예제 #1
0
    public void setChangedNodeParameterIntoHost(int id)
    {
        HAPI_ParmInfo parm = findParm(id);

        if (id >= myParmInputs.Length)
        {
            Array.Resize(ref myParmInputs, id + 1);
        }

        // Take care of old input node.
        if (myParmInputs[id].inputObject)
        {
            HoudiniHost.setParmNodeValue(prControl.prNodeId, parm.name, -1);
            if (myParmInputs[id].inputObject.GetComponent <HoudiniControl>())
            {
                var houdini_control = myParmInputs[id].inputObject.GetComponent <HoudiniControl>();
                houdini_control.prAsset.removeDownstreamAsset(myControl.prAsset);
            }
            else if (HoudiniHost.isNodeValid(
                         myParmInputs[id].inputNodeId,
                         myParmInputs[id].inputNodeUniqueId))
            {
                HoudiniHost.deleteNode(myParmInputs[id].inputNodeId);
            }

            myParmInputs[id].inputObject = null;
        }

        if (!myParmInputs[id].newInputObject)
        {
            return;
        }

        myParmInputs[id].inputObject = myParmInputs[id].newInputObject;
        setNodeParameterIntoHost(id);
    }
예제 #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 !( 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;
    }