GetComposedChildNodeList() public static method

Get the composed list of child node IDs.
public static GetComposedChildNodeList ( HEU_SessionBase session, HAPI_NodeId parentNodeID, HAPI_NodeTypeBits nodeTypeFilter, HAPI_NodeFlagsBits nodeFlagFilter, bool bRecursive, Array &childNodeIDs, bool bLogIfError = true ) : bool
session HEU_SessionBase
parentNodeID HAPI_NodeId Parent node ID
nodeTypeFilter HAPI_NodeTypeBits Node type by which to filter the children
nodeFlagFilter HAPI_NodeFlagsBits Node flags by which to filter the children
bRecursive bool Whether or not to compose the list recursively
childNodeIDs Array
bLogIfError bool
return bool
コード例 #1
0
ファイル: HEU_ObjectNode.cs プロジェクト: all-in-one-of/pds
		public void Initialize(HEU_SessionBase session, HAPI_ObjectInfo objectInfo, HAPI_Transform objectTranform, HEU_HoudiniAsset parentAsset)
		{
			_objectInfo = objectInfo;
			_objectTransform = objectTranform;
			_parentAsset = parentAsset;

			SyncWithObjectInfo(session);

			// Translate transform to Unity (TODO)

			List<HAPI_GeoInfo> geoInfos = new List<HAPI_GeoInfo>();

			// Get display geo info
			HAPI_GeoInfo displayGeoInfo = new HAPI_GeoInfo();
			if(!session.GetDisplayGeoInfo(_objectInfo.nodeId, ref displayGeoInfo))
			{
				return;
			}
			//Debug.LogFormat("Found geoinfo with name {0} and id {1}", HEU_SessionManager.GetString(displayGeoInfo.nameSH, session), displayGeoInfo.nodeId);
			geoInfos.Add(displayGeoInfo);
			
			// TODO: The following editable node query also retrieves geo nodes for terrain with visualization nodes. Need to review to check if we're using the
			// correct query flags, and handling returned nodes correctly.
			// Get editable nodes, cook em, then create geo nodes for them
			HAPI_NodeId[] editableNodes = null;
			HEU_SessionManager.GetComposedChildNodeList(session, _objectInfo.nodeId, (int)HAPI_NodeType.HAPI_NODETYPE_SOP, (int)HAPI_NodeFlags.HAPI_NODEFLAGS_EDITABLE, true, out editableNodes); 
			if(editableNodes != null)
			{
				foreach(HAPI_NodeId editNodeID in editableNodes)
				{
					if (editNodeID != displayGeoInfo.nodeId)
					{
						session.CookNode(editNodeID, HEU_PluginSettings.CookTemplatedGeos);

						HAPI_GeoInfo editGeoInfo = new HAPI_GeoInfo();
						if (session.GetGeoInfo(editNodeID, ref editGeoInfo))
						{
							geoInfos.Add(editGeoInfo);
						}
					}
				}
			}
			
			//Debug.LogFormat("Object id={5}, name={0}, isInstancer={1}, isInstanced={2}, instancePath={3}, instanceId={4}", 
			//	HEU_SessionManager.GetString(objectInfo.nameSH, session), objectInfo.isInstancer, objectInfo.isInstanced, 
			//	HEU_SessionManager.GetString(objectInfo.objectInstancePathSH, session), objectInfo.objectToInstanceId, objectInfo.nodeId);

			// Go through geo infos to create geometry
			int numGeoInfos = geoInfos.Count;
			for(int i = 0; i < numGeoInfos; ++i)
			{
				// Create GeoNode for each
				_geoNodes.Add(CreateGeoNode(session, geoInfos[i]));
			}

			// This has been moved to GenerateGeometry but kept here just in case.
			//ApplyObjectTransformToGeoNodes();
		}
コード例 #2
0
	/// <summary>
	/// Find all TOP networks from linked HDA, as well as the TOP nodes within, and populate internal state.
	/// </summary>
	/// <returns>True if successfully populated data</returns>
	public bool PopulateTOPNetworks()
	{
	    HEU_SessionBase session = GetHAPISession();

	    HAPI_NodeInfo assetInfo = new HAPI_NodeInfo();
	    if (!session.GetNodeInfo(_assetID, ref assetInfo, true))
	    {
		return false;
	    }

	    // Get all networks within the asset, recursively.
	    // The reason to get all networks is because there can be TOP network SOP which isn't a TOP network type, but rather a SOP type
	    int nodeCount = 0;
	    if (!session.ComposeChildNodeList(_assetID, (int)(HAPI_NodeType.HAPI_NODETYPE_ANY), (int)HAPI_NodeFlags.HAPI_NODEFLAGS_NETWORK, true, ref nodeCount))
	    {
		return false;
	    }

	    HAPI_NodeId[] nodeIDs = new HAPI_NodeId[nodeCount];
	    if (!session.GetComposedChildNodeList(_assetID, nodeIDs, nodeCount))
	    {
		return false;
	    }

	    // Holds TOP networks in use
	    List<HEU_TOPNetworkData> newNetworks = new List<HEU_TOPNetworkData>();

	    // For each network, only add those with TOP child nodes (therefore guaranteeing only TOP networks are added).
	    for (int t = 0; t < nodeCount; ++t)
	    {
		HAPI_NodeInfo topNodeInfo = new HAPI_NodeInfo();
		if (!session.GetNodeInfo(nodeIDs[t], ref topNodeInfo))
		{
		    return false;
		}

		string nodeName = HEU_SessionManager.GetString(topNodeInfo.nameSH, session);
		//Debug.LogFormat("Top node: {0} - {1}", nodeName, topNodeInfo.type);

		// Skip any non TOP or SOP networks
		if (topNodeInfo.type != HAPI_NodeType.HAPI_NODETYPE_TOP && topNodeInfo.type != HAPI_NodeType.HAPI_NODETYPE_SOP)
		{
		    continue;
		}

		// Get list of all TOP nodes within this network.
		HAPI_NodeId[] topNodeIDs = null;
		if (!HEU_SessionManager.GetComposedChildNodeList(session, nodeIDs[t], (int)(HAPI_NodeType.HAPI_NODETYPE_TOP), (int)HAPI_NodeFlags.HAPI_NODEFLAGS_TOP_NONSCHEDULER, true, out topNodeIDs))
		{
		    continue;
		}

		// Skip networks without TOP nodes
		if (topNodeIDs == null || topNodeIDs.Length == 0)
		{
		    continue;
		}

		// Get any filter tags from spare parms on TOP nodes
		TOPNodeTags tags = new TOPNodeTags();
		if (_useHEngineData)
		{
		    ParseHEngineData(session, nodeIDs[t], ref topNodeInfo, ref tags);

		    if (!tags._show)
		    {
			continue;
		    }
		}
		else
		{
		    tags._show = true;
		}

		HEU_TOPNetworkData topNetworkData = GetTOPNetworkByName(nodeName, _topNetworks);
		if (topNetworkData == null)
		{
		    topNetworkData = new HEU_TOPNetworkData();
		}
		else
		{
		    // Found previous TOP network, so remove it from old list. This makes
		    // sure to not remove it when cleaning up old nodes.
		    _topNetworks.Remove(topNetworkData);
		}

		newNetworks.Add(topNetworkData);

		topNetworkData._nodeID = nodeIDs[t];
		topNetworkData._nodeName = nodeName;
		topNetworkData._parentName = _assetName;
		topNetworkData._tags = tags;

		PopulateTOPNodes(session, topNetworkData, topNodeIDs, _useHEngineData);
	    }

	    // Clear old TOP networks and nodes
	    ClearAllTOPData();
	    _topNetworks = newNetworks;

	    // Update latest TOP network names
	    _topNetworkNames = new string[_topNetworks.Count];
	    for (int i = 0; i < _topNetworks.Count; ++i)
	    {
		_topNetworkNames[i] = _topNetworks[i]._nodeName;
	    }

	    return true;
	}
コード例 #3
0
	/// <summary>
	/// Retrieves object info from Houdini session and updates internal state.
	/// New geo nodes are created, unused geo nodes are destroyed.
	/// Geo nodes are then refreshed to be in sync with Houdini session.
	/// </summary>
	/// <returns>True if internal state has changed (including geometry).</returns>
	public void UpdateObject(HEU_SessionBase session, bool bForceUpdate)
	{
	    // Update the geo info
	    if (!session.GetObjectInfo(ObjectID, ref _objectInfo))
	    {
		return;
	    }
	    SyncWithObjectInfo(session);

	    // Update the object transform
	    _objectTransform = ParentAsset.GetObjectTransform(session, ObjectID);

	    // Container for existing geo nodes that are still in use
	    List<HEU_GeoNode> geoNodesToKeep = new List<HEU_GeoNode>();

	    // Container for new geo infos that need to be created
	    List<HAPI_GeoInfo> newGeoInfosToCreate = new List<HAPI_GeoInfo>();

	    if (_objectInfo.haveGeosChanged || bForceUpdate)
	    {
		// Indicates that the geometry nodes have changed
		//Debug.Log("Geos have changed!");

		// Form a list of geo infos that are now present after cooking
		List<HAPI_GeoInfo> postCookGeoInfos = new List<HAPI_GeoInfo>();

		// Get the display geo info
		HAPI_GeoInfo displayGeoInfo = new HAPI_GeoInfo();
		if (session.GetDisplayGeoInfo(_objectInfo.nodeId, ref displayGeoInfo, false))
		{
		    postCookGeoInfos.Add(displayGeoInfo);
		}
		else
		{
		    displayGeoInfo.nodeId = HEU_Defines.HEU_INVALID_NODE_ID;
		}

		// Get editable nodes, cook em, then create geo nodes for them
		HAPI_NodeId[] editableNodes = null;
		HEU_SessionManager.GetComposedChildNodeList(session, _objectInfo.nodeId, (int)HAPI_NodeType.HAPI_NODETYPE_SOP, (int)HAPI_NodeFlags.HAPI_NODEFLAGS_EDITABLE, true, out editableNodes);
		if (editableNodes != null)
		{
		    foreach (HAPI_NodeId editNodeID in editableNodes)
		    {
			if (editNodeID != displayGeoInfo.nodeId)
			{
			    session.CookNode(editNodeID, HEU_PluginSettings.CookTemplatedGeos);

			    HAPI_GeoInfo editGeoInfo = new HAPI_GeoInfo();
			    if (session.GetGeoInfo(editNodeID, ref editGeoInfo))
			    {
				postCookGeoInfos.Add(editGeoInfo);
			    }
			}
		    }
		}

		// Now for each geo node that are present after cooking, we check if its
		// new or whether we already have it prior to cooking.
		int numPostCookGeoInfos = postCookGeoInfos.Count;
		for (int i = 0; i < numPostCookGeoInfos; i++)
		{
		    bool bFound = false;
		    for (int j = 0; j < _geoNodes.Count; j++)
		    {
			string geoName = HEU_SessionManager.GetString(postCookGeoInfos[i].nameSH, session);
			if (geoName.Equals(_geoNodes[j].GeoName))
			{
			    _geoNodes[j].SetGeoInfo(postCookGeoInfos[i]);

			    geoNodesToKeep.Add(_geoNodes[j]);
			    _geoNodes.RemoveAt(j);

			    bFound = true;
			    break;
			}
		    }

		    if (!bFound)
		    {
			newGeoInfosToCreate.Add(postCookGeoInfos[i]);
		    }
		}

		// Whatever is left in _geoNodes is no longer needed so clean up
		int numCurrentGeos = _geoNodes.Count;
		for (int i = 0; i < numCurrentGeos; ++i)
		{
		    _geoNodes[i].DestroyAllData();
		}
	    }
	    else
	    {
		Debug.Assert(_objectInfo.geoCount == _geoNodes.Count, "Expected same number of geometry nodes.");
	    }

	    // Go through the old geo nodes that are still in use and update if necessary.
	    foreach (HEU_GeoNode geoNode in geoNodesToKeep)
	    {
		// Get geo info and check if geo changed
		bool bGeoChanged = bForceUpdate || geoNode.HasGeoNodeChanged(session);
		if (bGeoChanged)
		{
		    geoNode.UpdateGeo(session);
		}
		else
		{
		    if (_objectInfo.haveGeosChanged)
		    {
			// Clear object instances since the object info has changed.
			// Without this, the object instances were never getting updated
			// if only the inputs changed but not outputs (of instancers).
			geoNode.ClearObjectInstances();
		    }

		    // Visiblity might have changed, so update that
		    geoNode.CalculateVisiblity(IsVisible());
		    geoNode.CalculateColliderState();
		}
	    }

	    // Create the new geo infos and add to our keep list
	    foreach (HAPI_GeoInfo newGeoInfo in newGeoInfosToCreate)
	    {
		geoNodesToKeep.Add(CreateGeoNode(session, newGeoInfo));
	    }

	    // Overwrite the old list with new
	    _geoNodes = geoNodesToKeep;

	    // Updating the trasform is done in GenerateGeometry
	}
コード例 #4
0
	// This is the old way of getting outputs. Keep it for now for legacy. TODO: Remove this later
	internal void GatherAllAssetOutputsLegacy(HEU_SessionBase session, HAPI_ObjectInfo objectInfo, bool bUseOutputNodes, ref List<HEU_GeoNode> geoNodes)
	{

	    List<HAPI_GeoInfo> geoInfos = new List<HAPI_GeoInfo>();

	    // Get display geo info
	    HAPI_GeoInfo displayGeoInfo = new HAPI_GeoInfo();
	    if (!session.GetDisplayGeoInfo(objectInfo.nodeId, ref displayGeoInfo))
	    {
		return;
	    }
	    //HEU_Logger.LogFormat("Found geoinfo with name {0} and id {1}", HEU_SessionManager.GetString(displayGeoInfo.nameSH, session), displayGeoInfo.nodeId);
	    geoInfos.Add(displayGeoInfo);

	    if (bUseOutputNodes)
	    {

		int outputCount = 0;
		if (!session.GetOutputGeoCount(objectInfo.nodeId, out outputCount))
		{
		    outputCount = 0;
		}

		if (outputCount > 0)
		{
		    HAPI_GeoInfo[] outputGeoInfos = new HAPI_GeoInfo[outputCount];
		    if (!session.GetOutputGeoInfos(objectInfo.nodeId, ref outputGeoInfos, outputCount))
		    {
			outputGeoInfos = new HAPI_GeoInfo[0];
		    }

		    foreach (HAPI_GeoInfo geoInfo in outputGeoInfos)
		    {
			if (geoInfo.nodeId == displayGeoInfo.nodeId)
			{
			    continue;
			}

			bool bValidOutput = true;
			int parentId = HEU_HAPIUtility.GetParentNodeID(session, geoInfo.nodeId);
			while (parentId >= 0)
			{
			    if (parentId == geoInfo.nodeId)
			    {
				    // This output node is inside the display geo
				    // Do not use this output to avoid duplicates
				    bValidOutput = false;
				    break;
			    }

			    parentId = HEU_HAPIUtility.GetParentNodeID(session, parentId);
			}

			if (bValidOutput)
			{
			    // Need to cook output geometry to get their parts
			    HAPI_GeoInfo cookedGeoInfo = new HAPI_GeoInfo();
			    session.CookNode(geoInfo.nodeId, HEU_PluginSettings.CookTemplatedGeos);
			    
			    // Get the refreshed geo info
			    if (session.GetGeoInfo(geoInfo.nodeId, ref cookedGeoInfo))
			    {
				geoInfos.Add(cookedGeoInfo);
			    }

			}
		    }
		}
	    }


	    // Get editable nodes, cook em, then create geo nodes for them
	    HAPI_NodeId[] editableNodes = null;
	    HEU_SessionManager.GetComposedChildNodeList(session, objectInfo.nodeId, (int)HAPI_NodeType.HAPI_NODETYPE_SOP, (int)HAPI_NodeFlags.HAPI_NODEFLAGS_EDITABLE, true, out editableNodes);
	    if (editableNodes != null)
	    {
		foreach (HAPI_NodeId editNodeID in editableNodes)
		{
		    if (editNodeID != displayGeoInfo.nodeId)
		    {
			session.CookNode(editNodeID, HEU_PluginSettings.CookTemplatedGeos);

			HAPI_GeoInfo editGeoInfo = new HAPI_GeoInfo();
			if (session.GetGeoInfo(editNodeID, ref editGeoInfo))
			{
			    geoInfos.Add(editGeoInfo);
			}
		    }
		}
	    }

	    //HEU_Logger.LogFormat("Object id={5}, name={0}, isInstancer={1}, isInstanced={2}, instancePath={3}, instanceId={4}", 
	    //	HEU_SessionManager.GetString(objectInfo.nameSH, session), objectInfo.isInstancer, objectInfo.isInstanced, 
	    //	HEU_SessionManager.GetString(objectInfo.objectInstancePathSH, session), objectInfo.objectToInstanceId, objectInfo.nodeId);

	    // Go through geo infos to create geometry
	    int numGeoInfos = geoInfos.Count;
	    for (int i = 0; i < numGeoInfos; ++i)
	    {
		// Create GeoNode for each
		geoNodes.Add(CreateGeoNode(session, geoInfos[i]));
	    }
	}
コード例 #5
0
	/// <summary>
	/// Find all TOP networks from linked HDA, as well as the TOP nodes within, and populate internal state.
	/// </summary>
	/// <returns>True if successfully populated data</returns>
	public bool PopulateTOPNetworks()
	{
	    HEU_SessionBase session = GetHAPISession();

	    HAPI_NodeId[] allNetworkNodeIds = HEU_PDGSession.GetNonBypassedNetworkIds(session, _assetID);
	    if (allNetworkNodeIds == null || allNetworkNodeIds.Length == 0)
	    {
		return false;
	    }

	    // Holds TOP networks in use
	    List<HEU_TOPNetworkData> newNetworks = new List<HEU_TOPNetworkData>();

	    // Find nodes with TOP child nodes
	    foreach (HAPI_NodeId currentNodeId in allNetworkNodeIds)
	    {
		HAPI_NodeInfo topNodeInfo = new HAPI_NodeInfo();
		if (!session.GetNodeInfo(currentNodeId, ref topNodeInfo))
		{
		    return false;
		}

		string nodeName = HEU_SessionManager.GetString(topNodeInfo.nameSH, session);
		//HEU_Logger.LogFormat("Top node: {0} - {1}", nodeName, topNodeInfo.type);

		// Skip any non TOP or SOP networks
		if (topNodeInfo.type != HAPI_NodeType.HAPI_NODETYPE_TOP && topNodeInfo.type != HAPI_NodeType.HAPI_NODETYPE_SOP)
		{
		    continue;
		}

		// Get list of all TOP nodes within this network.
		HAPI_NodeId[] topNodeIDs = null;
		if (!HEU_SessionManager.GetComposedChildNodeList(session, currentNodeId, (int)(HAPI_NodeType.HAPI_NODETYPE_TOP), (int)HAPI_NodeFlags.HAPI_NODEFLAGS_TOP_NONSCHEDULER, true, out topNodeIDs))
		{
		    continue;
		}

		// Skip networks without TOP nodes
		if (topNodeIDs == null || topNodeIDs.Length == 0)
		{
		    continue;
		}

		// Get any filter tags from spare parms on TOP nodes
		TOPNodeTags tags = new TOPNodeTags();
		if (_useHEngineData)
		{
		    ParseHEngineData(session, currentNodeId, ref topNodeInfo, ref tags);

		    if (!tags._showHEngineData)
		    {
			continue;
		    }
		}
		else
		{
		    tags._show = true;
		    tags._showHEngineData = true;
		}

		HEU_TOPNetworkData topNetworkData = GetTOPNetworkByName(nodeName, _topNetworks);
		if (topNetworkData == null)
		{
		    topNetworkData = new HEU_TOPNetworkData();
		}
		else
		{
		    // Found previous TOP network, so remove it from old list. This makes
		    // sure to not remove it when cleaning up old nodes.
		    _topNetworks.Remove(topNetworkData);
		}

		newNetworks.Add(topNetworkData);

		topNetworkData._nodeID = currentNodeId;
		topNetworkData._nodeName = nodeName;
		topNetworkData._parentName = _assetName;
		topNetworkData._tags = tags;

		if (PopulateTOPNodes(session, topNetworkData, topNodeIDs, _useHEngineData))
		{
		    for (int i = 0; i < topNetworkData._topNodes.Count; i++)
		    {
			if (topNetworkData._topNodes[i]._tags._show)
			{
			    topNetworkData._selectedTOPIndex = i;
			    break;
			}
		    }
		}
	    }

	    // Clear old TOP networks and nodes
	    ClearAllTOPData();
	    _topNetworks = newNetworks;

	    // Update latest TOP network names
	    _topNetworkNames = new string[_topNetworks.Count];
	    for (int i = 0; i < _topNetworks.Count; ++i)
	    {
		_topNetworkNames[i] = _topNetworks[i]._nodeName;
	    }

	    return true;
	}