コード例 #1
0
ファイル: HoudiniMenu.cs プロジェクト: all-in-one-of/NavMesh
    //[ MenuItem( HoudiniConstants.HAPI_PRODUCT_NAME + "/Create Simple Input Geo", false, 1000 ) ]
    static private void createSimpleInputGeo()
    {
        int asset_id = HoudiniHost.createInputNode("simple_input_geo_test");

        HoudiniHost.cookNode(
            asset_id,
            HoudiniHost.prSplitGeosByGroup,
            HoudiniHost.prSplitPointsByVertexAttributes,
            HoudiniHost.prImportTemplatedGeos);

        HAPI_PartInfo new_part = new HAPI_PartInfo();

        new_part.vertexCount = 3;
        new_part.pointCount  = 3;
        new_part.faceCount   = 1;
        new_part.type        = HAPI_PartType.HAPI_PARTTYPE_MESH;
        HoudiniHost.setPartInfo(0, 0, ref new_part);

        HAPI_AttributeInfo attrib_info = new HAPI_AttributeInfo("P");

        attrib_info.exists    = true;
        attrib_info.count     = 3;     // 3 points
        attrib_info.tupleSize = 3;     // 3 floats per point (x, y, z)
        attrib_info.owner     = HAPI_AttributeOwner.HAPI_ATTROWNER_POINT;
        attrib_info.storage   = HAPI_StorageType.HAPI_STORAGETYPE_FLOAT;
        HoudiniHost.addAttribute(0, 0, "P", ref attrib_info);

        float[] positions = new float[9] {
            0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f
        };
        HoudiniHost.setAttributeFloatData(0, 0, "P", ref attrib_info, positions, 0, 3);

        int[] vertices = new int[3] {
            0, 1, 2
        };
        HoudiniHost.setVertexList(0, 0, vertices, 0, 3);

        int[] face_counts = new int[1] {
            3
        };                                              // 3 edges for the first face (the only face)
        HoudiniHost.setFaceCounts(0, 0, face_counts, 0, 1);

        bool[] point_group_mem = new bool[3] {
            true, true, false
        };
        HoudiniHost.addGroup(0, 0, HAPI_GroupType.HAPI_GROUPTYPE_POINT, "test_pt_group");
        HoudiniHost.setGroupMembership(
            0, 0, HAPI_GroupType.HAPI_GROUPTYPE_POINT, "test_pt_group", point_group_mem, 3);

        bool[] prim_group_mem = new bool[1] {
            true
        };
        HoudiniHost.addGroup(0, 0, HAPI_GroupType.HAPI_GROUPTYPE_PRIM, "test_prim_group");
        HoudiniHost.setGroupMembership(
            0, 0, HAPI_GroupType.HAPI_GROUPTYPE_PRIM, "test_prim_group", prim_group_mem, 1);

        HoudiniHost.commitGeo(0);
    }
コード例 #2
0
ファイル: HoudiniMenu.cs プロジェクト: all-in-one-of/NavMesh
    //[ MenuItem( HoudiniConstants.HAPI_PRODUCT_NAME + "/Create Two Curves and a Merge", false, 1000 ) ]
    static private void blah()
    {
        HoudiniHost.createInputAsset("curve1");
        {
            HAPI_PartInfo new_part = new HAPI_PartInfo();
            new_part.vertexCount = 3;
            new_part.pointCount  = 3;
            new_part.faceCount   = 2;
            new_part.type        = HAPI_PartType.HAPI_PARTTYPE_CURVE;
            HoudiniHost.setPartInfo(0, 0, ref new_part);

            HAPI_AttributeInfo attrib_info = new HAPI_AttributeInfo("P");
            attrib_info.exists    = true;
            attrib_info.count     = 3;         // 3 points
            attrib_info.tupleSize = 3;         // 3 floats per point (x, y, z)
            attrib_info.owner     = HAPI_AttributeOwner.HAPI_ATTROWNER_POINT;
            attrib_info.storage   = HAPI_StorageType.HAPI_STORAGETYPE_FLOAT;
            HoudiniHost.addAttribute(0, 0, "P", ref attrib_info);

            float[] positions = new float[9] {
                0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f
            };
            HoudiniHost.setAttributeFloatData(0, 0, "P", ref attrib_info, positions, 0, 3);

            int[] vertices = new int[3] {
                0, 1, 2
            };
            HoudiniHost.setVertexList(0, 0, vertices, 0, 3);

            int[] face_counts = new int[2] {
                2, 2
            };                                                     // 3 edges for the first face (the only face)
            HoudiniHost.setFaceCounts(0, 0, face_counts, 0, 2);

            HoudiniHost.commitGeo(0);
        }

        HoudiniHost.createInputNode("curve2");

        int merge   = HoudiniHost.createNode(-1, "SOP/merge", true);
        int convert = HoudiniHost.createNode(-1, "SOP/convert", true);

        //HoudiniHost.connectAssetGeometry( curve1, 0, merge, 0 );
        //HoudiniHost.connectAssetGeometry( curve2, 0, merge, 1 );
        //HoudiniHost.connectAssetGeometry( merge, 0, convert, 0 );

        HAPI_AssetInfo convert_info = HoudiniHost.getAssetInfo(convert);

        Debug.Log(HoudiniHost.getNodeInfo(HoudiniHost.getAssetInfo(merge).nodeId).parmCount);

        int convert_to_parm_id = HoudiniHost.getParmIdFromName(convert_info.nodeId, "totype");

        //HAPI_ParmInfo[] convert_to_parm_info = new HAPI_ParmInfo[ 1 ];
        int[] value_arr = new int[1];
        value_arr[0] = 2;
        HoudiniHost.setParmIntValues(convert_info.nodeId, value_arr, convert_to_parm_id, 1);
        HoudiniHost.cookNode(convert, true, true, false);
    }
コード例 #3
0
ファイル: HoudiniCurve.cs プロジェクト: s436911/ProjectSlime
    public void initDefaultParameters()
    {
        // Set curve defaults.

        try
        {
            if (myIsFirstCook)
            {
                HoudiniHost.setParmIntValue(prControl.prNodeId, "type", 0, HoudiniHost.prCurvePrimitiveTypeDefault);
                HoudiniHost.setParmIntValue(prControl.prNodeId, "method", 0, HoudiniHost.prCurveMethodDefault);
                myIsFirstCook = false;
            }

            HoudiniHost.cookNode(
                prControl.prAsset.prAssetId,
                prControl.prAsset.prSplitGeosByGroup,
                prControl.prAsset.prSplitPointsByVertexAttribute,
                prControl.prAsset.prImportTemplatedGeos);
        }
        catch {}
    }
コード例 #4
0
    public bool refresh(bool reload_asset, HAPI_ObjectInfo object_info)
    {
        bool needs_recook = false;

        if (reload_asset)
        {
            for (int i = 0; i < myGeos.Count; ++i)
            {
                if (myGeos[i])
                {
                    HoudiniAssetUtility.destroyGameObject(myGeos[i]);
                }
            }
            myGeos.Clear();
        }

        if (reload_asset || object_info.haveGeosChanged)
        {
            // Get the GeoInfos of the display geo node
            HAPI_GeoInfo display_geo_info = HoudiniHost.getDisplayGeoInfo(prObjectId);
            int          GeoCount         = object_info.geoCount = 1;

            // Add new geos as needed.
            while (myGeos.Count < GeoCount)
            {
                myGeos.Add(createGeo(display_geo_info.nodeId));
            }

            int node_id = object_info.nodeId;
            if (prAsset.prNodeInfo.type == HAPI_NodeType.HAPI_NODETYPE_SOP)
            {
                node_id = display_geo_info.nodeId;
            }

            // Look for editable nodes inside the network/the object
            const bool recursive         = true;
            int[]      editable_networks = HoudiniHost.getChildNodeList(
                node_id,
                (int)HAPI_NodeType.HAPI_NODETYPE_SOP,
                (int)HAPI_NodeFlags.HAPI_NODEFLAGS_EDITABLE,
                recursive);

            // Add the editable nodes to it
            for (int n = 0; n < editable_networks.Length; n++)
            {
                // The editable node has to be cooked first
                HoudiniHost.cookNode(editable_networks[n]);

                HAPI_GeoInfo editGeoInfo = HoudiniHost.getGeoInfo(editable_networks[n]);
                myGeos.Add(createGeo(editGeoInfo.nodeId));
                GeoCount++;
            }

            // Remove stale geos.
            while (myGeos.Count > GeoCount)
            {
                HoudiniAssetUtility.destroyGameObject(myGeos[GeoCount]);
                myGeos.RemoveAt(GeoCount);
            }

            // Refresh all geos.
            for (int i = 0; i < myGeos.Count; ++i)
            {
                needs_recook |= myGeos[i].GetComponent <HoudiniGeoControl>().refresh(reload_asset);
            }
        }

        return(needs_recook);
    }