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This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971 [CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
1046 lines
32 KiB
C++
1046 lines
32 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DatasmithSketchUpComponent.h"
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#include "DatasmithSketchUpExportContext.h"
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#include "DatasmithSketchUpMaterial.h"
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#include "DatasmithSketchUpMetadata.h"
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#include "DatasmithSketchUpString.h"
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#include "DatasmithSketchUpSummary.h"
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#include "DatasmithSketchUpUtils.h"
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// SketchUp SDK.
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#include "DatasmithSketchUpSDKBegins.h"
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#include "SketchUpAPI/model/component_definition.h"
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#include "SketchUpAPI/model/drawing_element.h"
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#include "SketchUpAPI/model/entities.h"
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#include "SketchUpAPI/model/group.h"
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#include "SketchUpAPI/model/layer.h"
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#include "SketchUpAPI/model/model.h"
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#include "SketchUpAPI/model/component_instance.h"
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#if !defined(SKP_SDK_2019) && !defined(SKP_SDK_2020)
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#include "SketchUpAPI/model/layer_folder.h"
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#endif
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#include "DatasmithSketchUpSDKCeases.h"
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#include "IDatasmithSceneElements.h"
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#include "DatasmithSceneFactory.h"
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#include "DatasmithUtils.h"
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#define REMOVE_MESHES_WHEN_INVISIBLE
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using namespace DatasmithSketchUp;
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void FNodeOccurence::AddChildOccurrence(FExportContext& Context, FComponentInstance& ChildComponentInstance)
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{
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FNodeOccurence& ChildNode = ChildComponentInstance.CreateNodeOccurrence(Context, /*Parent*/ *this);
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// todo: rename ToDatasmith - this just creates hierarchy
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ChildNode.ToDatasmith(Context);
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}
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void FNodeOccurence::ToDatasmith(FExportContext& Context)
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{
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FDefinition* EntityDefinition = Entity.GetDefinition();
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if (!EntityDefinition)
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{
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return;
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}
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// Process child nodes
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FEntities& Entities = EntityDefinition->GetEntities();
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// Convert the SketchUp normal component instances into sub-hierarchies of Datasmith actors.
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for (SUComponentInstanceRef SComponentInstanceRef : Entities.GetComponentInstances())
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{
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TSharedPtr<FComponentInstance> ComponentInstance = Context.ComponentInstances.AddComponentInstance(*EntityDefinition, SComponentInstanceRef);
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if (ComponentInstance.IsValid())
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{
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AddChildOccurrence(Context, *ComponentInstance);
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}
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}
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// Convert the SketchUp group component instances into sub-hierarchies of Datasmith actors.
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for (SUGroupRef SGroupRef : Entities.GetGroups())
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{
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SUComponentInstanceRef SComponentInstanceRef = SUGroupToComponentInstance(SGroupRef);
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TSharedPtr<FComponentInstance> ComponentInstance = Context.ComponentInstances.AddComponentInstance(*EntityDefinition, SComponentInstanceRef);
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if (ComponentInstance.IsValid())
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{
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AddChildOccurrence(Context, *ComponentInstance);
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}
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}
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}
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void FNodeOccurence::UpdateMeshActors(FExportContext& Context)
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{
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// Remove old mesh actors
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// todo: reuse old mesh actors (also can keep instances when removing due to say hidden)
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if (DatasmithActorElement.IsValid())
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{
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for (TSharedPtr<IDatasmithMeshActorElement> MeshActor : MeshActors)
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{
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DatasmithActorElement->RemoveChild(MeshActor);
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}
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}
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else
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{
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for (TSharedPtr<IDatasmithMeshActorElement> MeshActor : MeshActors)
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{
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Context.DatasmithScene->RemoveActor(MeshActor, EDatasmithActorRemovalRule::RemoveChildren);
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}
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}
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MeshActors.Reset();
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if (!bVisible) // no mesh actors for invisible node
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{
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return;
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}
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FDefinition* EntityDefinition = Entity.GetDefinition();
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DatasmithSketchUp::FEntitiesGeometry* EntitiesGeometry = EntityDefinition->GetEntities().EntitiesGeometry.Get();
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if (!EntitiesGeometry)
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{
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return;
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}
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MeshActors.Reset(EntitiesGeometry->GetMeshCount());
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FString ComponentActorName = GetActorName();
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FString MeshActorLabel = GetActorLabel();
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for (int32 MeshIndex = 0; MeshIndex < EntitiesGeometry->GetMeshCount(); ++MeshIndex)
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{
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FString MeshActorName = FString::Printf(TEXT("%ls_%d"), *ComponentActorName, MeshIndex + 1); // Count meshes/mesh actors from 1
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// Create a Datasmith mesh actor for the Datasmith mesh element.
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TSharedPtr<IDatasmithMeshActorElement> DMeshActorPtr = FDatasmithSceneFactory::CreateMeshActor(*MeshActorName);
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MeshActors.Add(DMeshActorPtr);
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// Set the mesh actor label used in the Unreal UI.
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DMeshActorPtr->SetLabel(*MeshActorLabel);
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// Add the Datasmith actor component depth tag.
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// We use component depth + 1 to factor in the added Datasmith scene root once imported in Unreal.
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FString ComponentDepthTag = FString::Printf(TEXT("SU.DEPTH.%d"), Depth + 1);
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DMeshActorPtr->AddTag(*ComponentDepthTag);
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// Add the Datasmith actor component definition GUID tag.
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FString DefinitionGUIDTag = FString::Printf(TEXT("SU.GUID.%ls"), *EntityDefinition->GetSketchupSourceGUID());
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DMeshActorPtr->AddTag(*DefinitionGUIDTag);
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// Add the Datasmith actor component instance path tag.
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FString InstancePathTag = ComponentActorName.Replace(TEXT("SU"), TEXT("SU.PATH.0")).Replace(TEXT("_"), TEXT("."));
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DMeshActorPtr->AddTag(*InstancePathTag);
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// Add the mesh actor to our component Datasmith actor hierarchy.
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if (DatasmithActorElement.IsValid())
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{
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DatasmithActorElement->AddChild(DMeshActorPtr);
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}
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else
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{
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Context.DatasmithScene->AddActor(DMeshActorPtr);
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}
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// ADD_TRACE_LINE(TEXT("Actor %ls: %ls %ls %ls"), *MeshActorLabel, *ComponentDepthTag, *DefinitionGUIDTag, *InstancePathTag);
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// Set the Datasmith mesh element used by the mesh actor.
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DMeshActorPtr->SetStaticMeshPathName(EntitiesGeometry->GetMeshElementName(MeshIndex));
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}
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}
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void FNodeOccurence::UpdateVisibility(FExportContext& Context)
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{
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if (bHierarchyInvalidated)
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{
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// todo: move hierarchy creation here?
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bHierarchyInvalidated = false;
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}
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if (bVisibilityInvalidated)
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{
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Entity.UpdateOccurrenceVisibility(Context, *this);
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bVisibilityInvalidated = false;
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}
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for (FNodeOccurence* ChildNode : Children)
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{
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ChildNode->UpdateVisibility(Context);
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}
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}
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void FNodeOccurence::Update(FExportContext& Context)
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{
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// todo: Is it possible not to traverse whole scene when only part of it changes?
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// - one way is to collect all nodes that need to be updated
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// - the other - only topmost invalidated nodes. and them traverse from them only, not from the top.
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// E.g. when a node is invalidated - traverse its subtree to invalidate all the nodes below. Also when a node is invalidated check
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// its parent - if its not invalidated this means any ancestor is not invalidated. This way complexity would be O(n) where n is number of nodes that need update, not number of all nodes
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if (bMeshActorsInvalidated)
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{
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UpdateMeshActors(Context);
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bMeshActorsInvalidated = false;
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}
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if (bPropertiesInvalidated)
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{
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Entity.UpdateOccurrence(Context, *this);
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bPropertiesInvalidated = false;
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}
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for (FNodeOccurence* ChildNode : Children)
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{
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ChildNode->Update(Context);
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}
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}
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void FNodeOccurence::InvalidateProperties()
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{
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if (bPropertiesInvalidated)
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{
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// if node is invalidated no need to traverse further - it's already done
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return;
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}
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bPropertiesInvalidated = true;
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// todo: register invalidated?
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for (FNodeOccurence* Child : Children)
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{
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Child->InvalidateProperties();
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}
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}
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void FNodeOccurence::InvalidateMeshActors()
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{
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bMeshActorsInvalidated = true;
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}
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FString FNodeOccurence::GetActorName()
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{
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return DatasmithActorName;
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}
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FString FNodeOccurence::GetActorLabel()
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{
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return DatasmithActorLabel;
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}
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void FNodeOccurence::RemoveOccurrence(FExportContext& Context)
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{
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// RemoveOccurrence is called from Entity only(i.e. it doesn't remove occurrence from the Entity itself, it's done there)
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Entity.EntityOccurrenceVisible(this, false);
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if (MaterialOverride)
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{
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MaterialOverride->UnregisterInstance(Context, this);
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}
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for (FNodeOccurence* Child : Children)
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{
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Child->RemoveOccurrence(Context);
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Child->Entity.DeleteOccurrence(Context, Child);
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}
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Children.Reset(); // don't need this is node it deallocated?
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for (const TSharedPtr<IDatasmithMeshActorElement>& MeshActor : MeshActors)
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{
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if (const TSharedPtr<IDatasmithActorElement>& ParentActor = MeshActor->GetParentActor())
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{
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ParentActor->RemoveChild(MeshActor);
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}
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else
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{
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Context.DatasmithScene->RemoveActor(MeshActor, EDatasmithActorRemovalRule::RemoveChildren);
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}
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}
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if (DatasmithActorElement)
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{
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if (const TSharedPtr<IDatasmithActorElement>& ParentActor = DatasmithActorElement->GetParentActor())
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{
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ParentActor->RemoveChild(DatasmithActorElement);
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}
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else
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{
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Context.DatasmithScene->RemoveActor(DatasmithActorElement, EDatasmithActorRemovalRule::RemoveChildren);
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}
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}
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}
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void FNodeOccurence::ResetMetadataElement(FExportContext& Context)
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{
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// Create a Datasmith metadata element for the SketckUp component instance metadata definition.
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FString MetadataElementName = FString::Printf(TEXT("%ls_DATA"), DatasmithActorElement->GetName());
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if (!DatasmithMetadataElement.IsValid())
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{
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DatasmithMetadataElement = FDatasmithSceneFactory::CreateMetaData(*MetadataElementName);
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DatasmithMetadataElement->SetAssociatedElement(DatasmithActorElement);
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Context.DatasmithScene->AddMetaData(DatasmithMetadataElement);
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}
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else
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{
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DatasmithMetadataElement->SetName(*MetadataElementName);
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}
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DatasmithMetadataElement->SetLabel(*DatasmithActorLabel);
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DatasmithMetadataElement->ResetProperties();
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}
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void FNodeOccurence::SetVisibility(bool bValue)
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{
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bVisible = bValue;
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Entity.EntityOccurrenceVisible(this, bVisible);
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}
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void FNodeOccurence::RemoveDatasmithActorHierarchy(FExportContext& Context)
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{
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if (!DatasmithActorElement)
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{
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return;
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}
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// Remove depth-first
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for (FNodeOccurence* ChildNode : Children)
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{
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ChildNode->RemoveDatasmithActorHierarchy(Context);
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}
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for (TSharedPtr<IDatasmithMeshActorElement> MeshActor : MeshActors)
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{
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DatasmithActorElement->RemoveChild(MeshActor);
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}
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MeshActors.Reset();
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if (const TSharedPtr<IDatasmithActorElement>& ParentActor = DatasmithActorElement->GetParentActor())
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{
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ParentActor->RemoveChild(DatasmithActorElement);
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}
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else
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{
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Context.DatasmithScene->RemoveActor(DatasmithActorElement, EDatasmithActorRemovalRule::RemoveChildren);
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}
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DatasmithActorElement.Reset();
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if (DatasmithMetadataElement)
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{
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Context.DatasmithScene->RemoveMetaData(DatasmithMetadataElement);
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}
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DatasmithMetadataElement.Reset();
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}
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FModelDefinition::FModelDefinition(SUModelRef InModel) : Model(InModel)
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{
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}
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void FModelDefinition::Parse(FExportContext& Context)
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{
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SUEntitiesRef EntitiesRef = SU_INVALID;
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// Retrieve the SketchUp model entities.
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SUModelGetEntities(Model, &EntitiesRef);
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Entities = Context.EntitiesObjects.AddEntities(*this, EntitiesRef);
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}
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void FModelDefinition::UpdateGeometry(FExportContext& Context)
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{
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Entities->UpdateGeometry(Context);
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}
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void FModelDefinition::UpdateMetadata(FExportContext& Context)
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{
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}
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void FModelDefinition::InvalidateInstancesGeometry(FExportContext& Context)
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{
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Context.Model->InvalidateEntityGeometry();
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}
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void FModelDefinition::InvalidateInstancesMetadata(FExportContext& Context)
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{
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}
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void FModelDefinition::FillOccurrenceActorMetadata(FNodeOccurence& Node)
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{
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}
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void FModelDefinition::CreateActor(FExportContext& Context, FNodeOccurence& Node)
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{
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// Don't create single root Actor for model
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}
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void FModelDefinition::BuildNodeNames(FNodeOccurence& Node)
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{
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// Get the SketckUp component instance persistent ID.
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int64 SketchupPersistentID = Node.Entity.GetPersistentId();
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Node.DatasmithActorName = FString::Printf(TEXT("%ls_%lld"), *GetSketchupSourceName(), SketchupPersistentID);
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Node.DatasmithActorLabel = GetSketchupSourceName();
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}
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FString FModelDefinition::GetSketchupSourceName()
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{
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FString SketchupSourceName = SuGetString(SUModelGetName, Model);
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if (SketchupSourceName.IsEmpty())
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{
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SketchupSourceName = TEXT("SketchUp_Model");
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}
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return SketchupSourceName;
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}
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FString FModelDefinition::GetSketchupSourceGUID()
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{
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return TEXT("MODEL");
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}
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void FModelDefinition::AddInstance(FExportContext& Context, TSharedPtr<FComponentInstance> Instance)
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{
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Context.RootNode->AddChildOccurrence(Context, *Instance);
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}
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FComponentDefinition::FComponentDefinition(
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SUComponentDefinitionRef InComponentDefinitionRef)
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: ComponentDefinitionRef(InComponentDefinitionRef)
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{
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}
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void FComponentDefinition::Parse(FExportContext& Context)
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{
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SUEntitiesRef EntitiesRef = SU_INVALID;
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// Retrieve the SketchUp component definition entities.
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SUComponentDefinitionGetEntities(ComponentDefinitionRef, &EntitiesRef); // we can ignore the returned SU_RESULT
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Entities = Context.EntitiesObjects.AddEntities(*this, EntitiesRef);
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// Get the component ID of the SketckUp component definition.
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SketchupSourceID = DatasmithSketchUpUtils::GetComponentID(ComponentDefinitionRef);
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// Retrieve the SketchUp component definition behavior in the rendering scene.
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SUComponentBehavior SComponentBehavior;
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SUComponentDefinitionGetBehavior(ComponentDefinitionRef, &SComponentBehavior); // we can ignore the returned SU_RESULT
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// Get whether or not the source SketchUp component behaves like a billboard.
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bSketchupSourceFaceCamera = SComponentBehavior.component_always_face_camera;
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}
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void FComponentDefinition::CreateActor(FExportContext& Context, FNodeOccurence& Node)
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{
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BuildNodeNames(Node);
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// Create a Datasmith actor for the component instance.
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Node.DatasmithActorElement = FDatasmithSceneFactory::CreateActor(*Node.DatasmithActorName); // a EDatasmithElementType::Actor
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{
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// Add the Datasmith actor component depth tag.
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// We use component depth + 1 to factor in the added Datasmith scene root once imported in Unreal.
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FString ComponentDepthTag = FString::Printf(TEXT("SU.DEPTH.%d"), Node.Depth);
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Node.DatasmithActorElement->AddTag(*ComponentDepthTag);
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// Add the Datasmith actor component definition GUID tag.
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FString DefinitionGUIDTag = FString::Printf(TEXT("SU.GUID.%ls"), *GetSketchupSourceGUID());
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Node.DatasmithActorElement->AddTag(*DefinitionGUIDTag);
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// Add the Datasmith actor component instance path tag.
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FString InstancePathTag = Node.DatasmithActorName.Replace(TEXT("SU"), TEXT("SU.PATH.0")).Replace(TEXT("_"), TEXT("."));
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Node.DatasmithActorElement->AddTag(*InstancePathTag);
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// Add the Datasmith actor component instance face camera tag when required.
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if (bSketchupSourceFaceCamera)
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{
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Node.DatasmithActorElement->AddTag(TEXT("SU.BEHAVIOR.FaceCamera"));
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}
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}
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// ComponentInstance occurrence always has parent node(Model it at top)
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if (Node.ParentNode->DatasmithActorElement)
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{
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Node.ParentNode->DatasmithActorElement->AddChild(Node.DatasmithActorElement);
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}
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else
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{
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Context.DatasmithScene->AddActor(Node.DatasmithActorElement);
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}
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}
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void FComponentDefinition::UpdateGeometry(FExportContext& Context)
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{
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Entities->UpdateGeometry(Context);
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}
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void FComponentDefinition::UpdateMetadata(FExportContext& Context)
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{
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ParsedMetadata = MakeUnique<FMetadata>(SUComponentDefinitionToEntity(ComponentDefinitionRef));;
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}
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void FComponentDefinition::BuildNodeNames(FNodeOccurence& Node)
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{
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// Get the SketckUp component instance persistent ID.
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int64 SketchupPersistentID = Node.Entity.GetPersistentId();
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Node.DatasmithActorName = FString::Printf(TEXT("%ls_%lld"), *Node.ParentNode->GetActorName(), SketchupPersistentID);
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FString EntityName = Node.Entity.GetName();
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Node.DatasmithActorLabel = FDatasmithUtils::SanitizeObjectName(EntityName.IsEmpty() ? Node.Entity.GetDefinition()->GetSketchupSourceName() : EntityName);
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}
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void FComponentDefinition::InvalidateInstancesGeometry(FExportContext& Context)
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{
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// todo: keep all instances or incapsulate enumeration(duplicated) of FComponentInstance
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size_t InstanceCount = 0;
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SUComponentDefinitionGetNumInstances(ComponentDefinitionRef, &InstanceCount);
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TArray<SUComponentInstanceRef> InstanceRefs;
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InstanceRefs.Init(SU_INVALID, InstanceCount);
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SUComponentDefinitionGetInstances(ComponentDefinitionRef, InstanceCount, InstanceRefs.GetData(), &InstanceCount);
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InstanceRefs.SetNum(InstanceCount);
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for (const SUComponentInstanceRef& InstanceRef : InstanceRefs)
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{
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Context.ComponentInstances.InvalidateComponentInstanceGeometry(DatasmithSketchUpUtils::GetComponentInstanceID(InstanceRef));
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}
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}
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void FComponentDefinition::InvalidateInstancesMetadata(FExportContext& Context)
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{
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// todo: keep all instances or incapsulate enumeration(duplicated) of FComponentInstance
|
|
size_t InstanceCount = 0;
|
|
SUComponentDefinitionGetNumInstances(ComponentDefinitionRef, &InstanceCount);
|
|
|
|
TArray<SUComponentInstanceRef> InstanceRefs;
|
|
InstanceRefs.Init(SU_INVALID, InstanceCount);
|
|
SUComponentDefinitionGetInstances(ComponentDefinitionRef, InstanceCount, InstanceRefs.GetData(), &InstanceCount);
|
|
InstanceRefs.SetNum(InstanceCount);
|
|
|
|
for (const SUComponentInstanceRef& InstanceRef : InstanceRefs)
|
|
{
|
|
Context.ComponentInstances.InvalidateComponentInstanceMetadata(DatasmithSketchUpUtils::GetComponentInstanceID(InstanceRef));
|
|
}
|
|
}
|
|
|
|
void FComponentDefinition::FillOccurrenceActorMetadata(FNodeOccurence& Node)
|
|
{
|
|
if (ParsedMetadata)
|
|
{
|
|
ParsedMetadata->AddMetadata(Node.DatasmithMetadataElement);
|
|
}
|
|
}
|
|
|
|
FString FComponentDefinition::GetSketchupSourceName()
|
|
{
|
|
// Retrieve the SketchUp component definition name.
|
|
return SuGetString(SUComponentDefinitionGetName, ComponentDefinitionRef);
|
|
}
|
|
|
|
FString FComponentDefinition::GetSketchupSourceGUID()
|
|
{
|
|
// Retrieve the SketchUp component definition IFC GUID.
|
|
return SuGetString(SUComponentDefinitionGetGuid, ComponentDefinitionRef);
|
|
}
|
|
|
|
void FComponentDefinition::LinkComponentInstance(FComponentInstance* ComponentInstance)
|
|
{
|
|
Instances.Add(ComponentInstance);
|
|
}
|
|
|
|
void FComponentDefinition::UnlinkComponentInstance(FComponentInstance* ComponentInstance)
|
|
{
|
|
Instances.Remove(ComponentInstance);
|
|
}
|
|
|
|
void FComponentDefinition::RemoveComponentDefinition(FExportContext& Context)
|
|
{
|
|
// Remove ComponentDefinition that doesn't have tracked instances
|
|
ensure(!Instances.Num());
|
|
|
|
// todo: might better keep in the Definition's Entities all ComponentInstanceIDs of the tracked entities
|
|
// this way we don't need to check whether we are tracking them (inside RemoveComponentInstance)
|
|
for (SUComponentInstanceRef ComponentInstanceRef : GetEntities().GetComponentInstances())
|
|
{
|
|
Context.ComponentInstances.RemoveComponentInstance(
|
|
DatasmithSketchUpUtils::GetComponentID(ComponentDefinitionRef),
|
|
DatasmithSketchUpUtils::GetComponentInstanceID(ComponentInstanceRef));
|
|
}
|
|
|
|
for (SUGroupRef GroupRef : GetEntities().GetGroups())
|
|
{
|
|
Context.ComponentInstances.RemoveComponentInstance(
|
|
DatasmithSketchUpUtils::GetComponentID(ComponentDefinitionRef),
|
|
DatasmithSketchUpUtils::GetGroupID(GroupRef));
|
|
}
|
|
|
|
Context.Materials.UnregisterGeometry(GetEntities().EntitiesGeometry.Get());
|
|
Context.EntitiesObjects.UnregisterEntities(GetEntities());
|
|
}
|
|
|
|
void FComponentDefinition::AddInstance(FExportContext& Context, TSharedPtr<FComponentInstance> Instance)
|
|
{
|
|
for (FComponentInstance* ParentInstance : Instances)
|
|
{
|
|
for (FNodeOccurence* ParentOccurrence : ParentInstance->Occurrences)
|
|
{
|
|
ParentOccurrence->AddChildOccurrence(Context, *Instance);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FEntity::UpdateOccurrence(FExportContext& Context, FNodeOccurence& Node)
|
|
{
|
|
if (Node.MaterialOverride)
|
|
{
|
|
Node.MaterialOverride->UnregisterInstance(Context, &Node);
|
|
}
|
|
|
|
FString EffectiveLayerName = SuGetString(SULayerGetName, Node.EffectiveLayerRef);
|
|
|
|
FDefinition* EntityDefinition = GetDefinition();
|
|
DatasmithSketchUp::FEntitiesGeometry& EntitiesGeometry = *EntityDefinition->GetEntities().EntitiesGeometry;
|
|
|
|
// Set the effective inherited material ID.
|
|
if (!GetAssignedMaterial(Node.InheritedMaterialID))
|
|
{
|
|
Node.InheritedMaterialID = Node.ParentNode->InheritedMaterialID;
|
|
}
|
|
|
|
// Update Datasmith Mesh Actors
|
|
for (int32 MeshIndex = 0; MeshIndex < Node.MeshActors.Num(); ++MeshIndex)
|
|
{
|
|
const TSharedPtr<IDatasmithMeshActorElement>& MeshActor = Node.MeshActors[MeshIndex];
|
|
MeshActor->SetLayer(*EffectiveLayerName);
|
|
|
|
// Update Override(Inherited) Material
|
|
// todo: set inherited material only on mesh actors that have faces with default material, right now setting on every mesh, hot harmful but excessive
|
|
if (EntitiesGeometry.IsMeshUsingInheritedMaterial(MeshIndex))
|
|
{
|
|
if (FMaterialOccurrence* Material = Context.Materials.RegisterInstance(Node.InheritedMaterialID, &Node))
|
|
{
|
|
// SketchUp has 'material override' only for single('Default') material.
|
|
// So we reset overrides on the actor to remove this single override(if it was set) and re-add new override
|
|
MeshActor->ResetMaterialOverrides(); // Clear previous override if was set
|
|
MeshActor->AddMaterialOverride(Material->GetName(), EntitiesGeometry.GetInheritedMaterialOverrideSlotId());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FEntity::UpdateEntityGeometry(FExportContext& Context)
|
|
{
|
|
if (bGeometryInvalidated)
|
|
{
|
|
InvalidateOccurrencesGeometry(Context);
|
|
bGeometryInvalidated = false;
|
|
}
|
|
}
|
|
|
|
void FEntity::UpdateEntityProperties(FExportContext& Context)
|
|
{
|
|
if (bPropertiesInvalidated)
|
|
{
|
|
// We can't just update Occurrence properties
|
|
// When transform changes each node needs its parent transform to be already calculated
|
|
// So we postpone occurrence nodes updates until we do update with respect to hierarchy(top first)
|
|
InvalidateOccurrencesProperties(Context);
|
|
UpdateMetadata(Context);
|
|
|
|
bPropertiesInvalidated = false;
|
|
}
|
|
}
|
|
|
|
void FEntity::EntityOccurrenceVisible(FNodeOccurence* Node, bool bVisible)
|
|
{
|
|
if (bVisible)
|
|
{
|
|
VisibleNodes.Add(Node);
|
|
}
|
|
else
|
|
{
|
|
if (VisibleNodes.Contains(Node))
|
|
{
|
|
VisibleNodes.Remove(Node);
|
|
}
|
|
}
|
|
|
|
GetDefinition()->EntityVisible(this, VisibleNodes.Num() > 0);
|
|
}
|
|
|
|
FDefinition* FComponentInstance::GetDefinition()
|
|
{
|
|
return &Definition;
|
|
}
|
|
|
|
bool FComponentInstance::GetAssignedMaterial(FMaterialIDType& MaterialId)
|
|
{
|
|
SUComponentInstanceRef ComponentInstanceRef = GetComponentInstanceRef();
|
|
SUMaterialRef MaterialRef = DatasmithSketchUpUtils::GetMaterial(ComponentInstanceRef);
|
|
|
|
// Set the effective inherited material ID.
|
|
if (SUIsValid(MaterialRef))
|
|
{
|
|
// Get the material ID of the SketckUp component instance material.
|
|
MaterialId = DatasmithSketchUpUtils::GetMaterialID(MaterialRef);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void FComponentInstance::UpdateOccurrence(FExportContext& Context, FNodeOccurence& Node)
|
|
{
|
|
if (!Node.bVisible)
|
|
{
|
|
return;
|
|
}
|
|
|
|
SUComponentInstanceRef InSComponentInstanceRef = GetComponentInstanceRef();
|
|
|
|
// Set the actor label used in the Unreal UI.
|
|
Node.DatasmithActorElement->SetLabel(*Node.DatasmithActorLabel);
|
|
|
|
// Retrieve the SketchUp component instance effective layer name.
|
|
FString SEffectiveLayerName;
|
|
SEffectiveLayerName = SuGetString(SULayerGetName, Node.EffectiveLayerRef);
|
|
|
|
// Set the Datasmith actor layer name.
|
|
Node.DatasmithActorElement->SetLayer(*FDatasmithUtils::SanitizeObjectName(SEffectiveLayerName));
|
|
|
|
SUTransformation SComponentInstanceWorldTransform = DatasmithSketchUpUtils::GetComponentInstanceTransform(InSComponentInstanceRef, Node.ParentNode->WorldTransform);
|
|
Node.WorldTransform = SComponentInstanceWorldTransform;
|
|
|
|
// Set the Datasmith actor world transform.
|
|
DatasmithSketchUpUtils::SetActorTransform(Node.DatasmithActorElement, SComponentInstanceWorldTransform);
|
|
|
|
Node.ResetMetadataElement(Context);// todo: can enable/disable metadata export by toggling this code
|
|
FillOccurrenceActorMetadata(Node);
|
|
|
|
// Update Datasmith Mesh Actors
|
|
for (int32 MeshIndex = 0; MeshIndex < Node.MeshActors.Num(); ++MeshIndex)
|
|
{
|
|
const TSharedPtr<IDatasmithMeshActorElement>& MeshActor = Node.MeshActors[MeshIndex];
|
|
|
|
// Set mesh actor transform after node transform
|
|
MeshActor->SetScale(Node.DatasmithActorElement->GetScale());
|
|
MeshActor->SetRotation(Node.DatasmithActorElement->GetRotation());
|
|
MeshActor->SetTranslation(Node.DatasmithActorElement->GetTranslation());
|
|
}
|
|
|
|
|
|
|
|
Super::UpdateOccurrence(Context, Node);
|
|
}
|
|
|
|
int64 FComponentInstance::GetPersistentId()
|
|
{
|
|
SUComponentInstanceRef ComponentInstanceRef = GetComponentInstanceRef();
|
|
return DatasmithSketchUpUtils::GetComponentPID(ComponentInstanceRef);
|
|
}
|
|
|
|
FString FComponentInstance::GetName()
|
|
{
|
|
SUComponentInstanceRef InSComponentInstanceRef = GetComponentInstanceRef();
|
|
FString SComponentInstanceName;
|
|
return SuGetString(SUComponentInstanceGetName, InSComponentInstanceRef);
|
|
}
|
|
|
|
FNodeOccurence& FComponentInstance::CreateNodeOccurrence(FExportContext& Context, FNodeOccurence& ParentNode)
|
|
{
|
|
FNodeOccurence* Occurrence = new FNodeOccurence(&ParentNode, *this);
|
|
ParentNode.Children.Add(Occurrence);
|
|
Occurrences.Add(Occurrence);
|
|
return *Occurrence;
|
|
}
|
|
|
|
void FComponentInstance::DeleteOccurrence(FExportContext& Context, FNodeOccurence* Node)
|
|
{
|
|
Occurrences.Remove(Node);
|
|
delete Node;
|
|
}
|
|
|
|
void FComponentInstance::UpdateMetadata(FExportContext& Context)
|
|
{
|
|
ParsedMetadata = MakeUnique<FMetadata>(SUComponentInstanceToEntity(GetComponentInstanceRef()));
|
|
}
|
|
|
|
void FComponentInstance::InvalidateOccurrencesGeometry(FExportContext& Context)
|
|
{
|
|
for (FNodeOccurence* Node : Occurrences)
|
|
{
|
|
Node->InvalidateMeshActors();
|
|
|
|
// Should invalidate transform to trigger transform update for mesh actors
|
|
// todo: can simplify this
|
|
// - separate Transform invalidation from other properties? If it should give any improvement?
|
|
// - or just update mesh actors transforms? we can't do it here though as transform can be invalidated by ancestors change later when occurrences are updated
|
|
// - add another flag to invalidate just mesh actors properties and update them separately
|
|
Node->InvalidateProperties();
|
|
}
|
|
}
|
|
|
|
void FComponentInstance::InvalidateOccurrencesProperties(FExportContext& Context)
|
|
{
|
|
// When ComponentInstance is modified we need to determine if its visibility might have changed foremost
|
|
// because this determines whether corresponding node would exist in the Datasmith scene
|
|
// Two things affect this - Hidden instance flag and layer(tag):
|
|
|
|
bool bNewHidden = false;
|
|
SUDrawingElementRef DrawingElementRef = SUComponentInstanceToDrawingElement(GetComponentInstanceRef());
|
|
SUDrawingElementGetHidden(DrawingElementRef, &bNewHidden);
|
|
|
|
SUDrawingElementGetLayer(DrawingElementRef, &LayerRef);
|
|
bool bNewLayerVisible = true;
|
|
SULayerGetVisibility(LayerRef, &bNewLayerVisible);
|
|
|
|
// Search for invisible ancestor folder (parent invisibility overrides child's visibility)
|
|
// LayerFolder introduced in SketchUp 2021
|
|
#if !defined(SKP_SDK_2019) && !defined(SKP_SDK_2020)
|
|
SULayerFolderRef LayerFolderRef = SU_INVALID;
|
|
SULayerGetParentLayerFolder(LayerRef, &LayerFolderRef);
|
|
while (SUIsValid(LayerFolderRef))
|
|
{
|
|
bool bLayerFolderVisible = true;
|
|
SULayerFolderGetVisibility(LayerFolderRef, &bLayerFolderVisible);
|
|
bNewLayerVisible = bNewLayerVisible && bLayerFolderVisible;
|
|
|
|
SULayerFolderRef ParentLayerFolderRef = SU_INVALID;
|
|
SULayerFolderGetParentLayerFolder(LayerFolderRef, &ParentLayerFolderRef);
|
|
LayerFolderRef = ParentLayerFolderRef;
|
|
}
|
|
#endif
|
|
|
|
if (bHidden != bNewHidden || bLayerVisible != bNewLayerVisible)
|
|
{
|
|
bHidden = bNewHidden;
|
|
bLayerVisible = bNewLayerVisible;
|
|
for (FNodeOccurence* Node : Occurrences)
|
|
{
|
|
Node->bVisibilityInvalidated = true;
|
|
}
|
|
}
|
|
|
|
for (FNodeOccurence* Node : Occurrences)
|
|
{
|
|
Node->InvalidateProperties();
|
|
}
|
|
}
|
|
|
|
FComponentInstanceIDType FComponentInstance::GetComponentInstanceId()
|
|
{
|
|
return DatasmithSketchUpUtils::GetComponentInstanceID(GetComponentInstanceRef());
|
|
}
|
|
|
|
void FComponentInstance::RemoveOccurrences(FExportContext& Context)
|
|
{
|
|
for (FNodeOccurence* Occurrence : Occurrences)
|
|
{
|
|
Occurrence->RemoveOccurrence(Context);
|
|
Occurrence->ParentNode->Children.Remove(Occurrence);
|
|
}
|
|
}
|
|
|
|
SUComponentInstanceRef FComponentInstance::GetComponentInstanceRef()
|
|
{
|
|
return SUComponentInstanceFromEntity(EntityRef);
|
|
}
|
|
|
|
void FComponentInstance::FillOccurrenceActorMetadata(FNodeOccurence& Node)
|
|
{
|
|
if (!Node.DatasmithMetadataElement)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//SUTransformation SComponentInstanceWorldTransform = DatasmithSketchUpUtils::GetComponentInstanceTransform(GetComponentInstanceRef(), Node.ParentNode->WorldTransform);
|
|
//double Volume;
|
|
//SUComponentInstanceComputeVolume(GetComponentInstanceRef(), &SComponentInstanceWorldTransform, &Volume);
|
|
|
|
// Add original instance/component names to metadata
|
|
TSharedPtr<IDatasmithKeyValueProperty> EntityName = FDatasmithSceneFactory::CreateKeyValueProperty(TEXT("Instance"));
|
|
EntityName->SetValue(*GetName());
|
|
Node.DatasmithMetadataElement->AddProperty(EntityName);
|
|
|
|
TSharedPtr<IDatasmithKeyValueProperty> DefinitionName = FDatasmithSceneFactory::CreateKeyValueProperty(TEXT("Definition"));
|
|
DefinitionName->SetValue(*GetDefinition()->GetSketchupSourceName());
|
|
Node.DatasmithMetadataElement->AddProperty(DefinitionName);
|
|
|
|
// Add instance metadata
|
|
if (ParsedMetadata)
|
|
{
|
|
ParsedMetadata->AddMetadata(Node.DatasmithMetadataElement);
|
|
}
|
|
|
|
// Add definition metadata
|
|
GetDefinition()->FillOccurrenceActorMetadata(Node);
|
|
}
|
|
|
|
void FComponentInstance::UpdateOccurrenceVisibility(FExportContext& Context, FNodeOccurence& Node)
|
|
{
|
|
Node.EffectiveLayerRef = DatasmithSketchUpUtils::GetEffectiveLayer(GetComponentInstanceRef(), Node.ParentNode->EffectiveLayerRef);
|
|
|
|
// Parent node, component instance and layer - all should be visible to have node visible
|
|
Node.SetVisibility(Node.ParentNode->bVisible && !bHidden && bLayerVisible);
|
|
|
|
if (Node.bVisible)
|
|
{
|
|
if (!Node.DatasmithActorElement)
|
|
{
|
|
FDefinition* EntityDefinition = GetDefinition();
|
|
EntityDefinition->CreateActor(Context, Node);
|
|
|
|
// Invalidate actor-dependent
|
|
Node.InvalidateMeshActors();
|
|
Node.InvalidateProperties();
|
|
}
|
|
Node.InvalidateMeshActors();
|
|
}
|
|
else
|
|
{
|
|
Node.RemoveDatasmithActorHierarchy(Context);
|
|
}
|
|
|
|
for (FNodeOccurence* ChildNode : Node.Children)
|
|
{
|
|
ChildNode->bVisibilityInvalidated = true;
|
|
}
|
|
}
|
|
|
|
void FComponentInstance::RemoveComponentInstance(FExportContext& Context)
|
|
{
|
|
Definition.EntityVisible(this, false);
|
|
Definition.UnlinkComponentInstance(this);
|
|
RemoveOccurrences(Context);
|
|
|
|
// If there's no Instances of this removed ComponentInstance we need to stop tracking Definition's Entities
|
|
// Details:
|
|
// SketchUp api doesn't fire event for those child Entities although they are effectively removed from Model
|
|
// Sketchup.active_model.definitions.purge_unused will deallocate those dangling Entities leaving references invalid
|
|
// Although SU API tries to notify about this but fails e.g. DefinitionObserver.onComponentInstanceRemoved/onEraseEntity passes already deleted Entity making this callback useless
|
|
if (!Definition.Instances.Num())
|
|
{
|
|
Definition.RemoveComponentDefinition(Context);
|
|
}
|
|
}
|
|
|
|
void FComponentInstance::SetParentDefinition(FExportContext& Context, FDefinition* InParent)
|
|
{
|
|
if (!IsParentDefinition(InParent)) // Changing parent
|
|
{
|
|
// If we are re-parenting(i.e. entity was previously owned by another Definition - this happens
|
|
// when say a ComponentInstance was selected in UI and "Make Group" was performed.
|
|
if (Parent)
|
|
{
|
|
RemoveOccurrences(Context);
|
|
}
|
|
|
|
Parent = InParent;
|
|
}
|
|
}
|
|
|
|
FModel::FModel(FModelDefinition& InDefinition) : Definition(InDefinition)
|
|
{
|
|
|
|
}
|
|
|
|
FDefinition* FModel::GetDefinition()
|
|
{
|
|
return &Definition;
|
|
}
|
|
|
|
bool FModel::GetAssignedMaterial(FMaterialIDType& MaterialId)
|
|
{
|
|
MaterialId = FMaterial::INHERITED_MATERIAL_ID;
|
|
return true;
|
|
}
|
|
|
|
int64 FModel::GetPersistentId()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
FString FModel::GetName()
|
|
{
|
|
return "";
|
|
}
|
|
|
|
void FModel::InvalidateOccurrencesGeometry(FExportContext& Context)
|
|
{
|
|
Context.RootNode->InvalidateMeshActors();
|
|
Context.RootNode->InvalidateProperties();
|
|
}
|
|
|
|
void FModel::InvalidateOccurrencesProperties(FExportContext& Context)
|
|
{
|
|
Context.RootNode->InvalidateProperties();
|
|
}
|
|
|
|
void FModel::UpdateOccurrenceVisibility(FExportContext& Context, FNodeOccurence& Node)
|
|
{
|
|
Node.SetVisibility(true);
|
|
}
|
|
|
|
void FModel::DeleteOccurrence(FExportContext& Context, FNodeOccurence* Node)
|
|
{
|
|
// Model occurrence is not deleted by any parent
|
|
}
|
|
|
|
void FModel::UpdateMetadata(FExportContext& Context)
|
|
{
|
|
}
|
|
|
|
void FDefinition::EntityVisible(FEntity* Entity, bool bVisible)
|
|
{
|
|
if (bVisible)
|
|
{
|
|
VisibleEntities.Add(Entity);
|
|
}
|
|
else
|
|
{
|
|
if (VisibleEntities.Contains(Entity))
|
|
{
|
|
VisibleEntities.Remove(Entity);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FDefinition::UpdateDefinition(FExportContext& Context)
|
|
{
|
|
if (VisibleEntities.Num())
|
|
{
|
|
if (bGeometryInvalidated)
|
|
{
|
|
UpdateGeometry(Context);
|
|
InvalidateInstancesGeometry(Context); // Make sure instances keep up with definition changes
|
|
bMeshesAdded = false;
|
|
|
|
bGeometryInvalidated = false;
|
|
}
|
|
|
|
if (bPropertiesInvalidated)
|
|
{
|
|
UpdateMetadata(Context);
|
|
InvalidateInstancesMetadata(Context); // Make sure instances keep up with definition changes
|
|
|
|
bPropertiesInvalidated = false;
|
|
}
|
|
|
|
if (!bMeshesAdded)
|
|
{
|
|
GetEntities().AddMeshesToDatasmithScene(Context);
|
|
bMeshesAdded = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (bMeshesAdded)
|
|
{
|
|
// Without references meshes will be cleaned from datasmith scene
|
|
// bMeshesAdded = false; // todo: SceneCleanUp - do maintenance myself?
|
|
GetEntities().RemoveMeshesFromDatasmithScene(Context);
|
|
bMeshesAdded = false;
|
|
}
|
|
}
|
|
}
|