示例#1
0
        public static GameObject CreateNewAsset(HEU_HoudiniAsset.HEU_AssetType assetType, string rootName = "HoudiniAsset", Transform parentTransform = null, HEU_SessionBase session = null, bool bBuildAsync = true)
        {
            if (session == null)
            {
                session = HEU_SessionManager.GetOrCreateDefaultSession();
            }
            if (!session.IsSessionValid())
            {
                Debug.LogWarning("Invalid Houdini Engine session!");
                return(null);
            }

            // This will be the root GameObject for the HDA. Adding HEU_HoudiniAssetRoot
            // allows to use a custom Inspector.
            GameObject           rootGO    = new GameObject();
            HEU_HoudiniAssetRoot assetRoot = rootGO.AddComponent <HEU_HoudiniAssetRoot>();

            // Set the game object's name to the asset's name
            rootGO.name = string.Format("{0}{1}", rootName, rootGO.GetInstanceID());

            // Under the root, we'll add the HEU_HoudiniAsset onto another GameObject
            // This will be marked as EditorOnly to strip out for builds
            GameObject hdaGEO = new GameObject(HEU_PluginSettings.HDAData_Name);

            hdaGEO.transform.parent = rootGO.transform;

            // This holds all Houdini Engine data
            HEU_HoudiniAsset asset = hdaGEO.AddComponent <HEU_HoudiniAsset>();

            // Marking as EditorOnly to be excluded from builds
            if (HEU_GeneralUtility.DoesUnityTagExist(HEU_PluginSettings.EditorOnly_Tag))
            {
                hdaGEO.tag = HEU_PluginSettings.EditorOnly_Tag;
            }

            // Bind the root to the asset
            assetRoot._houdiniAsset = asset;

            // Populate asset with what we know
            asset.SetupAsset(assetType, null, rootGO, session);

            // Build it in Houdini Engine
            asset.RequestReload(bBuildAsync);

            if (parentTransform != null)
            {
                rootGO.transform.parent        = parentTransform;
                rootGO.transform.localPosition = Vector3.zero;
            }
            else
            {
                rootGO.transform.position = Vector3.zero;
            }

            return(rootGO);
        }
示例#2
0
        /// <summary>
        /// Load and instantiate an HDA asset in Unity and Houdini, for the asset located at given path.
        /// </summary>
        /// <param name="filePath">Full path to the HDA in Unity project</param>
        /// <param name="initialPosition">Initial location to create the instance in Unity.</param>
        /// <returns>Returns the newly created gameobject for the asset in the scene, or null if creation failed.</returns>
        public static GameObject InstantiateHDA(string filePath, Vector3 initialPosition, HEU_SessionBase session, bool bBuildAsync)
        {
            if (filePath == null || !HEU_Platform.DoesFileExist(filePath))
            {
                return(null);
            }

            // This will be the root GameObject for the HDA. Adding HEU_HoudiniAssetRoot
            // allows to use a custom Inspector.
            GameObject           rootGO    = new GameObject(HEU_Defines.HEU_DEFAULT_ASSET_NAME);
            HEU_HoudiniAssetRoot assetRoot = rootGO.AddComponent <HEU_HoudiniAssetRoot>();

            // Under the root, we'll add the HEU_HoudiniAsset onto another GameObject
            // This will be marked as EditorOnly to strip out for builds
            GameObject hdaGEO = new GameObject(HEU_PluginSettings.HDAData_Name);

            hdaGEO.transform.parent = rootGO.transform;

            // This holds all Houdini Engine data
            HEU_HoudiniAsset asset = hdaGEO.AddComponent <HEU_HoudiniAsset>();

            // Marking as EditorOnly to be excluded from builds
            if (HEU_GeneralUtility.DoesUnityTagExist(HEU_PluginSettings.EditorOnly_Tag))
            {
                hdaGEO.tag = HEU_PluginSettings.EditorOnly_Tag;
            }

            // Bind the root to the asset
            assetRoot._houdiniAsset = asset;

            // Populate asset with what we know
            asset.SetupAsset(HEU_HoudiniAsset.HEU_AssetType.TYPE_HDA, filePath, rootGO, session);

            // Build it in Houdini Engine
            asset.RequestReload(bBuildAsync);

            // Apply Unity transform and possibly upload to Houdini Engine
            rootGO.transform.position = initialPosition;

            Debug.LogFormat("{0}: Created new HDA asset from {1} of type {2}.", HEU_Defines.HEU_NAME, filePath, asset.AssetType);

            return(rootGO);
        }