::CommitGeo( |
| 71 | + FHoudiniEngine::Get().GetSession(), InputObjectNodeId), false); |
| 72 | + } |
| 73 | + |
| 74 | + return bSuccess; |
| 75 | +} |
| 76 | + |
| 77 | +bool FUnrealFoliageTypeTranslator::CreateInputNodeForReference( |
| 78 | + UFoliageType* InFoliageType, |
| 79 | + HAPI_NodeId& InInputNodeId, |
| 80 | + const FString& InRef, |
| 81 | + const FString& InInputNodeName, |
| 82 | + const FTransform& InTransform) |
| 83 | +{ |
| 84 | + bool bSuccess = FHoudiniInputTranslator::CreateInputNodeForReference(InInputNodeId, InRef, InInputNodeName, InTransform); |
| 85 | + if (!bSuccess) |
| 86 | + return false; |
| 87 | + |
| 88 | + const int32 PartId = 0; |
| 89 | + if (CreateHoudiniFoliageTypeAttributes(InFoliageType, InInputNodeId, PartId, HAPI_ATTROWNER_POINT)) |
| 90 | + { |
| 91 | + HOUDINI_CHECK_ERROR_RETURN(FHoudiniApi::CommitGeo( |
| 92 | + FHoudiniEngine::Get().GetSession(), InInputNodeId), false); |
| 93 | + return true; |
| 94 | + } |
| 95 | + |
| 96 | + return false; |
| 97 | +} |
| 98 | + |
| 99 | +bool |
| 100 | +FUnrealFoliageTypeTranslator::CreateHoudiniFoliageTypeAttributes(UFoliageType* InFoliageType, const int32& InNodeId, const int32& InPartId, HAPI_AttributeOwner InAttributeOwner) |
| 101 | +{ |
| 102 | + if (InNodeId < 0) |
| 103 | + return false; |
| 104 | + |
| 105 | + bool bSuccess = true; |
| 106 | + |
| 107 | + // Create attribute for unreal_foliage |
| 108 | + HAPI_AttributeInfo AttributeInfoUnrealFoliage; |
| 109 | + FHoudiniApi::AttributeInfo_Init(&AttributeInfoUnrealFoliage); |
| 110 | + AttributeInfoUnrealFoliage.tupleSize = 1; |
| 111 | + AttributeInfoUnrealFoliage.count = 1; |
| 112 | + AttributeInfoUnrealFoliage.exists = true; |
| 113 | + AttributeInfoUnrealFoliage.owner = InAttributeOwner; |
| 114 | + AttributeInfoUnrealFoliage.storage = HAPI_STORAGETYPE_INT; |
| 115 | + AttributeInfoUnrealFoliage.originalOwner = HAPI_ATTROWNER_INVALID; |
| 116 | + |
| 117 | + // Create the new attribute |
| 118 | + if (HAPI_RESULT_SUCCESS == FHoudiniApi::AddAttribute( |
| 119 | + FHoudiniEngine::Get().GetSession(), |
| 120 | + InNodeId, InPartId, HAPI_UNREAL_ATTRIB_FOLIAGE_INSTANCER, &AttributeInfoUnrealFoliage)) |
| 121 | + { |
| 122 | + // The New attribute has been successfully created, set its value |
| 123 | + int UnrealFoliage = 1; |
| 124 | + if (HAPI_RESULT_SUCCESS != FHoudiniApi::SetAttributeIntData( |
| 125 | + FHoudiniEngine::Get().GetSession(), |
| 126 | + InNodeId, InPartId, HAPI_UNREAL_ATTRIB_FOLIAGE_INSTANCER, &AttributeInfoUnrealFoliage, |
| 127 | + &UnrealFoliage, 0, 1)) |
| 128 | + { |
| 129 | + bSuccess = false; |
| 130 | + } |
| 131 | + } |
| 132 | + |
| 133 | + if (!bSuccess) |
| 134 | + return false; |
| 135 | + |
| 136 | + // Foliage type properties that should be sent to Houdini as unreal_uproperty_ attributes. |
| 137 | + static TArray<FName> FoliageTypePropertyNames({ |
| 138 | + // float |
| 139 | + // FName("Density"), |
| 140 | + // FName("DensityAdjustmentFactor"), |
| 141 | + // FName("Radius"), |
| 142 | + // FName("SingleInstanceModeRadius"), |
| 143 | + FName("AlignMaxAngle"), |
| 144 | + FName("RandomPitchAngle"), |
| 145 | + FName("MinimumLayerWeight"), |
| 146 | + FName("MinimumExclusionLayerWeight"), |
| 147 | + FName("CollisionRadius"), |
| 148 | + FName("ShadeRadius"), |
| 149 | + FName("InitialSeedDensity"), |
| 150 | + FName("AverageSpreadDistance"), |
| 151 | + FName("SpreadVariance"), |
| 152 | + FName("MaxInitialSeedOffset"), |
| 153 | + FName("MaxInitialAge"), |
| 154 | + FName("MaxAge"), |
| 155 | + FName("OverlapPriority"), |
| 156 | + |
| 157 | + // bool |
| 158 | + // FName("bSingleInstanceModeOverrideRadius"), |
| 159 | + FName("bCanGrowInShade"), |
| 160 | + FName("bSpawnsInShade"), |
| 161 | + |
| 162 | + // int32 |
| 163 | + FName("OverriddenLightMapRes"), |
| 164 | + FName("CustomDepthStencilValue"), |
| 165 | + FName("TranslucencySortPriority"), |
| 166 | + FName("NumSteps"), |
| 167 | + FName("SeedsPerStep"), |
| 168 | + FName("DistributionSeed"), |
| 169 | + FName("ChangeCount"), |
| 170 | + FName("VirtualTextureCullMips"), |
| 171 | + |
| 172 | + // uint32 |
| 173 | + FName("AlignToNormal"), |
| 174 | + FName("RandomYaw"), |
| 175 | + FName("CollisionWithWorld"), |
| 176 | + FName("CastShadow"), |
| 177 | + FName("bAffectDynamicIndirectLighting"), |
| 178 | + FName("bAffectDistanceFieldLighting"), |
| 179 | + FName("bCastDynamicShadow"), |
| 180 | + FName("bCastStaticShadow"), |
| 181 | + FName("bCastShadowAsTwoSided"), |
| 182 | + FName("bReceivesDecals"), |
| 183 | + FName("bOverrideLightMapRes"), |
| 184 | + FName("bUseAsOccluder"), |
| 185 | + FName("bRenderCustomDepth"), |
| 186 | + FName("ReapplyDensity"), |
| 187 | + FName("ReapplyRadius"), |
| 188 | + FName("ReapplyAlignToNormal"), |
| 189 | + FName("ReapplyRandomYaw"), |
| 190 | + FName("ReapplyScaling"), |
| 191 | + FName("ReapplyScaleX"), |
| 192 | + FName("ReapplyScaleY"), |
| 193 | + FName("ReapplyScaleZ"), |
| 194 | + FName("ReapplyRandomPitchAngle"), |
| 195 | + FName("ReapplyGroundSlope"), |
| 196 | + FName("ReapplyHeight"), |
| 197 | + FName("ReapplyLandscapeLayers"), |
| 198 | + FName("ReapplyZOffset"), |
| 199 | + FName("ReapplyCollisionWithWorld"), |
| 200 | + FName("ReapplyVertexColorMask"), |
| 201 | + FName("bEnableDensityScaling"), |
| 202 | + FName("bEnableDiscardOnLoad"), |
| 203 | + |
| 204 | + // enums |
| 205 | + // FName("Scaling"), |
| 206 | + FName("LightmapType"), |
| 207 | + |
| 208 | + // FFloatInterval |
| 209 | + // FName("ScaleX"), |
| 210 | + // FName("ScaleY"), |
| 211 | + // FName("ScaleZ"), |
| 212 | + FName("ZOffset"), |
| 213 | + FName("GroundSlopeAngle"), |
| 214 | + FName("Height"), |
| 215 | + FName("ProceduralScale"), |
| 216 | + |
| 217 | + // FVector |
| 218 | + FName("CollisionScale"), |
| 219 | + FName("LowBoundOriginRadius")}); |
| 220 | + |
| 221 | + EAttribOwner AttribOwner; |
| 222 | + switch (InAttributeOwner) |
| 223 | + { |
| 224 | + case HAPI_ATTROWNER_POINT: |
| 225 | + AttribOwner = EAttribOwner::Point; |
| 226 | + break; |
| 227 | + case HAPI_ATTROWNER_VERTEX: |
| 228 | + AttribOwner = EAttribOwner::Vertex; |
| 229 | + break; |
| 230 | + case HAPI_ATTROWNER_PRIM: |
| 231 | + AttribOwner = EAttribOwner::Prim; |
| 232 | + break; |
| 233 | + case HAPI_ATTROWNER_DETAIL: |
| 234 | + AttribOwner = EAttribOwner::Detail; |
| 235 | + break; |
| 236 | + case HAPI_ATTROWNER_INVALID: |
| 237 | + case HAPI_ATTROWNER_MAX: |
| 238 | + default: |
| 239 | + HOUDINI_LOG_WARNING(TEXT("Unsupported Attribute Owner: %d"), InAttributeOwner); |
| 240 | + return false; |
| 241 | + } |
| 242 | + FHoudiniGenericAttribute GenericAttribute; |
| 243 | + GenericAttribute.AttributeCount = 1; |
| 244 | + GenericAttribute.AttributeOwner = AttribOwner; |
| 245 | + |
| 246 | + // Reserve enough space in the arrays (we only have a single point (or all are detail attributes), so attribute |
| 247 | + // count is 1, but the tuple size could be up to 10 for transforms |
| 248 | + GenericAttribute.DoubleValues.Reserve(10); |
| 249 | + GenericAttribute.IntValues.Reserve(10); |
| 250 | + GenericAttribute.StringValues.Reserve(10); |
| 251 | + |
| 252 | + for (const FName& PropertyName : FoliageTypePropertyNames) |
| 253 | + { |
| 254 | + const FString PropertyNameStr = PropertyName.ToString(); |
| 255 | + GenericAttribute.AttributeName = FString::Printf(TEXT("unreal_uproperty_%s"), *PropertyNameStr); |
| 256 | + // Find the property on the foliage type instance |
| 257 | + FProperty* FoundProperty = nullptr; |
| 258 | + UObject* FoundPropertyObject = nullptr; |
| 259 | + void* Container = nullptr; |
| 260 | + if (!FHoudiniGenericAttribute::FindPropertyOnObject( |
| 261 | + InFoliageType, |
| 262 | + PropertyNameStr, |
| 263 | + FoundProperty, |
| 264 | + FoundPropertyObject, |
| 265 | + Container)) |
| 266 | + continue; |
| 267 | + |
| 268 | + if (!FHoudiniGenericAttribute::GetAttributeTupleSizeAndStorageFromProperty( |
| 269 | + InFoliageType, |
| 270 | + FoundProperty, |
| 271 | + Container, |
| 272 | + GenericAttribute.AttributeTupleSize, |
| 273 | + GenericAttribute.AttributeType)) |
| 274 | + continue; |
| 275 | + |
| 276 | + const int32 AtIndex = 0; |
| 277 | + if (!FHoudiniGenericAttribute::GetPropertyValueFromObject( |
| 278 | + InFoliageType, |
| 279 | + FoundProperty, |
| 280 | + Container, |
| 281 | + GenericAttribute, |
| 282 | + AtIndex)) |
| 283 | + continue; |
| 284 | + |
| 285 | + FHoudiniEngineUtils::SetGenericPropertyAttribute(InNodeId, InPartId, GenericAttribute); |
| 286 | + } |
| 287 | + |
| 288 | + return bSuccess; |
| 289 | +} |
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