Added support for receiving collections
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Content/Examples/BlueprintReceiving.uasset
Двоичные данные
Content/Examples/BlueprintReceiving.uasset
Двоичный файл не отображается.
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@ -0,0 +1,53 @@
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#include "Conversion/Converters/CollectionConverter.h"
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#include "Objects/Collection.h"
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UCollectionConverter::UCollectionConverter()
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{
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SpeckleTypes.Add(UCollection::StaticClass());
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ActorType = AActor::StaticClass();
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ActorMobility = EComponentMobility::Static;
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}
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UObject* UCollectionConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
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TScriptInterface<ISpeckleConverter>& AvailableConverters )
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{
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const UCollection* p = Cast<UCollection>(SpeckleBase);
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if(p == nullptr) return nullptr;
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return CollectionToNative(p, World);
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}
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AActor* UCollectionConverter::CollectionToNative(const UCollection*, UWorld* World)
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{
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AActor* MeshActor = CreateEmptyActor(World);
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return MeshActor;
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}
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AActor* UCollectionConverter::CreateEmptyActor(UWorld* World, const FActorSpawnParameters& SpawnParameters)
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{
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AActor* Actor = World->SpawnActor<AActor>(ActorType, SpawnParameters);
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USceneComponent* Scene = NewObject<USceneComponent>(Actor, "Root");
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Actor->SetRootComponent(Scene);
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Scene->RegisterComponent();
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Scene->SetMobility(ActorMobility);
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return Actor;
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}
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UBase* UCollectionConverter::ConvertToSpeckle_Implementation(const UObject* Object)
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{
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return nullptr; //TODO implement ToSpeckle function
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}
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UCollection* UCollectionConverter::CollectionToSpeckle(const AActor* Object)
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{
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return nullptr; //TODO implement ToSpeckle function
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}
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@ -5,6 +5,7 @@
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#include "API/SpeckleSerializer.h"
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#include "Conversion/Converters/AggregateConverter.h"
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#include "Conversion/Converters/BlockConverter.h"
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#include "Conversion/Converters/CollectionConverter.h"
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#include "Conversion/Converters/PointCloudConverter.h"
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#include "Conversion/Converters/StaticMeshConverter.h"
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#include "Conversion/Converters/MaterialConverter.h"
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@ -22,6 +23,7 @@ USpeckleConverterComponent::USpeckleConverterComponent()
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static ConstructorHelpers::FObjectFinder<UPointCloudConverter> PointCloudConverter(TEXT("PointCloudConverter'/SpeckleUnreal/Converters/DefaultPointCloudConverter.DefaultPointCloudConverter'"));
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static ConstructorHelpers::FObjectFinder<UBlockConverter> BlockConverter(TEXT("BlockConverter'/SpeckleUnreal/Converters/DefaultBlockConverter.DefaultBlockConverter'"));
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static ConstructorHelpers::FObjectFinder<UMaterialConverter> MaterialConverter(TEXT("MaterialConverter'/SpeckleUnreal/Converters/DefaultMaterialConverter.DefaultMaterialConverter'"));
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static ConstructorHelpers::FObjectFinder<UCollectionConverter> CollectionConverter(TEXT("CollectionConverter'/SpeckleUnreal/Converters/DefaultCollectionConverter.DefaultCollectionConverter'"));
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static ConstructorHelpers::FObjectFinder<UObject> CameraConverter(TEXT("CameraConverter'/SpeckleUnreal/Converters/DefaultCameraConverter.DefaultCameraConverter'"));
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//static ConstructorHelpers::FObjectFinder<ULightConverter> LightConverter(TEXT("LightConverter'/SpeckleUnreal/Converters/DefaultLightConverter.DefaultLightConverter'"));
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@ -31,6 +33,7 @@ USpeckleConverterComponent::USpeckleConverterComponent()
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SpeckleConverter->SpeckleConverters.Add(PointCloudConverter.Object);
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SpeckleConverter->SpeckleConverters.Add(BlockConverter.Object);
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SpeckleConverter->SpeckleConverters.Add(MaterialConverter.Object);
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SpeckleConverter->SpeckleConverters.Add(CollectionConverter.Object);
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SpeckleConverter->SpeckleConverters.Add(CameraConverter.Object);
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//SpeckleConverter->SpeckleConverters.Add(LightConverter.Object);
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@ -41,8 +44,19 @@ AActor* USpeckleConverterComponent::RecursivelyConvertToNative(AActor* AOwner, c
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const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors)
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{
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float ObjectsToConvert{};
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Base->TryGetDynamicNumber("totalChildrenCount", ObjectsToConvert);
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if(Base->TotalChildrenCount > 0)
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{
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ObjectsToConvert = Base->TotalChildrenCount;
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}
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else
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{
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Base->TryGetDynamicNumber("totalChildrenCount", ObjectsToConvert);
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}
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if(ObjectsToConvert <= 1)
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{
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ObjectsToConvert = 99999; //A large number
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}
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// Progress bar
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FScopedSlowTask Progress(ObjectsToConvert + 2,
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LOCTEXT("SpeckleConvertoNative","Converting Speckle Objects to Native"), DisplayProgressBar);
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@ -0,0 +1,20 @@
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#include "Objects/Collection.h"
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bool UCollection::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
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{
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if(!Super::Parse(Obj, ReadTransport)) return false;
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// Parse Name property
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if(!Obj->TryGetStringField("name", Name)) return false;
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//DynamicProperties.Remove("name"); //Don't remove from dynamic, as we pick this up to name the actor
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// Parse collectionType
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if(!Obj->TryGetStringField("collectionType", CollectionType)) return false;
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DynamicProperties.Remove("collectionType");
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return true;
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}
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@ -0,0 +1,53 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Conversion/SpeckleConverter.h"
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#include "Engine/EngineTypes.h"
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#include "Engine/World.h"
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#include "CollectionConverter.generated.h"
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class UCollection;
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/**
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* Converts Speckle Mesh objects into native actors with a procedural mesh component.
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*
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* Compared with the StaticMeshConverter, this converter has some serious limitations
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* - Cannot convert displayValues,
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* - N-gon faces will be ignored,
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* - Meshes are transient, and won't persist on level reload
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*/
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UCLASS()
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class SPECKLEUNREAL_API UCollectionConverter : public UObject, public ISpeckleConverter
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{
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GENERATED_BODY()
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CONVERTS_SPECKLE_TYPES()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
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TSubclassOf<AActor> ActorType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
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TEnumAsByte<EComponentMobility::Type> ActorMobility;
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// Sets default values for this actor's properties
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UCollectionConverter();
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virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
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TScriptInterface<ISpeckleConverter>& AvailableConverters) override;
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virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
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UFUNCTION(BlueprintCallable, Category="ToNative")
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virtual AActor* CollectionToNative(const UCollection* SpeckleCollection, UWorld* World);
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UFUNCTION(BlueprintCallable, Category="ToNative")
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virtual UCollection* CollectionToSpeckle(const AActor* Object);
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virtual AActor* CreateEmptyActor(UWorld* World, const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
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};
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@ -34,6 +34,7 @@ public:
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UObject* ConvertToNative(const UBase* SpeckleBase, UWorld* World, UPARAM(ref) TScriptInterface<ISpeckleConverter>& AvailableConverters);
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/// Tries to convert a given Actor or Component into a Speckle Base
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/// NOT IMPLEMENTED!!!
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToSpeckle")
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UBase* ConvertToSpeckle(const UObject* Object);
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@ -33,7 +33,7 @@ public:
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FString Id;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
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int64 TotalChildrenCount;
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int64 TotalChildrenCount = 0;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
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FString ApplicationId;
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@ -0,0 +1,28 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Objects/Base.h"
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#include "Collection.generated.h"
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/**
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*
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*/
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UCLASS()
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class SPECKLEUNREAL_API UCollection : public UBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
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FString Name;
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UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
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FString CollectionType;
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UCollection() : UBase(TEXT("Speckle.Core.Models.Collection")) {}
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virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
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};
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