コード例 #1
0
    public override void OnInspectorGUI()
    {
        if (myGeoAttributeManager == null)
        {
            return;
        }

        bool is_editable = true;

        // We can only build or do anything if we can link to our libraries.
#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || (UNITY_METRO && UNITY_EDITOR))
        is_editable = false;
        HoudiniGUI.help(HoudiniConstants.HAPI_UNSUPPORTED_PLATFORM_MSG, MessageType.Info);
#else
        if (!is_editable)
        {
            HoudiniGUI.help("This mesh is not editable.", MessageType.Info);
        }
#endif // !( UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || ( UNITY_METRO && UNITY_EDITOR ) )

        bool gui_enable = GUI.enabled;
        GUI.enabled = is_editable;

        myAssetInput.prShowHoudiniControls
            = HoudiniGUI.foldout("Houdini Controls", myAssetInput.prShowHoudiniControls, true);
        if (myAssetInput.prShowHoudiniControls)
        {
            if (!myAssetInput.isPrefab())
            {
                if (GUILayout.Button("Rebuild"))
                {
                    myAssetInput.buildAll();
                }

                if (GUILayout.Button("Recook"))
                {
                    myAssetInput.buildClientSide();
                }
            }
        }

        // Draw Help Pane
        myAssetInput.prShowHelp = HoudiniGUI.foldout("Asset Help", myAssetInput.prShowHelp, true);
        if (myAssetInput.prShowHelp)
        {
            drawHelpBox(myHelpText);
        }

        ///////////////////////////////////////////////////////////////////////
        // Draw Asset Settings
        // These don't affect the asset directly so they don't trigger rebuilds.

        myAssetInput.prShowAssetSettings = HoudiniGUI.foldout("Asset Settings", myAssetInput.prShowAssetSettings, true);
        if (myAssetInput.prShowAssetSettings)
        {
            // Enable Cooking Toggle
            createToggleForProperty(
                "enable_cooking", "Enable Cooking", "prEnableCooking",
                ref myUndoInfo.enableCooking, null, !HoudiniHost.isEnableCookingDefault());

            HoudiniGUI.separator();

            // Cooking Triggers Downstream Cooks Toggle
            createToggleForProperty(
                "cooking_triggers_downstream_cooks", "Cooking Triggers Downstream Cooks",
                "prCookingTriggersDownCooks", ref myUndoInfo.cookingTriggersDownCooks,
                null, !HoudiniHost.isCookingTriggersDownCooksDefault(),
                !myAssetInput.prEnableCooking, " (all cooking is disabled)");

            HoudiniGUI.separator();

            // Push Unity Transform To Houdini Engine Toggle
            createToggleForProperty(
                "push_unity_transform_to_houdini_engine", "Push Unity Transform To Houdini Engine",
                "prPushUnityTransformToHoudini", ref myUndoInfo.pushUnityTransformToHoudini,
                null, !HoudiniHost.isPushUnityTransformToHoudiniDefault());

            // Transform Change Triggers Cooks Toggle
            createToggleForProperty(
                "transform_change_triggers_cooks", "Transform Change Triggers Cooks",
                "prTransformChangeTriggersCooks", ref myUndoInfo.transformChangeTriggersCooks,
                null, !HoudiniHost.isTransformChangeTriggersCooksDefault(),
                !myAssetInput.prEnableCooking, " (all cooking is disabled)");
        }

        ///////////////////////////////////////////////////////////////////////
        // Draw Point Attributes

        myAssetInput.prShowAttributesTable = HoudiniGUI.foldout("Point Attributes", myAssetInput.prShowAttributesTable, true);
        if (myAssetInput.prShowAttributesTable)
        {
            // Draw Create Point Attributes Action Bar
            {
                string[] preset_labels = new string[] {
                    "Create Point Attribute:", "Custom", "Color", "UV", "Normal", "Bool", "Int", "Float", "String"
                };
                int[] preset_values = new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8 };

                GUIStyle style = new GUIStyle(EditorStyles.popup);
                style.fixedHeight   = 18;
                style.margin.bottom = 6;
                int preset_selected = EditorGUILayout.IntPopup(
                    0, preset_labels, preset_values, style);

                if (preset_selected == 1)
                {
                    myGeoAttributeManager.createAttribute();
                    myAssetInput.prHasAttributeChanges = true;
                }
                else if (preset_selected > 1)
                {
                    HoudiniGeoAttribute.Preset preset = (HoudiniGeoAttribute.Preset)(preset_selected - 2);
                    myGeoAttributeManager.createAttribute(preset);
                    myAssetInput.prHasAttributeChanges = true;
                }
            }

            // Draw recook notice.
            string help_msg = "There are uncommitted attribute changes. Press 'Recook' when ready.";
            if (myAssetInput.prHasError)
            {
                help_msg += "\nError: " + myAssetInput.prErrorMsg;
            }
            if (myAssetInput.prHasAttributeChanges)
            {
                HoudiniGUI.help(help_msg, MessageType.Info);
            }
            else
            {
                HoudiniGUI.help("Ready", MessageType.Info);
            }

            HoudiniGUI.separator();

            string[] type_labels = new string[] { "bool", "int", "float", "string" };
            int[]    type_values = new int[] { 0, 1, 2, 3 };

            string[] tuple_labels = new string[] { "1", "2", "3", "4", "5" };
            int[]    tuple_values = new int[] { 1, 2, 3, 4, 5 };

            // Draw table header.
            {
                EditorGUILayout.BeginHorizontal();

                GUIStyle label_style = new GUIStyle(EditorStyles.label);
                label_style.padding.right = -5;
                label_style.margin.left   = -5;
                label_style.border.right  = -10;

                EditorGUILayout.LabelField("Name", GUILayout.MinWidth(100));
                EditorGUILayout.LabelField("Type", GUILayout.Width(50));
                EditorGUILayout.LabelField("Tuple", GUILayout.Width(50));
                EditorGUILayout.LabelField("|", GUILayout.Width(8));
                EditorGUILayout.LabelField("Min", GUILayout.Width(50));
                EditorGUILayout.LabelField("Max", GUILayout.Width(50));
                EditorGUILayout.LabelField("", GUILayout.Width(27));

                EditorGUILayout.EndHorizontal();
            }

            for (int i = 0; i < myGeoAttributeManager.prAttributes.Count; ++i)
            {
                HoudiniGeoAttribute attrib = myGeoAttributeManager.prAttributes[i];

                EditorGUILayout.BeginHorizontal();

                // Attribute Name
                string new_name = EditorGUILayout.TextField(attrib.prName, GUILayout.MinWidth(100));
                if (new_name != attrib.prName)
                {
                    attrib.prName = new_name;
                    myAssetInput.prHasAttributeChanges = true;
                }

                // Attribute Type
                HoudiniGeoAttribute.Type new_attrib_type = (HoudiniGeoAttribute.Type)EditorGUILayout.IntPopup(
                    (int)attrib.prType, type_labels, type_values, GUILayout.Width(50));
                if (new_attrib_type != attrib.prType)
                {
                    attrib.prType = new_attrib_type;
                    myAssetInput.prHasAttributeChanges = true;
                }

                // Attribute Tuple Size
                int new_tuple_size = EditorGUILayout.IntPopup(
                    attrib.prTupleSize, tuple_labels, tuple_values, GUILayout.Width(50));
                if (new_tuple_size != attrib.prTupleSize)
                {
                    attrib.prTupleSize = new_tuple_size;
                    myAssetInput.prHasAttributeChanges = true;
                }

                EditorGUILayout.LabelField("|", GUILayout.Width(8));

                // Range
                if (attrib.prType == HoudiniGeoAttribute.Type.STRING)
                {
                    EditorGUILayout.LabelField("N/A", GUILayout.MinWidth(20));
                }
                else
                {
                    if (attrib.prType == HoudiniGeoAttribute.Type.BOOL || attrib.prType == HoudiniGeoAttribute.Type.INT)
                    {
                        attrib.prIntMin =
                            EditorGUILayout.IntField("", attrib.prIntMin, GUILayout.Width(50));
                    }
                    else if (attrib.prType == HoudiniGeoAttribute.Type.FLOAT)
                    {
                        attrib.prFloatMin =
                            EditorGUILayout.FloatField("", attrib.prFloatMin, GUILayout.Width(50));
                    }

                    if (attrib.prType == HoudiniGeoAttribute.Type.BOOL || attrib.prType == HoudiniGeoAttribute.Type.INT)
                    {
                        attrib.prIntMax =
                            EditorGUILayout.IntField("", attrib.prIntMax, GUILayout.Width(50));
                    }
                    else if (attrib.prType == HoudiniGeoAttribute.Type.FLOAT)
                    {
                        attrib.prFloatMax =
                            EditorGUILayout.FloatField("", attrib.prFloatMax, GUILayout.Width(50));
                    }
                }

                EditorGUILayout.LabelField("|", GUILayout.Width(8));

                GUIStyle label_style = new GUIStyle(EditorStyles.label);
                label_style.fontStyle = FontStyle.Bold;
                if (GUILayout.Button("X", label_style, GUILayout.Width(15), GUILayout.Height(15)))
                {
                    myGeoAttributeManager.deleteAttribute(attrib.prName);
                    myAssetInput.prHasAttributeChanges = true;
                }

                EditorGUILayout.EndHorizontal();
            }

            {
                EditorGUILayout.BeginHorizontal();
                GUIStyle label_style = new GUIStyle(EditorStyles.label);
                label_style.fontStyle     = FontStyle.Normal;
                label_style.alignment     = TextAnchor.MiddleRight;
                label_style.padding.left  = 0;
                label_style.margin.left   = 0;
                label_style.padding.right = 0;
                label_style.margin.right  = 0;
                EditorGUILayout.LabelField("Delete Attribute", label_style, GUILayout.MinWidth(40));

                label_style.fontStyle     = FontStyle.Bold;
                label_style.padding.left  = 0;
                label_style.margin.left   = 6;
                label_style.padding.right = 5;
                label_style.margin.right  = 5;
                EditorGUILayout.LabelField("↲", label_style, GUILayout.Width(10));

                EditorGUILayout.EndHorizontal();
            }
        }         // Show Attributes Table

        GUI.enabled = gui_enable;
    }
コード例 #2
0
    public override void OnInspectorGUI()
    {
        bool gui_enable = GUI.enabled;

        // We can only build or do anything if we can link to our libraries.
#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || (UNITY_METRO && UNITY_EDITOR))
        HoudiniGUI.help(HoudiniConstants.HAPI_UNSUPPORTED_PLATFORM_MSG, MessageType.Info);
        GUI.enabled = false;
#else
        if (!HoudiniHost.isInstallationOk())
        {
            HoudiniGUI.help(HoudiniHost.getMissingEngineInstallHelpString(), MessageType.Info);
            GUI.enabled = false;
        }
#endif // !( UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || ( UNITY_METRO && UNITY_EDITOR ) )

        try
        {
            myDelayBuild  = false;
            myParmChanges = false;

            ///////////////////////////////////////////////////////////////////////
            // Draw Game Object Controls

            if (HoudiniHost.isAssetValid(myAsset.prAssetId, myAsset.prAssetValidationId) &&
                (myAsset.prTransformInputCount > 0 || myAsset.prGeoInputCount > 0) &&
                myAsset.prAssetSubType != HAPI_AssetSubType.HAPI_ASSETSUBTYPE_CURVE &&
                !myAsset.isPrefab())
            {
                myAsset.prShowInputControls = HoudiniGUI.foldout("Inputs", myAsset.prShowInputControls, true);

                if (myAsset.prShowInputControls)
                {
                    if (myAsset.prHAPIAssetType == HAPI_AssetType.HAPI_ASSETTYPE_OBJ)
                    {
                        for (int ii = 0; ii < myAsset.prTransformInputCount; ++ii)
                        {
                            myParmChanges |= setTransformInput(ii);
                        }
                    }

                    if (myAsset.prUpStreamGeoObjects == null || myAsset.prUpStreamGeoAssets == null ||
                        myAsset.prUpStreamGeoObjects.Count <= 0 || myAsset.prUpStreamGeoAssets.Count <= 0)
                    {
                        return;
                    }

                    for (int input_index = 0; input_index < myAsset.prGeoInputCount; ++input_index)
                    {
                        bool join_last            = false;
                        bool no_label_toggle_last = true;

                        HoudiniGUIParm geo_input = new HoudiniGUIParm(
                            "geo_input_" + input_index, myAsset.prGeoInputNames[input_index]);
                        Object obj = (Object)myAsset.prUpStreamGeoObjects[input_index];
                        myParmChanges |= HoudiniGUI.objectField(
                            ref geo_input, ref obj, typeof(GameObject), ref join_last, ref no_label_toggle_last);

                        if (myParmChanges || !myAsset.isGeoInputValid(input_index))
                        {
                            if (!obj)
                            {
                                myAsset.removeGeoInput(input_index);
                                myAsset.buildClientSide();
                            }
                            else
                            {
                                GameObject new_obj = (GameObject)obj;
                                myAsset.prUpStreamGeoObjects[input_index] = new_obj;

                                // Select the asset component (if it exists).
                                HoudiniAsset asset = new_obj.GetComponent <HoudiniAsset>();

                                // If we're selecting a specific object to input than try and
                                // get the object id. Note that by getting the HAPI_ObjectControl
                                // component we also cover the geo and part controls because
                                // they all inherit from HAPI_ObjectControl. The user can therefore
                                // drag any gameObject under the asset into another asset's
                                // input and have it all work.
                                int object_index = 0;
                                HoudiniObjectControl obj_control = new_obj.GetComponent <HoudiniObjectControl>();
                                if (obj_control)
                                {
                                    object_index = obj_control.prObjectId;
                                    asset        = obj_control.prAsset;
                                }

                                if (asset == null)
                                {
                                    myAsset.addGeoAsGeoInput(new_obj, input_index);
                                    myAsset.buildClientSide();
                                }
                                else if (myAsset.prUpStreamGeoAssets[input_index] != asset)
                                {
                                    if (myAsset == asset)
                                    {
                                        Debug.LogError("Can't connect an asset to itself!");
                                    }
                                    else
                                    {
                                        myAsset.addAssetAsGeoInput(asset, object_index, input_index);
                                        myAsset.buildClientSide();
                                    }
                                }
                            }
                        }
                    }     // for
                }         // if
            }             // if

            // Draw Cook Log Pane
            myAsset.prShowCookLog = HoudiniGUI.foldout("Asset Cook Log", myAsset.prShowCookLog, true);
            if (myAsset.prShowCookLog)
            {
                drawCookLog();
            }
        }
        catch (HoudiniError e)
        {
            Debug.LogError(e.ToString());
        }

        GUI.enabled = gui_enable;
    }
コード例 #3
0
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        bool gui_enable = GUI.enabled;

        // We can only build or do anything if we can link to our libraries.
#if !( HAPI_ENABLE_RUNTIME )
        GUI.enabled = false;
#else
        if (!HoudiniHost.isInstallationOk())
        {
            GUI.enabled = false;
        }
#endif // !( HAPI_ENABLE_RUNTIME )

        ///////////////////////////////////////////////////////////////////////
        // Draw Game Object Controls


        myAsset.prShowHoudiniControls
            = HoudiniGUI.foldout("Houdini Controls", myAsset.prShowHoudiniControls, true);
        if (myAsset.prShowHoudiniControls)
        {
            if (GUILayout.Button("Rebuild"))
            {
                myGeoAttributeManagerGUI = null;
                myAsset.buildAll();
            }

            if (GUILayout.Button("Recook"))
            {
                myAsset.buildClientSide();
            }

            if (GUILayout.Button("Bake"))
            {
                myAsset.bakeAsset();
            }
        }

        // Draw Help Pane
        myAsset.prShowHelp = HoudiniGUI.foldout("Asset Help", myAsset.prShowHelp, true);
        if (myAsset.prShowHelp)
        {
            drawHelpBox(myAsset.prAssetHelp);
        }

        ///////////////////////////////////////////////////////////////////////
        // Draw Asset Settings
        // These don't affect the asset directly so they don't trigger rebuilds.

        myAsset.prShowAssetSettings = HoudiniGUI.foldout("Asset Settings", myAsset.prShowAssetSettings, true);
        if (myAsset.prShowAssetSettings)
        {
            generateAssetSettings();
        }

        ///////////////////////////////////////////////////////////////////////
        // Draw Baking Controls

        myAsset.prShowBakeOptions = HoudiniGUI.foldout("Bake Animations", myAssetOTL.prShowBakeOptions, true);
        if (myAsset.prShowBakeOptions)
        {
            generateAssetBakeControls();
        }

        GUI.enabled = gui_enable;
    }
コード例 #4
0
    public override void OnInspectorGUI()
    {
        bool gui_enable = GUI.enabled;

        // We can only build or do anything if we can link to our libraries.
#if !( HAPI_ENABLE_RUNTIME )
        HoudiniGUI.help(HoudiniConstants.HAPI_UNSUPPORTED_PLATFORM_MSG, MessageType.Info);
        GUI.enabled = false;
#else
        if (!HoudiniHost.isInstallationOk())
        {
            HoudiniGUI.help(HoudiniHost.getMissingEngineInstallHelpString(), MessageType.Info);
            GUI.enabled = false;
        }
#endif // !( HAPI_ENABLE_RUNTIME )

        try
        {
            myDelayBuild  = false;
            myParmChanges = false;

            ///////////////////////////////////////////////////////////////////////
            // Draw License/Logo Thingy
#if ( HAPI_ENABLE_RUNTIME )
            drawLicenseLogo();
#endif

            ///////////////////////////////////////////////////////////////////////
            // Draw Game Object Controls

            /*if ( HoudiniHost.isNodeValid( myAsset.prAssetId, myAsset.prNodeInfo.uniqueHoudiniNodeId ) &&
             *      ( myAsset.prTransformInputCount > 0 || myAsset.prGeoInputCount > 0 ) &&
             *       myAsset.prAssetSubType != HAPI_AssetSubType.HAPI_ASSETSUBTYPE_CURVE )
             * {
             *      myAsset.prShowInputControls = HoudiniGUI.foldout( "Inputs", myAsset.prShowInputControls, true );
             *
             *      if ( myAsset.prShowInputControls )
             *      {
             *              if ( myAsset.prHAPIAssetType == HAPI_AssetType.HAPI_ASSETTYPE_OBJ )
             *                      for ( int ii = 0; ii < myAsset.prTransformInputCount; ++ii )
             *                              myParmChanges |= setTransformInput( ii );
             *
             *              if ( myAsset.prUpStreamGeoObjects == null || myAsset.prUpStreamGeoAssets == null ||
             *                       myAsset.prUpStreamGeoObjects.Count <= 0 || myAsset.prUpStreamGeoAssets.Count <= 0 )
             *                      myAsset.prGeoInputCount = 0;
             *
             *              for ( int input_index = 0; input_index < myAsset.prGeoInputCount; ++input_index )
             *              {
             *                      bool join_last = false;
             *                      bool no_label_toggle_last = true;
             *
             *                      HoudiniGUIParm geo_input = new HoudiniGUIParm(
             *                              "geo_input_" + input_index, myAsset.prGeoInputNames[ input_index ] );
             *                      Object obj = (Object) myAsset.prUpStreamGeoObjects[ input_index ];
             *                      myParmChanges |= HoudiniGUI.objectField(
             *                              ref geo_input, ref obj, typeof( GameObject ), ref join_last, ref no_label_toggle_last );
             *
             *                      if ( myParmChanges || !myAsset.isGeoInputValid( input_index ) )
             *                      {
             *                              if ( !obj )
             *                              {
             *                                      myAsset.removeGeoInput( input_index );
             *                                      myAsset.buildClientSide();
             *                              }
             *                              else
             *                              {
             *                                      GameObject new_obj = (GameObject) obj;
             *                                      myAsset.prUpStreamGeoObjects[ input_index ] = new_obj;
             *
             *                                      // Select the asset component (if it exists).
             *                                      HoudiniAsset asset = new_obj.GetComponent< HoudiniAsset >();
             *
             *                                      // If we're selecting a specific object to input than try and
             *                                      // get the object id. Note that by getting the HAPI_ObjectControl
             *                                      // component we also cover the geo and part controls because
             *                                      // they all inherit from HAPI_ObjectControl. The user can therefore
             *                                      // drag any gameObject under the asset into another asset's
             *                                      // input and have it all work.
             *                                      int object_index = 0;
             *                                      HoudiniObjectControl obj_control = new_obj.GetComponent< HoudiniObjectControl >();
             *                                      if ( obj_control )
             *                                      {
             *                                              object_index = obj_control.prObjectId;
             *                                              asset = obj_control.prAsset;
             *                                      }
             *
             *                                      if ( asset == null )
             *                                      {
             *                                              myAsset.addGeoAsGeoInput( new_obj, input_index );
             *                                              myAsset.buildClientSide();
             *                                      }
             *                                      else if ( myAsset.prUpStreamGeoAssets[ input_index ] != asset )
             *                                      {
             *                                              if ( myAsset == asset )
             *                                                      Debug.LogError( "Can't connect an asset to itself!" );
             *                                              else
             *                                              {
             *                                                      myAsset.addAssetAsGeoInput( asset, object_index, input_index );
             *                                                      myAsset.buildClientSide();
             *                                              }
             *                                      }
             *                              }
             *                      }
             *              } // for
             *      } // if
             * } // if
             */

            // Draw Cook Log Pane
            myAsset.prShowCookLog = HoudiniGUI.foldout("Asset Cook Log", myAsset.prShowCookLog, true);
            if (myAsset.prShowCookLog)
            {
                drawCookLog();
            }
        }
        catch (HoudiniError e)
        {
            Debug.LogError(e.ToString());
        }

        GUI.enabled = gui_enable;
    }
コード例 #5
0
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        bool gui_enable = GUI.enabled;

        // We can only build or do anything if we can link to our libraries.
#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || (UNITY_METRO && UNITY_EDITOR))
        GUI.enabled = false;
#else
        if (!HoudiniHost.isInstallationOk())
        {
            GUI.enabled = false;
        }
#endif // !( UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || ( UNITY_METRO && UNITY_EDITOR ) )

        if (myAssetOTL.isPrefabInstance())
        {
            myParentPrefabAsset = myAsset.getParentPrefabAsset();
        }

        ///////////////////////////////////////////////////////////////////////
        // Draw Game Object Controls


        myAsset.prShowHoudiniControls
            = HoudiniGUI.foldout("Houdini Controls", myAsset.prShowHoudiniControls, true);
        if (myAsset.prShowHoudiniControls)
        {
            if (!myAsset.isPrefab())
            {
                if (GUILayout.Button("Rebuild"))
                {
                    myAsset.buildAll();
                }

                if (GUILayout.Button("Recook"))
                {
                    myAsset.buildClientSide();
                }

                if (GUILayout.Button("Bake"))
                {
                    myAsset.bakeAsset();
                }
            }
        }

        // Draw Help Pane
        myAsset.prShowHelp = HoudiniGUI.foldout("Asset Help", myAsset.prShowHelp, true);
        if (myAsset.prShowHelp)
        {
            drawHelpBox(myAsset.prAssetHelp);
        }

        ///////////////////////////////////////////////////////////////////////
        // Draw Asset Settings
        // These don't affect the asset directly so they don't trigger rebuilds.

        myAsset.prShowAssetSettings = HoudiniGUI.foldout("Asset Settings", myAsset.prShowAssetSettings, true);
        if (myAsset.prShowAssetSettings)
        {
            generateAssetSettings();
        }

        ///////////////////////////////////////////////////////////////////////
        // Draw Baking Controls

        if (!myAsset.isPrefab())
        {
            myAsset.prShowBakeOptions = HoudiniGUI.foldout("Bake Animations", myAssetOTL.prShowBakeOptions, true);
            if (myAsset.prShowBakeOptions)
            {
                generateAssetBakeControls();
            }
        }

        ///////////////////////////////////////////////////////////////////////
        // Draw Paint Tools
#if !HAPI_PAINT_SUPPORT
        if (!myAsset.isPrefab())
        {
            myAsset.prShowPaintTools = HoudiniGUI.foldout("Paint Tools", myAssetOTL.prShowPaintTools, true);
            if (myAsset.prShowPaintTools)
            {
                generatePaintToolGUI();
            }
        }
#endif // !HAPI_PAINT_SUPPORT

        GUI.enabled = gui_enable;
    }
コード例 #6
0
    public override void OnInspectorGUI()
    {
        bool gui_enable = GUI.enabled;

        // We can only build or do anything if we can link to our libraries.
#if !( HAPI_ENABLE_RUNTIME )
        HoudiniGUI.help(HoudiniConstants.HAPI_UNSUPPORTED_PLATFORM_MSG, MessageType.Info);
        GUI.enabled = false;
#else
        if (!HoudiniHost.isInstallationOk())
        {
            HoudiniGUI.help(HoudiniHost.getMissingEngineInstallHelpString(), MessageType.Info);
            GUI.enabled = false;
        }
#endif // !( HAPI_ENABLE_RUNTIME )

        try
        {
            myDelayBuild  = false;
            myParmChanges = false;

            ///////////////////////////////////////////////////////////////////////
            // Draw License/Logo Thingy
#if ( HAPI_ENABLE_RUNTIME )
            drawLicenseLogo();
#endif

            ///////////////////////////////////////////////////////////////////////
            // Draw Game Object Controls

            if (HoudiniHost.isNodeValid(myAsset.prAssetId, myAsset.prNodeInfo.uniqueHoudiniNodeId) &&
                (myAsset.prTransformInputCount > 0 || myAsset.prGeoInputCount > 0) &&
                myAsset.prAssetType != HoudiniAsset.AssetType.TYPE_CURVE)
            {
                myAsset.prShowInputControls = HoudiniGUI.foldout("Inputs", myAsset.prShowInputControls, true);

                if (myAsset.prShowInputControls)
                {
                    if (myAsset.prNodeInfo.type == HAPI_NodeType.HAPI_NODETYPE_OBJ)
                    {
                        for (int ii = 0; ii < myAsset.prTransformInputCount; ++ii)
                        {
                            myParmChanges |= setTransformInput(ii);
                        }
                    }

                    if (myAsset.prUpStreamGeoObjects == null || myAsset.prUpStreamGeoAssets == null ||
                        myAsset.prUpStreamGeoObjects.Count <= 0 || myAsset.prUpStreamGeoAssets.Count <= 0)
                    {
                        myAsset.prGeoInputCount = 0;
                    }

                    for (int input_index = 0; input_index < myAsset.prGeoInputCount; ++input_index)
                    {
                        bool join_last            = false;
                        bool no_label_toggle_last = true;

                        GameObject     temp_obj  = null;
                        HoudiniGUIParm geo_input = new HoudiniGUIParm(
                            "geo_input_" + input_index, myAsset.prGeoInputNames[input_index]);
                        Object obj = (Object)myAsset.prUpStreamGeoObjects[input_index];
                        myParmChanges |= HoudiniGUI.objectField(
                            ref geo_input, ref obj, typeof(GameObject), ref join_last, ref no_label_toggle_last, null, ref temp_obj);

                        HoudiniGUIParm geo_input_transform_type = new HoudiniGUIParm(
                            "geo_input_transform_type_" + input_index, "Keep world transform");

                        bool transform_type      = myAsset.prGeoInputsTransformTypes[input_index] != 0;
                        bool TransformTypeUpdate = HoudiniGUI.toggle(ref geo_input_transform_type, ref transform_type);

                        bool need_build_client_side = false;
                        if (myParmChanges || !myAsset.isGeoInputValid(input_index))
                        {
                            if (!obj)
                            {
                                myAsset.removeGeoInput(input_index);
                                //myAsset.buildClientSide();
                                need_build_client_side = true;
                            }
                            else
                            {
                                GameObject new_obj = (GameObject)obj;
                                myAsset.prUpStreamGeoObjects[input_index] = new_obj;

                                // Select the asset component (if it exists).
                                HoudiniAsset asset = new_obj.GetComponent <HoudiniAsset>();

                                // If we're selecting a specific object to input than try and
                                // get the object id. Note that by getting the HAPI_ObjectControl
                                // component we also cover the geo and part controls because
                                // they all inherit from HAPI_ObjectControl. The user can therefore
                                // drag any gameObject under the asset into another asset's
                                // input and have it all work.
                                int object_index = 0;
                                HoudiniObjectControl obj_control = new_obj.GetComponent <HoudiniObjectControl>();
                                if (obj_control)
                                {
                                    object_index = obj_control.prObjectId;
                                    asset        = obj_control.prAsset;
                                }

                                if (asset == null)
                                {
                                    // Connecting a new game object
                                    myAsset.addGeoAsGeoInput(new_obj, input_index);
                                    myAsset.updateGeoInputTransformType(input_index, transform_type ? 1 : 0);
                                    need_build_client_side = true;
                                    //myAsset.buildClientSide();
                                }
                                else if (myAsset.prUpStreamGeoAssets[input_index] != asset)
                                {
                                    // Connecting a new asset
                                    if (myAsset == asset)
                                    {
                                        Debug.LogError("Can't connect an asset to itself!");
                                    }
                                    else
                                    {
                                        myAsset.addAssetAsGeoInput(asset, object_index, input_index);
                                        myAsset.updateGeoInputTransformType(input_index, transform_type ? 1 : 0);
                                        need_build_client_side = true;
                                        //myAsset.buildClientSide();
                                    }
                                }
                            }
                        }

                        if (TransformTypeUpdate)
                        {
                            myAsset.updateGeoInputTransformType(input_index, transform_type ? 1 : 0);
                            need_build_client_side = true;
                        }

                        if (need_build_client_side)
                        {
                            myAsset.buildClientSide();
                        }
                    }     // for
                }         // if
            }             // if

            // Draw Cook Log Pane
            myAsset.prShowCookLog = HoudiniGUI.foldout("Asset Cook Log", myAsset.prShowCookLog, true);
            if (myAsset.prShowCookLog)
            {
                drawCookLog();
            }
        }
        catch (HoudiniError e)
        {
            Debug.LogError(e.ToString());
        }

        GUI.enabled = gui_enable;
    }
コード例 #7
0
    private void generateAssetInstanceControls()
    {
        HoudiniInstancerManager instancer_manager = myAssetOTL.gameObject.GetComponent <HoudiniInstancerManager>();

        if (instancer_manager == null)
        {
            return;
        }

        List <HoudiniInstancerPersistentData> instancer_persistent_data = instancer_manager.prInstancerPersistentData;

        HoudiniInstancer[] instancers = myAssetOTL.gameObject.GetComponentsInChildren <HoudiniInstancer>();

        foreach (HoudiniInstancer instancer in instancers)
        {
            HoudiniInstancerPersistentData persistent_data = null;

            for (int ii = 0; ii < instancer_persistent_data.Count; ii++)
            {
                HoudiniInstancerPersistentData data = instancer_persistent_data[ii];
                if (data.instancerName == instancer.name)
                {
                    persistent_data = data;
                    break;
                }
            }

            if (persistent_data == null)
            {
                Debug.LogError("Can't find persistent data for instancer: " + instancer.name);
                continue;
            }

            Undo.RecordObject(persistent_data, "Houdini Instancer Change");

            persistent_data.showInstancerGUI = HoudiniGUI.foldout(
                persistent_data.instancerName, persistent_data.showInstancerGUI, true);
            if (persistent_data.showInstancerGUI)
            {
                bool changed = false;

                {
                    Vector3 dummy = new Vector3();
                    changed |= HoudiniGUI.floatField(
                        "RotationOffset", "Rotation Offset",
                        ref persistent_data.rotationalOffset, null, ref dummy);

                    changed |= HoudiniGUI.floatField(
                        "ScaleOffset", "Scale Offset", ref persistent_data.scaleOffset, null, ref dummy);

                    List <string> unique_names = persistent_data.uniqueNames;

                    for (int ii = 0; ii < unique_names.Count; ii++)
                    {
                        string instanced_name = unique_names[ii];
                        int    base_index     = persistent_data.baseIndex(ii);



                        for (int jj = 0; jj < persistent_data.numObjsToInstantiate[ii]; jj++)
                        {
                            Object obj = (Object)persistent_data.objsToInstantiate[base_index + jj];

                            GUILayout.BeginHorizontal();



                            string label = "";
                            if (jj == 0)
                            {
                                label = instanced_name;
                            }

                            changed |= HoudiniGUI.objectField(
                                "object_to_instantiate", label, ref obj, typeof(GameObject));

                            if (changed)
                            {
                                persistent_data.objsToInstantiate[base_index + jj] = (GameObject)obj;
                            }

                            if (GUILayout.Button("+"))
                            {
                                persistent_data.objsToInstantiate.Insert
                                    (base_index + jj, null);
                                persistent_data.numObjsToInstantiate[ii]++;
                                persistent_data.recalculateVariations[ii] = true;
                                changed = true;
                                break;
                            }

                            if (GUILayout.Button("-"))
                            {
                                if (persistent_data.numObjsToInstantiate[ii] == 1)
                                {
                                    persistent_data.objsToInstantiate[base_index] = null;
                                }
                                else
                                {
                                    persistent_data.objsToInstantiate.RemoveAt(base_index + jj);
                                    persistent_data.numObjsToInstantiate[ii]--;
                                }
                                persistent_data.recalculateVariations[ii] = true;
                                changed = true;
                                break;
                            }

                            GUILayout.EndHorizontal();
                        }
                    }

                    if (GUILayout.Button("Recalculate Variations"))
                    {
                        for (int ii = 0; ii < unique_names.Count; ii++)
                        {
                            persistent_data.recalculateVariations[ii] = true;
                        }
                        changed = true;
                    }
                }


                if (instancer.hasOverriddenInstances())
                {
                    if (GUILayout.Button("UnPin All Instances"))
                    {
                        instancer.unPinAllInstances();
                        changed = true;
                    }
                }

                if (changed)
                {
                    HoudiniProgressBar progress_bar = new HoudiniProgressBar();
                    instancer.instanceObjects(progress_bar);
                    progress_bar.clearProgressBar();

                    for (int ii = 0; ii < persistent_data.recalculateVariations.Count; ii++)
                    {
                        persistent_data.recalculateVariations[ii] = false;
                    }
                }
            }

            EditorGUILayout.Separator();
        }
    }
コード例 #8
0
    public override void OnInspectorGUI()
    {
        myPartControl.prShowDisplayOptions =
            HoudiniGUI.foldout("Display Options", myPartControl.prShowDisplayOptions, true);
        if (myPartControl.prShowDisplayOptions)
        {
            {
                if (HoudiniGUI.button("print_attribute_names", "Print Attribute Names"))
                {
                    HoudiniAssetUtility.printAllAttributeNames(
                        myPartControl.prAssetId, myPartControl.prObjectId,
                        myPartControl.prGeoId, myPartControl.prPartId);
                }

                if (HoudiniGUI.button("print_group_info", "Print Group Info"))
                {
                    HoudiniAssetUtility.printAllGroups(
                        myPartControl.prAssetId, myPartControl.prObjectId,
                        myPartControl.prGeoId, myPartControl.prPartId);
                }
            }

            {             // Show Houdini Point Numbers
                bool value      = myPartControl.prShowPointNumbers;
                bool undo_value = false;
                bool changed    = HoudiniGUI.toggle(
                    "show_point_numbers", "Show Houdini Point Numbers", ref value,
                    null, ref undo_value);
                myPartControl.prShowPointNumbers = value;
                if (changed)
                {
                    EditorUtility.SetDirty(myPartControl);
                }
            }
        }

        myPartControl.prShowIntermediateResultControls =
            HoudiniGUI.foldout("Intermediate Results", myPartControl.prShowIntermediateResultControls, true);
        if (myPartControl.prShowIntermediateResultControls)
        {
            bool gui_enabled = GUI.enabled;
            if (myPartControl.prGeoType != HAPI_GeoType.HAPI_GEOTYPE_INTERMEDIATE)
            {
                HoudiniGUI.help(
                    "Only specially marked intermediate results geometries can be edited.",
                    MessageType.Info);
                GUI.enabled = false;
            }

            if (GUILayout.Button("Update Intermediate Result"))
            {
                MeshFilter         mesh_filter  = myPartControl.gameObject.GetComponent <MeshFilter>();
                Mesh               shared_mesh  = mesh_filter.sharedMesh;
                HoudiniPartControl part_control = myPartControl.gameObject.GetComponent <HoudiniPartControl>();

                HoudiniAssetUtility.setMesh(
                    myPartControl.prAsset.prAssetId,
                    myPartControl.prObjectId,
                    myPartControl.prGeoId,
                    ref shared_mesh,
                    part_control,
                    null);

                myPartControl.prAsset.buildClientSide();
            }

            if (GUILayout.Button("Clear Edits"))
            {
                HoudiniHost.revertGeo(
                    myPartControl.prAsset.prAssetId,
                    myPartControl.prObjectId,
                    myPartControl.prGeoId);

                myPartControl.prAsset.buildClientSide();
            }

            GUI.enabled = gui_enabled;
        }

        myPartControl.prShowInfo =
            HoudiniGUI.foldout("Info", myPartControl.prShowInfo, true);
        if (myPartControl.prShowInfo)
        {
            HoudiniGUI.help("Values here are for debugging only and should not be modified directly.", MessageType.Info);
            bool gui_enabled = GUI.enabled;
            GUI.enabled = false;
            DrawDefaultInspector();
            GUI.enabled = gui_enabled;
        }
    }
コード例 #9
0
    public override void OnInspectorGUI()
    {
        if (myAssetMerger == null)
        {
            return;
        }

        bool is_editable = true;

        // We can only build or do anything if we can link to our libraries.
#if !( HAPI_ENABLE_RUNTIME )
        is_editable = false;
        HoudiniGUI.help(HoudiniConstants.HAPI_UNSUPPORTED_PLATFORM_MSG, MessageType.Info);
#else
        if (!is_editable)
        {
            HoudiniGUI.help("This mesh is not editable.", MessageType.Info);
        }
#endif // !( HAPI_ENABLE_RUNTIME )

        bool gui_enable = GUI.enabled;
        GUI.enabled = is_editable;

        myAssetMerger.prShowInputSelection =
            HoudiniGUI.foldout("Houdini Input Selection", myAssetMerger.prShowInputSelection, true);
        if (myAssetMerger.prShowInputSelection)
        {
            bool changed = false;

            Object     input_object = myAssetMerger.prInputObject as Object;
            GameObject temp_obj     = null;
            HoudiniGUI.objectField(
                "input_object", "Input Object", ref input_object,
                typeof(GameObject), null, ref temp_obj);
            myAssetMerger.prInputObject = input_object as GameObject;

            bool           input_layer_enable      = myAssetMerger.prUseLayerMask;
            HoudiniGUIParm input_layer_enable_parm = new HoudiniGUIParm("input_layer_enable", "");
            input_layer_enable_parm.joinNext  = true;
            input_layer_enable_parm.labelNone = true;
            changed = HoudiniGUI.toggle(ref input_layer_enable_parm, ref input_layer_enable);
            if (changed)
            {
                myAssetMerger.prUseLayerMask = input_layer_enable;
            }

            LayerMask      input_layer      = myAssetMerger.prLayerMask;
            HoudiniGUIParm input_layer_parm = new HoudiniGUIParm("input_layer", "Layer");
            input_layer_parm.disabled = !input_layer_enable;
            bool join_last            = true;
            bool no_label_toggle_last = true;
            changed = HoudiniGUI.layerField(ref input_layer_parm, ref input_layer, ref join_last, ref no_label_toggle_last);
            if (changed)
            {
                myAssetMerger.prLayerMask = input_layer;
            }

            bool           input_tag_enable      = myAssetMerger.prUseTag;
            HoudiniGUIParm input_tag_enable_parm = new HoudiniGUIParm("input_tag_enable", "");
            input_tag_enable_parm.joinNext  = true;
            input_tag_enable_parm.labelNone = true;
            changed = HoudiniGUI.toggle(ref input_layer_enable_parm, ref input_tag_enable);
            if (changed)
            {
                myAssetMerger.prUseTag = input_tag_enable;
            }

            string         input_tag      = myAssetMerger.prTag;
            HoudiniGUIParm input_tag_parm = new HoudiniGUIParm("input_tag", "Tag");
            input_tag_parm.disabled = !input_tag_enable;
            join_last            = true;
            no_label_toggle_last = true;
            changed = HoudiniGUI.tagField(ref input_tag_parm, ref input_tag, ref join_last, ref no_label_toggle_last);
            if (changed)
            {
                myAssetMerger.prTag = input_tag;
            }
        }

        myAssetMerger.prShowHoudiniControls =
            HoudiniGUI.foldout("Houdini Controls", myAssetMerger.prShowHoudiniControls, true);
        if (myAssetMerger.prShowHoudiniControls)
        {
            if (GUILayout.Button("Recook"))
            {
                myAssetMerger.buildClientSide();
            }
        }

        GUI.enabled = gui_enable;
    }