public HoudiniGeoAttribute createAttribute(string suggested_name)
    {
        string temp_name = getUniqueAttributeName(suggested_name);
        HoudiniGeoAttribute new_attribute = ScriptableObject.CreateInstance <HoudiniGeoAttribute>();

        new_attribute.init(myMesh, temp_name, HoudiniGeoAttribute.Type.FLOAT, 3);
        addAttribute(new_attribute);
        return(new_attribute);
    }
    public HoudiniGeoAttribute createAttribute(HoudiniGeoAttribute.Preset preset)
    {
        HoudiniGeoAttribute new_attribute = ScriptableObject.CreateInstance <HoudiniGeoAttribute>();

        new_attribute.init(myMesh, preset);
        new_attribute.prName = getUniqueAttributeName(new_attribute.prName);
        addAttribute(new_attribute);
        return(new_attribute);
    }
Example #3
0
    public void refresh(bool reload_asset)
    {
        if (prObjectControl == null)
        {
            Debug.LogError("Why is my object control null on a refresh?");
            return;
        }

        GameObject geo_node = gameObject;

        // Get Geo info.
        HAPI_GeoInfo geo_info = new HAPI_GeoInfo();

        HoudiniHost.getGeoInfo(prAssetId, prObjectId, prGeoId, out geo_info);

        if (geo_info.type == HAPI_GeoType.HAPI_GEOTYPE_INPUT)
        {
            return;
        }

        if (!reload_asset && !geo_info.hasGeoChanged && !geo_info.hasMaterialChanged)
        {
            return;
        }

        if (reload_asset || geo_info.type == HAPI_GeoType.HAPI_GEOTYPE_CURVE)
        {
            for (int i = 0; i < myParts.Count; ++i)
            {
                HoudiniAssetUtility.destroyGameObject(myParts[i]);
            }
            myParts.Clear();
        }

        if (reload_asset || geo_info.hasGeoChanged)
        {
            // Initialize our geo control.
            init(
                geo_info.nodeId, prGeoId, geo_info.name, (HAPI_GeoType)geo_info.type,
                geo_info.isEditable, geo_info.isDisplayGeo);

            // Set node name.
            geo_node.name = prGeoName;
        }

        if (!geo_info.isDisplayGeo &&
            (geo_info.type != HAPI_GeoType.HAPI_GEOTYPE_CURVE &&
             !myObjectControl.prAsset.prImportTemplatedGeos &&
             geo_info.isTemplated))
        {
            return;
        }

        if (geo_info.type == HAPI_GeoType.HAPI_GEOTYPE_CURVE)
        {
            createAndInitCurve(prNodeId, prObjectId, prGeoId, prIsEditable);
        }
        else
        {
            if (reload_asset || geo_info.hasGeoChanged)
            {
                // Add new geos as needed.
                while (myParts.Count < geo_info.partCount)
                {
                    myParts.Add(createPart(myParts.Count));
                }

                // Remove stale geos.
                while (myParts.Count > geo_info.partCount)
                {
                    HoudiniAssetUtility.destroyGameObject(myParts[geo_info.partCount]);
                    myParts.RemoveAt(geo_info.partCount);
                }
            }

            // Refresh all geos.
            for (int i = 0; i < myParts.Count; ++i)
            {
                myParts[i].GetComponent <HoudiniPartControl>().refresh(
                    reload_asset, geo_info.hasGeoChanged, geo_info.hasMaterialChanged);
            }

            // Handle Edit/Paint Nodes
#if !HAPI_PAINT_SUPPORT
            if (geo_info.type == HAPI_GeoType.HAPI_GEOTYPE_INTERMEDIATE)
            {
                // We are limited to using the first part, always.
                if (myGeoAttributeManager == null && myParts.Count > 0)
                {
                    const int part_id = 0;

                    GameObject         part_gameobject = myParts[part_id];
                    HoudiniPartControl part_control    = part_gameobject.GetComponent <HoudiniPartControl>();
                    MeshFilter         mesh_filter     = part_control.getOrCreateComponent <MeshFilter>();
                    MeshRenderer       mesh_renderer   = part_control.getOrCreateComponent <MeshRenderer>();
                    MeshCollider       mesh_collider   = part_control.getOrCreateComponent <MeshCollider>();
                    Mesh mesh = mesh_filter.sharedMesh;

                    myGeoAttributeManager = ScriptableObject.CreateInstance <HoudiniGeoAttributeManager>();
                    myGeoAttributeManager.init(mesh, mesh_renderer, mesh_collider, part_gameobject.transform);

                    // Fetch all point attributes.
                    string[] point_attribute_names = HoudiniHost.getAttributeNames(
                        prAssetId, prObjectId, prGeoId, part_id, HAPI_AttributeOwner.HAPI_ATTROWNER_POINT);

                    foreach (string point_attribute_name in point_attribute_names)
                    {
                        if (point_attribute_name == "P")
                        {
                            continue;
                        }

                        HAPI_AttributeInfo point_attribute_info = HoudiniHost.getAttributeInfo(
                            prAssetId, prObjectId, prGeoId, part_id, point_attribute_name,
                            HAPI_AttributeOwner.HAPI_ATTROWNER_POINT);

                        if (point_attribute_info.storage == HAPI_StorageType.HAPI_STORAGETYPE_INT)
                        {
                            int[] data = new int[0];
                            HoudiniAssetUtility.getAttribute(
                                prAssetId, prObjectId, prGeoId, part_id,
                                point_attribute_name,
                                ref point_attribute_info,
                                ref data,
                                HoudiniHost.getAttributeIntData);
                            HoudiniGeoAttribute attribute =
                                myGeoAttributeManager.createAttribute(point_attribute_name);
                            attribute.init(
                                mesh, point_attribute_name, HoudiniGeoAttribute.Type.INT,
                                point_attribute_info.tupleSize);
                            attribute.prOriginalAttributeOwner = HAPI_AttributeOwner.HAPI_ATTROWNER_POINT;

                            if (data.Length != attribute.prIntData.Length)
                            {
                                Debug.LogError("Size mis-match in paint tools.");
                            }
                            else
                            {
                                for (int i = 0; i < data.Length; ++i)
                                {
                                    attribute.prIntData[i] = data[i];
                                }
                            }
                        }
                        else if (point_attribute_info.storage == HAPI_StorageType.HAPI_STORAGETYPE_FLOAT)
                        {
                            int     tuple_size = point_attribute_info.tupleSize;
                            float[] data       = new float[0];
                            HoudiniAssetUtility.getAttribute(
                                prAssetId, prObjectId, prGeoId, part_id,
                                point_attribute_name,
                                ref point_attribute_info,
                                ref data,
                                HoudiniHost.getAttributeFloatData);
                            HoudiniGeoAttribute attribute =
                                myGeoAttributeManager.createAttribute(point_attribute_name);
                            attribute.init(
                                mesh, point_attribute_name, HoudiniGeoAttribute.Type.FLOAT,
                                tuple_size);
                            attribute.prOriginalAttributeOwner = HAPI_AttributeOwner.HAPI_ATTROWNER_POINT;

                            // Get Vertex list.
                            HAPI_PartInfo part_info = new HAPI_PartInfo();
                            HoudiniHost.getPartInfo(
                                prAssetId, prObjectId, prGeoId, part_id, out part_info);
                            int[] vertex_list = new int[part_info.vertexCount];
                            HoudiniAssetUtility.getArray4Id(
                                prAssetId, prObjectId, prGeoId, part_id, HoudiniHost.getVertexList,
                                vertex_list, part_info.vertexCount);

                            if (part_info.vertexCount * tuple_size != attribute.prFloatData.Length)
                            {
                                Debug.LogError("Size mis-match in paint tools.");
                            }
                            else
                            {
                                for (int i = 0; i < part_info.vertexCount; ++i)
                                {
                                    for (int tuple = 0; tuple < tuple_size; ++tuple)
                                    {
                                        attribute.prFloatData[i * tuple_size + tuple] =
                                            data[vertex_list[i] * tuple_size + tuple];
                                    }
                                }
                            }
                        }
                        else if (point_attribute_info.storage == HAPI_StorageType.HAPI_STORAGETYPE_STRING)
                        {
                        }
                    }
                }
            }
#endif // !HAPI_PAINT_SUPPORT

            // Handle script attaching.
            if (reload_asset && geo_info.partCount > 0)
            {
                HAPI_AttributeInfo script_attr_info = new HAPI_AttributeInfo("Unity_Script");
                int[] script_attr = new int[0];

                HoudiniAssetUtility.getAttribute(
                    prAssetId, prObjectId, prGeoId, 0, "Unity_Script",
                    ref script_attr_info, ref script_attr, HoudiniHost.getAttributeStringData);

                if (script_attr_info.exists && script_attr_info.owner != HAPI_AttributeOwner.HAPI_ATTROWNER_DETAIL)
                {
                    throw new HoudiniErrorIgnorable("I only understand Unity_Script as detail attributes!");
                }

                if (script_attr_info.exists && script_attr.Length > 0)
                {
                    string script_to_attach = HoudiniHost.getString(script_attr[0]);
                    HoudiniAssetUtility.attachScript(geo_node, script_to_attach);
                }
            }
        }
    }
Example #4
0
    public bool syncAttributes(int asset_id, int object_id, int geo_id, int part_id, Mesh mesh)
    {
        bool needs_recook = false;

        // Fetch all point attributes.
        string[] point_attribute_names = HoudiniHost.getAttributeNames(
            geo_id, part_id, HAPI_AttributeOwner.HAPI_ATTROWNER_POINT);

        foreach (string point_attribute_name in point_attribute_names)
        {
            if (point_attribute_name == "P")
            {
                continue;
            }

            HAPI_AttributeInfo point_attribute_info = HoudiniHost.getAttributeInfo(
                geo_id, part_id, point_attribute_name,
                HAPI_AttributeOwner.HAPI_ATTROWNER_POINT);

            HoudiniGeoAttribute attribute = null;

            // If we already have an attribute with the same name, sync it with
            // the attribute in Houdini - trying to salvage any data even if the
            // attribute storage type, tuple size, or mesh point count has changed.
            if (hasAttribute(point_attribute_name))
            {
                attribute = getAttribute(point_attribute_name);
            }
            else             // Attribute not found.
            {
                HoudiniGeoAttribute.Type geo_attribute_type = HoudiniGeoAttribute.Type.UNDEFINED;
                switch (point_attribute_info.storage)
                {
                case HAPI_StorageType.HAPI_STORAGETYPE_INT:
                    geo_attribute_type = HoudiniGeoAttribute.Type.INT; break;

                case HAPI_StorageType.HAPI_STORAGETYPE_FLOAT:
                    geo_attribute_type = HoudiniGeoAttribute.Type.FLOAT; break;

                case HAPI_StorageType.HAPI_STORAGETYPE_STRING:
                    geo_attribute_type = HoudiniGeoAttribute.Type.STRING; break;
                }

                attribute = createAttribute(point_attribute_name);
                attribute.init(
                    mesh, point_attribute_name, geo_attribute_type,
                    point_attribute_info.tupleSize);
                attribute.prOriginalAttributeOwner = HAPI_AttributeOwner.HAPI_ATTROWNER_POINT;
            }

            // Sync the values of the Unity attribute with the Houdini attribute.
            needs_recook |= attribute.sync(geo_id, part_id, mesh, point_attribute_info);

            // If the sync updated the values from the asset we need to refresh our mesh.
            if (needs_recook)
            {
                refreshMesh();
            }
        }

        return(needs_recook);
    }