Exemplo n.º 1
0
    //[ 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);
    }
Exemplo n.º 2
0
    //[ 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);
    }
Exemplo n.º 3
0
    public bool setNodeParameterIntoHost(int id)
    {
        HAPI_ParmInfo parm = findParm(id);

        var parm_input = myParmInputs[id];

        if (!parm_input.inputObject)
        {
            return(false);
        }

        // Create new input node.
        GameObject     input_object    = parm_input.inputObject;
        HoudiniControl houdini_control = input_object.GetComponent <HoudiniControl>();
        MeshFilter     mesh_filter     = input_object.GetComponent <MeshFilter>();

        if (houdini_control &&
            houdini_control.prAsset.gameObject.GetComponentInChildren <HoudiniGeoControl>())
        {
            if (!houdini_control.prAsset.isAssetValid())
            {
                houdini_control.prAsset.buildAll();
            }

            HoudiniGeoControl geo_control =
                houdini_control.prAsset.gameObject.GetComponentInChildren <HoudiniGeoControl>();
            parm_input.inputNodeId = geo_control.prNodeId;

            // Add ourselves to our input asset's downstream nodes so when it cooks we cook.
            houdini_control.prAsset.addDownstreamAsset(myControl.prAsset);
        }
        else if (houdini_control &&
                 input_object.GetComponent <HoudiniAssetCurve>())
        {
            if (!houdini_control.prAsset.isAssetValid())
            {
                houdini_control.prAsset.buildAll();
            }

            parm_input.inputNodeId = houdini_control.prNodeId;

            // Add ourselves to our input asset's downstream nodes so when it cooks we cook.
            houdini_control.prAsset.addDownstreamAsset(myControl.prAsset);
        }
        else if (mesh_filter && mesh_filter.sharedMesh)
        {
            // We need to remove spaces in the input name
            string inputName = input_object.name.Replace(' ', '_');

            parm_input.inputNodeId = HoudiniHost.createInputNode(inputName);
            Mesh mesh = mesh_filter.sharedMesh;
            HoudiniAssetUtility.setMesh(
                parm_input.inputNodeId, 0, parm_input.inputNodeId, ref mesh, null, null);

            // Set the asset transform from the source GameObject transform.
            HAPI_TransformEuler trans =
                HoudiniAssetUtility.getHapiTransform(input_object.transform.localToWorldMatrix);
            HAPI_NodeInfo input_node_info = HoudiniHost.getNodeInfo(parm_input.inputNodeId);
            HoudiniHost.setObjectTransform(input_node_info.parentId, ref trans);
        }
        else
        {
            return(false);
        }

        HAPI_NodeInfo node_info = HoudiniHost.getNodeInfo(parm_input.inputNodeId);

        parm_input.inputNodeUniqueId = node_info.uniqueHoudiniNodeId;

        // Assign node parm input.
        HoudiniHost.setParmNodeValue(prControl.prNodeId, parm.name, parm_input.inputNodeId);

        myParmInputs[id] = parm_input;

        return(true);
    }