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#jira UE-179638 #preflight 642fa37485398c090c53b782 #rb benoit.deschenes [CL 24987814 by kerim borchaev in ue5-main branch]
1299 lines
40 KiB
C++
1299 lines
40 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/entity.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/location.h"
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#include "SketchUpAPI/model/model.h"
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#include "SketchUpAPI/model/component_instance.h"
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#include "SketchUpAPI/geometry/transformation.h"
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#include "SketchUpAPI/geometry/vector3d.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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#include "Misc/Paths.h"
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#define REMOVE_MESHES_WHEN_INVISIBLE
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using namespace DatasmithSketchUp;
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void FDefinition::ParseNode(FExportContext& Context, FNodeOccurence& Node)
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{
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// Process child nodes
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// Convert the SketchUp normal component instances into sub-hierarchies of Datasmith actors.
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for (SUComponentInstanceRef SComponentInstanceRef : GetEntities().GetComponentInstances())
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{
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TSharedPtr<FComponentInstance> ComponentInstance = Context.ComponentInstances.AddComponentInstance(*this, SComponentInstanceRef);
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if (ComponentInstance.IsValid())
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{
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FNodeOccurence& ChildNode = ComponentInstance->CreateNodeOccurrence(Context, Node);
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ComponentInstance->ParseNode(Context, ChildNode);
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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 : GetEntities().GetGroups())
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{
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SUComponentInstanceRef SComponentInstanceRef = SUGroupToComponentInstance(SGroupRef);
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TSharedPtr<FComponentInstance> ComponentInstance = Context.ComponentInstances.AddComponentInstance(*this, SComponentInstanceRef);
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if (ComponentInstance.IsValid())
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{
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FNodeOccurence& ChildNode = ComponentInstance->CreateNodeOccurrence(Context, Node);
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ComponentInstance->ParseNode(Context, ChildNode);
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}
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}
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for (SUImageRef ImageRef : GetEntities().GetImages())
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{
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TSharedPtr<FImage> Image = Context.Images.AddImage(*this, ImageRef);
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if (Image.IsValid())
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{
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Image->CreateNodeOccurrence(Context, Node);
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}
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}
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}
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// Update mesh actors of an entiry with Entities(that is model or component instance)
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void FEntityWithEntities::UpdateOccurrenceMeshActors(FExportContext& Context, FNodeOccurence& Node)
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{
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FDefinition* EntityDefinition = 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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Node.MeshActors.Reset(EntitiesGeometry->GetMeshCount());
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FString ComponentActorName = Node.GetActorName();
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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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Node.MeshActors.Add(DMeshActorPtr);
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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 + 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_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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Entity.ResetOccurrenceActors(Context, *this);
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if (bVisible)
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{
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Entity.UpdateOccurrenceMeshActors(Context, *this);
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}
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bMeshActorsInvalidated = false;
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}
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if (bPropertiesInvalidated)
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{
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if (bVisible)
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{
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Entity.UpdateOccurrence(Context, *this);
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}
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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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if (MaterialOverride)
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{
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MaterialOverride->UnregisterInstance(Context, this);
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}
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if (ParentNode)
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{
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ParentNode->Children.Remove(this);
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}
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// Usually child component instances are removed in proper order - children first. Nut grouping entities
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// has this weird behavior that containing component removed without cleaning its children. Test case:
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// Group an instance and some other entity(e.g. face) and then convert group to component
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// then converted group is removed without other events for its children
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// Probably this is because those 'children' are actually entities in the group's definition
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// And Group entity itself is just an instance of its definition(just like ComponentInstance)
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// So that Group definition content is not changed and that definition just receives another instance
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for (FNodeOccurence* Child : Children.Array())
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{
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Child->RemoveOccurrence(Context);
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}
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Entity.ResetOccurrenceActors(Context, *this);
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Entity.DeleteOccurrence(Context, this);
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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(*GetActorLabel());
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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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}
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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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// Hierarchy already removed(or wasn't created)
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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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Entity.ResetOccurrenceActors(Context, *this);
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}
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void FNodeOccurence::ResetNodeActors(FExportContext& Context)
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{
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FNodeOccurence& Node = *this;
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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 (Node.DatasmithActorElement)
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{
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// Check if component used an actor to combine mesh and child nodes under it
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// todo: just add flag for code clearness?
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bool bHasActor = Node.MeshActors.IsEmpty() || (Node.DatasmithActorElement != Node.MeshActors[0]);
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if (bHasActor)
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{
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// In this case detach all the children before removing actor from the parent/scene
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// note: DatasmithScene::RemoveActor has only two ways to remove children - relocating then to Scene root or deleting hierarchy
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int32 ChildCount = Node.DatasmithActorElement->GetChildrenCount();
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// Remove last child each time to optimize array elements relocation
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for(int32 ChildIndex = ChildCount-1; ChildIndex >= 0; --ChildIndex)
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{
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Node.DatasmithActorElement->RemoveChild(Node.DatasmithActorElement->GetChild(ChildIndex));
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}
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}
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if (const TSharedPtr<IDatasmithActorElement>& ParentActor = Node.DatasmithActorElement->GetParentActor())
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{
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ParentActor->RemoveChild(Node.DatasmithActorElement);
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}
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else
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{
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Context.DatasmithScene->RemoveActor(Node.DatasmithActorElement, EDatasmithActorRemovalRule::RemoveChildren);
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}
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Node.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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Node.MeshActors.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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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::GetSketchupSourceId()
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{
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return GetSketchupSourceGUID();
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}
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SUTransformation FModelDefinition::GetMeshBakedTransform()
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{
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SUTransformation Transform;
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SUTransformationScale(&Transform, 1.0);
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return Transform;
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}
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bool FModelDefinition::UpdateModel(FExportContext& Context)
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{
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// SketchUp API has no notification of Geolocation change so retrieve it every time and compare to check if we need to set DirectLink update
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FVector Geolocation = Context.DatasmithScene->GetGeolocation();
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FVector GeolocationNew = Geolocation;
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SULocationRef Location = SU_INVALID;
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if (SU_ERROR_NONE == SUModelGetLocation(Model, &Location))
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{
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double Latitude = 0;
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double Longitude = 0;
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SULocationGetLatLong(Location, &Latitude, &Longitude);
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GeolocationNew = FVector(Latitude, Longitude, 0);
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}
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if ((Geolocation - GeolocationNew).IsNearlyZero(1e-10))
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{
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return false;
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}
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Context.DatasmithScene->SetGeolocation(GeolocationNew);
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return true;
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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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FNodeOccurence& ChildNode = Instance->CreateNodeOccurrence(Context, *Context.RootNode);
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Instance->ParseNode(Context, ChildNode);
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}
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void FModelDefinition::AddImage(FExportContext& Context, TSharedPtr<FImage> Image)
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{
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Image->CreateNodeOccurrence(Context, *Context.RootNode);
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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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FComponentDefinition::~FComponentDefinition()
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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 FComponentInstance::SetupActor(FExportContext& Context, FNodeOccurence& Node)
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{
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FComponentDefinition& EntityDefinition = *(FComponentDefinition *)GetDefinition();
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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"), *GetDefinition()->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.GetActorName().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 (EntityDefinition.bSketchupSourceFaceCamera)
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{
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Node.DatasmithActorElement->AddTag(TEXT("SU.BEHAVIOR.FaceCamera"));
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}
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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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bBakeTransformIntoMesh = ShouldBakeTransformIntoMesh();
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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 FComponentInstance::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() ? GetDefinition()->GetSketchupSourceName() : EntityName);
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}
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|
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void FComponentDefinition::InvalidateInstancesGeometry(FExportContext& Context)
|
|
{
|
|
// 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.InvalidateComponentInstanceGeometry(DatasmithSketchUpUtils::GetComponentInstanceID(InstanceRef));
|
|
}
|
|
}
|
|
|
|
void FComponentDefinition::InvalidateInstancesMetadata(FExportContext& Context)
|
|
{
|
|
// 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::GetSketchupSourceId()
|
|
{
|
|
// Although SUEntityGetPersistentID implemented since SU 2017 it returns valid Id for ComponentDefinitions
|
|
// only since SU 2020.1 (even though SUEntityGetPersistentID docs states SUComponentDefinitionRef 'supported' from 2017)
|
|
// see https://github.com/SketchUp/api-issue-tracker/issues/314
|
|
#ifndef SKP_SDK_2019
|
|
// Use Entity PersistentID - this one is persistent(between sessions) for model file and doesn't change when definition is modified(e.g. geometry edited)
|
|
int64_t EntityPid = 0;
|
|
if (SUEntityGetPersistentID(SUComponentDefinitionToEntity(ComponentDefinitionRef), &EntityPid) == SU_ERROR_NONE)
|
|
{
|
|
if (ensure(EntityPid != 0))
|
|
{
|
|
return FString::Printf(TEXT("%llx"), EntityPid);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return FMD5::HashAnsiString(*GetSketchupSourceGUID());
|
|
}
|
|
|
|
// Bake transform into the mesh only when
|
|
// - component has no child components,
|
|
// - only SINGLE instance
|
|
// - local transform has non-trivial rotation component
|
|
// Baking transform into mesh might be useful to convert transformation which is not representable in Unreal
|
|
// for example rotated geometry with scaled parent. In Unreal scaling would only be applied in local static mesh space
|
|
// So that scaled(on parent node) rotated cube that should be a rhombus in SU in unreal would become just a box because scaling would apply along local axes(i.e. before rotation)
|
|
// But baking rotation into mesh itself makes scaling apply properly
|
|
bool FComponentDefinition::ShouldBakeTransformIntoMesh()
|
|
{
|
|
size_t ComponentInstanceCount = 0;
|
|
SUEntitiesGetNumInstances(GetEntities().EntitiesRef, &ComponentInstanceCount);
|
|
|
|
size_t GroupCount = 0;
|
|
SUEntitiesGetNumGroups(GetEntities().EntitiesRef, &GroupCount);
|
|
|
|
if ((Instances.Num() != 1) || ((ComponentInstanceCount + GroupCount) != 0))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check the (only) instance's transform
|
|
FComponentInstance* ComponentInstance = Instances.Array()[0];
|
|
|
|
SUTransformation Transform;
|
|
SUComponentInstanceGetTransform(ComponentInstance->GetComponentInstanceRef(), &Transform);
|
|
|
|
// Grab 3x3 rotation submatrix and check if it is not an identity transform
|
|
const double R[] = {
|
|
Transform.values[0], Transform.values[1], Transform.values[2],
|
|
Transform.values[4], Transform.values[5], Transform.values[6],
|
|
Transform.values[8], Transform.values[9], Transform.values[10]
|
|
};
|
|
|
|
static const double Identity[] = {
|
|
1, 0, 0,
|
|
0, 1, 0,
|
|
0, 0, 1,
|
|
};
|
|
|
|
static_assert(sizeof(Identity)/sizeof(Identity[0]) == sizeof(R)/sizeof(R[0]));
|
|
|
|
for (int32 I = 0; I < sizeof(Identity)/sizeof(Identity[0]); ++I)
|
|
{
|
|
if (!FMath::IsNearlyEqual(Identity[I], R[I]))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
SUTransformation FComponentDefinition::GetMeshBakedTransform()
|
|
{
|
|
if (!ShouldBakeTransformIntoMesh())
|
|
{
|
|
SUTransformation Transform;
|
|
SUTransformationScale(&Transform, 1.0);
|
|
return Transform;
|
|
}
|
|
|
|
FComponentInstance* ComponentInstance = Instances.Array()[0];
|
|
SUTransformation Transform;
|
|
SUComponentInstanceGetTransform(ComponentInstance->GetComponentInstanceRef(), &Transform);
|
|
|
|
// Don't bake translation
|
|
Transform.values[12] = 0;
|
|
Transform.values[13] = 0;
|
|
Transform.values[14] = 0;
|
|
// and uniform scale
|
|
Transform.values[15] = 1;
|
|
// There's no need to bake translation and uniform scale into mesh and keeping those (at least translation) at actor transform is more convenient
|
|
|
|
return Transform;
|
|
}
|
|
|
|
void FComponentDefinition::GetLocalTransform(FComponentInstance& ComponentInstance, SUTransformation& SComponentInstanceLocalTransform)
|
|
{
|
|
if (ShouldBakeTransformIntoMesh())
|
|
{
|
|
SUTransformation SComponentInstanceTransform;
|
|
SUComponentInstanceGetTransform(ComponentInstance.GetComponentInstanceRef(), &SComponentInstanceTransform);
|
|
|
|
// Local instance transform rotation part is baked into mesh, scale and translation aren't
|
|
double UniformScale = SComponentInstanceTransform.values[15];
|
|
const SUVector3D Translation{SComponentInstanceTransform.values[12], SComponentInstanceTransform.values[13], SComponentInstanceTransform.values[14]};
|
|
|
|
SUTransformation Transform;
|
|
SUTransformationTranslation(&Transform, &Translation);
|
|
Transform.values[15] = UniformScale;
|
|
|
|
SComponentInstanceLocalTransform = Transform;
|
|
}
|
|
else
|
|
{
|
|
SUComponentInstanceGetTransform(ComponentInstance.GetComponentInstanceRef(), &SComponentInstanceLocalTransform);
|
|
}
|
|
}
|
|
|
|
void FComponentDefinition::ComponentInstancePropertiesInvalidated()
|
|
{
|
|
// If mesh transform baking is affecting geometry then invalidate geometry
|
|
// i.e. if transform should be baked or need to bake it has changed
|
|
bool bShouldBakeTransformIntoMesh = ShouldBakeTransformIntoMesh();
|
|
if (bShouldBakeTransformIntoMesh || (bShouldBakeTransformIntoMesh != bBakeTransformIntoMesh))
|
|
{
|
|
InvalidateDefinitionGeometry();
|
|
}
|
|
}
|
|
|
|
|
|
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)
|
|
{
|
|
FNodeOccurence& ChildNode = Instance->CreateNodeOccurrence(Context, *ParentOccurrence);
|
|
Instance->ParseNode(Context, ChildNode);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FComponentDefinition::AddImage(FExportContext& Context, TSharedPtr<FImage> Image)
|
|
{
|
|
for (FComponentInstance* ParentInstance : Instances)
|
|
{
|
|
for (FNodeOccurence* ParentOccurrence : ParentInstance->Occurrences)
|
|
{
|
|
// todo: remove djupcacation with FComponentDefinition::AddInstance
|
|
Image->CreateNodeOccurrence(Context, *ParentOccurrence);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FEntityWithEntities::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;
|
|
}
|
|
|
|
FString MeshActorLabel = Node.GetActorLabel();
|
|
// Update Datasmith Mesh Actors
|
|
for (int32 MeshIndex = 0; MeshIndex < Node.MeshActors.Num(); ++MeshIndex)
|
|
{
|
|
const TSharedPtr<IDatasmithMeshActorElement>& MeshActor = Node.MeshActors[MeshIndex];
|
|
MeshActor->SetLabel(*MeshActorLabel);
|
|
MeshActor->SetLayer(*FDatasmithUtils::SanitizeObjectName(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))
|
|
{
|
|
Context.Materials.SetMeshActorOverrideMaterial(Node, EntitiesGeometry, MeshActor);
|
|
}
|
|
}
|
|
}
|
|
|
|
FNodeOccurence& FEntity::CreateNodeOccurrence(FExportContext& Context, FNodeOccurence& ParentNode)
|
|
{
|
|
FNodeOccurence* Occurrence = new FNodeOccurence(&ParentNode, *this);
|
|
ParentNode.Children.Add(Occurrence);
|
|
Occurrences.Add(Occurrence);
|
|
return *Occurrence;
|
|
}
|
|
|
|
void FEntity::DeleteOccurrence(FExportContext& Context, FNodeOccurence* Node)
|
|
{
|
|
EntityOccurrenceVisible(Node, false);
|
|
Occurrences.Remove(Node);
|
|
delete Node;
|
|
}
|
|
|
|
void FEntity::RemoveOccurrences(FExportContext& Context)
|
|
{
|
|
TArray<FNodeOccurence*> OccurencesCopy = Occurrences; // Copy RemoveOccurrence modifies the array
|
|
for (FNodeOccurence* Occurrence : OccurencesCopy)
|
|
{
|
|
Occurrence->RemoveOccurrence(Context);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FEntity::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);
|
|
Occurrences.Reset(); // Clear occurrences - RemoveOccurrences doesn't do it(not needed during ComponentInstance removal)
|
|
}
|
|
|
|
Parent = InParent;
|
|
}
|
|
}
|
|
|
|
void FEntityWithEntities::EntityOccurrenceVisible(FNodeOccurence* Node, bool bVisible)
|
|
{
|
|
Super::EntityOccurrenceVisible(Node, bVisible);
|
|
|
|
GetDefinition()->EntityVisible(this, VisibleNodes.Num() > 0);
|
|
}
|
|
|
|
FComponentInstance::~FComponentInstance()
|
|
{
|
|
}
|
|
|
|
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)
|
|
{
|
|
Node.EffectiveLayerRef = DatasmithSketchUpUtils::GetEffectiveLayer(GetComponentInstanceRef(), Node.ParentNode->EffectiveLayerRef);
|
|
|
|
if (FDefinition* EntityDefinition = GetDefinition())
|
|
{
|
|
BuildNodeNames(Node);
|
|
}
|
|
|
|
// Set the actor label used in the Unreal UI.
|
|
Node.DatasmithActorElement->SetLabel(*Node.GetActorLabel());
|
|
|
|
// 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));
|
|
|
|
// Compute the world transform of the SketchUp component instance.
|
|
SUTransformation LocalTransform;
|
|
Definition.GetLocalTransform(*this, LocalTransform);
|
|
SUTransformation WorldTransform;
|
|
SUTransformationMultiply(&Node.ParentNode->WorldTransform, &LocalTransform, &WorldTransform);
|
|
Node.WorldTransform = WorldTransform; // Store world transform to be used by children to compute its
|
|
|
|
// Set the Datasmith actor world transform.
|
|
DatasmithSketchUpUtils::SetActorTransform(Node.DatasmithActorElement, Node.WorldTransform);
|
|
|
|
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);
|
|
}
|
|
|
|
void FComponentInstance::UpdateMetadata(FExportContext& Context)
|
|
{
|
|
ParsedMetadata = MakeUnique<FMetadata>(SUComponentInstanceToEntity(GetComponentInstanceRef()));
|
|
}
|
|
|
|
void FComponentInstance::UpdateEntityProperties(FExportContext& Context)
|
|
{
|
|
if (bPropertiesInvalidated)
|
|
{
|
|
Definition.ComponentInstancePropertiesInvalidated();
|
|
}
|
|
|
|
FEntity::UpdateEntityProperties(Context);
|
|
}
|
|
|
|
void FComponentInstance::UpdateOccurrenceMeshActors(FExportContext& Context, FNodeOccurence& Node)
|
|
{
|
|
BuildNodeNames(Node);
|
|
|
|
FEntityWithEntities::UpdateOccurrenceMeshActors(Context, Node);
|
|
|
|
if (Node.Children.IsEmpty() && !Node.MeshActors.IsEmpty()) // Don't make extra actor when geometry node has no children
|
|
{
|
|
TSharedPtr<IDatasmithMeshActorElement> MeshActor = Node.MeshActors[0];
|
|
|
|
Node.DatasmithActorElement = MeshActor;
|
|
|
|
SetupActor(Context, Node);
|
|
}
|
|
else
|
|
{
|
|
Node.DatasmithActorElement = FDatasmithSceneFactory::CreateActor(*Node.GetActorName());
|
|
SetupActor(Context, Node);
|
|
|
|
for (TSharedPtr<IDatasmithMeshActorElement> MeshActor : Node.MeshActors)
|
|
{
|
|
Node.DatasmithActorElement->AddChild(MeshActor);
|
|
}
|
|
|
|
for (FNodeOccurence* Child: Node.Children)
|
|
{
|
|
if (Child->DatasmithActorElement)
|
|
{
|
|
Node.DatasmithActorElement->AddChild(Child->DatasmithActorElement);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void FComponentInstance::ResetOccurrenceActors(FExportContext& Context, FNodeOccurence& Node)
|
|
{
|
|
Node.ResetNodeActors(Context);
|
|
}
|
|
|
|
void FComponentInstance::ParseNode(FExportContext& Context, FNodeOccurence& Node)
|
|
{
|
|
FDefinition* EntityDefinition = GetDefinition();
|
|
|
|
if (!EntityDefinition)
|
|
{
|
|
return;
|
|
}
|
|
|
|
EntityDefinition->ParseNode(Context, Node);
|
|
}
|
|
|
|
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 = Context.Layers.IsLayerVisible(LayerRef);
|
|
|
|
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());
|
|
}
|
|
|
|
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);
|
|
|
|
TSharedPtr<IDatasmithKeyValueProperty> DefinitionIdName = FDatasmithSceneFactory::CreateKeyValueProperty(TEXT("DefinitionIdName"));
|
|
DefinitionIdName->SetValue(*GetDefinition()->GetSketchupSourceId());
|
|
Node.DatasmithMetadataElement->AddProperty(DefinitionIdName);
|
|
|
|
// Add instance metadata
|
|
if (ParsedMetadata)
|
|
{
|
|
ParsedMetadata->AddMetadata(Node.DatasmithMetadataElement);
|
|
}
|
|
|
|
// Add definition metadata
|
|
GetDefinition()->FillOccurrenceActorMetadata(Node);
|
|
}
|
|
|
|
|
|
void FImageCollection::LayerModified(FEntityIDType LayerId)
|
|
{
|
|
for (const TPair<FEntityIDType, TSharedPtr<FImage>>& IdImage : Images)
|
|
{
|
|
TSharedPtr<FImage> Image = IdImage.Value;
|
|
if (SUIsValid(Image->LayerRef) && (LayerId == DatasmithSketchUpUtils::GetEntityID(SULayerToEntity(Image->LayerRef))))
|
|
{
|
|
Image->InvalidateEntityProperties();
|
|
}
|
|
}
|
|
}
|
|
|
|
void FComponentInstance::UpdateOccurrenceVisibility(FExportContext& Context, FNodeOccurence& Node)
|
|
{
|
|
// Parent node, component instance and layer - all should be visible to have node visible
|
|
Node.SetVisibility(Node.ParentNode->bVisible && !bHidden && bLayerVisible);
|
|
|
|
EntityOccurrenceVisible(&Node, Node.bVisible);
|
|
|
|
if (Node.bVisible)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
FModel::FModel(FModelDefinition& InDefinition) : Super(SU_INVALID), 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);
|
|
|
|
EntityOccurrenceVisible(&Node, true);
|
|
}
|
|
|
|
void FModel::UpdateMetadata(FExportContext& Context)
|
|
{
|
|
}
|
|
|
|
void FModel::UpdateOccurrenceMeshActors(FExportContext& Context, FNodeOccurence& Node)
|
|
{
|
|
FEntityWithEntities::UpdateOccurrenceMeshActors(Context, Node);
|
|
|
|
for (TSharedPtr<IDatasmithMeshActorElement> MeshActor : Node.MeshActors)
|
|
{
|
|
Context.DatasmithScene->AddActor(MeshActor);
|
|
}
|
|
}
|
|
|
|
void FModel::ResetOccurrenceActors(FExportContext& Context, FNodeOccurence& Node)
|
|
{
|
|
// Model actors are MeshActors added to DatasmithScene root
|
|
for (TSharedPtr<IDatasmithMeshActorElement> MeshActor : Node.MeshActors)
|
|
{
|
|
Context.DatasmithScene->RemoveActor(MeshActor, EDatasmithActorRemovalRule::RemoveChildren);
|
|
}
|
|
}
|
|
|
|
FDefinition::FDefinition(): bMeshesAdded(false)
|
|
, bGeometryInvalidated(true)
|
|
, bPropertiesInvalidated(true)
|
|
{}
|
|
|
|
FDefinition::~FDefinition()
|
|
{}
|
|
|
|
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)
|
|
{
|
|
// Currently SketchUp has no Observer for Component Definition attributes.
|
|
// So this code is only executed on export
|
|
// todo: implement attributes sync once api is available
|
|
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;
|
|
}
|
|
}
|
|
}
|