3 Commits

138 changed files with 1190 additions and 6602 deletions
-78
View File
@@ -1,78 +0,0 @@
name: Update issue Status
on:
issues:
types: [closed]
jobs:
update_issue:
runs-on: ubuntu-latest
steps:
- name: Get project data
env:
GITHUB_TOKEN: ${{secrets.GHPROJECT_TOKEN}}
ORGANIZATION: specklesystems
PROJECT_NUMBER: 9
run: |
gh api graphql --header 'GraphQL-Features: projects_next_graphql' -f query='
query($org: String!, $number: Int!) {
organization(login: $org){
projectNext(number: $number) {
id
fields(first:20) {
nodes {
id
name
settings
}
}
}
}
}' -f org=$ORGANIZATION -F number=$PROJECT_NUMBER > project_data.json
echo 'PROJECT_ID='$(jq '.data.organization.projectNext.id' project_data.json) >> $GITHUB_ENV
echo 'STATUS_FIELD_ID='$(jq '.data.organization.projectNext.fields.nodes[] | select(.name== "Status") | .id' project_data.json) >> $GITHUB_ENV
echo "$PROJECT_ID"
echo "$STATUS_FIELD_ID"
echo 'DONE_ID='$(jq '.data.organization.projectNext.fields.nodes[] | select(.name== "Status") | .settings | fromjson | .options[] | select(.name== "Done") | .id' project_data.json) >> $GITHUB_ENV
echo "$DONE_ID"
- name: Add Issue to project #it's already in the project, but we do this to get its node id!
env:
GITHUB_TOKEN: ${{secrets.GHPROJECT_TOKEN}}
ISSUE_ID: ${{ github.event.issue.node_id }}
run: |
item_id="$( gh api graphql --header 'GraphQL-Features: projects_next_graphql' -f query='
mutation($project:ID!, $id:ID!) {
addProjectNextItem(input: {projectId: $project, contentId: $id}) {
projectNextItem {
id
}
}
}' -f project=$PROJECT_ID -f id=$ISSUE_ID --jq '.data.addProjectNextItem.projectNextItem.id')"
echo 'ITEM_ID='$item_id >> $GITHUB_ENV
- name: Update Status
env:
GITHUB_TOKEN: ${{secrets.GHPROJECT_TOKEN}}
ISSUE_ID: ${{ github.event.issue.node_id }}
run: |
gh api graphql --header 'GraphQL-Features: projects_next_graphql' -f query='
mutation($project:ID!, $status:ID!, $id:ID!, $value:String!) {
set_status: updateProjectNextItemField(
input: {
projectId: $project
itemId: $id
fieldId: $status
value: $value
}
) {
projectNextItem {
id
}
}
}' -f project=$PROJECT_ID -f status=$STATUS_FIELD_ID -f id=$ITEM_ID -f value=${{ env.DONE_ID }}
-50
View File
@@ -1,50 +0,0 @@
name: Move new issues into Project
on:
issues:
types: [opened]
jobs:
track_issue:
runs-on: ubuntu-latest
steps:
- name: Get project data
env:
GITHUB_TOKEN: ${{secrets.GHPROJECT_TOKEN}}
ORGANIZATION: specklesystems
PROJECT_NUMBER: 9
run: |
gh api graphql --header 'GraphQL-Features: projects_next_graphql' -f query='
query($org: String!, $number: Int!) {
organization(login: $org){
projectNext(number: $number) {
id
fields(first:20) {
nodes {
id
name
settings
}
}
}
}
}' -f org=$ORGANIZATION -F number=$PROJECT_NUMBER > project_data.json
echo 'PROJECT_ID='$(jq '.data.organization.projectNext.id' project_data.json) >> $GITHUB_ENV
echo 'STATUS_FIELD_ID='$(jq '.data.organization.projectNext.fields.nodes[] | select(.name== "Status") | .id' project_data.json) >> $GITHUB_ENV
- name: Add Issue to project
env:
GITHUB_TOKEN: ${{secrets.GHPROJECT_TOKEN}}
ISSUE_ID: ${{ github.event.issue.node_id }}
run: |
item_id="$( gh api graphql --header 'GraphQL-Features: projects_next_graphql' -f query='
mutation($project:ID!, $id:ID!) {
addProjectNextItem(input: {projectId: $project, contentId: $id}) {
projectNextItem {
id
}
}
}' -f project=$PROJECT_ID -f id=$ISSUE_ID --jq '.data.addProjectNextItem.projectNextItem.id')"
echo 'ITEM_ID='$item_id >> $GITHUB_ENV
+6 -7
View File
@@ -31,10 +31,9 @@
*.out
*.app
*.umap
Binaries/
Intermediate/
Saved/
.idea/
.vs/
SpeckleUnrealProject/Binaries/
SpeckleUnrealProject/Intermediate/
SpeckleUnrealProject/Plugins/SpeckleUnreal/Binaries/
SpeckleUnrealProject/Plugins/SpeckleUnreal/Intermediate/
SpeckleUnrealProject/Saved/
SpeckleUnrealProject/.vs/
+3
View File
@@ -0,0 +1,3 @@
{
"CurrentProjectSetting": "No Configurations"
}
Binary file not shown.
Binary file not shown.
+8
View File
@@ -0,0 +1,8 @@
{
"ExpandedNodes": [
"",
"\\SpeckleUnreal",
"\\SpeckleUnreal\\Source"
],
"PreviewInSolutionExplorer": false
}
BIN
View File
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+17 -197
View File
@@ -1,201 +1,21 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
MIT License
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
Copyright (c) 2020 mobiusnode
1. Definitions.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
represent, as a whole, an original work of authorship. For the purposes
of this License, Derivative Works shall not include works that remain
separable from, or merely link (or bind by name) to the interfaces of,
the Work and Derivative Works thereof.
"Contribution" shall mean any work of authorship, including
the original version of the Work and any modifications or additions
to that Work or Derivative Works thereof, that is intentionally
submitted to Licensor for inclusion in the Work by the copyright owner
or by an individual or Legal Entity authorized to submit on behalf of
the copyright owner. For the purposes of this definition, "submitted"
means any form of electronic, verbal, or written communication sent
to the Licensor or its representatives, including but not limited to
communication on electronic mailing lists, source code control systems,
and issue tracking systems that are managed by, or on behalf of, the
Licensor for the purpose of discussing and improving the Work, but
excluding communication that is conspicuously marked or otherwise
designated in writing by the copyright owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity
on behalf of whom a Contribution has been received by Licensor and
subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
copyright license to reproduce, prepare Derivative Works of,
publicly display, publicly perform, sublicense, and distribute the
Work and such Derivative Works in Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
(except as stated in this section) patent license to make, have made,
use, offer to sell, sell, import, and otherwise transfer the Work,
where such license applies only to those patent claims licensable
by such Contributor that are necessarily infringed by their
Contribution(s) alone or by combination of their Contribution(s)
with the Work to which such Contribution(s) was submitted. If You
institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work
or a Contribution incorporated within the Work constitutes direct
or contributory patent infringement, then any patent licenses
granted to You under this License for that Work shall terminate
as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the
Work or Derivative Works thereof in any medium, with or without
modifications, and in Source or Object form, provided that You
meet the following conditions:
(a) You must give any other recipients of the Work or
Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
that You distribute, all copyright, patent, trademark, and
attribution notices from the Source form of the Work,
excluding those notices that do not pertain to any part of
the Derivative Works; and
(d) If the Work includes a "NOTICE" text file as part of its
distribution, then any Derivative Works that You distribute must
include a readable copy of the attribution notices contained
within such NOTICE file, excluding those notices that do not
pertain to any part of the Derivative Works, in at least one
of the following places: within a NOTICE text file distributed
as part of the Derivative Works; within the Source form or
documentation, if provided along with the Derivative Works; or,
within a display generated by the Derivative Works, if and
wherever such third-party notices normally appear. The contents
of the NOTICE file are for informational purposes only and
do not modify the License. You may add Your own attribution
notices within Derivative Works that You distribute, alongside
or as an addendum to the NOTICE text from the Work, provided
that such additional attribution notices cannot be construed
as modifying the License.
You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
for use, reproduction, or distribution of Your modifications, or
for any such Derivative Works as a whole, provided Your use,
reproduction, and distribution of the Work otherwise complies with
the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise,
any Contribution intentionally submitted for inclusion in the Work
by You to the Licensor shall be under the terms and conditions of
this License, without any additional terms or conditions.
Notwithstanding the above, nothing herein shall supersede or modify
the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
except as required for reasonable and customary use in describing the
origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
other commercial damages or losses), even if such Contributor
has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "[]"
replaced with your own identifying information. (Don't include
the brackets!) The text should be enclosed in the appropriate
comment syntax for the file format. We also recommend that a
file or class name and description of purpose be included on the
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright 2021 AEC Systems
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+35 -13
View File
@@ -1,34 +1,56 @@
# Speckle Unreal
# SpeckleUnreal
[![Twitter Follow](https://img.shields.io/twitter/follow/SpeckleSystems?style=social)](https://twitter.com/SpeckleSystems) [![Community forum users](https://img.shields.io/discourse/users?server=https%3A%2F%2Fspeckle.community&style=flat-square&logo=discourse&logoColor=white)](https://speckle.community) [![website](https://img.shields.io/badge/https://-speckle.systems-royalblue?style=flat-square)](https://speckle.systems) [![docs](https://img.shields.io/badge/docs-speckle.guide-orange?style=flat-square&logo=read-the-docs&logoColor=white)](https://speckle.guide/dev/)
[![Version](https://img.shields.io/badge/Version-v0.1.0-orange)](https://github.com/mobiusnode/SpeckleUnreal) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-brightgreen)](http://makeapullrequest.com)
Plugin for Unreal Engine to import objects from Speckle v2.
Our Team is developing a Speckle plugin and interoperability transport schema for UE4. Our goal is to enable Revit/Dynamo and Rhino/Grasshopper to send + receive geometry to UE4 for visualization. Our current priority is to establish and release a data sender (TO UE4). Were also working on receiver methods, however our initial focus is on Rhino/Grasshopper to UE4 translation and the attachment of UE4-specific metadata to the core JSON blobs in transport.
In this repository you will find the source code, assets and project settings of the SpeckleUnreal plugin for Unreal Engine app development (Unreal Engine 4.25.1 or newer recommended).
Screencast of an example: https://user-images.githubusercontent.com/2551138/114720093-61403e00-9d40-11eb-8045-6e8ca656554d.mp4
# Useful Links
Use the following links to access resources related to bug reporting, issues, feature requests, and general questions regarding SpeckleUnreal. Future releases may not contain these links & note.
## Speckle Unreal Server
https://speckle.mobiusnode.io
## Discourse Forums (Bugs, Issues, etc.)
https://discourse.mobiusnode.io
## SpeckleUnreal Slack Workspace
https://speckle-works-unreal.slack.com
## YouTub Demo & Tutorial - Getting Started
https://bit.ly/3ehHQE6
## NOTICE
* Our Unreal Connector is in an beta stage of development. Currently we only support receiving objects, and there is no UI to fetch lists of streams/commits/branches.
* We officially support Unreal Engine 4.26 and 4.27, and have experimental support for UE5.
* Tested on Windows and MacOS and Linux.
* Only displays meshes. Breps are converted using their display values.
* Does not use the Speckle Kit workflow as conversions all happen in C++.
## How To Install
1. Download `speckle-unreal` repository archive from https://github.com/specklesystems/speckle-unreal/archive/refs/heads/main.zip
1. Extract the downloaded archive into your project's `Plugins` directory (if your project directory doesn't contain a directory called Plugins, you should create it)
1. Open your UE project (or restart the editor if you already have it opened). This will build the plugin in your environment.
1. Clone the repository or download it as a zip file.
2. Navigate to `SpeckleUnrealProject` > `Plugins` and copy the `SpeckleUnreal` folder
3. Paste the folder into your Unreal project under `YourUnrealProjectFolder` > `Plugins` (Create a `Plugins` folder if you don't already have one).
4. Reopen your project.
We will eventually look to distributing the plugin officially on the Unreal Engine Marketplace but for now you'll need to install the plugin manually like this.
See our [docs](https://speckle.guide/user/unreal.html) for usage instructions.
---
## Credits
Based off the original Unreal integration for Speckle v1 by Mark and Jak which can be found here: [https://github.com/mobiusnode/SpeckleUnreal](https://github.com/mobiusnode/SpeckleUnreal).
## Roadmap
https://user-images.githubusercontent.com/2551138/114720051-571e3f80-9d40-11eb-9099-d3394747a1d3.mp4
> Roadmap is subject to change. Last reviewed 10th of July 2020.
| Version | Defining Feature |
| ------- | -------------------------------------------------------------------------------- |
| ~0.1~ | ~First prototype release as Unreal Engine plugin~ |
| 0.2 | New component workflow and custom materials assigned via inspector~ |
| 0.3 | Spawn geometry in transform heirarchy based on layer data |
| 0.4 | User login API, get Stream API and no dependency on a local install of Speckle |
| 0.5 | Rendering Rule API |
| 0.6 | Support Lines, Points, Numbers and Text|
| 0.7 | Local caching of Speckle streams |
| 0.8 | Implement Sender API |
| 1.0 | Production ready (out of preview) |
Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.8 KiB

@@ -1,364 +0,0 @@
#include "API/ClientAPI.h"
#include "HttpModule.h"
#include "Interfaces/IHttpResponse.h"
#include "LogSpeckle.h"
#include "Mixpanel.h"
#include "Objects/HighLevel/SpeckleBranch.h"
#include "Objects/HighLevel/SpeckleCommit.h"
#include "Objects/HighLevel/SpeckleGlobals.h"
#include "Objects/HighLevel/SpeckleUser.h"
#include "Transports/Transport.h"
void FClientAPI::StreamsGet(const FString& ServerUrl, const FString& AuthToken,
const int Limit,
const FFetchStreamDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
const FString RequestLogName = FString(__FUNCTION__);
const FString PostPayload =
"{\"query\": \"query{user {streams(limit:" + FString::FromInt(Limit) + ") {totalCount items {id name description updatedAt createdAt isPublic role collaborators{id name role company avatar}}}}}\"}";
auto OnError = [=](const FString& Message) mutable
{
ensureAlwaysMsgf(OnErrorAction.ExecuteIfBound(Message), TEXT("%s: Unhandled error - %s"), *RequestLogName , *Message);
};
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(CheckRequestFailed(bWasSuccessful, Response, RequestLogName, OnError)) return;
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
TArray<TSharedPtr<FJsonValue>> StreamsArrJSON = Obj->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("user"))
->GetObjectField(TEXT("streams"))
->GetArrayField(TEXT("items"));
TArray<FSpeckleStream> Streams;
Streams.Reserve(StreamsArrJSON.Num());
for (const TSharedPtr<FJsonValue> v : StreamsArrJSON)
{
FSpeckleStream Stream = FSpeckleStream(v);
Streams.Add(Stream);
}
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully. Fetched %d items"), *RequestLogName, Streams.Num());
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(Streams), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreateGraphQLRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
SendGraphQLRequest(Request, RequestLogName, OnError);
}
void FClientAPI::StreamGetBranches(
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const int32 Limit,
const FFetchBranchDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
const FString RequestLogName = FString(__FUNCTION__);
//TODO limit
FString PostPayload = "{\"query\": \"query{ stream (id: \\\"" +
StreamId + "\\\"){id name branches(limit : " + FString::FromInt(Limit) + ") {totalCount cursor items{ id name description}}}}\"}";
// The above can be extended with author information
//query{stream(id:"a18f8c8569"){id name branches{totalCount items{id name description author{id, name, email, commits{cursor}}}}}}
auto OnError = [=](const FString& Message) mutable
{
ensureAlwaysMsgf(OnErrorAction.ExecuteIfBound(Message), TEXT("%s: Unhandled error - %s"), *RequestLogName , *Message);
};
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(CheckRequestFailed(bWasSuccessful, Response, RequestLogName, OnError)) return;
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
TArray<TSharedPtr<FJsonValue>> BranchesArrJSON = Obj->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("stream"))
->GetObjectField(TEXT("branches"))
->GetArrayField(TEXT("items"));
TArray<FSpeckleBranch> Branches;
Branches.Reserve(BranchesArrJSON.Num());
for (const TSharedPtr<FJsonValue>& v : BranchesArrJSON)
{
const TSharedPtr<FJsonObject>* BranchObj;
if(ensureAlways(v->TryGetObject(BranchObj)))
{
FSpeckleBranch Branch = FSpeckleBranch(*BranchObj);
Branches.Add(Branch);
}
}
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully. Fetched %d items"), *RequestLogName, Branches.Num());
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(Branches), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreateGraphQLRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
SendGraphQLRequest(Request, RequestLogName, OnError);
}
void FClientAPI::StreamGetCommits(const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& BranchName, const int32 Limit,
const FFetchCommitDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
const FString RequestLogName = FString(__FUNCTION__);
FString PostPayload = "{\"query\": \"query{stream (id: \\\"" + StreamId +
"\\\"){id name createdAt updatedAt "
+ "branch(name: \\\"" + BranchName + "\\\" ){id name description author{name id email} " +
"commits(limit: " + FString::FromInt(Limit) + "){totalCount items {id referencedObject sourceApplication totalChildrenCount " +
"branchName parents authorName authorId message createdAt commentCount}}}}}\"}"; // authorAvatar
auto OnError = [=](const FString& Message) mutable
{
ensureAlwaysMsgf(OnErrorAction.ExecuteIfBound(Message), TEXT("%s: Unhandled error - %s"), *RequestLogName , *Message);
};
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(CheckRequestFailed(bWasSuccessful, Response, RequestLogName, OnError)) return;
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
TArray<TSharedPtr<FJsonValue>> CommitsArrJSON = Obj->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("stream"))
->GetObjectField(TEXT("branch"))
->GetObjectField(TEXT("commits"))
->GetArrayField(TEXT("items"));
TArray<FSpeckleCommit> ArrayOfCommits;
ArrayOfCommits.Reserve(CommitsArrJSON.Num());
for (const TSharedPtr<FJsonValue> v : CommitsArrJSON)
{
FSpeckleCommit Commit = FSpeckleCommit(v);
ArrayOfCommits.Add( Commit );
}
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully. Fetched %d items"), *RequestLogName, ArrayOfCommits.Num());
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(ArrayOfCommits), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreateGraphQLRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
SendGraphQLRequest(Request, RequestLogName, OnError);
}
void FClientAPI::FetchGlobals(const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& ReferencedObjectId,
const FFetchGlobalsDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
const FString RequestLogName = FString(__FUNCTION__);
FString PostPayload = "{\"query\": \"query{stream (id:\\\"" + StreamId +
"\\\"){id name description updatedAt createdAt role isPublic object(id:\\\"" +
ReferencedObjectId +
"\\\"){id data}}}\"}";
auto OnError = [=](const FString& Message) mutable
{
ensureAlwaysMsgf(OnErrorAction.ExecuteIfBound(Message), TEXT("%s: Unhandled error - %s"), *RequestLogName , *Message);
};
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(CheckRequestFailed(bWasSuccessful, Response, RequestLogName, OnError)) return;
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
TSharedPtr<FJsonObject> GlobalsJSONObject = Obj->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("stream"))
->GetObjectField(TEXT("object"))
->GetObjectField(TEXT("data"));
FSpeckleGlobals Globals = FSpeckleGlobals(GlobalsJSONObject);
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully"), *RequestLogName);
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(Globals), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreateGraphQLRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
SendGraphQLRequest(Request, RequestLogName, OnError);
}
void FClientAPI::FetchUserData(const FString& ServerUrl, const FString& AuthToken,
const FFetchUserDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
const FString RequestLogName = FString(__FUNCTION__);
const FString PostPayload =
"{\"query\": \"query{user{id name email company role suuid bio profiles avatar}}\"}";
auto OnError = [=](const FString& Message) mutable
{
UE_LOG(LogSpeckle, Warning, TEXT("%s: failed - %s"), *RequestLogName , *Message);
ensureAlwaysMsgf(OnErrorAction.ExecuteIfBound(Message), TEXT("%s: Unhandled error - %s"), *RequestLogName , *Message);
};
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(CheckRequestFailed(bWasSuccessful, Response, RequestLogName, OnError)) return;
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
TSharedPtr<FJsonObject> UserJSONObject = Obj->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("user"));
FSpeckleUser MyUserData = FSpeckleUser( UserJSONObject );
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully"), *RequestLogName);
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(MyUserData), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreateGraphQLRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
SendGraphQLRequest(Request, RequestLogName, OnError);
}
bool FClientAPI::GetResponseAsJSON(const FHttpResponsePtr Response, const FString& RequestLogName, TSharedPtr<FJsonObject>& OutObject, const TFunctionRef<void(const FString& Message)> OnErrorAction)
{
const FString JsonResponse = Response->GetContentAsString();
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(JsonResponse);
if(!FJsonSerializer::Deserialize(Reader, OutObject))
{
const FString Message = FString::Printf(
TEXT("Recieved a response from \"%s\" for \"%s\" request, but the response failed to deserialize: %s"),
*Response->GetURL(), *RequestLogName, *JsonResponse);
OnErrorAction(Message);
return false;
}
FString Error;
if(CheckForOperationErrors(OutObject, Error))
{
OnErrorAction(Error);
return false;
}
return true;
}
FHttpRequestRef FClientAPI::CreateGraphQLRequest(const FString& ServerUrl, const FString AuthToken, const FString& PostPayload, const FString& Encoding)
{
FHttpRequestRef Request = FHttpModule::Get().CreateRequest();
Request->SetURL(ServerUrl + "/graphql");
Request->SetVerb(TEXT("POST"));
Request->SetHeader("Accept-Encoding", Encoding);
Request->SetHeader("Content-Type", TEXT("application/json"));
Request->SetHeader("Authorization", "Bearer " + AuthToken);
Request->SetContentAsString(PostPayload);
return Request;
}
bool FClientAPI::SendGraphQLRequest(const FHttpRequestRef Request, const FString& RequestName,
const TFunctionRef<void(const FString& Message)> OnErrorAction)
{
const bool RequestSent = Request->ProcessRequest();
if(!RequestSent)
{
const FString Message = FString::Printf(TEXT("Request \"%s\" at \"%s\" failed: \nHTTP request failed to start"),
*RequestName, *Request->GetURL());
OnErrorAction(Message);
}
else
{
UE_LOG(LogSpeckle, Log, TEXT("POST Request %s to %s was sent, awaiting response"), *RequestName, *Request->GetURL() );
FAnalytics::TrackEvent("unknown", Request->GetURL(), "NodeRun", TMap<FString, FString> { {"name", RequestName }});
}
return RequestSent;
}
bool FClientAPI::CheckRequestFailed(bool bWasSuccessful, FHttpResponsePtr Response, const FString& RequestLogName, const TFunctionRef<void(const FString& Message)> OnErrorAction)
{
//Check the request was sent
if(!bWasSuccessful)
{
FString Message = FString::Printf(TEXT("Request \"%s\" to \"%s\" was unsuccessful: %s"),
*RequestLogName, *Response->GetURL(), *Response->GetContentAsString());
OnErrorAction(Message);
return true;
}
//Check Response code
const int32 ResponseCode = Response->GetResponseCode();
if (ResponseCode != 200)
{
FString Message = FString::Printf(TEXT("Request \"%s\" to \"%s\" failed with HTTP response %d"),
*RequestLogName, *Response->GetURL(), ResponseCode);
OnErrorAction(Message);
return true;
}
UE_LOG(LogSpeckle, Log, TEXT("Operation %s recieved a response from %s"), *RequestLogName, *Response->GetURL());
return false;
}
bool FClientAPI::CheckForOperationErrors(const TSharedPtr<FJsonObject> GraphQLResponse, FString& OutErrorMessage)
{
check(GraphQLResponse != nullptr);
bool WasError = false;
const TArray<TSharedPtr<FJsonValue>>* Errors;
if(GraphQLResponse->TryGetArrayField(TEXT("Errors"), Errors))
{
for(const TSharedPtr<FJsonValue>& e : *Errors)
{
FString Message;
const TSharedPtr<FJsonObject>* ErrorObject;
bool HadMessage = e->TryGetObject(ErrorObject)
&& (*ErrorObject)->TryGetStringField("message", Message);
if(!HadMessage)
{
Message = "An operation error occured but had no message!\n";
UE_LOG(LogSpeckle, Warning, TEXT("%s"), *Message);
}
OutErrorMessage.Append(Message + "\n");
WasError = true;
}
}
return WasError;
}
@@ -1,73 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveBranchesOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
UReceiveBranchesOperation* UReceiveBranchesOperation::ReceiveBranchesOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, int32 Limit)
{
FString ObjectId = "Streams";
UReceiveBranchesOperation* Node = NewObject<UReceiveBranchesOperation>();
Node->StreamId = StreamId.TrimEnd();
Node->ServerUrl = ServerUrl.TrimEnd();
while(Node->ServerUrl.RemoveFromEnd("/")) { }
Node->AuthToken = AuthToken.TrimEnd();
Node->Limit = Limit;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void UReceiveBranchesOperation::Activate()
{
FAnalytics::TrackEvent("unknown",
ServerUrl, "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveBranchesOperation::Request()
{
ensureAlways(Limit > 0);
FFetchBranchDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveBranchesOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveBranchesOperation::HandleError);
FClientAPI::StreamGetBranches(ServerUrl, AuthToken, StreamId, Limit, CompleteDelegate, ErrorDelegate);
}
void UReceiveBranchesOperation::HandleReceive(const TArray<FSpeckleBranch>& Branches)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Branches, "");
SetReadyToDestroy();
}
void UReceiveBranchesOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const TArray<FSpeckleBranch> EmptyList;
OnError.Broadcast(EmptyList, Message);
SetReadyToDestroy();
}
@@ -1,72 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveCommitsOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
// ReceiveOperation
UReceiveCommitsOperation* UReceiveCommitsOperation::ReceiveCommitsOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& BranchName, const int32 Limit)
{
UReceiveCommitsOperation* Node = NewObject<UReceiveCommitsOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();
while(Node->ServerUrl.RemoveFromEnd("/")) { }
Node->AuthToken = AuthToken.TrimEnd();
Node->StreamId = StreamId.TrimEnd();
Node->BranchName = BranchName;
Node->Limit = Limit;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
// Activate
void UReceiveCommitsOperation::Activate()
{
FAnalytics::TrackEvent("unknown", ServerUrl,
"NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveCommitsOperation::Request()
{
ensureAlways(Limit > 0);
FFetchCommitDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveCommitsOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveCommitsOperation::HandleError);
FClientAPI::StreamGetCommits(ServerUrl, AuthToken, StreamId, BranchName, Limit, CompleteDelegate, ErrorDelegate);
}
void UReceiveCommitsOperation::HandleReceive(const TArray<FSpeckleCommit>& Commits)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Commits, "");
SetReadyToDestroy();
}
void UReceiveCommitsOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const TArray<FSpeckleCommit> EmptyList;
OnError.Broadcast(EmptyList, Message);
SetReadyToDestroy();
}
@@ -1,66 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveGlobalsOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
UReceiveGlobalsOperation* UReceiveGlobalsOperation::ReceiveGlobalsOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& ReferencedObjectId)
{
UReceiveGlobalsOperation* Node = NewObject<UReceiveGlobalsOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();
while(Node->ServerUrl.RemoveFromEnd("/")) { }
Node->AuthToken = AuthToken.TrimEnd();;
Node->StreamId = StreamId.TrimEnd();;
Node->ReferencedObjectId = ReferencedObjectId;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void UReceiveGlobalsOperation::Activate()
{
FAnalytics::TrackEvent("unknown",
ServerUrl, "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveGlobalsOperation::Request()
{
FFetchGlobalsDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveGlobalsOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveGlobalsOperation::HandleError);
FClientAPI::FetchGlobals(ServerUrl, AuthToken, StreamId, ReferencedObjectId, CompleteDelegate, ErrorDelegate);
}
void UReceiveGlobalsOperation::HandleReceive(const FSpeckleGlobals& Object)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Object, "");
SetReadyToDestroy();
}
void UReceiveGlobalsOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const FSpeckleGlobals BlankGlobals;
OnError.Broadcast(BlankGlobals, Message);
SetReadyToDestroy();
}
@@ -1,64 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveMyUserDataOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
UReceiveMyUserDataOperation* UReceiveMyUserDataOperation::ReceiveMyUserDataOperation(
UObject* WorldContextObject, const FString& ServerUrl, const FString& AuthToken)
{
UReceiveMyUserDataOperation* Node = NewObject<UReceiveMyUserDataOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();;
while(Node->ServerUrl.RemoveFromEnd("/")) { }
Node->AuthToken = AuthToken.TrimEnd();;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void UReceiveMyUserDataOperation::Activate()
{
FAnalytics::TrackEvent("unknown",
ServerUrl, "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveMyUserDataOperation::Request()
{
FFetchUserDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveMyUserDataOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveMyUserDataOperation::HandleError);
FClientAPI::FetchUserData(ServerUrl, AuthToken, CompleteDelegate, ErrorDelegate);
}
void UReceiveMyUserDataOperation::HandleReceive(const FSpeckleUser& Object)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Object, "");
SetReadyToDestroy();
}
void UReceiveMyUserDataOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const FSpeckleUser BlankUser;
OnError.Broadcast(BlankUser, Message);
SetReadyToDestroy();
}
@@ -1,97 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveOperation.h"
#include "Dom/JsonObject.h"
#include "Transports/Transport.h"
#include "API/SpeckleSerializer.h"
#include "Objects/Base.h"
#include "Mixpanel.h"
// ReceiveOperation
UReceiveOperation* UReceiveOperation::ReceiveOperation(UObject* WorldContextObject,
const FString& ObjectId,
TScriptInterface<ITransport> RemoteTransport,
TScriptInterface<ITransport> LocalTransport)
{
UReceiveOperation* Node = NewObject<UReceiveOperation>();
Node->ObjectId = ObjectId;
Node->RemoteTransport = RemoteTransport;
Node->LocalTransport = LocalTransport;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
// Activate
void UReceiveOperation::Activate()
{
FAnalytics::TrackEvent("unknown",
"unknown", "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
//Async(EAsyncExecution::Thread, [this]{Receive();});
Receive();
}
void UReceiveOperation::Receive()
{
check(LocalTransport != nullptr);
// 1. Try and get object from local transport
auto Obj = LocalTransport->GetSpeckleObject(ObjectId);
if (Obj != nullptr )
{
HandleReceive(Obj);
return;
}
// 2. Try and get object from remote transport
if(RemoteTransport == nullptr)
{
FString ErrorMessage = TEXT(
"Could not find specified object using the local transport, and you didn't provide a fallback remote from which to pull it.");
HandleError(ErrorMessage);
return;
}
FTransportCopyObjectCompleteDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveOperation::HandleReceive);
FTransportErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveOperation::HandleError);
RemoteTransport->CopyObjectAndChildren(ObjectId, LocalTransport, CompleteDelegate, ErrorDelegate);
}
void UReceiveOperation::HandleReceive(TSharedPtr<FJsonObject> Object)
{
check(IsInGameThread())
FEditorScriptExecutionGuard ScriptGuard;
if(Object == nullptr)
{
OnError.Broadcast(nullptr, FString::Printf(TEXT("Failed to get object %s from transport"), *ObjectId));
}
else
{
UBase* Res = USpeckleSerializer::DeserializeBase(Object, LocalTransport);
if(IsValid(Res))
OnReceiveSuccessfully.Broadcast(Res, "");
else
OnError.Broadcast(nullptr, FString::Printf(TEXT("Root Speckle Object %s failed to deserialize"), *ObjectId));
}
SetReadyToDestroy();
}
void UReceiveOperation::HandleError(FString& Message)
{
FEditorScriptExecutionGuard ScriptGuard;
OnError.Broadcast(nullptr, Message);
SetReadyToDestroy();
}
@@ -1,69 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveStreamsOperation.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
UReceiveStreamsOperation* UReceiveStreamsOperation::ReceiveStreamsOperation(UObject* WorldContextObject,
const FString& ServerUrl,
const FString& AuthToken,
const int32 Limit)
{
FString ObjectId = "Streams";
UReceiveStreamsOperation* Node = NewObject<UReceiveStreamsOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();;
Node->AuthToken = AuthToken.TrimEnd();;
Node->Limit = Limit;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void UReceiveStreamsOperation::Activate()
{
FAnalytics::TrackEvent("unknown",
ServerUrl, "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Request();
}
void UReceiveStreamsOperation::Request()
{
FFetchStreamDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveStreamsOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveStreamsOperation::HandleError);
FClientAPI::StreamsGet(ServerUrl, AuthToken, Limit, CompleteDelegate, ErrorDelegate);
}
void UReceiveStreamsOperation::HandleReceive(const TArray<FSpeckleStream>& Streams)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(Streams, "");
SetReadyToDestroy();
}
void UReceiveStreamsOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
const TArray<FSpeckleStream> EmptyList;
OnError.Broadcast(EmptyList, Message);
SetReadyToDestroy();
}
@@ -1,22 +0,0 @@
#include "API/Operations/SendOperation.h"
// USendOperation* USendOperation::SendOperation(UObject* WorldContextObject, UBase* Base, TScriptArray<TScriptInterface<ITransport>> Transports)
// {
// USendOperation* Node = NewObject<USendOperation>();
// Node->Base = Base;
// Node->Transports = Transports;
//
// Node->RegisterWithGameInstance(WorldContextObject);
// return Node;
// }
//
// void USendOperation::Activate()
// {
// check(Transports.Num() > 0);
//
// //TODO implement
// unimplemented();
//
// }
@@ -1,67 +0,0 @@
#include "API/SpeckleSerializer.h"
#include "Objects/Base.h"
#include "LogSpeckle.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Objects/ObjectModelRegistry.h"
#include "Templates/SubclassOf.h"
#include "Transports/Transport.h"
#include "UObject/Package.h"
// Create the Deserialization Base
UBase* USpeckleSerializer::DeserializeBase(const TSharedPtr<FJsonObject> Obj,
const TScriptInterface<ITransport> ReadTransport)
{
if(Obj == nullptr) return nullptr;
// Handle Detached Objects
TSharedPtr<FJsonObject> DetachedObject;
if(USpeckleObjectUtils::ResolveReference(Obj, ReadTransport, DetachedObject))
{
return DeserializeBase(DetachedObject, ReadTransport);
}
FString SpeckleType;
if (!Obj->TryGetStringField("speckle_type", SpeckleType)) return nullptr;
FString ObjectId = "";
Obj->TryGetStringField("id", ObjectId);
TSubclassOf<UBase> BaseType;
FString WorkingType(SpeckleType);
int32 Tries = 1000;
while(ensure(Tries-- > 0))
{
//Try and deserialize
if(UObjectModelRegistry::TryGetRegisteredType(WorkingType, BaseType))
{
UBase* Base = NewObject<UBase>(GetTransientPackage(), BaseType);
if(Base->Parse(Obj, ReadTransport))
return Base;
}
//If we couldn't even deserialize this to a Base
if(WorkingType == "Base" || BaseType == UBase::StaticClass())
{
UE_LOG(LogSpeckle, Warning, TEXT("Skipping deserilization of %s id: %s - object could not be deserilaized to Base"), *SpeckleType, *ObjectId );
return nullptr;
}
//Try the next type
if(!UObjectModelRegistry::ParentType(WorkingType, WorkingType))
{
WorkingType = "Base";
UE_LOG(LogSpeckle, Verbose, TEXT("Unrecognised SpeckleType %s - Object id: %s Will be deserialized as Base"), *SpeckleType, *ObjectId );
}
}
return nullptr;
}
UBase* USpeckleSerializer::DeserializeBaseById(const FString& ObjectId,
const TScriptInterface<ITransport> ReadTransport)
{
auto Obj = ReadTransport->GetSpeckleObject(ObjectId);
return DeserializeBase(Obj, ReadTransport);
}
@@ -1,84 +0,0 @@
#include "Mixpanel.h"
#include "Containers/UnrealString.h"
#include "HttpModule.h"
#include "Kismet/GameplayStatics.h"
#include "LogSpeckle.h"
#include "Interfaces/IHttpResponse.h"
#include "Launch/Resources/Version.h"
#include "Misc/Base64.h"
#include "Policies/CondensedJsonPrintPolicy.h"
#include "Serialization/JsonSerializerMacros.h"
#include "Serialization/JsonWriter.h"
const FString FAnalytics::MixpanelToken = TEXT("acd87c5a50b56df91a795e999812a3a4");
const FString FAnalytics::MixpanelServer = TEXT("https://analytics.speckle.systems");
const FString FAnalytics::VersionedApplicationName = FString::Printf(TEXT("Unreal Engine %d.%d"), ENGINE_MAJOR_VERSION, ENGINE_MINOR_VERSION);
void FAnalytics::TrackEvent(const FString& Email, const FString& Server, const FString& EventName)
{
const TMap<FString, FString> CustomProperties;
TrackEvent(Email, Server, EventName, CustomProperties);
}
void FAnalytics::TrackEvent(const FString& Email, const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties)
{
#if !SUPPRESS_SPECKLE_ANALYTICS
FString HashedEmail = "@" + Hash(Email); //prepending an @ so we distinguish logged and non-logged users
FString HashedServer = Hash(Server);
TMap<FString, FString> Properties
{
{ "distinct_id", HashedEmail },
{ "server_id", HashedServer },
{ "token", MixpanelToken },
{ "hostApp", "Unreal Engine" },
{ "hostAppVersion", VersionedApplicationName },
{ "$os", *UGameplayStatics::GetPlatformName() },
{ "type", "action" }
};
Properties.Append(CustomProperties);
FString Json;
{
auto Writer = TJsonWriterFactory<TCHAR, TCondensedJsonPrintPolicy<TCHAR>>::Create(&Json);
FJsonSerializerWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>> Serializer(Writer);
Serializer.StartObject();
FString EventNameString = EventName;
Serializer.Serialize(TEXT("event"), EventNameString);
Serializer.SerializeMap(TEXT("properties"), Properties);
Serializer.EndObject();
Writer->Close();
}
const FString Data = FBase64::Encode(Json);
// Create Request
const FHttpRequestRef Request = FHttpModule::Get().CreateRequest();
{
Request->SetURL(MixpanelServer + "/track?ip=1&data=" + Data);
Request->SetHeader("Content-Type", "application/x-www-form-urlencoded");
Request->SetHeader("Accept", TEXT("text/plain"));
Request->SetVerb("POST");
}
Request->OnProcessRequestComplete().BindLambda([](FHttpRequestPtr, FHttpResponsePtr Response, bool)
{
UE_LOG(LogSpeckle, Verbose, TEXT("Recieved Mixpanel resonse %d"), Response->GetResponseCode());
});
const bool RequestSent = Request->ProcessRequest();
if(!RequestSent)
{
UE_LOG(LogSpeckle, Log, TEXT("Failed to send Mixpanel event to %s"), *MixpanelServer);
}
#endif
}
FString FAnalytics::Hash(const FString& Input)
{
return FMD5::HashAnsiString(*Input.ToLower());
}
@@ -1,145 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/Converters/AggregateConverter.h"
#include "LogSpeckle.h"
#include "Templates/SubclassOf.h"
void UAggregateConverter::OnConvertersChangeHandler()
{
SpeckleTypeMap.Empty();
for(int i = 0; i < SpeckleConverters.Num(); i++)
{
const UObject* Converter = SpeckleConverters[i];
if(Converter != nullptr && !Converter->GetClass()->ImplementsInterface(USpeckleConverter::StaticClass()))
{
UE_LOG(LogSpeckle, Warning, TEXT("Converter {%s} is not a valid converter, Expected to implement interface %s"), *Converter->GetClass()->GetName(), *USpeckleConverter::StaticClass()->GetName())
SpeckleConverters.RemoveAt(i);
i--;
}
}
}
#if WITH_EDITOR
void UAggregateConverter::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(UAggregateConverter, SpeckleConverters))
{
OnConvertersChangeHandler();
}
}
#endif
UBase* UAggregateConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
//TODO implement ToSpeckle
unimplemented();
return nullptr;
}
UObject* UAggregateConverter::ConvertToNative_Implementation(const UBase* Object, UWorld* World, TScriptInterface<ISpeckleConverter>& )
{
return ConvertToNativeInternal(Object, World);
}
UObject* UAggregateConverter::ConvertToNativeInternal(const UBase* Object, UWorld* World)
{
check(IsInGameThread());
if(!IsValid(Object)) return nullptr;
const TSubclassOf<UBase> Type = Object->GetClass();
UObject* Converter = GetConverter(Type).GetObject();
if(!IsValid(Converter))
{
//TODO convert displayValues then halt traversal
if(Type != UBase::StaticClass())
{
UE_LOG(LogSpeckle, Warning, TEXT("Skipping Object %s: No conversion functions exist for %s"), *Object->Id, *Type->GetName());
}
return nullptr;
}
UE_LOG(LogSpeckle, Log, TEXT("Converting object of type: %s id: %s"), *Type->GetName(), *Object->Id);
FEditorScriptExecutionGuard ScriptGuard;
TScriptInterface<ISpeckleConverter> MainConverter = this;
check(Converter->IsValidLowLevel());
return Execute_ConvertToNative(Converter, Object, World, MainConverter);
}
bool UAggregateConverter::CanConvertToNative_Implementation(TSubclassOf<UBase> BaseType)
{
return GetConverter(BaseType).GetInterface() != nullptr;
}
TScriptInterface<ISpeckleConverter> UAggregateConverter::GetConverter(const TSubclassOf<UBase> BaseType)
{
// Check if this SpeckleType has a known converter.
if(SpeckleTypeMap.Contains(BaseType))
{
return SpeckleTypeMap[BaseType];
}
// Try and find one that can convert this SpeckleType.
FEditorScriptExecutionGuard ScriptGuard;
for(UObject* Converter : SpeckleConverters)
{
if(!CheckValidConverter(Converter)) continue;
if(Execute_CanConvertToNative(Converter, BaseType))
{
//Found a Converter! Save this mapping for next time.
SpeckleTypeMap.Add(BaseType, Converter);
return Converter;
}
}
// SpeckleType has no conversions.
SpeckleTypeMap.Add(BaseType, nullptr);
return nullptr;
}
void UAggregateConverter::FinishConversion_Implementation()
{
FinishConversion_Internal();
}
void UAggregateConverter::FinishConversion_Internal()
{
for (UObject* Converter : SpeckleConverters)
{
if(!CheckValidConverter(Converter)) continue;
Execute_FinishConversion(Converter);
}
OnConvertersChangeHandler();
}
bool UAggregateConverter::CheckValidConverter(const UObject* Converter, bool LogWarning)
{
if(Converter == nullptr) return false;
if(Converter->Implements<USpeckleConverter>()) return true;
if(LogWarning)
{
UE_LOG(LogSpeckle, Warning, TEXT("Converter {%s} is not a valid converter, Expected to implement interface {%s}"), *Converter->GetClass()->GetName(), *USpeckleConverter::StaticClass()->GetName())
}
return false;
}
@@ -1,53 +0,0 @@
#include "Conversion/Converters/BlockConverter.h"
#include "Objects/Other/BlockInstance.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Engine/World.h"
UBlockConverter::UBlockConverter()
{
SpeckleTypes.Add(UBlockInstance::StaticClass());
BlockInstanceActorType = AActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
UObject* UBlockConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>&)
{
const UBlockInstance* Block = Cast<UBlockInstance>(SpeckleBase);
if(Block == nullptr) return nullptr;
return BlockToNative(Block, World);
}
AActor* UBlockConverter::BlockToNative(const UBlockInstance* Block, UWorld* World)
{
AActor* BlockActor = CreateEmptyActor(World, USpeckleObjectUtils::CreateTransform(Block->Transform));
//Return the block actor as is,
//Other converter logic will convert child geometries because UBlockInstance intentionally left them as dynamic properties
return BlockActor;
}
AActor* UBlockConverter::CreateEmptyActor(UWorld* World, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters)
{
AActor* Actor = World->SpawnActor<AActor>(BlockInstanceActorType, Transform, SpawnParameters);
if(!Actor->HasValidRootComponent())
{
USceneComponent* Scene = NewObject<USceneComponent>(Actor, "Root");
Scene->SetRelativeTransform(Transform);
Actor->SetRootComponent(Scene);
Scene->RegisterComponent();
}
USceneComponent* RootComponent = Actor->GetRootComponent();
RootComponent->SetMobility(ActorMobility);
return Actor;
}
UBase* UBlockConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
unimplemented();
return nullptr; //TODO implement
}
@@ -1,179 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/Converters/MaterialConverter.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Materials/MaterialInstanceConstant.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Objects/Other/RenderMaterial.h"
#include "UObject/ConstructorHelpers.h"
UMaterialConverter::UMaterialConverter()
{
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleMaterial(TEXT("Material'/SpeckleUnreal/SpeckleMaterial.SpeckleMaterial'"));
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleGlassMaterial(TEXT("Material'/SpeckleUnreal/SpeckleGlassMaterial.SpeckleGlassMaterial'"));
DefaultMeshMaterial = SpeckleMaterial.Object;
BaseMeshOpaqueMaterial = SpeckleMaterial.Object;
BaseMeshTransparentMaterial = SpeckleGlassMaterial.Object;
#if WITH_EDITORONLY_DATA
UseConstMaterials = NotPlay;
#endif
SpeckleTypes.Add(URenderMaterial::StaticClass());
}
UObject* UMaterialConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld*, TScriptInterface<ISpeckleConverter>&)
{
const URenderMaterial* m = Cast<URenderMaterial>(SpeckleBase);
if(m == nullptr) return DefaultMeshMaterial;
return GetMaterial(m);
}
UMaterialInterface* UMaterialConverter::GetMaterial(const URenderMaterial* SpeckleMaterial)
{
if(SpeckleMaterial == nullptr || SpeckleMaterial->Id == "") return DefaultMeshMaterial; //Material is invalid
// 1. Check Overrides
UMaterialInterface* NativeMaterial;
if(TryGetOverride(SpeckleMaterial, NativeMaterial))
return NativeMaterial;
// 2. Check transient cache
if(ConvertedMaterials.Contains(SpeckleMaterial->Id))
{
return ConvertedMaterials[SpeckleMaterial->Id];
}
// 3. Check Assets
UPackage* Package = GetPackage(SpeckleMaterial->Id);
NativeMaterial = Cast<UMaterialInterface>(Package->FindAssetInPackage());
if(IsValid(NativeMaterial))
{
return NativeMaterial;
}
// 4. Convert
return RenderMaterialToNative(SpeckleMaterial, Package);
}
bool UMaterialConverter::TryGetOverride(const URenderMaterial* SpeckleMaterial, UMaterialInterface*& OutMaterial) const
{
const auto MaterialID = SpeckleMaterial->Id;
//Override by id
if(MaterialOverridesById.Contains(MaterialID))
{
OutMaterial = MaterialOverridesById[MaterialID];
return true;
}
//Override by name
const FString Name = SpeckleMaterial->Name;
for (const UMaterialInterface* Mat : MaterialOverridesByName)
{
if(ensureAlways(IsValid(Mat)) && Mat->GetName() == Name)
{
OutMaterial = MaterialOverridesById[MaterialID];
return true;
}
}
return false;
}
FString UMaterialConverter::RemoveInvalidFileChars(const FString& InString) const
{
return FPaths::MakeValidFileName(InString.Replace(TEXT("."), TEXT("_"), ESearchCase::CaseSensitive));
}
UMaterialInterface* UMaterialConverter::RenderMaterialToNative(const URenderMaterial* SpeckleMaterial, UPackage* Package)
{
UMaterialInterface* MaterialBase = SpeckleMaterial->Opacity >= 1
? BaseMeshOpaqueMaterial
: BaseMeshTransparentMaterial;
UMaterialInstance* MaterialInstance;
#if WITH_EDITOR
if (ShouldCreateConstMaterial(UseConstMaterials))
{
const FName Name = MakeUniqueObjectName(Package, UMaterialInstanceConstant::StaticClass(), *RemoveInvalidFileChars(SpeckleMaterial->Name));
//TStrongObjectPtr< UMaterialInstanceConstantFactoryNew > MaterialFact( NewObject< UMaterialInstanceConstantFactoryNew >() );
//MaterialFact->InitialParent = MaterialBase;
//UMaterialInstanceConstant* ConstMaterial = Cast< UMaterialInstanceConstant >( MaterialFact->FactoryCreateNew( UMaterialInstanceConstant::StaticClass(), Package, Name, RF_Public, nullptr, GWarn ) );
UMaterialInstanceConstant* ConstMaterial = NewObject<UMaterialInstanceConstant>(Package, Name, RF_Public | RF_Standalone);
MaterialInstance = ConstMaterial;
ConstMaterial->SetParentEditorOnly(MaterialBase);
ConstMaterial->SetScalarParameterValueEditorOnly(FMaterialParameterInfo("Opacity"), SpeckleMaterial->Opacity);
ConstMaterial->SetScalarParameterValueEditorOnly(FMaterialParameterInfo("Metallic"), SpeckleMaterial->Metalness);
ConstMaterial->SetScalarParameterValueEditorOnly(FMaterialParameterInfo("Roughness"), SpeckleMaterial->Roughness);
ConstMaterial->SetVectorParameterValueEditorOnly(FMaterialParameterInfo("BaseColor"), SpeckleMaterial->Diffuse);
ConstMaterial->SetVectorParameterValueEditorOnly(FMaterialParameterInfo("EmissiveColor"), SpeckleMaterial->Emissive);
//ConstMaterial->InitStaticPermutation();
ConstMaterial->MarkPackageDirty();
FAssetRegistryModule::AssetCreated(MaterialInstance);
}
else
#endif
{
UMaterialInstanceDynamic* DynMaterial = UMaterialInstanceDynamic::Create(MaterialBase, Package, FName(SpeckleMaterial->Name));
MaterialInstance = DynMaterial;
DynMaterial->SetScalarParameterValue("Opacity", SpeckleMaterial->Opacity);
DynMaterial->SetScalarParameterValue("Metallic", SpeckleMaterial->Metalness);
DynMaterial->SetScalarParameterValue("Roughness", SpeckleMaterial->Roughness);
DynMaterial->SetVectorParameterValue("BaseColor", SpeckleMaterial->Diffuse);
DynMaterial->SetVectorParameterValue("EmissiveColor", SpeckleMaterial->Emissive);
DynMaterial->SetFlags(RF_Public);
}
ConvertedMaterials.Add(SpeckleMaterial->Id, MaterialInstance);
return MaterialInstance;
}
void UMaterialConverter::FinishConversion_Implementation()
{
ConvertedMaterials.Empty();
}
UPackage* UMaterialConverter::GetPackage(const FString& ObjectID ) const
{
const FString PackagePath = FPaths::Combine(TEXT("/Game/Speckle/Materials"), ObjectID);
return CreatePackage(*PackagePath);
}
#if WITH_EDITOR
bool UMaterialConverter::ShouldCreateConstMaterial(TEnumAsByte<EConstMaterialOptions> Options)
{
if(!GIsEditor) return false;
switch(Options)
{
case Never:
return false;
case NotPlay:
return !FApp::IsGame();
case Always:
return true;
default:
unimplemented();
return false;
}
}
#endif
@@ -1,95 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/Converters/PointCloudConverter.h"
#include "LidarPointCloudActor.h"
#include "LidarPointCloudComponent.h"
#include "Objects/Geometry/PointCloud.h"
UPointCloudConverter::UPointCloudConverter()
{
SpeckleTypes.Add(UPointCloud::StaticClass());
PointCloudActorType = ALidarPointCloudActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
UObject* UPointCloudConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>&)
{
const UPointCloud* p = Cast<UPointCloud>(SpeckleBase);
if(p == nullptr) return nullptr;
return PointCloudToNative(p, World);
}
ALidarPointCloudActor* UPointCloudConverter::PointCloudToNative(const UPointCloud* SpecklePointCloud, UWorld* World)
{
TArray<FLidarPointCloudPoint> LidarPoints;
LidarPoints.Reserve(SpecklePointCloud->Points.Num());
for(int i = 0; i < SpecklePointCloud->Points.Num(); i++)
{
FColor c = SpecklePointCloud->Colors.Num() > i? SpecklePointCloud->Colors[i] : FColor::White;
#if ENGINE_MAJOR_VERSION >= 5
FVector3f Point = FVector3f(SpecklePointCloud->Points[i]);
#else
FVector Point = SpecklePointCloud->Points[i];
#endif
FLidarPointCloudPoint p(Point, c, true, 0);
LidarPoints.Add(p);
}
ULidarPointCloud* PointCloud = NewObject<ULidarPointCloud>();
PointCloud->Initialize(FBox(SpecklePointCloud->Points));
PointCloud->InsertPoints(LidarPoints, ELidarPointCloudDuplicateHandling::Ignore, false, FVector::ZeroVector);
PointCloud->CenterPoints();
PointCloud->RefreshBounds();
return CreateActor(World, PointCloud);
}
ALidarPointCloudActor* UPointCloudConverter::CreateActor(UWorld* World, ULidarPointCloud* PointCloudData)
{
ALidarPointCloudActor* Actor = World->SpawnActor<ALidarPointCloudActor>(PointCloudActorType);
Actor->SetPointCloud(PointCloudData);
Actor->GetRootComponent()->SetMobility(ActorMobility);
return Actor;
}
UBase* UPointCloudConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
const ULidarPointCloudComponent* P = Cast<ULidarPointCloudComponent>(Object);
if(P == nullptr)
{
const AActor* A = Cast<AActor>(Object);
if(A != nullptr)
{
P = A->FindComponentByClass<ULidarPointCloudComponent>();
}
}
if(P == nullptr) return nullptr;
return PointCloudToSpeckle(P);
}
UPointCloud* UPointCloudConverter::PointCloudToSpeckle(const ULidarPointCloudComponent* Object)
{
return nullptr; //TODO implement ToSpeckle function
}
@@ -1,147 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/Converters/ProceduralMeshConverter.h"
#include "ProceduralMeshComponent.h"
#include "Conversion/Converters/MaterialConverter.h"
#include "Materials/MaterialInstance.h"
#include "Objects/DisplayValueElement.h"
#include "Objects/Geometry/Mesh.h"
#include "Objects/Other/RenderMaterial.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
// Setup some basics
UProceduralMeshConverter::UProceduralMeshConverter()
{
SpeckleTypes.Add(UMesh::StaticClass());
SpeckleTypes.Add(UDisplayValueElement::StaticClass());
MeshActorType = AActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
// Blueprint for converting data to 3D model
UObject* UProceduralMeshConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
TScriptInterface<ISpeckleConverter>& AvailableConverters )
{
const UMesh* m = Cast<UMesh>(SpeckleBase);
if(m != nullptr)
return MeshToNative(m, World, AvailableConverters);
const UDisplayValueElement* d = Cast<UDisplayValueElement>(SpeckleBase);
if(d)
{
AActor* Parent = CreateEmptyActor(World, FTransform());
for(const UMesh* Child : d->DisplayValue)
{
AActor* ChildActor = MeshToNative(Child, World, AvailableConverters);
if(IsValid(ChildActor))
{
#if WITH_EDITOR
ChildActor->SetActorLabel(FString::Printf(TEXT("%s - %s"), *Child->SpeckleType, *Child->Id));
#endif
ChildActor->GetRootComponent()->SetMobility(ActorMobility);
ChildActor->AttachToActor(Parent, FAttachmentTransformRules::KeepRelativeTransform);
ChildActor->SetOwner(Parent);
}
}
return Parent;
}
return nullptr;
}
AActor* UProceduralMeshConverter::MeshToNative(const UMesh* SpeckleMesh,
UWorld* World,
TScriptInterface<ISpeckleConverter>& MaterialConverter)
{
AActor* MeshActor = CreateEmptyActor(World, USpeckleObjectUtils::CreateTransform(SpeckleMesh->Transform));
UProceduralMeshComponent* MeshComponent = NewObject<UProceduralMeshComponent>(MeshActor, FName("SpeckleMeshComponent"));
MeshComponent->SetupAttachment(MeshActor->GetRootComponent());
MeshComponent->RegisterComponent();
TArray<int32> Faces;
int32 i = 0;
while (i < SpeckleMesh->Faces.Num())
{
int32 n = SpeckleMesh->Faces[i];
if(n < 3) n += 3; // 0 -> 3, 1 -> 4
if (n == 3) //Triangles
{
Faces.Add(SpeckleMesh->Faces[i + 3]);
Faces.Add(SpeckleMesh->Faces[i + 2]);
Faces.Add(SpeckleMesh->Faces[i + 1]);
}
else if(n == 4) // Quads
{
Faces.Add(SpeckleMesh->Faces[i + 4]);
Faces.Add(SpeckleMesh->Faces[i + 3]);
Faces.Add(SpeckleMesh->Faces[i + 1]);
Faces.Add(SpeckleMesh->Faces[i + 3]);
Faces.Add(SpeckleMesh->Faces[i + 2]);
Faces.Add(SpeckleMesh->Faces[i + 1]);
}
else
{
// n-gons shall be ignored
}
i += n + 1;
}
const TArray<FVector> Normals;
const TArray<FProcMeshTangent> Tangents;
MeshComponent->CreateMeshSection(
0,
SpeckleMesh->Vertices,
Faces,
Normals,
SpeckleMesh->TextureCoordinates,
SpeckleMesh->VertexColors,
Tangents,
true);
UMaterialInterface* Material = Cast<UMaterialInstance>(Execute_ConvertToNative(MaterialConverter.GetObject(), SpeckleMesh->RenderMaterial, World, MaterialConverter));
ensure(Material != nullptr);
MeshComponent->SetMaterial(0, Material);
return MeshActor;
}
AActor* UProceduralMeshConverter::CreateEmptyActor(UWorld* World, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters)
{
AActor* Actor = World->SpawnActor<AActor>(MeshActorType, Transform, SpawnParameters);
USceneComponent* Scene = NewObject<USceneComponent>(Actor, "Root");
Actor->SetRootComponent(Scene);
Scene->RegisterComponent();
Scene->SetMobility(ActorMobility);
return Actor;
}
UBase* UProceduralMeshConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
const UProceduralMeshComponent* M = Cast<UProceduralMeshComponent>(Object);
if(M == nullptr)
{
const AActor* A = Cast<AActor>(Object);
if(A != nullptr)
{
M = A->FindComponentByClass<UProceduralMeshComponent>();
}
}
if(M == nullptr) return nullptr;
return MeshToSpeckle(M);
}
UMesh* UProceduralMeshConverter::MeshToSpeckle(const UProceduralMeshComponent* Object)
{
return nullptr; //TODO implement ToSpeckle function
}
@@ -1,437 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/Converters/StaticMeshConverter.h"
#include "MeshDescriptionBase.h"
#include "StaticMeshDescription.h"
#include "MeshTypes.h"
#include "StaticMeshOperations.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Engine/StaticMeshActor.h"
#include "Objects/Geometry/Mesh.h"
#include "LogSpeckle.h"
#include "API/SpeckleSerializer.h"
#include "Conversion/Converters/MaterialConverter.h"
#include "Misc/ScopedSlowTask.h"
#include "Objects/DisplayValueElement.h"
#include "Objects/Geometry/Box.h"
#include "Objects/Other/RenderMaterial.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
bool UStaticMeshConverter::CanConvertToNative_Implementation(TSubclassOf<UBase> BaseType)
{
if(EnabledTypes.Contains(BaseType))
return EnabledTypes[BaseType];
return false;
}
UStaticMeshConverter::UStaticMeshConverter()
{
EnabledTypes.Add(UMesh::StaticClass(), true);
EnabledTypes.Add(UDisplayValueElement::StaticClass(), true);
EnabledTypes.Add(UBoxx::StaticClass(), true);
#if WITH_EDITORONLY_DATA
UseFullBuild = true;
DisplayBuildProgressBar = true;
AllowCancelBuild = false;
#endif
Transient = false;
BuildSimpleCollision = true;
BuildReversedIndexBuffer = true;
UseFullPrecisionUVs = false;
RemoveDegeneratesOnBuild = true;
MinLightmapResolution = 64;
MeshActorType = AStaticMeshActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
AActor* UStaticMeshConverter::CreateEmptyActor(UWorld* World, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters)
{
AActor* Actor = World->SpawnActor<AActor>(MeshActorType, Transform, SpawnParameters);
if(Actor->HasValidRootComponent())
Actor->GetRootComponent()->SetMobility(EComponentMobility::Movable); //Create actor as movable for now, we will change it later to the desired mobility
return Actor;
}
UObject* UStaticMeshConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>& AvailableConverters)
{
const UMesh* m = Cast<UMesh>(SpeckleBase);
if(m != nullptr)
{
//Handle Single Mesh
return MeshToNativeActor(m, World, AvailableConverters);
}
const UBoxx* b = Cast<UBoxx>(SpeckleBase);
if(b != nullptr)
{
//Handle Element with Display Values
const UMesh* m = b->ToMesh();
return MeshToNativeActor(m, World, AvailableConverters);
}
const UDisplayValueElement* d = Cast<UDisplayValueElement>(SpeckleBase);
if(d != nullptr)
{
//Handle Element with Display Values
return MeshesToNativeActor(d, d->DisplayValue, World, AvailableConverters);
}
return nullptr;
}
AActor* UStaticMeshConverter::MeshToNativeActor(const UMesh* SpeckleMesh, UWorld* World, TScriptInterface<ISpeckleConverter>& MaterialConverter)
{
TArray<UMesh*> Meshes = {const_cast<UMesh*>(SpeckleMesh)};
return MeshesToNativeActor(SpeckleMesh, Meshes, World, MaterialConverter);
}
AActor* UStaticMeshConverter::MeshesToNativeActor(const UBase* Parent, const TArray<UMesh*>& SpeckleMeshes, UWorld* World, TScriptInterface<ISpeckleConverter>& RenderMaterialConverter)
{
check(RenderMaterialConverter.GetInterface() != nullptr);
ensureMsgf(Execute_CanConvertToNative(RenderMaterialConverter.GetObject(), URenderMaterial::StaticClass()), TEXT("StaticMeshConverter expects a valid RenderMaterial converter to be avaiable"));
const FString PackagePath = FPaths::Combine(TEXT("/Game/Speckle/Geometry"), Parent->Id);
UPackage* Package = CreatePackage(*PackagePath);
//Find existing mesh
UStaticMesh* Mesh = Cast<UStaticMesh>(Package->FindAssetInPackage());
if(!IsValid(Mesh))
{
//No existing mesh was found, try and convert SpeckleMesh
Mesh = MeshesToNativeMesh(Package, Parent, SpeckleMeshes, RenderMaterialConverter);
}
FMatrix Transform = FMatrix::Identity;
// For single mesh, we check for transform
//TODO figure out how to handle DisplayValueElement with transform. Maybe we just grab transform from parent unconditionally? How does this affect blocks?
if(Parent == SpeckleMeshes[0])
{
Transform = SpeckleMeshes[0]->Transform;
}
AActor* Actor = CreateEmptyActor(World, USpeckleObjectUtils::CreateTransform(Transform));
TInlineComponentArray<UStaticMeshComponent*> Components;
Actor->GetComponents<UStaticMeshComponent>(Components);
UStaticMeshComponent* MeshComponent;
if(Components.Num() > 0) MeshComponent = Components[0];
else
{
// MeshActorType doesn't have a UStaticMeshComponent, so we will add one
MeshComponent = NewObject<UStaticMeshComponent>(Actor, FName("SpeckleMeshComponent"));
MeshComponent->SetupAttachment(Actor->GetRootComponent());
MeshComponent->RegisterComponent();
}
MeshComponent->SetStaticMesh(Mesh);
int i = 0;
for(const UMesh* DisplayMesh : SpeckleMeshes)
{
URenderMaterial* MaterialToConvert = DisplayMesh->RenderMaterial;
if(!MaterialToConvert)
{
//Try and grab a material from the parent
const auto* MaterialProperty = Parent->DynamicProperties.Find("renderMaterial");
const TSharedPtr<FJsonObject>* MaterialObject;
if(MaterialProperty && (*MaterialProperty)->TryGetObject(MaterialObject))
{
//TODO giving a nullptr transport is pretty unsafe and relies on the deserializer not to have to dereference a detached property.
MaterialToConvert = Cast<URenderMaterial>(USpeckleSerializer::DeserializeBase(*MaterialObject, nullptr));
}
}
UMaterialInterface* Material = GetMaterial(MaterialToConvert, World, RenderMaterialConverter);
ensure(IsValid(Material));
MeshComponent->SetMaterial(i, Material);
i++;
}
if(Actor->HasValidRootComponent())
Actor->GetRootComponent()->SetMobility(ActorMobility);
return Actor;
}
UMaterialInterface* UStaticMeshConverter::GetMaterial(const URenderMaterial* SpeckleMaterial, UWorld* World, TScriptInterface<ISpeckleConverter>& MaterialConverter) const
{
if(!SpeckleMaterial)
{
// Create a fake render material, (since nullptr doesn't have a type, speckle converters don't know how to convert it)
// If the converter wants to handle this specially, The material has an empty Id
SpeckleMaterial = NewObject<URenderMaterial>(GetTransientPackage(), "NullSpeckleMaterial");
}
return Cast<UMaterialInterface>(Execute_ConvertToNative(MaterialConverter.GetObject(), SpeckleMaterial, World, MaterialConverter));
}
UStaticMesh* UStaticMeshConverter::MeshToNativeMesh(UObject* Outer, const UMesh* SpeckleMesh, TScriptInterface<ISpeckleConverter>& MaterialConverter)
{
TArray<UMesh*> Meshes;
Meshes.Add(const_cast<UMesh*>(SpeckleMesh));
return MeshesToNativeMesh(Outer, SpeckleMesh, Meshes, MaterialConverter);
}
UStaticMesh* UStaticMeshConverter::MeshesToNativeMesh(UObject* Outer, const UBase* Parent, const TArray<UMesh*>& SpeckleMeshes, TScriptInterface<ISpeckleConverter>& MaterialConverter)
{
if(SpeckleMeshes.Num() == 0) return nullptr;
EObjectFlags ObjectFags = Transient? RF_Transient | RF_Public : RF_Public;
#if ENGINE_MAJOR_VERSION >= 5
ObjectFags |= RF_Standalone; //TODO maybe all versions should have RF_Standalone?
#endif
UStaticMesh* Mesh = NewObject<UStaticMesh>(Outer, FName(Parent->Id), ObjectFags);
Mesh->InitResources();
Mesh->SetLightingGuid();
UStaticMeshDescription* StaticMeshDescription = Mesh->CreateStaticMeshDescription(Outer);
FMeshDescription& BaseMeshDescription = StaticMeshDescription->GetMeshDescription();
//Build Settings
#if WITH_EDITOR
{
FStaticMeshSourceModel& SrcModel = Mesh->AddSourceModel();
SrcModel.BuildSettings.bRecomputeNormals = true;
SrcModel.BuildSettings.bRecomputeTangents = true;
SrcModel.BuildSettings.bRemoveDegenerates = RemoveDegeneratesOnBuild;
SrcModel.BuildSettings.bUseHighPrecisionTangentBasis = false;
SrcModel.BuildSettings.bBuildReversedIndexBuffer = BuildReversedIndexBuffer;
SrcModel.BuildSettings.bUseFullPrecisionUVs = UseFullPrecisionUVs;
SrcModel.BuildSettings.bGenerateLightmapUVs = GenerateLightmapUV;
SrcModel.BuildSettings.SrcLightmapIndex = 0;
SrcModel.BuildSettings.DstLightmapIndex = 1;
SrcModel.BuildSettings.MinLightmapResolution = MinLightmapResolution;
}
#endif
UStaticMesh::FBuildMeshDescriptionsParams MeshParams;
GenerateMeshParams(MeshParams);
for(const UMesh* SpeckleMesh : SpeckleMeshes)
{
const size_t NumberOfVertices = SpeckleMesh->Vertices.Num();
const size_t NumberOfFacesIndices = SpeckleMesh->Faces.Num();
// Convert Vertices
if(NumberOfVertices == 0 || NumberOfFacesIndices == 0) continue;
StaticMeshDescription->ReserveNewVertices(NumberOfVertices);
TArray<FVertexID> Vertices;
Vertices.Reserve(NumberOfVertices);
for(const FVector VertexPosition : SpeckleMesh->Vertices)
{
const FVertexID VertID = StaticMeshDescription->CreateVertex();
StaticMeshDescription->SetVertexPosition(VertID, VertexPosition);
Vertices.Add(VertID);
}
// Convert Material
UMaterialInterface* Material = GetMaterial(SpeckleMesh->RenderMaterial, GetWorld(), MaterialConverter);
const FName MaterialSlotName = Mesh->AddMaterial(Material);;
BaseMeshDescription.PolygonGroupAttributes().RegisterAttribute<FName>(MeshAttribute::PolygonGroup::ImportedMaterialSlotName, 1, MaterialSlotName, EMeshAttributeFlags::None);
// Convert Faces
const FPolygonGroupID PolygonGroupID = StaticMeshDescription->CreatePolygonGroup();
StaticMeshDescription->SetPolygonGroupMaterialSlotName(PolygonGroupID, MaterialSlotName);
#if ENGINE_MAJOR_VERSION >= 5
StaticMeshDescription->VertexInstanceAttributes().RegisterAttribute<FVector2f>(MeshAttribute::VertexInstance::TextureCoordinate, 2, FVector2f::ZeroVector, EMeshAttributeFlags::None);
#else
StaticMeshDescription->VertexInstanceAttributes().RegisterAttribute<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate, 2, FVector2D::ZeroVector, EMeshAttributeFlags::None);
#endif
{
// Reserve space assuming faces will all be triangles //TODO (maybe it's better to assume something higher?)
const int32 EstimatedNumberOfFaces = SpeckleMesh->Faces.Num() / 4 * 3;
StaticMeshDescription->ReserveNewTriangles(EstimatedNumberOfFaces);
StaticMeshDescription->ReserveNewPolygons(EstimatedNumberOfFaces);
StaticMeshDescription->ReserveNewVertexInstances(FGenericPlatformMath::Max(EstimatedNumberOfFaces * 3, SpeckleMesh->Vertices.Num()));
}
int32 i = 0;
while (i < NumberOfFacesIndices)
{
int32 n = SpeckleMesh->Faces[i];
if(n < 3) n += 3; // 0 -> 3, 1 -> 4
TArray<FVertexInstanceID> VertexInstances;
VertexInstances.Reserve(n);
TSet<FVertexID> Verts;
Verts.Reserve(n);
for(int j = 0; j < n; j ++)
{
int32 VertIndex = SpeckleMesh->Faces[i + 1 + j];
FVertexID Vert = Vertices[VertIndex];
bool AlreadyInSet;
Verts.Add(Vert, &AlreadyInSet);
if(AlreadyInSet)
{
UE_LOG(LogSpeckle, Warning, TEXT("Invalid Polygon while creating mesh %s - vertex at index %d appears more than once in a face, duplicate vertices will be ignored"), *SpeckleMesh->Id, VertIndex);
continue;
}
FVertexInstanceID VertexInstance = StaticMeshDescription->CreateVertexInstance(Vert);
VertexInstances.Add(VertexInstance);
if(SpeckleMesh->TextureCoordinates.Num() > VertIndex)
StaticMeshDescription->SetVertexInstanceUV(VertexInstance, SpeckleMesh->TextureCoordinates[VertIndex]);
//if(SpeckleMesh->VertexColors.Num() > VertIndex)
// //TODO set vertex colors
}
i += n + 1;
if(VertexInstances.Num() < 3)
{
UE_LOG(LogTemp, Warning, TEXT("Invalid Polygon while creating mesh %s - face has fewer than 3 verts, this face will be ignored"), *SpeckleMesh->Id);
continue;
}
TArray<FEdgeID> Edges;
Edges.Reserve(n);
const FPolygonID PolygonID = StaticMeshDescription->CreatePolygon(PolygonGroupID, VertexInstances, Edges);
for (const FEdgeID EdgeID : Edges)
{
StaticMeshDescription->GetEdgeHardnesses()[EdgeID] = true;
}
}
}
if(StaticMeshDescription->Vertices().Num() == 0
|| StaticMeshDescription->VertexInstances().Num() == 0
|| StaticMeshDescription->Triangles().Num() == 0)
{
UE_LOG(LogSpeckle, Warning, TEXT("Skipping %s $s, converted mesh is empty!"), *Parent->SpeckleType, *Parent->Id);
return nullptr;
}
BaseMeshDescription.TriangulateMesh();
#if ENGINE_MAJOR_VERSION >= 5
FStaticMeshOperations::ComputeTriangleTangentsAndNormals(BaseMeshDescription);
#else
BaseMeshDescription.PolygonAttributes().RegisterAttribute<FVector>(MeshAttribute::Polygon::Normal, 1, FVector::ZeroVector, EMeshAttributeFlags::Transient);
BaseMeshDescription.PolygonAttributes().RegisterAttribute<FVector>(MeshAttribute::Polygon::Tangent, 1, FVector::ZeroVector, EMeshAttributeFlags::Transient);
BaseMeshDescription.PolygonAttributes().RegisterAttribute<FVector>(MeshAttribute::Polygon::Binormal, 1, FVector::ZeroVector, EMeshAttributeFlags::Transient);
BaseMeshDescription.PolygonAttributes().RegisterAttribute<FVector>(MeshAttribute::Polygon::Center, 1, FVector::ZeroVector, EMeshAttributeFlags::Transient);
FStaticMeshOperations::ComputePolygonTangentsAndNormals(BaseMeshDescription);
#endif
FStaticMeshOperations::ComputeTangentsAndNormals(BaseMeshDescription, EComputeNTBsFlags::Normals | EComputeNTBsFlags::Tangents);
//Mesh->PreEditChange(nullptr);
#if ENGINE_MAJOR_VERSION >= 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 27 )
Mesh->SetLightMapCoordinateIndex(1);
#else
Mesh->LightMapCoordinateIndex = 1;
#endif
Mesh->BuildFromMeshDescriptions(TArray<const FMeshDescription*>{&BaseMeshDescription}, MeshParams);
#if WITH_EDITOR
if(UseFullBuild)
{
FScopeLock Lock(&Lock_StaticMeshesToBuild);
StaticMeshesToBuild.Add(Mesh);
}
if (!FApp::IsGame())
{
Mesh->MarkPackageDirty();
FAssetRegistryModule::AssetCreated(Mesh);
}
#endif
//Mesh->PostEditChange(); //This doesn't seem to be required
return Mesh;
}
void UStaticMeshConverter::GenerateMeshParams(UStaticMesh::FBuildMeshDescriptionsParams& MeshParams) const
{
MeshParams.bBuildSimpleCollision = BuildSimpleCollision;
MeshParams.bCommitMeshDescription = true;
MeshParams.bMarkPackageDirty = true;
MeshParams.bUseHashAsGuid = false;
#if !WITH_EDITOR && ENGINE_MAJOR_VERSION >= 5
MeshParams.bFastBuild = true;
#endif
}
UBase* UStaticMeshConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
const UStaticMeshComponent* M = Cast<UStaticMeshComponent>(Object);
if(M == nullptr)
{
const AActor* A = Cast<AActor>(Object);
if(A != nullptr)
{
M = A->FindComponentByClass<UStaticMeshComponent>();
}
}
if(M == nullptr) return nullptr;
return MeshToSpeckle(M);
}
UBase* UStaticMeshConverter::MeshToSpeckle(const UStaticMeshComponent* Object)
{
return nullptr; //TODO implement ToSpeckle function
}
void UStaticMeshConverter::FinishConversion_Implementation()
{
FScopeLock Lock(&Lock_StaticMeshesToBuild);
#if WITH_EDITOR
FFormatNamedArguments Args;
Args.Add( TEXT("Path"), FText::FromString( GetPathName() ) );
const FText StatusUpdate = FText::Format( LOCTEXT("BeginStaticMeshBuildingTask", "({Path}) Building"), Args );
FScopedSlowTask Progress(StaticMeshesToBuild.Num(), StatusUpdate, DisplayBuildProgressBar);
Progress.MakeDialog(AllowCancelBuild);
auto ProgressAction = [&Progress](UStaticMesh*) -> bool
{
Progress.EnterProgressFrame(1);
return !Progress.ShouldCancel();
};
UStaticMesh::BatchBuild(StaticMeshesToBuild, !DisplayBuildProgressBar, ProgressAction);
#endif
StaticMeshesToBuild.Empty();
}
#undef LOCTEXT_NAMESPACE
@@ -1,200 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/SpeckleConverterComponent.h"
#include "ActorEditorUtils.h"
#include "API/SpeckleSerializer.h"
#include "Conversion/Converters/AggregateConverter.h"
#include "Conversion/Converters/BlockConverter.h"
#include "Conversion/Converters/PointCloudConverter.h"
#include "Conversion/Converters/StaticMeshConverter.h"
#include "Conversion/Converters/MaterialConverter.h"
#include "Misc/ScopedSlowTask.h"
#include "Transports/Transport.h"
#include "UObject/ConstructorHelpers.h"
#include "LogSpeckle.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
// Sets default values for this component's properties
USpeckleConverterComponent::USpeckleConverterComponent()
{
//TODO consider using an object library for default converters
static ConstructorHelpers::FObjectFinder<UStaticMeshConverter> MeshConverter(TEXT("StaticMeshConverter'/SpeckleUnreal/Converters/DefaultStaticMeshConverter.DefaultStaticMeshConverter'"));
static ConstructorHelpers::FObjectFinder<UPointCloudConverter> PointCloudConverter(TEXT("PointCloudConverter'/SpeckleUnreal/Converters/DefaultPointCloudConverter.DefaultPointCloudConverter'"));
static ConstructorHelpers::FObjectFinder<UBlockConverter> BlockConverter(TEXT("BlockConverter'/SpeckleUnreal/Converters/DefaultBlockConverter.DefaultBlockConverter'"));
static ConstructorHelpers::FObjectFinder<UMaterialConverter> MaterialConverter(TEXT("MaterialConverter'/SpeckleUnreal/Converters/DefaultMaterialConverter.DefaultMaterialConverter'"));
static ConstructorHelpers::FObjectFinder<UObject> CameraConverter(TEXT("CameraConverter'/SpeckleUnreal/Converters/DefaultCameraConverter.DefaultCameraConverter'"));
//static ConstructorHelpers::FObjectFinder<ULightConverter> LightConverter(TEXT("LightConverter'/SpeckleUnreal/Converters/DefaultLightConverter.DefaultLightConverter'"));
SpeckleConverter = CreateDefaultSubobject<UAggregateConverter>(TEXT("Objects Converter"));
SpeckleConverter->SpeckleConverters.Add(MeshConverter.Object);
SpeckleConverter->SpeckleConverters.Add(PointCloudConverter.Object);
SpeckleConverter->SpeckleConverters.Add(BlockConverter.Object);
SpeckleConverter->SpeckleConverters.Add(MaterialConverter.Object);
SpeckleConverter->SpeckleConverters.Add(CameraConverter.Object);
//SpeckleConverter->SpeckleConverters.Add(LightConverter.Object);
PrimaryComponentTick.bCanEverTick = false;
}
AActor* USpeckleConverterComponent::RecursivelyConvertToNative(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors)
{
float ObjectsToConvert{};
Base->TryGetDynamicNumber("totalChildrenCount", ObjectsToConvert);
// Progress bar
FScopedSlowTask Progress(ObjectsToConvert + 2,
LOCTEXT("SpeckleConvertoNative","Converting Speckle Objects to Native"), DisplayProgressBar);
#if WITH_EDITOR
Progress.MakeDialog(true, false);
#endif
AActor* RootActor = RecursivelyConvertToNative_Internal(AOwner, Base, LocalTransport, &Progress, OutActors);
FinishConversion();
return RootActor;
}
// We should convert JSON to Speckle Object Streams
TArray<FSpeckleStream> USpeckleConverterComponent::ConvertStreamsToNative(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors)
{
return ArrayOfStreams;
}
AActor* USpeckleConverterComponent::RecursivelyConvertToNative_Internal(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport,
FSlowTask* Task,
TArray<AActor*>& OutActors)
{
check(IsValid(AOwner));
if(!IsValid(Base)) return nullptr;
// Convert Speckle Object
UObject* Converted = SpeckleConverter->ConvertToNativeInternal(Base, AOwner->GetWorld());
AttachConvertedToOwner(AOwner, Base, Converted);
// Handle new actors
AActor* ConvertedAsActor = Cast<AActor>(Converted);
AActor* NextOwner = IsValid(ConvertedAsActor) ? ConvertedAsActor : AOwner;
if(NextOwner != AOwner)
{
OutActors.Add(NextOwner);
OutActors.Append(NextOwner->Children);
}
Task->EnterProgressFrame(1);
if(Task->ShouldCancel()) return AOwner;
//Convert Children
TMap<FString, TSharedPtr<FJsonValue>> PotentialChildren = Base->DynamicProperties;
for (const auto& Kvp : PotentialChildren)
{
if(Task->ShouldCancel()) break;
ConvertChild(Kvp.Value, AOwner, LocalTransport, Task, OutActors);
}
return AOwner;
}
void USpeckleConverterComponent::ConvertChild(const TSharedPtr<FJsonValue> Object, AActor* AOwner,
const TScriptInterface<ITransport>& LocalTransport, FSlowTask* Task,
TArray<AActor*>& OutActors)
{
//Handle child object
const TSharedPtr<FJsonObject>* ChildObj;
if (Object->TryGetObject(ChildObj))
{
const UBase* Child = USpeckleSerializer::DeserializeBase(*ChildObj, LocalTransport);
RecursivelyConvertToNative_Internal(AOwner, Child, LocalTransport, Task, OutActors);
return;
}
//Handle child array object
const TArray<TSharedPtr<FJsonValue>>* ChildArr;
if (Object->TryGetArray(ChildArr))
{
for (const auto v : *ChildArr)
{
ConvertChild(v, AOwner, LocalTransport, Task, OutActors);
}
}
};
void USpeckleConverterComponent::AttachConvertedToOwner(AActor* AOwner, const UBase* Base, UObject* Converted)
{
// Case Actor
{
AActor* NativeActor = Cast<AActor>(Converted);
if(IsValid(NativeActor))
{
#if WITH_EDITOR
{
FString Name;
FText _Discard;
if( !(Base->TryGetDynamicString("name", Name) && FActorEditorUtils::ValidateActorName(FText::FromString(Name), _Discard)) )
{
Name = FString::Printf(TEXT("%s - %s"), *Base->SpeckleType, *Base->Id);
}
NativeActor->SetActorLabel(Name);
}
#endif
// Ensure actor has a valid mobility for its owner
if(NativeActor->HasValidRootComponent())
{
uint8 CurrentMobility = NativeActor->GetRootComponent()->Mobility;
uint8 OwnerMobility = AOwner->GetRootComponent()->Mobility;
if(CurrentMobility < OwnerMobility)
{
NativeActor->GetRootComponent()->SetMobility(AOwner->GetRootComponent()->Mobility);
}
}
NativeActor->AttachToActor(AOwner, FAttachmentTransformRules::KeepRelativeTransform);
NativeActor->SetOwner(AOwner);
return;
}
}
// Case ActorComponent
{
UActorComponent* NativeComponent = Cast<UActorComponent>(Converted);
if(IsValid(NativeComponent))
{
if(!AOwner->HasValidRootComponent()) AOwner->SetRootComponent(NewObject<USceneComponent>(AOwner));
USceneComponent* SceneComponent = Cast<USceneComponent>(Converted);
if(IsValid(SceneComponent)) SceneComponent->SetupAttachment(AOwner->GetRootComponent());
NativeComponent->RegisterComponent();
return;
}
}
}
void USpeckleConverterComponent::FinishConversion()
{
SpeckleConverter->FinishConversion_Internal();
}
#undef LOCTEXT_NAMESPACE
@@ -1,4 +0,0 @@
#include "LogSpeckle.h"
#include "Logging/LogMacros.h"
DEFINE_LOG_CATEGORY(LogSpeckle);
@@ -1,58 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/DisplayValueElement.h"
#include "API/SpeckleSerializer.h"
#include "Objects/Geometry/Mesh.h"
TArray<FString> UDisplayValueElement::DisplayValueAliasStrings = {
"displayValue",
"@displayValue",
"displayMesh"
"@displayMesh"
};
bool UDisplayValueElement::AddDisplayValue(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
UMesh* DisplayMesh = Cast<UMesh>(USpeckleSerializer::DeserializeBase(Obj, ReadTransport));
const bool Valid = IsValid(DisplayMesh);
if(Valid)
this->DisplayValue.Add(DisplayMesh);
return Valid;
}
bool UDisplayValueElement::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
//Find display values
for(const FString& Alias : DisplayValueAliasStrings)
{
const TSharedPtr<FJsonObject>* SubObjectPtr;
if (Obj->TryGetObjectField(Alias, SubObjectPtr))
{
AddDisplayValue(*SubObjectPtr, ReadTransport);
DynamicProperties.Remove(Alias);
continue;
}
const TArray<TSharedPtr<FJsonValue>>* SubArrayPtr;
if (Obj->TryGetArrayField(Alias, SubArrayPtr))
{
for (const auto& ArrayElement : *SubArrayPtr)
{
const TSharedPtr<FJsonObject>* ArraySubObjPtr;
if (ArrayElement->TryGetObject(ArraySubObjPtr))
{
AddDisplayValue(*ArraySubObjPtr, ReadTransport);
}
}
DynamicProperties.Remove(Alias);
}
}
return DisplayValue.Num() > 0;
}
@@ -1,55 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Geometry/Box.h"
#include "Objects/Geometry/Plane.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
bool UBoxx::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
const float ScaleFactor = USpeckleObjectUtils::ParseScaleFactor(Units);
const FString BasePlanePropertyName = TEXT("basePlane");
if (Obj->HasField(BasePlanePropertyName))
{
BasePlane = NewObject<UPlane>();
if(!BasePlane->Parse(Obj->GetObjectField(BasePlanePropertyName), ReadTransport)) return false;
DynamicProperties.Remove(BasePlanePropertyName);
}
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "xSize", ReadTransport, XSize)) return false;
XSize *= ScaleFactor;
DynamicProperties.Remove("xSize");
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "ySize", ReadTransport, YSize)) return false;
YSize *= ScaleFactor;
DynamicProperties.Remove("ySize");
return true;
}
UMesh* UBoxx::ToMesh(UObject* Outer) const
{
TArray<FVector> Vertices = {
FVector(),
FVector(),
FVector(),
FVector(),
FVector(),
FVector(),
};
TArray<int32> Faces = {
};
//FMatrix transform =
UMesh* Mesh = NewObject<UMesh>(Outer);
return Mesh;
}
@@ -1,154 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Geometry/Mesh.h"
#include "Objects/Other/RenderMaterial.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Transports/Transport.h"
bool UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
const float ScaleFactor = USpeckleObjectUtils::ParseScaleFactor(Units);
//Parse optional Transform
if(USpeckleObjectUtils::TryParseTransform(Obj, Transform))
{
Transform.ScaleTranslation(FVector(ScaleFactor));
DynamicProperties.Remove("transform");
}
else
{
Transform = FMatrix::Identity;
}
//Parse Vertices
{
TArray<TSharedPtr<FJsonValue>> ObjectVertices = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField("vertices"), ReadTransport);
const int32 NumberOfVertices = ObjectVertices.Num() / 3;
Vertices.Reserve(NumberOfVertices);
for (size_t i = 0, j = 0; i < NumberOfVertices; i++, j += 3)
{
Vertices.Add(Transform.InverseTransformPosition(FVector
(
ObjectVertices[j].Get()->AsNumber(),
-ObjectVertices[j + 1].Get()->AsNumber(),
ObjectVertices[j + 2].Get()->AsNumber()
) * ScaleFactor ));
}
DynamicProperties.Remove("vertices");
}
//Parse Faces
{
const TArray<TSharedPtr<FJsonValue>> FaceVertices = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField("faces"), ReadTransport);
Faces.Reserve(FaceVertices.Num());
for(const auto VertIndex : FaceVertices)
{
Faces.Add(VertIndex->AsNumber());
}
DynamicProperties.Remove("faces");
}
//Parse TextureCoords
{
const TArray<TSharedPtr<FJsonValue>>* TextCoordArray;
if(Obj->TryGetArrayField("textureCoordinates", TextCoordArray))
{
TArray<TSharedPtr<FJsonValue>> TexCoords = USpeckleObjectUtils::CombineChunks(*TextCoordArray, ReadTransport);
TextureCoordinates.Reserve(TexCoords.Num() / 2);
for (int32 i = 0; i + 1 < TexCoords.Num(); i += 2)
{
TextureCoordinates.Add(FVector2D
(
TexCoords[i].Get()->AsNumber(),
TexCoords[i + 1].Get()->AsNumber()
));
}
DynamicProperties.Remove("textureCoordinates");
}
}
//Parse VertexColors
{
const TArray<TSharedPtr<FJsonValue>>* ColorArray;
if(Obj->TryGetArrayField("colors", ColorArray))
{
TArray<TSharedPtr<FJsonValue>> Colors = USpeckleObjectUtils::CombineChunks(*ColorArray, ReadTransport);
VertexColors.Reserve(Colors.Num());
for (int32 i = 0; i + 1 < Colors.Num(); i ++)
{
VertexColors.Add(FColor(Colors[i].Get()->AsNumber()));
}
DynamicProperties.Remove("colors");
}
}
//Parse Optional RenderMaterial
if (Obj->HasField("renderMaterial"))
{
RenderMaterial = NewObject<URenderMaterial>();
RenderMaterial->Parse(Obj->GetObjectField("renderMaterial"), ReadTransport);
DynamicProperties.Remove("renderMaterial");
}
AlignVerticesWithTexCoordsByIndex();
return Vertices.Num() > 0 && Faces.Num() > 0;
}
/**
* If not already so, this method will align vertices
* such that a vertex and its corresponding texture coordinates have the same index.
* See "https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Geometry/Mesh.cs"
*/
void UMesh::AlignVerticesWithTexCoordsByIndex()
{
if(TextureCoordinates.Num() == 0) return;
if(TextureCoordinates.Num() == Vertices.Num()) return; //Tex-coords already aligned as expected
TArray<int> FacesUnique;
FacesUnique.Reserve(Faces.Num());
TArray<FVector> VerticesUnique;
VerticesUnique.Reserve(TextureCoordinates.Num());
const bool HasColor = VertexColors.Num() > 0;
TArray<FColor> ColorsUnique;
if(HasColor) ColorsUnique.Reserve(TextureCoordinates.Num());
int32 NIndex = 0;
while(NIndex < Faces.Num())
{
int32 n = Faces[NIndex];
if (n < 3) n += 3; // 0 -> 3, 1 -> 4
if (NIndex + n >= Faces.Num()) break; //Malformed face list
FacesUnique.Add(n);
for (int32 i = 1; i <= n; i++)
{
const int32 VertIndex = Faces[NIndex + i];
const int32 NewVertIndex = VerticesUnique.Num();
VerticesUnique.Add(Vertices[VertIndex]);
if(HasColor) ColorsUnique.Add(VertexColors[NewVertIndex]);
FacesUnique.Add(NewVertIndex);
}
NIndex += n + 1;
}
Vertices = VerticesUnique;
VertexColors = ColorsUnique;
Faces = FacesUnique;
}
@@ -1,31 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Geometry/Plane.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
bool UPlane::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
const float ScaleFactor = USpeckleObjectUtils::ParseScaleFactor(Units);
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "origin", ReadTransport, Origin)) return false;
Origin *= ScaleFactor;
DynamicProperties.Remove("origin");
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "normal", ReadTransport, Normal)) return false;
Normal *= ScaleFactor;
DynamicProperties.Remove("normal");
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "ydir", ReadTransport, XDir)) return false;
XDir *= ScaleFactor;
DynamicProperties.Remove("ydir");
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "xdir", ReadTransport, YDir)) return false;
YDir *= ScaleFactor;
DynamicProperties.Remove("xdir");
return true;
}
@@ -1,59 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Geometry/PointCloud.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Transports/Transport.h"
bool UPointCloud::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
const float ScaleFactor = USpeckleObjectUtils::ParseScaleFactor(Units);
//Parse Points
{
TArray<TSharedPtr<FJsonValue>> ObjectPoints = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField("points"), ReadTransport);
Points.Reserve(ObjectPoints.Num() / 3);
for (int32 i = 2; i < ObjectPoints.Num(); i += 3)
{
Points.Add(FVector
(
ObjectPoints[i - 2].Get()->AsNumber(),
ObjectPoints[i - 1].Get()->AsNumber(),
ObjectPoints[i].Get()->AsNumber()
) * ScaleFactor);
}
DynamicProperties.Remove("points");
}
//Parse Colors
{
TArray<TSharedPtr<FJsonValue>> ObjectColors = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField("colors"), ReadTransport);
Colors.Reserve(ObjectColors.Num());
for (int32 i = 0; i < ObjectColors.Num(); i += 1)
{
Colors.Add( FColor(ObjectColors[i].Get()->AsNumber()) );
}
DynamicProperties.Remove("colors");
}
//Parse Sizes
{
TArray<TSharedPtr<FJsonValue>> ObjectSizes = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField("sizes"), ReadTransport);
Sizes.Reserve(ObjectSizes.Num());
for (int32 i = 0; i < ObjectSizes.Num(); i += 1)
{
Sizes.Add( ObjectSizes[i].Get()->AsNumber() * ScaleFactor);
}
DynamicProperties.Remove("sizes");
}
return Points.Num() >= 0;
}
@@ -1,84 +0,0 @@
#include "Objects/ObjectModelRegistry.h"
#include "Objects/Base.h"
#include "Templates/SubclassOf.h"
#include "UObject/UObjectIterator.h"
TMap<FString, TSubclassOf<UBase>> UObjectModelRegistry::TypeRegistry;
void UObjectModelRegistry::GenerateTypeRegistry()
{
//TypeRegistry.Reset();
TypeRegistry.Empty();
//TypeRegistry = TMap<FString, TSubclassOf<UBase>>();
//check(TypeRegistry.IsSet());
//Find every class : UBase and add to Registry
for (TObjectIterator<UClass> It; It; ++It)
{
const UClass* Class = *It;
if (Class->IsChildOf(UBase::StaticClass()) &&
!Class->HasAnyClassFlags(CLASS_Abstract))
{
const FString& SpeckleType = Class->GetDefaultObject<UBase>()->SpeckleType;;
ensureAlwaysMsgf(!TypeRegistry.Contains(SpeckleType),
TEXT("Base class: %s conflicts with: %s for SpeckleType: %s"),
*Class->GetName(),
*TypeRegistry[SpeckleType]->GetName(),
*SpeckleType);
TypeRegistry.Add(SpeckleType, *It);
}
}
}
TSubclassOf<UBase> UObjectModelRegistry::FindClosestType(const FString& SpeckleType)
{
FString TypeString(SpeckleType);
TSubclassOf<UBase> Type = nullptr;
while(!TryGetRegisteredType(TypeString, Type))
{
if(!ParentType(TypeString, TypeString)) return nullptr;
}
return Type;
}
bool UObjectModelRegistry::ParentType(const FString& Type, FString& NextType)
{
int32 DotSplitIndex;
Type.FindLastChar('.', DotSplitIndex);
int32 ColonSplitIndex;
Type.FindLastChar(':', ColonSplitIndex);
const int32 SplitIndex = FGenericPlatformMath::Max(DotSplitIndex, ColonSplitIndex);
if(SplitIndex <= 0) return false;
NextType = Type.Left(SplitIndex);
return true;
}
TSubclassOf<UBase> UObjectModelRegistry::GetRegisteredType(const FString& SpeckleType)
{
TSubclassOf<UBase> Type = nullptr;
TryGetRegisteredType(SpeckleType, Type);
return Type;
}
bool UObjectModelRegistry::TryGetRegisteredType(const FString& SpeckleType, TSubclassOf<UBase>& OutType)
{
if(TypeRegistry.Num() == 0) GenerateTypeRegistry();
const bool Contains = TypeRegistry.Contains(SpeckleType);
if(Contains)
{
OutType = *TypeRegistry.Find(SpeckleType);
}
return Contains;
}
@@ -1,61 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Other/BlockInstance.h"
#include "LogSpeckle.h"
#include "API/SpeckleSerializer.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Transports/Transport.h"
bool UBlockInstance::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
const float ScaleFactor = USpeckleObjectUtils::ParseScaleFactor(Units);
//Transform
if(!USpeckleObjectUtils::TryParseTransform(Obj, Transform)) return false;
Transform.ScaleTranslation(FVector(ScaleFactor));
DynamicProperties.Remove("Transform");
//Geometries
const TSharedPtr<FJsonObject>* BlockDefinitionPtr;
if(!Obj->TryGetObjectField("blockDefinition", BlockDefinitionPtr)) return false;
const FString RefID = BlockDefinitionPtr->operator->()->GetStringField("referencedId");
const TSharedPtr<FJsonObject> BlockDefinition = ReadTransport->GetSpeckleObject(RefID);
if(BlockDefinition->TryGetStringField("name", Name)) DynamicProperties.Remove("Name");
const auto Geometries = BlockDefinition->GetArrayField("geometry");
if(Geometries.Num() <= 0)
{
UE_LOG(LogSpeckle, Warning, TEXT("Block definition has no geometry. id: %s"), *RefID)
return false;
}
for(const auto Geo : Geometries)
{
const TSharedPtr<FJsonObject> MeshReference = Geo->AsObject();
const FString ChildId = MeshReference->GetStringField("referencedId");
if(ReadTransport->HasObject(ChildId))
{
UBase* Child = USpeckleSerializer::DeserializeBase(ReadTransport->GetSpeckleObject(ChildId), ReadTransport);
if(IsValid(Child))
Geometry.Add(Child);
}
else UE_LOG(LogSpeckle, Warning, TEXT("Block definition references an unknown object id: %s"), *ChildId)
}
DynamicProperties.Remove("geometry");
// Intentionally don't remove blockDefinition from dynamic properties,
// because we want the converter to create the child geometries for us
//DynamicProperties.Remove("blockDefinition");
return true;
}
@@ -1,37 +0,0 @@
// Copyright AEC Systems Ltd
#include "Objects/Other/View3D.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
bool UView3D::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
const float ScaleFactor = USpeckleObjectUtils::ParseScaleFactor(Units);
// Parse optional Name property
if(Obj->TryGetStringField("name", Name)) DynamicProperties.Remove("name");
// Parse Origin
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "origin", ReadTransport, Origin)) return false;
Origin *= ScaleFactor;
DynamicProperties.Remove("origin");
// Parse UpDirection
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "upDirection", ReadTransport, UpDirection)) return false;
UpDirection *= ScaleFactor;
DynamicProperties.Remove("upDirection");
// Parse ForwardDirection
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "forwardDirection", ReadTransport, ForwardDirection)) return false;
ForwardDirection *= ScaleFactor;
DynamicProperties.Remove("forwardDirection");
// Parse IsOrthogonal
if(!Obj->TryGetBoolField("isOrthogonal", IsOrthogonal)) return false;
DynamicProperties.Remove("isOrthogonal");
return true;
}
@@ -1,199 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "API/SpeckleSerializer.h"
#include "Engine/World.h"
#include "Objects/Geometry/Mesh.h"
#include "Transports/Transport.h"
TArray<TSharedPtr<FJsonValue>> USpeckleObjectUtils::CombineChunks(const TArray<TSharedPtr<FJsonValue>>& ArrayField, const TScriptInterface<ITransport> Transport)
{
TArray<TSharedPtr<FJsonValue>> ObjectPoints;
for(int32 i = 0; i < ArrayField.Num(); i++)
{
FString Index;
if(ArrayField[i]->AsObject()->TryGetStringField("referencedId", Index))
{
if(!ensureAlwaysMsgf(Transport->HasObject(Index), TEXT("Failed to Dechunk array, Could not find chunk %s in transport"), *Index))
continue;
const auto Chunk = Transport->GetSpeckleObject(Index)->GetArrayField("data");;
ObjectPoints.Append(Chunk);
}
else
{
return ArrayField; //Array was never chunked to begin with
}
}
return ObjectPoints;
}
bool USpeckleObjectUtils::ResolveReference(const TSharedPtr<FJsonObject> Object, const TScriptInterface<ITransport> Transport, TSharedPtr<FJsonObject>& OutObject)
{
FString SpeckleType;
FString ReferenceID;
if (Object->TryGetStringField("speckle_type", SpeckleType)
&& SpeckleType == "reference"
&& Object->TryGetStringField("referencedId",ReferenceID))
{
check(Transport != nullptr && Transport.GetObject() != nullptr)
OutObject = Transport->GetSpeckleObject(ReferenceID);
return OutObject != nullptr;
}
return false;
}
float USpeckleObjectUtils::ParseScaleFactor(const FString& UnitsString)
{
static const auto ParseUnits = [](const FString& LUnits) -> float
{
if (LUnits == "millimeters" || LUnits == "millimeter" || LUnits == "millimetres" || LUnits == "millimetre" || LUnits == "mm")
return 0.1;
if (LUnits == "centimeters" || LUnits == "centimeter" ||LUnits == "centimetres" || LUnits == "centimetre" || LUnits == "cm")
return 1;
if (LUnits == "meters" || LUnits == "meter" || LUnits == "metres" || LUnits == "metre" || LUnits == "m")
return 100;
if (LUnits == "kilometers" || LUnits == "kilometres" || LUnits == "km")
return 100000;
if (LUnits == "inches" || LUnits == "inch" || LUnits == "in")
return 2.54;
if (LUnits == "feet" || LUnits == "foot" || LUnits == "ft")
return 30.48;
if (LUnits == "yards" || LUnits == "yard"|| LUnits == "yd")
return 91.44;
if (LUnits == "miles" || LUnits == "mile" || LUnits == "mi")
return 160934.4;
return 100;
};
return ParseUnits(UnitsString.ToLower()); // * WorldToCentimeters; //TODO take into account world units
}
FTransform USpeckleObjectUtils::CreateTransform(UPARAM(ref) const FMatrix& TransformMatrix)
{
FTransform Transform(TransformMatrix);
Transform.ScaleTranslation(FVector(1,-1,1));
FVector Rot = Transform.GetRotation().Euler();
FVector NewRot(-Rot.X, Rot.Y, -Rot.Z);
Transform.SetRotation(FQuat::MakeFromEuler(NewRot));
return Transform;
}
bool USpeckleObjectUtils::TryParseTransform(const TSharedPtr<FJsonObject> SpeckleObject, FMatrix& OutMatrix)
{
const TSharedPtr<FJsonObject>* TransformObject;
const TArray<TSharedPtr<FJsonValue>>* TransformData;
if(SpeckleObject->TryGetArrayField("transform", TransformData)) //Handle transform as array
{ }
else if(SpeckleObject->TryGetObjectField("transform", TransformObject)
&& (*TransformObject)->TryGetArrayField("value", TransformData)) //Handle transform as object
{ }
else return false;
FMatrix TransformMatrix;
for(int32 Row = 0; Row < 4; Row++)
for(int32 Col = 0; Col < 4; Col++)
{
TransformMatrix.M[Row][Col] = TransformData->operator[](Row * 4 + Col)->AsNumber();
}
OutMatrix = TransformMatrix.GetTransposed();
return true;
}
bool USpeckleObjectUtils::ParseVectorProperty(const TSharedPtr<FJsonObject> Base, const FString& PropertyName,
const TScriptInterface<ITransport> ReadTransport, FVector& OutObject)
{
const TSharedPtr<FJsonObject>* OriginObject;
if(Base->TryGetObjectField(PropertyName, OriginObject)
&& ParseVector(*OriginObject, ReadTransport, OutObject))
{
return true;
}
return false;
}
bool USpeckleObjectUtils::ParseVector(const TSharedPtr<FJsonObject> Object,
const TScriptInterface<ITransport> Transport, FVector& OutObject)
{
if(!ensure(Object != nullptr)) return false;
TSharedPtr<FJsonObject> Obj;
if(!ResolveReference(Object, Transport, Obj)) Obj = Object;
double x = 0, y = 0, z = 0;
if(!(Obj->TryGetNumberField("x", x)
&& Obj->TryGetNumberField("y", y)
&& Obj->TryGetNumberField("z", z))) return false;
OutObject = FVector(x,y,z);
//return true;
UMesh* Mesh;
return ParseSpeckleObject<UMesh>(Obj, Transport, Mesh);
}
bool USpeckleObjectUtils::ParseIntervalProperty(const TSharedPtr<FJsonObject> Base, const FString& PropertyName,
const TScriptInterface<ITransport> ReadTransport, FVector2f<float>& OutObject)
{
const TSharedPtr<FJsonObject>* OriginObject;
if(Base->TryGetObjectField(PropertyName, OriginObject)
&& ParseInterval(*OriginObject, ReadTransport, OutObject))
{
return true;
}
return false;
}
bool USpeckleObjectUtils::ParseInterval(const TSharedPtr<FJsonObject> Object,
const TScriptInterface<ITransport> Transport, FVector2f& OutObject)
{
if(!ensure(Object != nullptr)) return false;
TSharedPtr<FJsonObject> Obj;
if(!ResolveReference(Object, Transport, Obj)) Obj = Object;
double x = 0, y = 0, z = 0;
if(!(Obj->TryGetNumberField("start", x)
&& Obj->TryGetNumberField("end", y)) return false;
OutObject = FVector2f(x,y,z);
//return true;
UMesh* Mesh;
return ParseSpeckleObject<UMesh>(Obj, Transport, Mesh);
}
template <typename TBase>
bool USpeckleObjectUtils::ParseSpeckleObject(const TSharedPtr<FJsonObject> Object,
const TScriptInterface<ITransport> Transport, TBase*& OutObject)
{
static_assert(TIsDerivedFrom<TBase, UBase>::IsDerived, "Type TBase must inherit UBase");
TSharedPtr<FJsonObject> Obj;
if(!ResolveReference(Object, Transport, Obj)) Obj = Object;
UBase* b = USpeckleSerializer::DeserializeBase(Object, Transport);
OutObject = Cast<TBase>(b);
return OutObject == nullptr;
}
AActor* USpeckleObjectUtils::SpawnActorInWorld(const TSubclassOf<AActor> Class, UWorld* World, const FTransform& Transform)
{
return World->SpawnActor(Class, &Transform, FActorSpawnParameters());
}
@@ -1,172 +0,0 @@
#include "SpeckleUnrealManager.h"
#include "API/Operations/ReceiveOperation.h"
#include "Transports/MemoryTransport.h"
#include "Transports/ServerTransport.h"
#include "LogSpeckle.h"
#include "API/SpeckleSerializer.h"
#include "Conversion/SpeckleConverterComponent.h"
#include "Misc/ScopedSlowTask.h"
#include "Objects/Base.h"
#include "Mixpanel.h"
#include "Engine/Engine.h"
#include "Interfaces/IHttpRequest.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
// Sets default values
ASpeckleUnrealManager::ASpeckleUnrealManager()
{
SetRootComponent(CreateDefaultSubobject<USceneComponent>(TEXT("Root")));
RootComponent->SetRelativeScale3D(FVector(1,1,1));
RootComponent->SetMobility(EComponentMobility::Static);
// Convert JSON to object models
Converter = CreateDefaultSubobject<USpeckleConverterComponent>(FName("Converter"));
KeepCache = true;
DisplayProgressBar = true;
ServerUrl = "https://speckle.xyz";
}
// Begin Play function (Receive)
void ASpeckleUnrealManager::BeginPlay()
{
Super::BeginPlay();
if(ImportAtRuntime) Receive();
}
// Start the Receive process
void ASpeckleUnrealManager::Receive()
{
DeleteObjects();
// Trim parameters
ServerUrl.TrimEndInline();
while(ServerUrl.RemoveFromEnd("/")) { }
StreamID.TrimEndInline();
ObjectID.TrimEndInline();
AuthToken.TrimEndInline();
// Analytics
FAnalytics::TrackEvent(
"unknown",
"unknown",
"NodeRun",
TMap<FString, FString> {
{"name", StaticClass()->GetName() },
{"worldType", FString::FromInt(GetWorld()->WorldType)}}
);
// Clear cache
if(!KeepCache && LocalObjectCache.GetObjectRef() != nullptr)
{
LocalObjectCache.GetObjectRef()->ConditionalBeginDestroy();
LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
}
// Probably a duplication
if(LocalObjectCache.GetObjectRef() == nullptr)
{
LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
}
// Debug message
FString Message = FString::Printf(TEXT("Fetching Objects from Speckle Server: %s"), *ServerUrl);
PrintMessage(Message);
// Error delegate
FTransportErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &ASpeckleUnrealManager::HandleError);
// Complete delegate
FTransportCopyObjectCompleteDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &ASpeckleUnrealManager::HandleReceive, DisplayProgressBar);
// Create a server transport
UServerTransport* ServerTransport = UServerTransport::CreateServerTransport(ServerUrl,StreamID,AuthToken);
// Receive
ServerTransport->CopyObjectAndChildren(ObjectID, LocalObjectCache, CompleteDelegate, ErrorDelegate);
}
// Handle Received JSON
void ASpeckleUnrealManager::HandleReceive(TSharedPtr<FJsonObject> RootObject, bool DisplayProgress)
{
if(RootObject == nullptr) return;
// Create a Base Deserialization Object Model
const UBase* Res = USpeckleSerializer::DeserializeBase(RootObject, LocalObjectCache);
if(IsValid(Res))
{
// Start conversion
Converter->RecursivelyConvertToNative(this, Res, LocalObjectCache, DisplayProgress, Actors);
// Finished Conversion - show debug message
FString Message = FString::Printf(TEXT("Converted %d Actors"), Actors.Num());
PrintMessage(Message);
}
else
{
// Object id from Json
FString Id;
// Try to get JSON id field
RootObject->TryGetStringField("id", Id);
// Debug message for error wrt to id
FString Message = FString::Printf(TEXT("Failed to deserialise root object: %s"), *Id);
// Print Message
HandleError(Message);
}
}
// Error handler just prints a debug message
void ASpeckleUnrealManager::HandleError(FString& Message)
{
PrintMessage(Message, true);
}
// Print debug message
void ASpeckleUnrealManager::PrintMessage(FString& Message, bool IsError) const
{
// Show at Console log: "Error" or just "Log" message (Errors are shown in red in output console)
if(IsError)
{
UE_LOG(LogSpeckle, Error, TEXT("%s"), *Message);
}
else
{
UE_LOG(LogSpeckle, Log, TEXT("%s"), *Message);
}
// Error as a debug message
FColor Color = IsError? FColor::Red : FColor::Green;
GEngine->AddOnScreenDebugMessage(0, 5.0f, Color, Message);
}
// Delete Actors containing all the 3D models
void ASpeckleUnrealManager::DeleteObjects()
{
// If still converting, terminate process
Converter->FinishConversion();
// Destroy actors
for (AActor* a : Actors)
{
if(IsValid(a)) a->Destroy();
}
Actors.Empty();
}
#undef LOCTEXT_NAMESPACE
@@ -1,62 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Misc/AutomationTest.h"
#include "Objects/Base.h"
#include "Transports/MemoryTransport.h"
#if WITH_DEV_AUTOMATION_TESTS
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FMemoryTransportTest, "SpeckleUnreal.Transports.MemoryTransport", EAutomationTestFlags::EditorContext | EAutomationTestFlags::SmokeFilter)
bool FMemoryTransportTest::RunTest(const FString& Parameters)
{
UMemoryTransport* Transport = UMemoryTransport::CreateEmptyMemoryTransport();
// Test Construction
{
TestNotNull(TEXT("Constructed object"), Transport);
TestTrue(TEXT("Constructed object is valid"), IsValid(Transport));
}
TSharedPtr<FJsonObject> MockObj = MakeShareable(new FJsonObject());
FString TestId = TEXT("testidlalalala");
FString TestPayloadName = TEXT("Playload");
FString TestPayload = TEXT("MyPayloadValue!");
MockObj->SetStringField(TestPayloadName, TestPayload);
// Test Save
{
Transport->SaveObject(TestId, MockObj);
TestTrue(TEXT("Transport with save object to HasObject"), Transport->HasObject(TestId));
auto Value = Transport->GetSpeckleObject(TestId);
TestNotNull(TEXT("Return of getting saved object"), Value.Get());
TestEqual(TEXT("Return of getting saved object"), Value, MockObj);
TestTrue(TEXT("Returned object to have payload"), Value->HasField(TestPayloadName));
TestEqual(TEXT("Returned object's playload"), Value->GetStringField(TestPayloadName), TestPayload);
}
// Test Ids are missing
{
TArray<FString> MissingIds = {
TEXT("NoObjectsWithThisId"),
TEXT("testidla"),
TEXT("testidlalalalaextrala"),
TEXT("testidrararara"),
TEXT(""),
};
for(const FString& Id : MissingIds)
{
TestFalse(TEXT("transport has unknown id -") + Id, Transport->HasObject(Id));
auto ValueM = Transport->GetSpeckleObject(Id);
TestNull(TEXT("return of unknown id -") + Id, ValueM.Get());
}
}
return true;
}
#endif
@@ -1,25 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Misc/AutomationTest.h"
#include "Objects/Base.h"
#include "Transports/ServerTransport.h"
#if WITH_DEV_AUTOMATION_TESTS
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FServerTransportTest, "SpeckleUnreal.Transports.ServerTransport", EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
bool FServerTransportTest::RunTest(const FString& Parameters)
{
FString ServerUrl = TEXT("https://example.com");
FString StreamId = TEXT("1234");
FString Token = TEXT("MyAuthToken");
auto Transport = UServerTransport::CreateServerTransport(ServerUrl, StreamId, Token);
return true;
}
#endif
@@ -1,22 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Transports/MemoryTransport.h"
#include "LogSpeckle.h"
bool UMemoryTransport::HasObject(const FString& ObjectId) const
{
return SpeckleObjects.Contains(ObjectId);
}
TSharedPtr<FJsonObject> UMemoryTransport::GetSpeckleObject(const FString& ObjectId) const
{
return SpeckleObjects.FindRef(ObjectId);
}
void UMemoryTransport::SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject)
{
SpeckleObjects.Add(ObjectId, SerializedObject);
UE_LOG(LogSpeckle, Log, TEXT("-----------> ADDED <-------------- %d"), SpeckleObjects.Num());
}
@@ -1,259 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Transports/ServerTransport.h"
#include "LogSpeckle.h"
#include "Mixpanel.h"
#include "JsonObjectConverter.h"
#include "HttpModule.h"
#include "Interfaces/IHttpRequest.h"
#include "Interfaces/IHttpResponse.h"
#include "Policies/CondensedJsonPrintPolicy.h"
TSharedPtr<FJsonObject> UServerTransport::GetSpeckleObject(const FString& ObjectId) const
{
unimplemented();
return nullptr;
}
void UServerTransport::SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject)
{
unimplemented(); //TODO implement
}
bool UServerTransport::HasObject(const FString& ObjectId) const
{
unimplemented(); //TODO implement
return false;
}
// Parse Root JSON
void UServerTransport::HandleRootObjectResponse(const FString& RootObjSerialized,
TScriptInterface<ITransport> TargetTransport,
const FString& ObjectId) const
{
TSharedPtr<FJsonObject> RootObj;
if(!LoadJson(RootObjSerialized, RootObj))
{
FString Message = FString::Printf( TEXT("A Root Object %s was recieved but was invalid and could not be deserialied"), *ObjectId);
InvokeOnError(Message);
return;
}
TargetTransport->SaveObject(ObjectId, RootObj);
// Find children are not already in the target transport
const auto Closures = RootObj->GetObjectField("__closure")->Values;
TArray<FString> ChildrenIds;
Closures.GetKeys(ChildrenIds);
TArray<FString> NewChildrenIds;
for(const FString& Id : ChildrenIds)
{
if(TargetTransport->HasObject(Id)) continue;
NewChildrenIds.Add(Id);
}
FetchChildren(TargetTransport, ObjectId, NewChildrenIds);
}
// Create HTTP Request for Commit Root objects (only ids of children)
void UServerTransport::CopyObjectAndChildren(const FString& ObjectId,
TScriptInterface<ITransport> TargetTransport,
const FTransportCopyObjectCompleteDelegate& OnCompleteAction,
const FTransportErrorDelegate& OnErrorAction)
{
this->OnComplete = OnCompleteAction;
this->OnError = OnErrorAction;
// Create Request for Root Object
const FHttpRequestRef Request = FHttpModule::Get().CreateRequest();
const FString Endpoint = FString::Printf(TEXT("%s/objects/%s/%s/single"), *ServerUrl, *StreamId, *ObjectId);
Request->SetVerb("GET");
Request->SetURL(Endpoint);
Request->SetHeader("Accept", TEXT("text/plain"));
Request->SetHeader("Authorization", "Bearer " + AuthToken);
// Response Callback
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(!bWasSuccessful)
{
FString Message = FString::Printf(TEXT("Request for root object at %s was unsuccessful: %s"), *Response->GetURL(), *Response->GetContentAsString());
InvokeOnError(Message);
return;
}
const int32 ResponseCode = Response->GetResponseCode();
if (ResponseCode != 200)
{
FString Message = FString::Printf(TEXT("Request for root object at %s failed with HTTP response %d"), *Response->GetURL(), ResponseCode);
InvokeOnError(Message);
return;
}
HandleRootObjectResponse(Response->GetContentAsString(), TargetTransport, ObjectId);
};
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
// Send request
const bool RequestSent = Request->ProcessRequest();
if(!RequestSent)
{
FString Message = FString::Printf(TEXT("Request for root object at %s failed: \nHTTP request failed to start"), *Endpoint);
InvokeOnError(Message);
return;
}
UE_LOG(LogSpeckle, Verbose, TEXT("GET Request sent for root object at %s, awaiting response"), *Endpoint );
FAnalytics::TrackEvent("unknown", ServerUrl, "Receive");
}
// Fetch Children JSON and parse it
void UServerTransport::FetchChildren(TScriptInterface<ITransport> TargetTransport, const FString& ObjectId,
const TArray<FString>& ChildrenIds, int32 CStart) const
{
// Check if all children have been fetched
if(ChildrenIds.Num() <= CStart)
{
UE_LOG(LogSpeckle, Log, TEXT("----------->PJSON < CSTART <-----------"));
ensureAlwaysMsgf(this->OnComplete.ExecuteIfBound(TargetTransport->GetSpeckleObject(ObjectId)),
TEXT("Complete handler was not bound properly"));
return;
}
// Assemble list of ids to ask for in this request
// We want to avoid making requests too large
const int32 CEnd = FGenericPlatformMath::Min(ChildrenIds.Num(), CStart + MaxNumberOfObjectsPerRequest);
FString ChildrenIdsString;
{
auto Writer = TJsonWriterFactory<TCHAR, TCondensedJsonPrintPolicy<TCHAR>>::Create(&ChildrenIdsString);
Writer->WriteArrayStart();
for (int32 i = CStart; i < CEnd; i++)
{
Writer->WriteValue(ChildrenIds[i]);
}
Writer->WriteArrayEnd();
Writer->Close();
}
FString Body;
{
auto Writer = TJsonWriterFactory<TCHAR, TCondensedJsonPrintPolicy<TCHAR>>::Create(&Body);
Writer->WriteObjectStart();
Writer->WriteValue(TEXT("objects"), ChildrenIdsString);
Writer->WriteObjectEnd();
Writer->Close();
}
// Create Request
const FHttpRequestRef Request = FHttpModule::Get().CreateRequest();
{
const FString EndPoint = FString::Printf(TEXT("%s/api/getobjects/%s"), *ServerUrl, *StreamId);
Request->SetVerb("POST");
Request->SetURL(EndPoint);
Request->SetHeader("Accept", TEXT("text/plain"));
Request->SetHeader("Authorization", "Bearer " + AuthToken);
Request->SetHeader("Content-Type", "application/json");
Request->SetContentAsString(Body);
}
// Response Callback
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
// Any Fail
if(!bWasSuccessful)
{
FString Message = FString::Printf(TEXT("Request for children of root object %s/%s failed: %s"),
*StreamId, *ObjectId, *Response->GetContentAsString());
InvokeOnError(Message);
return;
}
// Any HTTP Fail
const int32 ResponseCode = Response->GetResponseCode();
if (ResponseCode != 200)
{
FString Message = FString::Printf(
TEXT("Request for children of root object %s/%s failed:\nHTTP response %d"),
*StreamId, *ObjectId, ResponseCode);
InvokeOnError(Message);
return;
}
// Success: Start parsing
TArray<FString> Lines;
const int32 LineCount = SplitLines(Response->GetContentAsString(), Lines);
UE_LOG(LogSpeckle, Verbose, TEXT("Parsing %d downloaded objects..."), LineCount)
// Warning: Less objects then expected
if(LineCount != CEnd - CStart)
{
UE_LOG(LogSpeckle, Warning, TEXT("Requested %d objects, but received %d"), CEnd - CStart, LineCount);
}
// Load JSON as objects
for (const FString& Line : Lines)
{
FString Id, ObjectJson;
if (!Line.Split("\t", &Id, &ObjectJson))
continue;
TSharedPtr<FJsonObject> JsonObject;
if(!LoadJson(ObjectJson, JsonObject)) continue;
TargetTransport->SaveObject(Id, JsonObject);
}
UE_LOG(LogSpeckle, Log, TEXT("Processed %d/%d Child objects"), CEnd, ChildrenIds.Num())
//Iterate again for any missing children
FetchChildren(TargetTransport, ObjectId, ChildrenIds, CEnd);
};
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
// Send request for children
const bool RequestSent = Request->ProcessRequest();
if(!RequestSent)
{
FString Message = FString::Printf(TEXT("Failed to fetch children of root object %s/%s:\nHTTP request failed to start"), *StreamId, *ObjectId);
InvokeOnError(Message);
return;
}
UE_LOG(LogSpeckle, Verbose, TEXT("Requesting %d child objects"), CEnd - CStart);
}
void UServerTransport::InvokeOnError(FString& Message) const
{
ensureAlwaysMsgf(this->OnError.ExecuteIfBound(Message), TEXT("ServerTransport: Unhandled error - %s"), *Message);
}
int32 UServerTransport::SplitLines(const FString& Content, TArray<FString>& OutLines)
{
int32 LineCount = 0;
for (const TCHAR* ptr = *Content; *ptr; ptr++)
if (*ptr == '\n')
LineCount++;
OutLines.Reserve(LineCount);
Content.ParseIntoArray(OutLines, TEXT("\n"), true);
return LineCount;
}
bool UServerTransport::LoadJson(const FString& StringJson, TSharedPtr<FJsonObject>& OutJsonObject)
{
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(StringJson);
return FJsonSerializer::Deserialize(Reader, OutJsonObject);
}
@@ -1,80 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "Interfaces/IHttpRequest.h"
struct FSpeckleStream;
struct FSpeckleBranch;
struct FSpeckleCommit;
struct FSpeckleGlobals;
struct FSpeckleUser;
DECLARE_DELEGATE_OneParam(FErrorDelegate, const FString&);
DECLARE_DELEGATE_OneParam(FFetchStreamDelegate, const TArray<FSpeckleStream>&);
DECLARE_DELEGATE_OneParam(FFetchBranchDelegate, const TArray<FSpeckleBranch>&);
DECLARE_DELEGATE_OneParam(FFetchCommitDelegate, const TArray<FSpeckleCommit>&);
DECLARE_DELEGATE_OneParam(FFetchGlobalsDelegate, const FSpeckleGlobals&);
DECLARE_DELEGATE_OneParam(FFetchUserDelegate, const FSpeckleUser&);
/**
* C++ wrapper for GraphQL requests
* See Operations to use with blueprint
*/
class FClientAPI
{
public:
static void StreamsGet( const FString& ServerUrl,
const FString& AuthToken,
const int32 Limit,
const FFetchStreamDelegate OnCompleteAction,
const FErrorDelegate OnErrorAction);
static void StreamGetBranches( const FString& ServerUrl,
const FString& AuthToken,
const FString& StreamId,
const int32 Limit,
const FFetchBranchDelegate OnCompleteAction,
const FErrorDelegate OnErrorAction);
static void StreamGetCommits( const FString& ServerUrl,
const FString& AuthToken,
const FString& StreamId,
const FString& BranchName,
const int32 Limit,
const FFetchCommitDelegate OnCompleteAction,
const FErrorDelegate OnErrorAction);
static void FetchGlobals( const FString& ServerUrl,
const FString& AuthToken,
const FString& StreamId,
const FString& ReferencedObjectId,
const FFetchGlobalsDelegate OnCompleteAction,
const FErrorDelegate OnErrorAction);
static void FetchUserData( const FString& ServerUrl,
const FString& AuthToken,
const FFetchUserDelegate OnCompleteAction,
const FErrorDelegate OnErrorAction);
//Utility functions
static FHttpRequestRef CreateGraphQLRequest(const FString& ServerUrl, FString AuthToken, const FString& PostPayload,
const FString& Encoding = TEXT("gzip"));
static bool SendGraphQLRequest(const FHttpRequestRef Request, const FString& RequestName, const TFunctionRef<void(const FString& Message)> OnErrorAction);
static bool GetResponseAsJSON(const FHttpResponsePtr Response, const FString& RequestLogName, TSharedPtr<FJsonObject>& OutObject, const TFunctionRef<void(const FString& Message)> OnErrorAction);
static bool CheckForOperationErrors(const TSharedPtr<FJsonObject> GraphQLResponse, FString& OutErrorMessage);
static bool CheckRequestFailed(bool bWasSuccessful, FHttpResponsePtr Response, const FString& RequestName, const TFunctionRef<void(const FString& Message)> OnErrorAction);
};
@@ -1,48 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Objects/HighLevel/SpeckleBranch.h"
#include "ReceiveBranchesOperation.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveBranchesOperationHandler,
const TArray<FSpeckleBranch>&, Branches,
const FString&, ErrorMessage);
/**
* Receive All streams
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveBranchesOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FReceiveBranchesOperationHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FReceiveBranchesOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
static UReceiveBranchesOperation* ReceiveBranchesOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken, const FString& StreamId, int32 Limit = 20);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
FString StreamId;
int32 Limit;
void HandleReceive(const TArray<FSpeckleBranch>& Branches);
void HandleError(const FString& Message);
};
@@ -1,53 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Objects/HighLevel/SpeckleCommit.h"
#include "ReceiveCommitsOperation.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveCommitsOperationHandler, const TArray<FSpeckleCommit>&, Commits, FString, ErrorMessage);
/**
* Receive All Commits
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveCommitsOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FReceiveCommitsOperationHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FReceiveCommitsOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations",
meta = (WorldContext = "WorldContextObject", BranchName = "main"))
static UReceiveCommitsOperation* ReceiveCommitsOperation(UObject* WorldContextObject,
const FString& ServerUrl,
const FString& AuthToken,
const FString& StreamId,
const FString& BranchName,
const int32 Limit = 20);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
FString StreamId;
FString BranchName;
int32 Limit;
void HandleReceive(const TArray<FSpeckleCommit>& Commits);
void HandleError(const FString& Message);
};
@@ -1,48 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Objects/HighLevel/SpeckleGlobals.h"
#include "ReceiveGlobalsOperation.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveGlobalsOperationHandler, const FSpeckleGlobals, Globals, FString, ErrorMessage);
/**
* Receive My User Data in Speckle
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveGlobalsOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FReceiveGlobalsOperationHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FReceiveGlobalsOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
static UReceiveGlobalsOperation* ReceiveGlobalsOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken,
const FString& StreamId, const FString& ReferencedObjectId);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
FString StreamId;
FString ReferencedObjectId;
void HandleReceive(const FSpeckleGlobals& Object);
void HandleError(const FString& Message);
};
@@ -1,49 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Objects/HighLevel/SpeckleUser.h"
#include "ReceiveMyUserDataOperation.generated.h"
struct FSpeckleUser;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveMyUserDataOperationHandler, const FSpeckleUser, MyUserData, FString, ErrorMessage);
/**
* Receive My User Data in Speckle
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveMyUserDataOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FReceiveMyUserDataOperationHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FReceiveMyUserDataOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations",
meta = (WorldContext = "WorldContextObject"))
static UReceiveMyUserDataOperation* ReceiveMyUserDataOperation(UObject* WorldContextObject,
const FString& ServerUrl, const FString& AuthToken);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
void HandleReceive(const FSpeckleUser& Object);
void HandleError(const FString& Message);
};
@@ -1,59 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "ReceiveOperation.generated.h"
class ITransport;
class UBase;
class FJsonObject;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FRecieveOperationHandler, UBase*, RootBase, FString, ErrorMessage);
/**
*
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FRecieveOperationHandler OnReceiveSuccessfully;
/// Called when the total number of children is known
//UPROPERTY(BlueprintAssignable)
//FRecieveOperationHandler OnChildrenCountKnown;
/// Called when some deserilization progress is made and TotalConverted has changed
//UPROPERTY(BlueprintAssignable)
//FRecieveOperationHandler OnProgress;
/// Called when receive operation has aborted due to some error
UPROPERTY(BlueprintAssignable)
FRecieveOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
static UReceiveOperation* ReceiveOperation(UObject* WorldContextObject, const FString& ObjectId,
TScriptInterface<ITransport> RemoteTransport, TScriptInterface<ITransport> LocalTransport);
virtual void Activate() override;
protected:
void Receive();
FString ObjectId;
TScriptInterface<ITransport> RemoteTransport;
TScriptInterface<ITransport> LocalTransport;
void HandleReceive(TSharedPtr<FJsonObject> Object);
void HandleError(FString& Message);
};
@@ -1,44 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Objects/HighLevel/SpeckleStream.h"
#include "ReceiveStreamsOperation.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveStreamsOperationHandler, const TArray<FSpeckleStream>&, Streams, FString, ErrorMessage);
/**
* Receive All streams
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveStreamsOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FReceiveStreamsOperationHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FReceiveStreamsOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
static UReceiveStreamsOperation* ReceiveStreamsOperation(UObject* WorldContextObject, const FString& ServerUrl, const FString& AuthToken, const int32 Limit = 20);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
int32 Limit;
void HandleReceive(const TArray<FSpeckleStream>& Streams);
void HandleError(const FString& Message);
};
@@ -1,47 +0,0 @@
// // Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
//
// #pragma once
//
// #include "CoreMinimal.h"
// #include "Kismet/BlueprintAsyncActionBase.h"
//
// #include "SendOperation.generated.h"
//
//
// class ITransport;
// class UBase;
//
// DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FSendOperationHandler, const FString&, Id, const FString&, ErrorMessage);
//
// /**
// *
// */
// UCLASS()
// class SPECKLEUNREAL_API USendOperation : public UBlueprintAsyncActionBase
// {
// GENERATED_BODY()
//
// public:
//
// UPROPERTY(BlueprintAssignable)
// FSendOperationHandler OnSendSuccessfully;
//
//
// UPROPERTY(BlueprintAssignable)
// FSendOperationHandler OnErrorAction;
//
//
// UFUNCTION(BlueprintCallable, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
// static USendOperation* SendOperation(UObject* WorldContextObject, UBase* Base, TArray<TScriptInterface<ITransport>> Transports);
//
// virtual void Activate() override;
//
// protected:
//
//
// TWeakObjectPtr<UBase> Base;
//
// TScriptArray<TScriptInterface<ITransport>> Transports;
//
//
// };
@@ -1,26 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "SpeckleSerializer.generated.h"
class UBase;
class ITransport;
class FJsonObject;
UCLASS()
class USpeckleSerializer : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, Category="Speckle|Serialization")
static UBase* DeserializeBaseById(const FString& ObjectId, const TScriptInterface<ITransport> ReadTransport);
static UBase* DeserializeBase(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport);
};
@@ -1,59 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "Conversion/SpeckleConverter.h"
#include "AggregateConverter.generated.h"
/**
* An Aggregate Converter stores multiple ISpeckleConverter instances.
* This allows you to use many converters as one
*/
UCLASS()
class SPECKLEUNREAL_API UAggregateConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
protected:
// A lazily initialised mapping of SpeckleType -> converters.
TMap<TSubclassOf<UBase>, TScriptInterface<ISpeckleConverter>> SpeckleTypeMap;
public:
// Array of converters, must be of type ISpeckleConverter
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle|Conversion")
TArray<UObject*> SpeckleConverters;
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual UObject* ConvertToNativeInternal(const UBase* Object, UWorld* World);
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>&) override;
virtual bool CanConvertToNative_Implementation(TSubclassOf<UBase> BaseType) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual TScriptInterface<ISpeckleConverter> GetConverter(const TSubclassOf<UBase> BaseType);
// Validates a given object is a valid ISpeckleConverter
static bool CheckValidConverter(const UObject* Converter, bool LogWarning = true);
void FinishConversion_Internal();
virtual void FinishConversion_Implementation() override;
// Validates changes to SpeckleConverters property, Should be called after modifying SpeckleConverters
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual void OnConvertersChangeHandler();
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
};
@@ -1,44 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "Engine/World.h"
#include "BlockConverter.generated.h"
class UBlockInstance;
/**
* Converts Speckle Block Instance objects empty native actors with transform.
* The Block Definition can then be converted by other converters
*/
UCLASS()
class SPECKLEUNREAL_API UBlockConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
CONVERTS_SPECKLE_TYPES()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TSubclassOf<AActor> BlockInstanceActorType;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EComponentMobility::Type> ActorMobility;
UBlockConverter();
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>& AvailableConverters) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* BlockToNative(const UBlockInstance* Block, UWorld* World);
protected:
virtual AActor* CreateEmptyActor(UWorld* World, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
};
@@ -1,99 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "UObject/Object.h"
#include "MaterialConverter.generated.h"
class URenderMaterial;
class UMaterialInterface;
UENUM()
enum EConstMaterialOptions
{
Never UMETA(DisplayName = "Never"),
NotPlay UMETA(DisplayName = "Editor Not Playing"),
Always UMETA(DisplayName = "Editor And PIE"),
};
/**
* Converts Speckle RenderMaterial objects into native Materials
*/
UCLASS(BlueprintType, Blueprintable)
class SPECKLEUNREAL_API UMaterialConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
CONVERTS_SPECKLE_TYPES()
public:
/// Material to be applied to meshes when no RenderMaterial can be converted
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
UMaterialInterface* DefaultMeshMaterial;
/// Material Parent for converted opaque materials*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
UMaterialInterface* BaseMeshOpaqueMaterial;
/// Material Parent for converted materials with an opacity less than one
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
UMaterialInterface* BaseMeshTransparentMaterial;
#if WITH_EDITORONLY_DATA
/// Specify when to create Constant materials that can only be created with Editor.
/// Otherwise will create dynamic materials
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EConstMaterialOptions> UseConstMaterials;
#endif
/// When generating meshes, materials in this TMap will be used
/// instead of converted ones if the key matches the ID of the Object's RenderMaterial. (Takes priority over name matching)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ToNative|Overrides", DisplayName = "By Speckle ID")
TMap<FString, UMaterialInterface*> MaterialOverridesById;
/// When generating meshes, materials in this TSet will be used instead of converted ones if the material name matches the name of the Object's RenderMaterial
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ToNative|Overrides", DisplayName = "By Name")
TSet<UMaterialInterface*> MaterialOverridesByName;
public:
UMaterialConverter();
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld*, TScriptInterface<ISpeckleConverter>&) override;
UFUNCTION(BlueprintCallable, Category="ToNative|Overrides")
virtual bool TryGetOverride(const URenderMaterial* SpeckleMaterial, UMaterialInterface*& OutMaterial) const;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UMaterialInterface* GetMaterial(const URenderMaterial* SpeckleMaterial);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UMaterialInterface* RenderMaterialToNative(const URenderMaterial* SpeckleMaterial, UPackage* Package);
virtual void FinishConversion_Implementation() override;
protected:
/** Transient cache of materials converted from stream RenderMaterial objects */
UPROPERTY(AdvancedDisplay, BlueprintReadOnly, Transient, Category="ToNative|Cache")
TMap<FString, UMaterialInterface*> ConvertedMaterials;
UFUNCTION(BlueprintCallable, BlueprintPure, Category="ToNative")
virtual UPackage* GetPackage(const FString& ObjectID) const;
UFUNCTION(BlueprintCallable, BlueprintPure, Category="ToNative")
virtual FString RemoveInvalidFileChars(const FString& InString) const;
#if WITH_EDITOR
UFUNCTION(BlueprintCallable, BlueprintPure, Category="ToNative")
static bool ShouldCreateConstMaterial(TEnumAsByte<EConstMaterialOptions> Options);
#endif
};
@@ -1,48 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "PointCloudConverter.generated.h"
class ULidarPointCloudComponent;
class ALidarPointCloudActor;
class ULidarPointCloud;
class UPointCloud;
/**
* Converts Speckle Point Cloud objects into LidarPointClouds
*/
UCLASS()
class SPECKLEUNREAL_API UPointCloudConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
CONVERTS_SPECKLE_TYPES()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TSubclassOf<ALidarPointCloudActor> PointCloudActorType;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EComponentMobility::Type> ActorMobility;
UPointCloudConverter();
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>&) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual ALidarPointCloudActor* PointCloudToNative(const UPointCloud* SpecklePointCloud, UWorld* World);
UFUNCTION(BlueprintCallable, Category="ToSpeckle")
virtual UPointCloud* PointCloudToSpeckle(const ULidarPointCloudComponent* Object);
protected:
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual ALidarPointCloudActor* CreateActor(UWorld* World, ULidarPointCloud* PointCloudData);
};
@@ -1,58 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "Engine/World.h"
#include "ProceduralMeshConverter.generated.h"
class UMaterialConverter;
class UProceduralMeshComponent;
class UMesh;
class URenderMaterial;
/**
* Converts Speckle Mesh objects into native actors with a procedural mesh component.
*
* Compared with the StaticMeshConverter, this converter has some serious limitations
* - Cannot convert displayValues,
* - N-gon faces will be ignored,
* - Meshes are transient, and won't persist on level reload
*/
UCLASS()
class SPECKLEUNREAL_API UProceduralMeshConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
CONVERTS_SPECKLE_TYPES()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TSubclassOf<AActor> MeshActorType;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EComponentMobility::Type> ActorMobility;
// Sets default values for this actor's properties
UProceduralMeshConverter();
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
TScriptInterface<ISpeckleConverter>& AvailableConverters) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* MeshToNative(const UMesh* SpeckleMesh, UWorld* World, TScriptInterface<ISpeckleConverter>& MaterialConverter);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UMesh* MeshToSpeckle(const UProceduralMeshComponent* Object);
virtual AActor* CreateEmptyActor(UWorld* World, const FTransform& Transform,
const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
};
@@ -1,115 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "Engine/World.h"
#include "Engine/StaticMesh.h"
#include "StaticMeshConverter.generated.h"
class UMaterialConverter;
class AStaticMeshActor;
class UMesh;
class URenderMaterial;
/**
* Converts Speckle Mesh objects into native Actors with a StaticMesh component
*
* Can convert multiple Speckle Mesh objects (eg with different materials) in one StaticMesh
*/
UCLASS()
class SPECKLEUNREAL_API UStaticMeshConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
CONVERTS_SPECKLE_TYPES()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TSubclassOf<AActor> MeshActorType;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EComponentMobility::Type> ActorMobility;
#if WITH_EDITORONLY_DATA
// If true, will use the full Editor Only build process
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
bool UseFullBuild;
// When true, will display FSlowTask progress of editor only build process
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category="ToNative|EditorOnly")
bool DisplayBuildProgressBar;
// When true, will allow cancellation of FSlowTask progress of editor only build process
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category="ToNative|EditorOnly")
bool AllowCancelBuild;
#endif
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
bool BuildSimpleCollision;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
bool Transient;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category="ToNative")
bool GenerateLightmapUV;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category="ToNative")
int32 MinLightmapResolution;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category="ToNative")
bool BuildReversedIndexBuffer;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category="ToNative")
bool UseFullPrecisionUVs;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category="ToNative")
bool RemoveDegeneratesOnBuild;
public:
// Sets default values for this actor's properties
UStaticMeshConverter();
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>& AvailableConverters) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
virtual void FinishConversion_Implementation() override;
// Converts a multiple Speckle Meshes to a native actor of type MeshActorType
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* MeshesToNativeActor(const UBase* Parent, const TArray<UMesh*>& SpeckleMeshes, UWorld* World, TScriptInterface<ISpeckleConverter>& RenderMaterialConverter);
// Converts a single Speckle Mesh to a native actor of type MeshActorType
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* MeshToNativeActor(const UMesh* SpeckleMesh, UWorld* World, TScriptInterface<ISpeckleConverter>& MaterialConverter);
virtual AActor* CreateEmptyActor(UWorld* World, const FTransform& Transform = FTransform::Identity, const FActorSpawnParameters& SpawnParameters =
FActorSpawnParameters());
UFUNCTION(BlueprintCallable, Category="ToSpeckle")
virtual UBase* MeshToSpeckle(const UStaticMeshComponent* Object);
protected:
FCriticalSection Lock_StaticMeshesToBuild;
UPROPERTY(BlueprintReadWrite, Transient, Category="ToNative")
TArray<UStaticMesh*> StaticMeshesToBuild;
virtual void GenerateMeshParams(UStaticMesh::FBuildMeshDescriptionsParams& MeshParams) const;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UMaterialInterface* GetMaterial(const URenderMaterial* SpeckleMaterial, UWorld* World,
TScriptInterface<ISpeckleConverter>& MaterialConverter) const;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UStaticMesh* MeshesToNativeMesh(UObject* Outer, const UBase* Parent, const TArray<UMesh*>& SpeckleMeshes, TScriptInterface<ISpeckleConverter>
& MaterialConverter);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UStaticMesh* MeshToNativeMesh(UObject* Outer, const UMesh* SpeckleMesh, TScriptInterface<ISpeckleConverter>& MaterialConverter);
};
@@ -1,53 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "UObject/Interface.h"
#include "Templates/SubclassOf.h"
#include "SpeckleConverter.generated.h"
UINTERFACE()
class SPECKLEUNREAL_API USpeckleConverter : public UInterface
{
GENERATED_BODY()
};
/**
* Interface for conversion functions (ToSpeckle and ToNative) of a specific speckle type(s).
*
* Implementors of this interface provide conversion functions of specific types : Base
*/
class SPECKLEUNREAL_API ISpeckleConverter
{
GENERATED_BODY()
public:
/// Will return true if this converter can convert a given BaseType
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToNative")
bool CanConvertToNative(TSubclassOf<UBase> BaseType);
/// Tries to convert a given SpeckleBase into a native Actor
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToNative")
UObject* ConvertToNative(const UBase* SpeckleBase, UWorld* World, UPARAM(ref) TScriptInterface<ISpeckleConverter>& AvailableConverters);
/// Tries to convert a given Actor or Component into a Speckle Base
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToSpeckle")
UBase* ConvertToSpeckle(const UObject* Object);
/// Clean up any cached assets that now may be unused
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToNative")
void FinishConversion();
};
#define CONVERTS_SPECKLE_TYPES() \
protected: \
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Conversion") \
TSet<TSubclassOf<UBase>> SpeckleTypes; \
public: \
virtual bool CanConvertToNative_Implementation(TSubclassOf<UBase> BaseType) override { return SpeckleTypes.Contains(BaseType); } \
private:
@@ -1,68 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Objects/HighLevel/SpeckleStream.h"
#include "SpeckleConverterComponent.generated.h"
class ITransport;
class ISpeckleConverter;
class UBase;
class UAggregateConverter;
struct FSlowTask;
/**
* An Actor Component for encapsulating recursive conversion of Speckle Objects
*/
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent))
class SPECKLEUNREAL_API USpeckleConverterComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Array of converters
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle|Conversion")
UAggregateConverter* SpeckleConverter;
// Sets default values for this component's properties
USpeckleConverterComponent();
// Converts the given Base and all children into native actors.
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
UPARAM(DisplayName = "RootActor") AActor* RecursivelyConvertToNative(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors);
// Converts the given Base and all children into native actors.
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
UPARAM(DisplayName = "RootActor") TArray<FSpeckleStream> ConvertStreamsToNative(
AActor* AOwner,
const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport,
bool DisplayProgressBar,
TArray<AActor*>& OutActors
);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual void FinishConversion();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle|Conversion")
TArray<FSpeckleStream> ArrayOfStreams;
protected:
virtual AActor* RecursivelyConvertToNative_Internal(AActor* AOwner, const UBase* Base, const TScriptInterface<ITransport>& LocalTransport, FSlowTask* Task, TArray<AActor*>& OutActors);
virtual void ConvertChild(const TSharedPtr<FJsonValue> Object, AActor* AOwner, const TScriptInterface<ITransport>& LocalTransport, FSlowTask* Task, TArray<AActor*>& OutActors);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual void AttachConvertedToOwner(AActor* AOwner, const UBase* Base, UObject* Converted);
};
-6
View File
@@ -1,6 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
DECLARE_LOG_CATEGORY_EXTERN(LogSpeckle, Log, All);
-21
View File
@@ -1,21 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
/// Anonymous telemetry to help us understand how to make a better Speckle.
/// This really helps us to deliver a better open source project and product!
class FAnalytics
{
protected:
static const FString MixpanelToken;
static const FString MixpanelServer;
static const FString VersionedApplicationName;
public:
static void TrackEvent(const FString& Email, const FString& Server, const FString& EventName);
static void TrackEvent(const FString& Email, const FString& Server, const FString& EventName,
const TMap<FString, FString>& CustomProperties);
static FString Hash(const FString& Input);
};
@@ -1,93 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Dom/JsonObject.h"
#include "Base.generated.h"
class ITransport;
class ASpeckleUnrealManager;
/**
* Base type that all Object Models inherit from
*/
UCLASS(BlueprintType)
class SPECKLEUNREAL_API UBase : public UObject
{
public:
GENERATED_BODY()
protected:
explicit UBase(const wchar_t* SpeckleType): SpeckleType(SpeckleType) {}
explicit UBase(const FString& SpeckleType) : SpeckleType(SpeckleType) {}
public:
UBase() : SpeckleType("Base") {}
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString Id;
TMap<FString, TSharedPtr<FJsonValue>> DynamicProperties; //TODO this won't be serialised!
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString Units;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString SpeckleType;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
bool IsValid = false;
DynamicProperties = Obj->Values;
if(Obj->TryGetStringField("id", Id))
{
IsValid = true;
DynamicProperties.Remove("id");
}
if(Obj->TryGetStringField("units", Units)) DynamicProperties.Remove("units");
if(Obj->TryGetStringField("speckle_type", SpeckleType)) DynamicProperties.Remove("speckle_type");
return IsValid;
}
protected:
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
int32 RemoveDynamicProperty(UPARAM(ref) const FString& Key)
{
return DynamicProperties.Remove(Key);
}
public:
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicString(UPARAM(ref) const FString& Key, FString& OutString) const
{
const TSharedPtr<FJsonValue> Value = DynamicProperties.FindRef(Key);
if(Value == nullptr) return false;
return Value->TryGetString(OutString);
}
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicNumber(UPARAM(ref) const FString& Key, float& OutNumber) const
{
const TSharedPtr<FJsonValue> Value = DynamicProperties.FindRef(Key);
if(Value == nullptr) return false;
return Value->TryGetNumber(OutNumber);
}
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicBool(UPARAM(ref) const FString& Key, bool& OutBool) const
{
const TSharedPtr<FJsonValue> Value = DynamicProperties.FindRef(Key);
if(Value == nullptr) return false;
return Value->TryGetBool(OutBool);
}
};
@@ -1,32 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Base.h"
#include "DisplayValueElement.generated.h"
class UMesh;
/**
*
*/
UCLASS(meta=(ScriptName="Display Value Element (Speckle.Objects)"))
class SPECKLEUNREAL_API UDisplayValueElement : public UBase
{
GENERATED_BODY()
protected:
static TArray<FString> DisplayValueAliasStrings;
bool AddDisplayValue(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport);
public:
UDisplayValueElement() : UBase(TEXT("Objects.BuiltElements")) {}
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<UMesh*> DisplayValue;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
};
@@ -1,39 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Mesh.h"
#include "Objects/Base.h"
#include "Box.generated.h"
class UPlane;
/**
*
*/
UCLASS(meta=(ScriptName="Box (Speckle.Objects)"))
class SPECKLEUNREAL_API UBoxx : public UBase
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
UPlane* BasePlane;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
FVector2f XSize, YSize;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
float Area;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
float Volume;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
UFUNCTION(BlueprintCallable)
virtual UMesh* ToMesh(UObject* Outer = GetTransientPackage()) const;
};
@@ -1,46 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "Mesh.generated.h"
class URenderMaterial;
/**
*
*/
UCLASS(meta=(ScriptName="Mesh (Speckle.Objects)"))
class SPECKLEUNREAL_API UMesh : public UBase
{
GENERATED_BODY()
public:
UMesh() : UBase(TEXT("Objects.Geometry.Mesh")) {}
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<FVector> Vertices;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<int32> Faces;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<FVector2D> TextureCoordinates;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<FColor> VertexColors;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
FMatrix Transform;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
URenderMaterial* RenderMaterial;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
protected:
virtual void AlignVerticesWithTexCoordsByIndex();
};
@@ -1,25 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "Plane.generated.h"
/**
*
*/
UCLASS(meta=(ScriptName="Plane (Speckle.Objects)"))
class SPECKLEUNREAL_API UPlane : public UBase
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
FVector Origin, Normal, XDir, YDir;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
};
@@ -1,32 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "PointCloud.generated.h"
/**
*
*/
UCLASS(meta=(ScriptName="Point Cloud (Speckle.Objects)"))
class SPECKLEUNREAL_API UPointCloud : public UBase
{
GENERATED_BODY()
public:
UPointCloud() : UBase(TEXT("Objects.Geometry.Pointcloud")) {}
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<FVector> Points;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<FColor> Colors;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<float> Sizes;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
};
@@ -1,44 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "FSpeckleActivity.generated.h"
/*
* Struct that holds all the properties required
* for the User Activities
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleActivity
{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
FString ActionType;
UPROPERTY(BlueprintReadWrite)
FString Time;
UPROPERTY(BlueprintReadWrite)
FString Message;
UPROPERTY(BlueprintReadWrite)
FString StreamId;
UPROPERTY(BlueprintReadWrite)
FString ResourceType;
UPROPERTY(BlueprintReadWrite)
FString ResourceId;
UPROPERTY(BlueprintReadWrite)
FString Info;
FSpeckleActivity(){};
FSpeckleActivity(const FString& ActionType, const FString& Time, const FString& Message,
const FString& StreamId, const FString& ResourceType, const FString& ResourceId,
const FString& Info):
ActionType(ActionType), Time(Time), Message(Message), StreamId(StreamId),
ResourceType(ResourceType), ResourceId(ResourceId), Info(Info){}
};
@@ -1,7 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "FSpeckleEnum.generated.h"
UENUM()
enum ESpeckleItemType {Stream, Commit, Branch};
@@ -1,55 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCollaborator.h"
#include "SpeckleBranch.generated.h"
/*
* Struct that holds all the properties required
* from a speckle Branch
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleBranch
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Description;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Author;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Commits;
void DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj) const
{
FString OutputString;
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(Obj.ToSharedRef(), Writer);
UE_LOG(LogTemp, Log, TEXT("resulting jsonString from %s -> %s"), *msg, *OutputString);
}
FSpeckleBranch(const TSharedPtr<FJsonObject> Obj)
{
ensureAlways(Obj->TryGetStringField("id", ID));
ensureAlways(Obj->TryGetStringField("name", Name));
Obj->TryGetStringField("description", Description);
}
FSpeckleBranch(){};
//
// FSpeckleBranch(const FString& ID, const FString& Name, const FString& Description):
// ID(ID), Name(Name), Description(Description){}
//
// FSpeckleBranch(const FString& ID, const FString& Name, const FString& Description, const FString& Author, const FString& Commits):
// ID(ID), Name(Name), Description(Description), Author(Author), Commits(Commits){}
};
@@ -1,46 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCollaborator.generated.h"
/*
* Struct that holds all the properties required
* from a Collaborator in a Stream
* received from GraphQL.
* See https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleCollaborator
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Id;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Avatar;
FSpeckleCollaborator() { }
FSpeckleCollaborator(const TSharedPtr<FJsonObject> JsonObject)
{
ensureAlways(JsonObject->TryGetStringField("id", Id));
ensureAlways(JsonObject->TryGetStringField("name", Name));
JsonObject->TryGetStringField("role", Role);
JsonObject->TryGetStringField("avatar", Avatar);
}
FSpeckleCollaborator(const FString& Id, const FString& Name, const FString& Company, const FString& Role, const FString& Avatar)
: Id(Id),
Name(Name),
Role(Role),
Avatar(Avatar)
{
}
};
@@ -1,115 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCommit.generated.h"
/*
* Struct that holds all the properties required
* from a speckle commit
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleCommit
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Message;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString BranchName;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorName;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorId;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorAvatar;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString CreatedAt;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString SourceApplication;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ReferenceObjectID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString TotalChildrenCount;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FString> Parents;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString CommentCount;
void DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj) const
{
FString OutputString;
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(Obj.ToSharedRef(), Writer);
UE_LOG(LogTemp, Log, TEXT("resulting jsonString from %s -> %s"), *msg, *OutputString);
}
FSpeckleCommit(){};
FSpeckleCommit(const TSharedPtr<FJsonValue> CommitAsJSONValue)
{
TSharedPtr<FJsonObject> obj = CommitAsJSONValue->AsObject();
ensureAlways(obj->TryGetStringField("id", ID));
obj->TryGetStringField("message", Message);
obj->TryGetStringField("branchName", BranchName);
obj->TryGetStringField("authorName", AuthorName);
obj->TryGetStringField("authorId", AuthorId);
obj->TryGetStringField("authorAvatar", AuthorAvatar);
obj->TryGetStringField("createdAt", CreatedAt);
obj->TryGetStringField("sourceApplication", SourceApplication);
obj->TryGetStringField("totalChildrenCount", TotalChildrenCount);
ensureAlways(obj->TryGetStringField("referencedObject", ReferenceObjectID));
obj->TryGetStringArrayField("parents", Parents);
obj->TryGetStringField("commentCount", CommentCount); //TODO is this a prop?
}
// FSpeckleCommit(const FString& ReferenceObjectID, const FString& Author, const FString& Message, const FString& BranchName)
// : ReferenceObjectID(ReferenceObjectID),
// Author(Author),
// Message(Message),
// BranchName(BranchName)
// {
// }
// FSpeckleCommit(const FString& ReferenceObjectID, const FString& AuthorName, const FString& Message, const FString& BranchName,
// const FString& Id, const FString& SourceApplication, const FString& TotalChildrenCount, const FString& Parents,
// const FString& AuthorId, const FString& AuthorAvatar, const FString& CreatedAt)
// : ReferenceObjectID(ReferenceObjectID),
// Author(Author),
// Message(Message),
// BranchName(BranchName),
// ID(Id),
// SourceApplication(SourceApplication),
// TotalChildrenCount(TotalChildrenCount),
// Parents(Parents),
// AuthorId(AuthorId),
// AuthorAvatar(AuthorAvatar),
// CreatedAt(CreatedAt)
// {
// }
//Operators overloading
// FORCEINLINE bool operator==(const FSpeckleCommit &Other) const
// {
// return ReferenceObjectID == Other.ReferenceObjectID;
// }
};
@@ -1,66 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleGlobals.generated.h"
/*
* Struct that holds all the properties required
* from a speckle Branch
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleGlobals
{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
FString ID;
UPROPERTY(BlueprintReadWrite)
FString Region;
UPROPERTY(BlueprintReadWrite)
float Latitude;
UPROPERTY(BlueprintReadWrite)
float Longitude;
UPROPERTY(BlueprintReadWrite)
float Height;
FSpeckleGlobals(): Latitude(0), Longitude(0), Height(0)
{
};
FSpeckleGlobals(const TSharedPtr<FJsonObject> GlobalsJSONObject)
{
ID = *GlobalsJSONObject->GetStringField("id");
//TArray<TSharedPtr<FJsonValue>> RegionAsArray = GlobalsJSONObject->GetArrayField("region");
Region = ""; // RegionAsArray[0]->AsString();
Latitude = static_cast<float>(GlobalsJSONObject->GetNumberField("Latitude"));
Longitude= static_cast<float>(GlobalsJSONObject->GetNumberField("Longitude"));
Height = static_cast<float>(GlobalsJSONObject->GetNumberField("Height"));
}
FSpeckleGlobals(const FString& ID, const FString& Region, float Latitude, float Longitude)
: ID(ID),
Region(Region),
Latitude(Latitude),
Longitude(Longitude)
{
}
FSpeckleGlobals(const FString& ID, const FString& Region, float Latitude, float Longitude, float Height)
: ID(ID),
Region(Region),
Latitude(Latitude),
Longitude(Longitude),
Height(Height)
{
}
};
@@ -1,98 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "LogSpeckle.h"
#include "SpeckleCollaborator.h"
#include "SpeckleStream.generated.h"
/*
* Class that holds all the properties required
* from a speckle Branch
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleStream
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Description;
// UPROPERTY(BlueprintReadWrite)
// bool IsStreamPublic;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString CreatedAt;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString UpdatedAt;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FSpeckleCollaborator> Collaborators;
void DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj) const
{
FString OutputString;
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(Obj.ToSharedRef(), Writer);
UE_LOG(LogTemp, Log, TEXT("resulting jsonString from %s -> %s"), *msg, *OutputString);
}
FSpeckleStream(const TSharedPtr<FJsonValue> StreamAsJSONValue)
{
TSharedPtr<FJsonObject> Obj = StreamAsJSONValue->AsObject();
//DisplayAsString("Collaborators insider --->", Obj);
ensureAlways(Obj->TryGetStringField("id", ID));
ensureAlways(Obj->TryGetStringField("name", Name));
Obj->TryGetStringField("description", Description);
Obj->TryGetStringField("updatedAt", UpdatedAt);
Obj->TryGetStringField("createdAt", CreatedAt);
Obj->TryGetStringField("role", Role);
const TArray<TSharedPtr<FJsonValue>>* CollaboratorsArrJSONValues;
Obj->TryGetArrayField("collaborators", CollaboratorsArrJSONValues);
for (const TSharedPtr<FJsonValue>& c : *CollaboratorsArrJSONValues)
{
const TSharedPtr<FJsonObject>* o;
if(ensure(c->TryGetObject(o)))
{
FSpeckleCollaborator Collaborator = FSpeckleCollaborator(*o);
Collaborators.Add(Collaborator);
}
}
}
FSpeckleStream(){};
//
// FSpeckleStream(const FString& ID, const FString& Name, const FString& Description):
// ID(ID), Name(Name), Description(Description){};
//
// FSpeckleStream( const FString& ID,
// const FString& Name,
// const FString& Description,
// const bool& IsPublic,
// const FString& Role,
// const FString& CreatedAt,
// const FString& UpdatedAt):
// ID(ID),
// Name(Name),
// Description(Description),
// IsPublic(IsPublic),
// Role(Role),
// CreatedAt(CreatedAt),
// UpdatedAt(UpdatedAt){}
};
@@ -1,88 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "SpeckleUser.generated.h"
/*
* Struct that holds all the properties required
* for a User
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleUser
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Id;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Email;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Bio;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Company;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Avatar;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Suuid;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
FSpeckleUser(){};
FString DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj) const
{
FString OutputString;
TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(Obj.ToSharedRef(), Writer);
UE_LOG(LogSpeckle, Log, TEXT("resulting jsonString from %s -> %s"), *msg, *OutputString);
}
FSpeckleUser(const TSharedPtr<FJsonObject> MyUserDataJSONObject)
{
ensureAlways(MyUserDataJSONObject->TryGetStringField("id", Id));
MyUserDataJSONObject->TryGetStringField("name", Name);
MyUserDataJSONObject->TryGetStringField("company", Company);
MyUserDataJSONObject->TryGetStringField("role", Role);
MyUserDataJSONObject->TryGetStringField("suuid", Suuid); //TODO Is this a prop?
MyUserDataJSONObject->TryGetStringField("email", Email);
MyUserDataJSONObject->TryGetStringField("bio", Bio);
MyUserDataJSONObject->TryGetStringField("avatar", Avatar);
}
//query{user{id,name,email,company,role,suuid,bio,profiles,avatar}}
FSpeckleUser(
const FString& Id,
const FString& Email,
const FString& Bio,
const FString& Company,
const FString& Name,
const FString& Avatar,
const FString& Suuid,
const FString& Role)
:
Id(Id),
Email(Email),
Name(Name),
Bio(Bio),
Company(Company),
Avatar(Avatar),
Suuid(Suuid),
Role(Role)
{}
};
@@ -1,52 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Templates/SubclassOf.h"
#include "ObjectModelRegistry.generated.h"
class UBase;
/**
* Handles the mapping of Speckle type to Object Model
*/
UCLASS()
class SPECKLEUNREAL_API UObjectModelRegistry : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
private:
static TMap<FString, TSubclassOf<UBase>> TypeRegistry;
static void GenerateTypeRegistry();
public:
/// Attempts to find the closest registered TSubclassOf<UBase>
/// by recursively stripping away a the most specific name specifier from the given SpeckleType
/// until a UBase type is found or the FString is exhausted.
///
/// Eg. with an input of "Objects.Elements.Wall"
/// Will first look for a registered type of "Objects.Elements.Wall"
/// If one is not found, will look for "Objects.Elements" etc.
/// Returns nullptr if none found.
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
static TSubclassOf<UBase> FindClosestType(const FString& SpeckleType);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
static bool ParentType(const FString& Type, FString& NextType);
/// Attempts to find a TSubclassOf<UBase> with a UBase::SpeckleType matching the given SpeckleType param
/// Returns nullptr if none found.
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
static TSubclassOf<UBase> GetRegisteredType(const FString& SpeckleType);
/// Attempts to find a TSubclassOf<UBase> with a UBase::SpeckleType matching the given SpeckleType param
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
static bool TryGetRegisteredType(const FString& SpeckleType, TSubclassOf<UBase>& OutType);
};
@@ -1,33 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "BlockInstance.generated.h"
/**
*
*/
UCLASS(meta=(ScriptName="Block Instance (Speckle.Objects)"))
class SPECKLEUNREAL_API UBlockInstance : public UBase
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
FString Name;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<UBase*> Geometry;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
FMatrix Transform;
UBlockInstance() : UBase(TEXT("Objects.Other.BlockInstance")) {}
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
};
@@ -1,69 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "RenderMaterial.generated.h"
/**
*
*/
UCLASS(meta=(ScriptName="Render Material (Speckle.Objects)"))
class SPECKLEUNREAL_API URenderMaterial : public UBase
{
GENERATED_BODY()
public:
URenderMaterial() : UBase(TEXT("Objects.Other.RenderMaterial")) {}
UPROPERTY()
FString Name;
UPROPERTY()
double Opacity = 1;
UPROPERTY()
double Metalness = 0;
UPROPERTY()
double Roughness = 1;
UPROPERTY()
FLinearColor Diffuse = FColor{221,221,221};
UPROPERTY()
FLinearColor Emissive = FLinearColor::Black;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override
{
if(!Super::Parse(Obj, ReadTransport)) return false;
if(Obj->TryGetStringField("name", Name)) DynamicProperties.Remove("name");
if(Obj->TryGetNumberField("opacity", Opacity)) DynamicProperties.Remove("opacity");
if(Obj->TryGetNumberField("metalness", Metalness)) DynamicProperties.Remove("metalness");
if(Obj->TryGetNumberField("roughness", Roughness)) DynamicProperties.Remove("roughness");
bool IsValid = false;
int32 ARGB;
if(Obj->TryGetNumberField("diffuse", ARGB))
{
Diffuse = FColor(ARGB);
DynamicProperties.Remove("diffuse");
IsValid = true;
}
if(Obj->TryGetNumberField("emissive", ARGB))
{
Emissive = FColor(ARGB);
DynamicProperties.Remove("emissive");
}
return IsValid;
}
};
@@ -1,38 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "View3D.generated.h"
/**
*
*/
UCLASS(meta=(ScriptName="View3D (Speckle.Objects)"))
class SPECKLEUNREAL_API UView3D : public UBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
FVector Origin;
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
FVector UpDirection;
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
FVector ForwardDirection;
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
bool IsOrthogonal;
UView3D() : UBase(TEXT("Objects.BuiltElements.View")) {}
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
};
@@ -1,49 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Templates/SubclassOf.h"
#include "SpeckleObjectUtils.generated.h"
class ITransport;
class UBase;
class FJsonValue;
class FJsonObject;
class UWorld;
class AActor;
/**
* Several helper functions useful for handling JSON Speckle Objects
*/
UCLASS()
class SPECKLEUNREAL_API USpeckleObjectUtils : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
static TArray<TSharedPtr<FJsonValue>> CombineChunks(const TArray<TSharedPtr<FJsonValue>>& ArrayField, const TScriptInterface<ITransport> Transport);
static bool ResolveReference(const TSharedPtr<FJsonObject> Object, const TScriptInterface<ITransport> Transport, TSharedPtr<FJsonObject>& OutObject);
static bool TryParseTransform(const TSharedPtr<FJsonObject> SpeckleObject, FMatrix& OutMatrix);
static bool ParseVector(const TSharedPtr<FJsonObject> Object, const TScriptInterface<ITransport> Transport, FVector& OutObject);
static bool ParseVectorProperty(const TSharedPtr<FJsonObject> Base, const FString& PropertyName, const TScriptInterface<ITransport> ReadTransport, FVector& OutObject);
template <typename T>
static bool ParseSpeckleObject(const TSharedPtr<FJsonObject> Object, const TScriptInterface<ITransport> Transport, T*& OutObject);
UFUNCTION(BlueprintCallable, Category="Speckle/ObjectUtils")
static float ParseScaleFactor(const FString& UnitsString);
// Given a Right Handed Z-up transformation matrix (Speckle's system), will create an equivalent Left Handed Z-up FTransform (UE's system)
UFUNCTION(BlueprintPure, Category="Speckle/ObjectUtils")
static FTransform CreateTransform(UPARAM(ref) const FMatrix& TransformMatrix);
UFUNCTION(BlueprintCallable, Category="Speckle/ObjectUtils")
static AActor* SpawnActorInWorld(const TSubclassOf<AActor> Class, UWorld* World, UPARAM(ref) const FTransform& Transform);
};
@@ -1,84 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "GameFramework/Actor.h"
#include "SpeckleUnrealManager.generated.h"
class UServerTransport;
class ITransport;
class USpeckleConverterComponent;
class FJsonObject;
/**
* An Actor to handle the receiving of Speckle objects into a level
*/
UCLASS(ClassGroup=(Speckle), AutoCollapseCategories=("Speckle|Conversion"), BlueprintType)
class SPECKLEUNREAL_API ASpeckleUnrealManager : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle")
FString ServerUrl;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle")
FString StreamID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle")
FString ObjectID;
// A Personal Access Token can be created from your Speckle Profile page (Treat tokens like passwords, do not share publicly) - Required for receiving private streams
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", meta=(PasswordField = true))
FString AuthToken;
// When true, will call `Receive` on BeginPlay
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", AdvancedDisplay)
bool ImportAtRuntime;
// When true, will maintain an in-memory (transient) cache of received speckle objects
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", AdvancedDisplay)
bool KeepCache;
// The Conversion component to convert received speckle objects into native Actors
UPROPERTY(VisibleAnywhere, Category="Speckle", BlueprintReadWrite)
USpeckleConverterComponent* Converter;
// Used to stagger transport requests, useful when making requests for a large number of child objects
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", AdvancedDisplay)
bool DisplayProgressBar;
// Sets default values for this actor's properties
ASpeckleUnrealManager();
// Receives specified object from specified Speckle server
UFUNCTION(BlueprintCallable, CallInEditor, Category="Speckle", meta=(DisplayPriority=0))
virtual void Receive();
// Deletes the Actors created by the previous receive operation
UFUNCTION(BlueprintCallable, CallInEditor, Category="Speckle" , meta=(DisplayAfter="Receive"))
virtual void DeleteObjects();
virtual void BeginPlay() override;
protected:
// Cache received Speckle objects
UPROPERTY(BlueprintReadWrite, Category="Speckle")
TScriptInterface<ITransport> LocalObjectCache;
// Array of Actors created by the previous receive operation
UPROPERTY(BlueprintReadWrite, Category="Speckle")
TArray<AActor*> Actors;
// Callback when JSON has been received
virtual void HandleReceive(TSharedPtr<FJsonObject> RootObject, bool DisplayProgress = false);
// Callback when error
virtual void HandleError(FString& Message);
virtual void PrintMessage(FString& Message, bool IsError = false) const;
};
@@ -1,39 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Transport.h"
#include "MemoryTransport.generated.h"
/**
* An in memory storage of speckle objects.
*/
UCLASS(Transient, BlueprintType)
class SPECKLEUNREAL_API UMemoryTransport : public UObject, public ITransport
{
GENERATED_BODY()
TMap<FString, TSharedPtr<FJsonObject>> SpeckleObjects;
public:
virtual TSharedPtr<FJsonObject> GetSpeckleObject(const FString& ObjectId) const override;
virtual void SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject) override;
virtual bool HasObject(const FString& ObjectId) const override;
virtual void CopyObjectAndChildren(const FString& ObjectId,
TScriptInterface<ITransport> TargetTransport,
const FTransportCopyObjectCompleteDelegate& OnCompleteAction,
const FTransportErrorDelegate& OnErrorAction) override { unimplemented(); }
UFUNCTION(BlueprintPure, Category = "Speckle|Transports")
static UMemoryTransport* CreateEmptyMemoryTransport()
{
UMemoryTransport* Transport = NewObject<UMemoryTransport>();
return Transport;
}
};
@@ -1,123 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Transport.h"
#include "Objects/HighLevel/SpeckleStream.h"
#include "ServerTransport.generated.h"
class FHttpModule;
// Data for graphQL request for object ids.
USTRUCT()
struct FObjectIdRequest
{
GENERATED_BODY()
UPROPERTY()
TArray<FString> Ids;
};
/**
* Transport for receiving objects from a Speckle Server
*/
UCLASS(BlueprintType)
class SPECKLEUNREAL_API UServerTransport : public UObject, public ITransport
{
GENERATED_BODY()
protected:
UPROPERTY()
FString ServerUrl;
UPROPERTY()
FString StreamId;
UPROPERTY(meta=(PasswordField))
FString AuthToken;
UPROPERTY()
int32 MaxNumberOfObjectsPerRequest = 20000;
UPROPERTY()
FString ResponseListOfStreamsSerialized = "";
UPROPERTY()
FString ResponseListOfBranchesSerialized = "";
UPROPERTY()
FString ResponseListOfCommitsSerialized = "";
UPROPERTY()
FString ResponseGlobalsSerialized = "";
UPROPERTY()
TArray<FSpeckleStream> ArrayOfStreams;
UPROPERTY()
TArray<FSpeckleStream> ArrayOfBranches;
FTransportCopyObjectCompleteDelegate OnComplete;
FTransportErrorDelegate OnError;
public:
UFUNCTION(BlueprintPure, Category = "Speckle|Transports")
static UServerTransport* CreateServerTransport(UPARAM(ref) FString& _ServerUrl,
UPARAM(ref) FString& _StreamId,
UPARAM(ref) FString& _AuthToken)
{
UServerTransport* Transport = NewObject<UServerTransport>();
Transport->ServerUrl = _ServerUrl;
Transport->StreamId = _StreamId;
Transport->AuthToken = _AuthToken;
return Transport;
}
virtual TSharedPtr<FJsonObject> GetSpeckleObject(const FString& ObjectId) const override;
virtual void SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject) override;
virtual bool HasObject(const FString& ObjectId) const override;
virtual void CopyObjectAndChildren(const FString& ObjectId,
TScriptInterface<ITransport> TargetTransport,
const FTransportCopyObjectCompleteDelegate& OnCompleteAction,
const FTransportErrorDelegate& OnErrorAction) override;
protected:
virtual void HandleRootObjectResponse(const FString& RootObjSerialized,
TScriptInterface<ITransport> TargetTransport,
const FString& ObjectId) const;
//
// virtual void HandleListOfStreamsResponse(const FString& RootObjSerialized,
// TScriptInterface<ITransport> TargetTransport
// );
/**
* Iteratively fetches chunks of children
* @param TargetTransport the transport to store the fetched objects
* @param RootObjectId the id of the root object
* @param ChildrenIds array of all children to be fetched
* @param CStart the index in ChildrenIds of the start point of the current chunk
*/
virtual void FetchChildren(TScriptInterface<ITransport> TargetTransport,
const FString& RootObjectId,
const TArray<FString>& ChildrenIds,
int32 CStart = 0) const;
virtual void InvokeOnError(FString& Message) const;
static bool LoadJson(const FString& ObjectJson, TSharedPtr<FJsonObject>& OutJsonObject);
static int32 SplitLines(const FString& Content, TArray<FString>& OutLines);
};
@@ -1,51 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "Dom/JsonObject.h"
#include "Objects/HighLevel/SpeckleStream.h"
#include "Transport.generated.h"
DECLARE_DELEGATE_OneParam(FTransportCopyObjectCompleteDelegate, TSharedPtr<FJsonObject>);
DECLARE_DELEGATE_OneParam(FTransportErrorDelegate, FString&);
DECLARE_DELEGATE_OneParam(FStreamsRequestProcessedDelegate, const TArray<FSpeckleStream>&);
//DECLARE_DELEGATE_OneParam(FTransportTotalChildrenCountKnownDelegate, int32);
//DECLARE_DELEGATE_OneParam(FTransportProgressDelegate, int32);
// This class does not need to be modified.
UINTERFACE(Blueprintable)
class UTransport : public UInterface
{
GENERATED_BODY()
};
/**
*
*/
class SPECKLEUNREAL_API ITransport
{
GENERATED_BODY()
public:
FString ResponseListOfStreamsSerialized = "";
virtual void SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject) = 0;
//virtual void SaveObjectFromTransport(FString& ObjectID, TScriptInterface<ITransport> SourceTransport) = 0;
virtual TSharedPtr<FJsonObject> GetSpeckleObject(const FString& ObjectId) const = 0;
virtual bool HasObject(const FString& ObjectId) const = 0;
virtual void CopyObjectAndChildren(const FString& ObjectId,
TScriptInterface<ITransport> TargetTransport,
const FTransportCopyObjectCompleteDelegate& OnCompleteAction,
const FTransportErrorDelegate& OnErrorAction) = 0;
};

Some files were not shown because too many files have changed in this diff Show More