コード例 #1
0
ファイル: HoudiniMenu.cs プロジェクト: mbradley36/SESIJam
    static private void createCurve()
    {
        if (!HoudiniHost.isInstallationOk())
        {
            HoudiniHost.displayHoudiniEngineInstallInfo();
            return;
        }

        // Create game object.
        GameObject game_object = new GameObject("curve");

        // Add HAPI Object Control script component.
        HoudiniAssetCurve asset = game_object.AddComponent <HoudiniAssetCurve>();

        asset.prAssetSubType = HAPI_AssetSubType.HAPI_ASSETSUBTYPE_CURVE;

        // Do first build.
        bool build_result = asset.buildAll();

        if (!build_result)           // Something is not right. Clean up and die.
        {
            DestroyImmediate(game_object);
            return;
        }

        // Set new object name from asset name.
        string asset_name = asset.prAssetInfo.name;

        game_object.name = asset_name;

        // Select the new houdini asset.
        GameObject[] selection = new GameObject[1];
        selection[0]      = game_object;
        Selection.objects = selection;
    }
コード例 #2
0
    static private void createMergerAsset()
    {
        if (!HoudiniHost.isInstallationOk())
        {
            HoudiniHost.displayHoudiniEngineInstallInfo();
            return;
        }

        // Create game object.
        GameObject game_object = new GameObject("HoudiniMergerAsset");

        // Add HAPI Object Control script component.
        HoudiniAssetMerger asset = game_object.AddComponent <HoudiniAssetMerger>();

        asset.prAssetSubType = HAPI_AssetSubType.HAPI_ASSETSUBTYPE_DEFAULT;

        // Do a test build to see if things are ok.
        bool build_result = asset.buildClientSide();

        if (!build_result)           // Something is not right. Clean up and die.
        {
            DestroyImmediate(game_object);
            return;
        }

        // Select the new houdini asset.
        GameObject[] selection = new GameObject[1];
        selection[0]      = game_object;
        Selection.objects = selection;
    }
コード例 #3
0
	static private void loadHipFile() 
	{
		if ( !HoudiniHost.isInstallationOk() )
		{
			HoudiniHost.displayHoudiniEngineInstallInfo();
			return;
		}

		string hip_file_path = HoudiniGUIUtility.promptForHIPPath();
		HoudiniAssetUtility.loadHipFile( hip_file_path );
	}
コード例 #4
0
	static private void createHAPIObject() 
	{
		if ( !HoudiniHost.isInstallationOk() )
		{
			HoudiniHost.displayHoudiniEngineInstallInfo();
			return;
		}

		string asset_file_path = HoudiniGUIUtility.promptForOTLPath();
		HoudiniAssetUtility.instantiateAsset( asset_file_path );
	}
コード例 #5
0
ファイル: HoudiniMenu.cs プロジェクト: mbradley36/SESIJam
    static private void convertToInputAsset()
    {
        if (!HoudiniHost.isInstallationOk())
        {
            HoudiniHost.displayHoudiniEngineInstallInfo();
            return;
        }

        foreach (GameObject obj in Selection.gameObjects)
        {
            bool not_an_asset    = (obj.GetComponent <HoudiniAsset>() == null);
            bool has_mesh_filter = (obj.GetComponent <MeshFilter>() != null);
            if (not_an_asset && has_mesh_filter)
            {
                obj.AddComponent <HoudiniAssetInput>();
            }
        }
    }
コード例 #6
0
ファイル: HoudiniMenu.cs プロジェクト: mbradley36/SESIJam
 static private void about()
 {
     HoudiniHost.displayHoudiniEngineInstallInfo();
 }