35 Commits

Author SHA1 Message Date
Jedd Morgan 23a5185d04 Merge pull request #13 from PanMig/SeparateModules
Separate modules for editor and runtime modes
2021-09-07 12:29:18 +01:00
Panagiotis Migkotzidis 1aa0b90592 fetch commits from selected branch through rest 2021-08-30 14:31:33 +03:00
Panagiotis Migkotzidis 0b218b1364 remove dependency of runtime rest calls 2021-08-30 10:29:09 +03:00
Panagiotis Migkotzidis df060666af added fetching list of streams 2021-08-27 14:43:14 +03:00
Panagiotis Migkotzidis 879d794b44 crop label 2021-08-23 16:37:07 +03:00
Panagiotis Migkotzidis 85f1de1492 add styleSet and icon to toolbar 2021-08-23 16:31:26 +03:00
Panagiotis Migkotzidis d49f142c03 null check for editor widget 2021-07-30 13:14:31 +03:00
Panagiotis Migkotzidis 9d82e8ed53 added runtime example map 2021-07-30 11:36:33 +03:00
Panagiotis Migkotzidis 7b353f0c46 stabilized runtime scene example 2021-07-29 13:19:09 +03:00
Panagiotis Migkotzidis c0c9e31046 added delegates for fetching actions 2021-07-28 18:01:53 +03:00
Panagiotis Migkotzidis 9c458d4629 show commits based on branch 2021-07-20 19:43:26 +03:00
Panagiotis Migkotzidis af5d7a9d8d separate modules stable 2021-07-16 14:46:14 +03:00
Panagiotis Migkotzidis 354b0bb7e8 Editor module functionality implemented 2021-07-14 19:17:30 +03:00
Panagiotis Migkotzidis e6d0a25008 stable separation of modules 2021-07-14 11:53:54 +03:00
Panagiotis Migkotzidis f4f58eaeac Delete NewEditorUtilityWidgetBlueprint.uasset 2021-07-14 11:10:57 +03:00
Panagiotis Migkotzidis eae2f7ff9b EWBP missing class 2021-07-14 10:48:46 +03:00
Panagiotis Migkotzidis 461d00073e create separate editor module 2021-07-13 14:23:53 +03:00
Panagiotis Migkotzidis 8c8259fbef Update SpeckleUnrealProject.sln 2021-07-13 13:38:49 +03:00
Panagiotis Migkotzidis c068fe0e60 Minor refactorings in speckle panel 2021-07-05 07:47:49 +03:00
Panagiotis Migkotzidis f50ddb3f7c fix regression issue with speckleManager 2021-06-23 19:07:01 +03:00
Cristian Balas 811bd59452 Merge pull request #2 from PanMig/CommitsList
Commits list
2021-06-08 15:25:18 +03:00
Panagiotis Migkotzidis cc882f5d4a Update BP_SpeckleManager.uasset 2021-06-06 18:46:26 +03:00
Panagiotis Migkotzidis e90b9bf164 added new action icons 2021-06-06 14:14:37 +03:00
Panagiotis Migkotzidis 56cd404cb0 new icons added 2021-06-05 23:56:06 +03:00
Panagiotis Migkotzidis b9da851d4c speckle editor window
- added new speckle dedicated editor window
- fetch and view commits
- work simultaneously with many streams and servers
2021-06-05 22:50:54 +03:00
Panagiotis Migkotzidis c4cfe34e6f speckle widget blueprint 2021-05-20 12:13:32 +03:00
Panagiotis Migkotzidis 0ad15c17f4 added utility blueprint 2021-05-19 02:22:39 +03:00
Cristian Balas c9e978351d Merge pull request #1 from PanMig/RootActor
Spawning speckle meshes under a root actor
2021-05-06 12:59:57 +03:00
Panagiotis Migkotzidis 6a35f502b8 refactoring and BP_SpeckleManager
- BP SpeckleManager added in contents browser

- Speckle Manager code refactoring:

Spawning meshes under root is performed directly under the mesh creation process, rather that a separate method.

- Minor updates in the project solution
2021-05-05 13:49:18 +03:00
Panagiotis Migkotzidis ce1b5a5fe1 Root actor update
Places each imported speckle mesh under a root base actor, for easier transformation actions
2021-04-28 15:09:21 +03:00
Cristian Balas 295d0e67c6 Added a screencast in readme 2021-04-14 16:43:22 +03:00
Cristian Balas 789fba6a12 Added .vs to gitignore 2021-04-14 15:34:31 +03:00
Dimitrie Stefanescu d3c0e0699f Update LICENSE 2021-04-14 13:22:35 +01:00
Dimitrie Stefanescu d9afb5574f Update README.md 2021-04-14 13:21:22 +01:00
Cristian Balas 52a2a153ca Speckle v2 integration 2021-04-14 15:16:04 +03:00
63 changed files with 1897 additions and 743 deletions
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@@ -1,6 +1,9 @@
# Prerequisites
*.d
.idea/
.vs/
# Compiled Object files
*.slo
*.lo
@@ -31,9 +34,15 @@
*.out
*.app
*.umap
# UE file types
*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text
SpeckleUnrealProject/Binaries/
SpeckleUnrealProject/Intermediate/
SpeckleUnrealProject/Plugins/SpeckleUnreal/Binaries/
SpeckleUnrealProject/Plugins/SpeckleUnreal/Intermediate/
SpeckleUnrealProject/Saved/
SpeckleUnrealProject/.vs/
SpeckleUnrealProject/SpeckleUnrealProject.sln.DotSettings.user
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@@ -1,3 +0,0 @@
{
"CurrentProjectSetting": "No Configurations"
}
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-8
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@@ -1,8 +0,0 @@
{
"ExpandedNodes": [
"",
"\\SpeckleUnreal",
"\\SpeckleUnreal\\Source"
],
"PreviewInSolutionExplorer": false
}
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MIT License
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+8 -31
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@@ -1,29 +1,18 @@
# SpeckleUnreal
# Speckle Unreal
[![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)
[![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/)
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.
Plugin for Unreal Engine 4 to import objects from Speckle v2.
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).
# 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.
Screencast of an example: https://user-images.githubusercontent.com/2551138/114720093-61403e00-9d40-11eb-8045-6e8ca656554d.mp4
## 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
* Tested on Windows and MacOS and Linux.
* Tested on Windows, Unreal Engine v4.26 and Visual Studio Community 2019
* Only displays meshes. Breps are converted using their display values.
* Does not use the Speckle Kit workflow as conversions all happen in C++.
@@ -37,20 +26,8 @@ https://bit.ly/3ehHQE6
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.
---
## 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) |
@@ -0,0 +1 @@
@@ -14,3 +14,6 @@ AppliedDefaultGraphicsPerformance=Maximum
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
RemoteServerName=
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/SpeckleScene.SpeckleScene
@@ -1,3 +1,70 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=F126DB004A50E31B2A69D284041A10E1
[/Script/UnrealEd.ProjectPackagingSettings]
Build=IfProjectHasCode
BuildConfiguration=PPBC_Development
BuildTarget=
StagingDirectory=(Path="C:/Users/migkotzidis_local/Desktop/SpeckleBuild")
FullRebuild=False
ForDistribution=False
IncludeDebugFiles=False
BlueprintNativizationMethod=Disabled
bIncludeNativizedAssetsInProjectGeneration=False
bExcludeMonolithicEngineHeadersInNativizedCode=False
UsePakFile=True
bUseIoStore=False
bGenerateChunks=False
bGenerateNoChunks=False
bChunkHardReferencesOnly=False
bForceOneChunkPerFile=False
MaxChunkSize=0
bBuildHttpChunkInstallData=False
HttpChunkInstallDataDirectory=(Path="")
PakFileCompressionFormats=
PakFileAdditionalCompressionOptions=
HttpChunkInstallDataVersion=
IncludePrerequisites=True
IncludeAppLocalPrerequisites=False
bShareMaterialShaderCode=True
bDeterministicShaderCodeOrder=False
bSharedMaterialNativeLibraries=True
ApplocalPrerequisitesDirectory=(Path="")
IncludeCrashReporter=False
InternationalizationPreset=English
-CulturesToStage=en
+CulturesToStage=en
LocalizationTargetCatchAllChunkId=0
bCookAll=False
bCookMapsOnly=False
bCompressed=False
bSkipEditorContent=False
bSkipMovies=False
-IniKeyBlacklist=KeyStorePassword
-IniKeyBlacklist=KeyPassword
-IniKeyBlacklist=rsa.privateexp
-IniKeyBlacklist=rsa.modulus
-IniKeyBlacklist=rsa.publicexp
-IniKeyBlacklist=aes.key
-IniKeyBlacklist=SigningPublicExponent
-IniKeyBlacklist=SigningModulus
-IniKeyBlacklist=SigningPrivateExponent
-IniKeyBlacklist=EncryptionKey
-IniKeyBlacklist=IniKeyBlacklist
-IniKeyBlacklist=IniSectionBlacklist
+IniKeyBlacklist=KeyStorePassword
+IniKeyBlacklist=KeyPassword
+IniKeyBlacklist=rsa.privateexp
+IniKeyBlacklist=rsa.modulus
+IniKeyBlacklist=rsa.publicexp
+IniKeyBlacklist=aes.key
+IniKeyBlacklist=SigningPublicExponent
+IniKeyBlacklist=SigningModulus
+IniKeyBlacklist=SigningPrivateExponent
+IniKeyBlacklist=EncryptionKey
+IniKeyBlacklist=IniKeyBlacklist
+IniKeyBlacklist=IniSectionBlacklist
+MapsToCook=(FilePath="/Game/SpeckleScene")
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@@ -0,0 +1,6 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "ISpeckleReceiver.h"
// Add default functionality here for any IISpeckleReceiver functions that are not pure virtual.
@@ -0,0 +1,116 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpeckleRESTHandlerComponent.h"
// Sets default values for this component's properties
USpeckleRESTHandlerComponent::USpeckleRESTHandlerComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = false;
// ...
}
// Called when the game starts
void USpeckleRESTHandlerComponent::BeginPlay()
{
Super::BeginPlay();
// cache speckleManager for runtime purposes
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
}
void USpeckleRESTHandlerComponent::ImportSpeckleObject(int CurrIndex)
{
#if WITH_EDITOR
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
#endif
if(SpeckleManager)
{
auto Commits = SpeckleManager->ArrayOfCommits;
// check if within bounds and import
if(Commits.Num() > 0 && (CurrIndex <= Commits.Num() && CurrIndex >= 0))
{
const auto InputObjectRefID = Commits[CurrIndex].ReferenceObjectID;
SpeckleManager->ObjectID = InputObjectRefID;
SpeckleManager->ImportSpeckleObject();
return;
}
UE_LOG(LogTemp, Warning, TEXT("[SPECKLE LOG]: Speckle unreal commits array index out of bounds"));
}
}
void USpeckleRESTHandlerComponent::FetchListOfCommits(const FString& BranchName)
{
#if WITH_EDITOR
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
#endif
if(SpeckleManager)
{
//FString PostPayload = "{\"query\": \"query{stream (id: \\\"" + SpeckleManager->StreamID + "\\\"){id name commits {totalCount cursor items {id referencedObject authorName message branchName} } }}\"}";
FString PostPayload = "{\"query\": \"query{stream (id: \\\"" + SpeckleManager->StreamID + "\\\"){branch(name: \\\"" + BranchName + "\\\"){commits{items {id referencedObject authorName message branchName} } }}}\"}";
TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse = [this](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{ SpeckleManager->OnCommitsItemsResponseReceived(Request, Response, bWasSuccessful); };
SpeckleManager->FetchStreamItems(PostPayload, HandleResponse);
}
}
void USpeckleRESTHandlerComponent::FetchListOfStreams()
{
#if WITH_EDITOR
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
#endif
if(SpeckleManager)
{
FString PostPayload = "{\"query\": \"query{user {streams(limit:20) {totalCount items {id name description}}}}\"}";
TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse = [this](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{ SpeckleManager->OnStreamItemsResponseReceived(Request, Response, bWasSuccessful); };
SpeckleManager->FetchStreamItems(PostPayload, HandleResponse);
}
}
void USpeckleRESTHandlerComponent::FetchListOfBranches()
{
#if WITH_EDITOR
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
#endif
if(SpeckleManager)
{
FString PostPayload = "{\"query\": \"query{\\n stream (id: \\\"" + SpeckleManager->StreamID + "\\\"){\\n id\\n name\\n branches{\\n totalCount\\n cursor\\n items{\\n id\\n name\\n description\\n}\\n }\\n }\\n}\"}";
TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse = [this](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{ SpeckleManager->OnBranchesItemsResponseReceived(Request, Response, bWasSuccessful); };
SpeckleManager->FetchStreamItems(PostPayload, HandleResponse);
}
}
void USpeckleRESTHandlerComponent::FetchGlobals()
{
#if WITH_EDITOR
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
#endif
if(SpeckleManager)
{
FString PostPayload = "{\"query\": \"query{stream (id: \\\"" + SpeckleManager->StreamID + "\\\"){branch(name: \\\"" + "globals" + "\\\"){commits{totalCount items{referencedObject}}}}}\"}";
TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse = [this](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{ SpeckleManager->OnGlobalStreamItemsResponseReceived(Request, Response, bWasSuccessful); };
SpeckleManager->FetchStreamItems(PostPayload, HandleResponse);
}
}
@@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpeckleStructs.h"
@@ -2,19 +2,15 @@
#include "SpeckleUnreal.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
IMPLEMENT_MODULE(FSpeckleUnrealModule, SpeckleUnreal)
void FSpeckleUnrealModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FSpeckleUnrealModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FSpeckleUnrealModule, SpeckleUnreal)
}
@@ -3,16 +3,13 @@
#include "SpeckleUnrealLayer.h"
ASpeckleUnrealLayer::ASpeckleUnrealLayer()
USpeckleUnrealLayer::USpeckleUnrealLayer()
{
Scene = CreateDefaultSubobject<USceneComponent>("Root");
RootComponent = Scene;
}
void ASpeckleUnrealLayer::Init(FString NewLayerName, int32 NewStartIndex, int32 NewObjectCount)
void USpeckleUnrealLayer::Init(FString NewLayerName, int32 NewStartIndex, int32 NewObjectCount)
{
SetActorLabel(NewLayerName);
LayerName = NewLayerName;
LayerColor = FLinearColor(FMath::FRandRange(0, 1), FMath::FRandRange(0, 1), FMath::FRandRange(0, 1), 1);
StartIndex = NewStartIndex;
@@ -1,12 +1,22 @@
#include "SpeckleUnrealManager.h"
#include "HttpManager.h"
#include "UObject/ConstructorHelpers.h"
#include "Dom/JsonObject.h"
// Sets default values
ASpeckleUnrealManager::ASpeckleUnrealManager()
{
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleMaterial(TEXT("Material'/SpeckleUnreal/SpeckleMaterial.SpeckleMaterial'"));
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleGlassMaterial(TEXT("Material'/SpeckleUnreal/SpeckleGlassMaterial.SpeckleGlassMaterial'"));
//When the object is constructed, Get the HTTP module
Http = &FHttpModule::Get();
// default conversion is millimeters to centimeters because streams tend to be in ml and unreal is in cm by defaults
ScaleFactor = 0.1;
ScaleFactor = 0.1;
World = AActor::GetWorld();
DefaultMeshOpaqueMaterial = SpeckleMaterial.Object;
DefaultMeshTransparentMaterial = SpeckleGlassMaterial.Object;
}
// Called when the game starts or when spawned
@@ -15,242 +25,552 @@ void ASpeckleUnrealManager::BeginPlay()
Super::BeginPlay();
World = GetWorld();
GetStream();
if (ImportAtRuntime)
ImportSpeckleObject();
}
void ASpeckleUnrealManager::SetUpGetRequest(TSharedRef<IHttpRequest> Request)
/*Import the Speckle object*/
void ASpeckleUnrealManager::ImportSpeckleObject()
{
FString url = ServerUrl + "/objects/" + StreamID + "/" + ObjectID;
FHttpRequestRef Request = Http->CreateRequest();
Request->SetVerb("GET");
Request->SetHeader("Content-Type", TEXT("application/json"));
Request->SetHeader("Authorization", AuthToken);
}
/*Http call*/
void ASpeckleUnrealManager::GetStream()
{
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, "Downloading: " + StreamID);
TSharedRef<IHttpRequest> Request = Http->CreateRequest();
SetUpGetRequest(Request);
Request->OnProcessRequestComplete().BindUObject(this, &ASpeckleUnrealManager::OnStreamResponseReceived);
//This is the url on which to process the request
Request->SetURL(ServerUrl + "streams/" + StreamID);
Request->SetHeader("Accept", TEXT("text/plain"));
Request->SetHeader("Authorization", "Bearer " + AuthToken);
Request->OnProcessRequestComplete().BindUObject(this, &ASpeckleUnrealManager::OnStreamTextResponseReceived);
Request->SetURL(url);
Request->ProcessRequest();
}
/*Assigned function on successfull http call*/
void ASpeckleUnrealManager::OnStreamResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
void ASpeckleUnrealManager::OnStreamTextResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
if (!bWasSuccessful)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed");
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
return;
}
auto responseCode = Response->GetResponseCode();
if (responseCode != 200)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, FString::Printf(TEXT("Error response. Response code %d"), responseCode));
return;
}
//Create a pointer to hold the json serialized data
TSharedPtr<FJsonObject> ResponseJsonObject;
FString response = Response->GetContentAsString();
// ParseIntoArray is very inneficient for large strings.
// https://docs.unrealengine.com/en-US/API/Runtime/Core/Containers/FString/ParseIntoArrayLines/index.html
// https://answers.unrealengine.com/questions/81697/reading-text-file-line-by-line.html
// Can be fixed by setting the size of the array
int lineCount = 0;
for (const TCHAR* ptr = *response; *ptr; ptr++)
if (*ptr == '\n')
lineCount++;
TArray<FString> lines;
lines.Reserve(lineCount);
response.ParseIntoArray(lines, TEXT("\n"), true);
//Create a reader pointer to read the json data
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, FString::Printf(TEXT("[Speckle] Parsing %d downloaded objects..."), lineCount));
//Deserialize the json data given Reader and the actual object to deserialize
if (FJsonSerializer::Deserialize(Reader, ResponseJsonObject))
for (auto& line : lines)
{
//Get the value of the json object by field name
FString ResponseMessage = ResponseJsonObject->GetStringField("message");
TSharedPtr<FJsonObject> Stream = ResponseJsonObject->GetObjectField("resource");
FString StreamName = Stream->GetStringField("name");
FString StreamDescription = Stream->GetStringField("description");
FString objectId, objectJson;
if (!line.Split("\t", &objectId, &objectJson))
continue;
TSharedPtr<FJsonObject> jsonObject;
TSharedRef<TJsonReader<>> jsonReader = TJsonReaderFactory<>::Create(objectJson);
if (!FJsonSerializer::Deserialize(jsonReader, jsonObject))
continue;
FString Units = ResponseJsonObject->GetObjectField("baseProperties")->GetStringField("units").ToLower();
SpeckleObjects.Add(objectId, jsonObject);
}
// unreal engine units are in cm by default but the conversion is editable by users so
// this needs to be accounted for later.
if (Units == "meters" || Units == "metres")
ScaleFactor = 100;
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, FString::Printf(TEXT("[Speckle] Converting %d objects..."), lineCount));
ImportObjectFromCache(SpeckleObjects[ObjectID]);
for (auto& m : CreatedSpeckleMeshes)
{
if (InProgressSpeckleMeshes.Contains(m.Key) && InProgressSpeckleMeshes[m.Key] == m.Value)
continue;
if (m.Value->Scene) // actors removed by the user in the editor have the Scene set to nullptr
m.Value->Destroy();
}
if (Units == "centimeters" || Units == "centimetres")
ScaleFactor = 1;
CreatedSpeckleMeshes = InProgressSpeckleMeshes;
InProgressSpeckleMeshes.Empty();
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, FString::Printf(TEXT("[Speckle] Objects imported successfully. Created %d Actors"), CreatedSpeckleMeshes.Num()));
}
if (Units == "millimeters" || Units == "millimetres")
ScaleFactor = 0.1;
ASpeckleUnrealMesh* ASpeckleUnrealManager::GetExistingMesh(const FString &objectId)
{
if (InProgressSpeckleMeshes.Contains(objectId))
return InProgressSpeckleMeshes[objectId];
if (Units == "yards")
ScaleFactor = 91.4402757;
if(!CreatedSpeckleMeshes.Contains(objectId))
return nullptr;
ASpeckleUnrealMesh* meshActor = CreatedSpeckleMeshes[objectId];
// Check if actor has been deleted by the user
if (!meshActor || !meshActor->Scene)
return nullptr;
return meshActor;
}
if (Units == "feet")
ScaleFactor = 30.4799990;
void ASpeckleUnrealManager::ImportObjectFromCache(const TSharedPtr<FJsonObject> speckleObj)
{
if (!speckleObj->HasField("speckle_type"))
return;
if (speckleObj->GetStringField("speckle_type") == "reference" && speckleObj->HasField("referencedId")) {
TSharedPtr<FJsonObject> referencedObj;
if (SpeckleObjects.Contains(speckleObj->GetStringField("referencedId")))
ImportObjectFromCache(SpeckleObjects[speckleObj->GetStringField("referencedId")]);
return;
}
if (!speckleObj->HasField("id"))
return;
FString objectId = speckleObj->GetStringField("id");
FString speckleType = speckleObj->GetStringField("speckle_type");
// UE_LOG(LogTemp, Warning, TEXT("Importing object %s (type %s)"), *objectId, *speckleType);
if (Units == "inches")
ScaleFactor = 2.5399986;
if (speckleObj->GetStringField("speckle_type") == "Objects.Geometry.Mesh") {
ASpeckleUnrealMesh* mesh = GetExistingMesh(objectId);
if (!mesh)
mesh = CreateMesh(speckleObj);
InProgressSpeckleMeshes.Add(objectId, mesh);
return;
}
TArray<TSharedPtr<FJsonValue>> LayersInStream = Stream->GetArrayField("layers");
SpeckleUnrealLayers = TArray<ASpeckleUnrealLayer*>();
if (speckleObj->HasField("@displayMesh"))
{
UMaterialInterface* explicitMaterial = nullptr;
if (speckleObj->HasField("renderMaterial"))
explicitMaterial = CreateMaterial(speckleObj->GetObjectField("renderMaterial"));
for (size_t i = 0; i < LayersInStream.Num(); i++)
// Check if the @displayMesh is an object or an array
const TSharedPtr<FJsonObject> *meshObjPtr;
const TArray<TSharedPtr<FJsonValue>> *meshArrayPtr;
if (speckleObj->TryGetObjectField("@displayMesh", meshObjPtr))
{
TSharedPtr<FJsonObject> LayerObject = LayersInStream[i]->AsObject();
TSharedPtr<FJsonObject> meshObj = SpeckleObjects[(*meshObjPtr)->GetStringField("referencedId")];
FString LayerName = LayerObject->GetStringField("name");
int32 StartIndex = LayerObject->GetIntegerField("startIndex");
int32 ObjectCount = LayerObject->GetIntegerField("objectCount");
ASpeckleUnrealMesh* mesh = GetExistingMesh(objectId);
if (!mesh)
mesh = CreateMesh(meshObj, explicitMaterial);
InProgressSpeckleMeshes.Add(objectId, mesh);
}
else if (speckleObj->TryGetArrayField("@displayMesh", meshArrayPtr))
{
for (auto& meshObjValue : *meshArrayPtr)
{
FString meshId = meshObjValue->AsObject()->GetStringField("referencedId");
FString unrealMeshKey = objectId + meshId;
//USpeckleUnrealLayer NewLayer = USpeckleUnrealLayer(LayerName, StartIndex, ObjectCount);
ASpeckleUnrealLayer* NewLayer = (ASpeckleUnrealLayer*)World->SpawnActor(ASpeckleUnrealLayer::StaticClass());
NewLayer->Init(LayerName, StartIndex, ObjectCount);
SpeckleUnrealLayers.Add(NewLayer);
ASpeckleUnrealMesh* mesh = GetExistingMesh(unrealMeshKey);
if (!mesh)
mesh = CreateMesh(SpeckleObjects[meshId], explicitMaterial);
InProgressSpeckleMeshes.Add(unrealMeshKey, mesh);
}
}
}
// Go recursively into all object fields (except @displayMesh)
for (auto& kv : speckleObj->Values)
{
if (kv.Key == "@displayMesh")
continue;
const TSharedPtr< FJsonObject > *subObjectPtr;
if (kv.Value->TryGetObject(subObjectPtr))
{
ImportObjectFromCache(*subObjectPtr);
continue;
}
//Output it to the engine
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, "Units: " + FString::SanitizeFloat(ScaleFactor));
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Green, "Status: " + ResponseMessage);
GEngine->AddOnScreenDebugMessage(2, 5.0f, FColor::Green, "Name: " + StreamName);
GEngine->AddOnScreenDebugMessage(3, 5.0f, FColor::Green, "Description: " + StreamDescription);
TArray<TSharedPtr<FJsonValue>> ObjectPlaceholderArray = Stream->GetArrayField("objects");
GetStreamObjects(ObjectPlaceholderArray.Num());
}
else
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Couldn't deserialize Json from stream response");
GEngine->AddOnScreenDebugMessage(2, 10.0f, FColor::Red, Response->GetContentAsString());
const TArray<TSharedPtr<FJsonValue>> *subArrayPtr;
if (kv.Value->TryGetArray(subArrayPtr))
{
for (auto& arrayElement : *subArrayPtr)
{
const TSharedPtr<FJsonObject> *arraySubObjPtr;
if (!arrayElement->TryGetObject(arraySubObjPtr))
continue;
ImportObjectFromCache(*arraySubObjPtr);
}
}
}
}
void ASpeckleUnrealManager::GetStreamObjects(int32 objectCount)
UMaterialInterface* ASpeckleUnrealManager::CreateMaterial(TSharedPtr<FJsonObject> obj)
{
int32 RequestLimit = 1;
CurrentObjectIndex = 0;
LayerIndex = 0;
if (obj->GetStringField("speckle_type") == "reference")
obj = SpeckleObjects[obj->GetStringField("referencedId")];
for (size_t i = 0; i < objectCount; i += RequestLimit)
{
TSharedRef<IHttpRequest> Request = Http->CreateRequest();
SetUpGetRequest(Request);
Request->OnProcessRequestComplete().BindUObject(this, &ASpeckleUnrealManager::OnStreamObjectResponseReceived);
//This is the url on which to process the request
Request->SetURL(ServerUrl + "streams/" + StreamID + "/objects?limit=" + FString::FromInt(RequestLimit) + "&offset=" + FString::FromInt(i));
Request->ProcessRequest();
int opacity;
if (obj->TryGetNumberField("opacity", opacity)) {
if (opacity < 1) {
return DefaultMeshTransparentMaterial;
}
}
return DefaultMeshOpaqueMaterial;
}
void ASpeckleUnrealManager::OnStreamObjectResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
ASpeckleUnrealMesh* ASpeckleUnrealManager::CreateMesh(TSharedPtr<FJsonObject> obj, UMaterialInterface* explicitMaterial)
{
UE_LOG(LogTemp, Warning, TEXT("Creating mesh for object %s"), *obj->GetStringField("id"));
FString Units = obj->GetStringField("units");
// unreal engine units are in cm by default but the conversion is editable by users so
// this needs to be accounted for later.
ScaleFactor = 1;
if (Units == "meters" || Units == "metres" || Units == "m")
ScaleFactor = 100;
if (Units == "centimeters" || Units == "centimetres" || Units == "cm")
ScaleFactor = 1;
if (Units == "millimeters" || Units == "millimetres" || Units == "mm")
ScaleFactor = 0.1;
if (Units == "yards" || Units == "yd")
ScaleFactor = 91.4402757;
if (Units == "feet" || Units == "ft")
ScaleFactor = 30.4799990;
if (Units == "inches" || Units == "in")
ScaleFactor = 2.5399986;
// The following line can be used to debug large objects
// ScaleFactor = ScaleFactor * 0.1;
FString verticesId = obj->GetArrayField("vertices")[0]->AsObject()->GetStringField("referencedId");
FString facesId = obj->GetArrayField("faces")[0]->AsObject()->GetStringField("referencedId");
TArray<TSharedPtr<FJsonValue>> ObjectVertices = SpeckleObjects[verticesId]->GetArrayField("data");
TArray<TSharedPtr<FJsonValue>> ObjectFaces = SpeckleObjects[facesId]->GetArrayField("data");
#if WITH_EDITOR
World = GetWorld();
#endif
if(World == nullptr)
{
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, FString::Printf(TEXT("Null World")));
return nullptr;
}
AActor* ActorInstance = World->SpawnActor(MeshActor);
ASpeckleUnrealMesh* MeshInstance = (ASpeckleUnrealMesh*)ActorInstance;
// attaches each speckleMesh under this actor (SpeckleManager)
if(MeshInstance != nullptr)
{
MeshInstance->AttachToActor(this, FAttachmentTransformRules::KeepRelativeTransform);
MeshInstance->SetOwner(this);
}
TArray<FVector> ParsedVerticies;
for (size_t j = 0; j < ObjectVertices.Num(); j += 3)
{
ParsedVerticies.Add(FVector
(
(float)(ObjectVertices[j].Get()->AsNumber()) * -1,
(float)(ObjectVertices[j + 1].Get()->AsNumber()),
(float)(ObjectVertices[j + 2].Get()->AsNumber())
) * ScaleFactor);
}
//convert mesh faces into triangle array regardless of whether or not they are quads
TArray<int32> ParsedTriangles;
int32 j = 0;
while (j < ObjectFaces.Num())
{
if (ObjectFaces[j].Get()->AsNumber() == 0)
{
//Triangles
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
j += 4;
}
else
{
//Quads to triangles
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 4].Get()->AsNumber());
j += 5;
}
}
// Material priority (low to high): DefaultMeshOpaqueMaterial, renderMaterial set on parent, renderMaterial set on mesh
if (!explicitMaterial)
explicitMaterial = DefaultMeshOpaqueMaterial;
if (obj->HasField("renderMaterial"))
explicitMaterial = CreateMaterial(obj->GetObjectField("renderMaterial"));
MeshInstance->SetMesh(ParsedVerticies, ParsedTriangles, explicitMaterial, FLinearColor::White);
// UE_LOG(LogTemp, Warning, TEXT("Added %d vertices and %d triangles"), ParsedVerticies.Num(), ParsedTriangles.Num());
return MeshInstance;
}
void ASpeckleUnrealManager::OnCommitsItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
if (!bWasSuccessful)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Object Request failed");
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
return;
}
auto responseCode = Response-> GetResponseCode();
if (responseCode != 200)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red,
FString::Printf(TEXT("Error response. Response code %d"), responseCode));
return;
}
FString response = Response->GetContentAsString();
//Create a pointer to hold the json serialized data
TSharedPtr<FJsonObject> ResponseJsonObject;
TSharedPtr<FJsonObject> JsonObject;
//Create a reader pointer to read the json data
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(response);
ArrayOfCommits.Empty();
//Deserialize the json data given Reader and the actual object to deserialize
if (FJsonSerializer::Deserialize(Reader, ResponseJsonObject))
if (FJsonSerializer::Deserialize(Reader, JsonObject))
{
int32 Offset = FCString::Atoi (*Request->GetURLParameter("offset"));
//Get the value of the json object by field name
TArray<TSharedPtr<FJsonValue>> StreamObjects = ResponseJsonObject->GetArrayField("resources");
for (size_t i = 0; i < SpeckleUnrealLayers.Num(); i++)
for(const auto& pair:JsonObject->Values)
{
if (Offset >= SpeckleUnrealLayers[i]->StartIndex)
auto CommitsArr = JsonObject->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("stream"))
->GetObjectField(TEXT("branch"))
->GetObjectField(TEXT("commits"))
->GetArrayField(TEXT("items"));
for (auto commit : CommitsArr)
{
if (Offset < (SpeckleUnrealLayers[i]->StartIndex + SpeckleUnrealLayers[i]->ObjectCount))
LayerIndex = i;
}
}
for (size_t i = 0; i < StreamObjects.Num(); i++)
{
TSharedPtr<FJsonObject> StreamObject = StreamObjects[i].Get()->AsObject();
TSharedPtr<FJsonObject> ObjectToConvert = StreamObject;
FString objectType = ObjectToConvert->GetStringField("type");
if (objectType.ToLower().Contains("brep"))
{
ObjectToConvert = StreamObject->GetObjectField("displayValue");
objectType = ObjectToConvert->GetStringField("type");
}
if (objectType.ToLower().Contains("mesh"))
{
AActor* ActorInstance = World->SpawnActor(MeshActor);
ASpeckleUnrealMesh* MeshInstance = (ASpeckleUnrealMesh*)ActorInstance;
TArray<TSharedPtr<FJsonValue>> ObjectVertices = ObjectToConvert->GetArrayField("vertices");
TArray<TSharedPtr<FJsonValue>> ObjectFaces = ObjectToConvert->GetArrayField("faces");
TArray<FVector> ParsedVerticies;
for (size_t j = 0; j < ObjectVertices.Num(); j += 3)
{
ParsedVerticies.Add(FVector
(
(float)(ObjectVertices[j].Get()->AsNumber()) * -1,
(float)(ObjectVertices[j + 1].Get()->AsNumber()),
(float)(ObjectVertices[j + 2].Get()->AsNumber())
) * ScaleFactor);
}
//convert mesh faces into triangle array regardless of whether or not they are quads
TArray<int32> ParsedTriangles;
int32 j = 0;
while (j < ObjectFaces.Num())
{
if (ObjectFaces[j].Get()->AsNumber() == 0)
{
//Triangles
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
j += 4;
}
else
{
//Quads to triangles
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 4].Get()->AsNumber());
j += 5;
}
}
if (RandomColorsPerLayer)
MeshInstance->SetMesh(ParsedVerticies, ParsedTriangles, DefaultMeshMaterial, SpeckleUnrealLayers[LayerIndex]->LayerColor);
else
MeshInstance->SetMesh(ParsedVerticies, ParsedTriangles, DefaultMeshMaterial, FLinearColor::White);
UE_LOG(LogTemp, Warning, TEXT("%d"), Offset);
UE_LOG(LogTemp, Warning, TEXT("%s"), *SpeckleUnrealLayers[LayerIndex]->LayerName);
auto ObjID = commit->AsObject()->GetStringField("referencedObject");
auto Message = commit->AsObject()->GetStringField("message");
auto AuthorName = commit->AsObject()->GetStringField("authorName");
auto BranchName = commit->AsObject()->GetStringField("branchName");
auto Commit = FSpeckleCommit(ObjID, AuthorName, Message, BranchName);
ArrayOfCommits.Add(Commit);
}
}
}
else
OnCommitsProcessed.Broadcast(ArrayOfCommits);
}
void ASpeckleUnrealManager::OnBranchesItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
if (!bWasSuccessful)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Couldn't deserialize Json from object response");
GEngine->AddOnScreenDebugMessage(2, 10.0f, FColor::Red, Response->GetContentAsString());
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
return;
}
}
auto responseCode = Response-> GetResponseCode();
if (responseCode != 200)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red,
FString::Printf(TEXT("Error response. Response code %d"), responseCode));
return;
}
FString response = Response->GetContentAsString();
//Create a pointer to hold the json serialized data
TSharedPtr<FJsonObject> JsonObject;
//Create a reader pointer to read the json data
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(response);
ArrayOfBranches.Empty();
//Deserialize the json data given Reader and the actual object to deserialize
if (FJsonSerializer::Deserialize(Reader, JsonObject))
{
for(const auto& pair:JsonObject->Values)
{
auto BranchesArr = JsonObject->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("stream"))
->GetObjectField(TEXT("branches"))
->GetArrayField(TEXT("items"));
for (auto b : BranchesArr)
{
auto ID = b->AsObject()->GetStringField("id");
auto Name = b->AsObject()->GetStringField("name");
auto Description = b->AsObject()->GetStringField("description");
auto Branch = FSpeckleBranch(ID, Name, Description);
ArrayOfBranches.Add(Branch);
}
}
}
OnBranchesProcessed.Broadcast(ArrayOfBranches);
}
void ASpeckleUnrealManager::OnStreamItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response,
bool bWasSuccessful)
{
if (!bWasSuccessful)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
return;
}
auto responseCode = Response-> GetResponseCode();
if (responseCode != 200)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red,
FString::Printf(TEXT("Error response. Response code %d"), responseCode));
return;
}
FString response = Response->GetContentAsString();
//Create a pointer to hold the json serialized data
TSharedPtr<FJsonObject> JsonObject;
//Create a reader pointer to read the json data
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(response);
ArrayOfStreams.Empty();
//Deserialize the json data given Reader and the actual object to deserialize
if (FJsonSerializer::Deserialize(Reader, JsonObject))
{
for(const auto& pair:JsonObject->Values)
{
auto StreamsArr = JsonObject->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("user"))
->GetObjectField(TEXT("streams"))
->GetArrayField(TEXT("items"));
for (auto s : StreamsArr)
{
auto ID = s->AsObject()->GetStringField("id");
auto Name = s->AsObject()->GetStringField("name");
auto Description = s->AsObject()->GetStringField("description");
auto Stream = FSpeckleStream(ID, Name, Description);
ArrayOfStreams.Add(Stream);
}
}
}
OnStreamsProcessed.Broadcast(ArrayOfStreams);
}
void ASpeckleUnrealManager::OnGlobalStreamItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response,
bool bWasSuccessful)
{
if (!bWasSuccessful)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
return;
}
auto responseCode = Response-> GetResponseCode();
if (responseCode != 200)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red,
FString::Printf(TEXT("Error response. Response code %d"), responseCode));
return;
}
FString response = Response->GetContentAsString();
//Create a pointer to hold the json serialized data
TSharedPtr<FJsonObject> JsonObject;
//Create a reader pointer to read the json data
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(response);
auto RefObjectID = FString();
//Deserialize the json data given Reader and the actual object to deserialize
if (FJsonSerializer::Deserialize(Reader, JsonObject))
{
for(const auto& pair:JsonObject->Values)
{
RefObjectID = JsonObject->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("stream"))
->GetObjectField(TEXT("branch"))
->GetObjectField("commits")
->GetArrayField("items")[0]->AsObject()->GetStringField("referencedObject");
}
TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> TempResponseHandler = [=](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
FString response = Response->GetContentAsString();
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(response);
if (FJsonSerializer::Deserialize(Reader, JsonObject))
{
for(const auto& pair:JsonObject->Values)
{
auto GlobalObject = JsonObject->GetObjectField(TEXT("data"))
->GetObjectField(TEXT("stream"))
->GetObjectField(TEXT("object"))
->GetObjectField(TEXT("data"));
auto Region = GlobalObject->GetStringField("Region");
auto Lat = GlobalObject->GetNumberField("Latitude");
auto Long = GlobalObject->GetNumberField("Longitude");
FSpeckleGlobals Global = FSpeckleGlobals(RefObjectID, Region, static_cast<float>(Lat), static_cast<float>(Long));
OnGlobalsProcessed.Broadcast(Global);
}
}
};
FString PostPayload = "{\"query\": \"query{stream (id:\\\"" + StreamID + "\\\"){id name description object(id:\\\"" + RefObjectID + "\\\"){id data}}}\"}";
FetchStreamItems(PostPayload, TempResponseHandler);
}
}
void ASpeckleUnrealManager::FetchStreamItems(FString PostPayload, TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse)
{
FString url = ServerUrl + "/graphql";
FHttpRequestRef Request = Http->CreateRequest();
Request->SetVerb(TEXT("POST"));
Request->SetHeader("Accept-Encoding", TEXT("gzip"));
Request->SetHeader("Content-Type", TEXT("application/json"));
Request->SetHeader("Accept", TEXT("application/json"));
Request->SetHeader("DNT", TEXT("1"));
Request->SetHeader("Origin", TEXT("https://speckle.xyz"));
Request->SetHeader("Authorization", "Bearer " + AuthToken);
Request->SetContentAsString(PostPayload);
Request->OnProcessRequestComplete().BindLambda([=](
FHttpRequestPtr request,
FHttpResponsePtr response,
bool success)
{ HandleResponse(request, response, success); });
Request->SetURL(url);
Request->ProcessRequest();
}
void ASpeckleUnrealManager::DeleteObjects()
{
for (auto& m : CreatedSpeckleMeshes)
{
if (m.Value->Scene)
m.Value->Destroy();
}
CreatedSpeckleMeshes.Empty();
InProgressSpeckleMeshes.Empty();
}
@@ -2,6 +2,7 @@
#include "SpeckleUnrealMesh.h"
#include "Materials/MaterialInstanceDynamic.h"
// Sets default values
ASpeckleUnrealMesh::ASpeckleUnrealMesh()
@@ -11,9 +12,10 @@ ASpeckleUnrealMesh::ASpeckleUnrealMesh()
ProceduralMesh = CreateDefaultSubobject<UProceduralMeshComponent>("Mesh");
ProceduralMesh->SetupAttachment(RootComponent);
}
void ASpeckleUnrealMesh::SetMesh(TArray<FVector> Vertices, TArray<int32> Triangles, UMaterialInterface* Material, FLinearColor Color)
void ASpeckleUnrealMesh::SetMesh(const TArray<FVector> &Vertices, const TArray<int32> &Triangles, UMaterialInterface* Material, FLinearColor Color)
{
ProceduralMesh->ClearAllMeshSections();
@@ -45,7 +47,7 @@ void ASpeckleUnrealMesh::SetMesh(TArray<FVector> Vertices, TArray<int32> Triangl
UMaterialInstanceDynamic* DynMaterial = UMaterialInstanceDynamic::Create(Material, this);
DynMaterial->SetVectorParameterValue("BaseColor", Color);
DynMaterial->SetVectorParameterValue("BaseColor", FLinearColor::White);
ProceduralMesh->SetMaterial(0, DynMaterial);
}
@@ -1,304 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpeckleUnrealReceiver.h"
// Sets default values
USpeckleUnrealReceiver::USpeckleUnrealReceiver()
{
//When the object is constructed, Get the HTTP module
Http = &FHttpModule::Get();
// default conversion is millimeters to centimeters because streams tend to be in ml and unreal is in cm by defaults
ScaleFactor = 0.1;
}
void USpeckleUnrealReceiver::SetUpGetRequest(TSharedRef<IHttpRequest> Request)
{
Request->SetVerb("GET");
Request->SetHeader("Content-Type", TEXT("application/json"));
Request->SetHeader("Authorization", AuthToken);
}
/*Http call*/
void USpeckleUnrealReceiver::ReceiveStream()
{
World = GetWorld();
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, "Downloading: " + StreamID);
TSharedRef<IHttpRequest> Request = Http->CreateRequest();
SetUpGetRequest(Request);
Request->OnProcessRequestComplete().BindUObject(this, &USpeckleUnrealReceiver::OnStreamResponseReceived);
//This is the url on which to process the request
Request->SetURL(ServerUrl + "streams/" + StreamID);
Request->ProcessRequest();
}
/*Assigned function on successfull http call*/
void USpeckleUnrealReceiver::OnStreamResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
if (!bWasSuccessful)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed");
return;
}
//Create a pointer to hold the json serialized data
TSharedPtr<FJsonObject> ResponseJsonObject;
//Create a reader pointer to read the json data
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
//Deserialize the json data given Reader and the actual object to deserialize
if (FJsonSerializer::Deserialize(Reader, ResponseJsonObject))
{
//Get the value of the json object by field name
FString ResponseMessage = ResponseJsonObject->GetStringField("message");
TSharedPtr<FJsonObject> Stream = ResponseJsonObject->GetObjectField("resource");
FString StreamName = Stream->GetStringField("name");
FString StreamDescription = Stream->GetStringField("description");
FString Units = ResponseJsonObject->GetObjectField("baseProperties")->GetStringField("units").ToLower();
// unreal engine units are in cm by default but the conversion is editable by users so
// this needs to be accounted for later.
if (Units == "meters" || Units == "metres")
ScaleFactor = 100;
if (Units == "centimeters" || Units == "centimetres")
ScaleFactor = 1;
if (Units == "millimeters" || Units == "millimetres")
ScaleFactor = 0.1;
if (Units == "yards")
ScaleFactor = 91.4402757;
if (Units == "feet")
ScaleFactor = 30.4799990;
if (Units == "inches")
ScaleFactor = 2.5399986;
TArray<TSharedPtr<FJsonValue>> LayersInStream = Stream->GetArrayField("layers");
SpeckleUnrealLayers = TArray<ASpeckleUnrealLayer*>();
for (size_t i = 0; i < LayersInStream.Num(); i++)
{
TSharedPtr<FJsonObject> LayerObject = LayersInStream[i]->AsObject();
ASpeckleUnrealLayer* NewLayer = (ASpeckleUnrealLayer*)World->SpawnActor(ASpeckleUnrealLayer::StaticClass());
FString LayerName = LayerObject->GetStringField("name");
if (LayerName.Contains("::"))
{
TArray<FString> Parsed = TArray<FString> ();
int32 heirarchySize = LayerName.ParseIntoArray(Parsed, TEXT("::"), true);
LayerName = Parsed[heirarchySize - 1];
FString ParentLayerName = Parsed[heirarchySize - 2];
for (size_t j = 0; j < SpeckleUnrealLayers.Num(); j++)
{
if (SpeckleUnrealLayers[j]->LayerName == ParentLayerName)
{
EAttachmentRule rule = EAttachmentRule();
FAttachmentTransformRules rules = FAttachmentTransformRules(rule, false);
NewLayer->AttachToActor(SpeckleUnrealLayers[j], rules);
break;
}
}
}
int32 StartIndex = LayerObject->GetIntegerField("startIndex");
int32 ObjectCount = LayerObject->GetIntegerField("objectCount");
NewLayer->Init(LayerName, StartIndex, ObjectCount);
SpeckleUnrealLayers.Add(NewLayer);
}
//Output it to the engine
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, "Units: " + FString::SanitizeFloat(ScaleFactor));
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Green, "Status: " + ResponseMessage);
GEngine->AddOnScreenDebugMessage(2, 5.0f, FColor::Green, "Name: " + StreamName);
GEngine->AddOnScreenDebugMessage(3, 5.0f, FColor::Green, "Description: " + StreamDescription);
TArray<TSharedPtr<FJsonValue>> ObjectPlaceholderArray = Stream->GetArrayField("objects");
GetStreamObjects(ObjectPlaceholderArray.Num());
}
else
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Couldn't deserialize Json from stream response");
GEngine->AddOnScreenDebugMessage(2, 10.0f, FColor::Red, Response->GetContentAsString());
}
}
void USpeckleUnrealReceiver::GetStreamObjects(int32 objectCount)
{
ObjectsReceived = TArray<bool>();
int32 RequestLimit = 1;
CurrentObjectIndex = 0;
LayerIndex = 0;
for (size_t i = 0; i < objectCount; i += RequestLimit)
{
TSharedRef<IHttpRequest> Request = Http->CreateRequest();
SetUpGetRequest(Request);
Request->OnProcessRequestComplete().BindUObject(this, &USpeckleUnrealReceiver::OnStreamObjectResponseReceived);
//This is the url on which to process the request
Request->SetURL(ServerUrl + "streams/" + StreamID + "/objects?limit=" + FString::FromInt(RequestLimit) + "&offset=" + FString::FromInt(i));
ObjectsReceived.Add(false);
Request->ProcessRequest();
}
}
void USpeckleUnrealReceiver::OnStreamObjectResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
int32 Offset = FCString::Atoi(*Request->GetURLParameter("offset"));
if (!bWasSuccessful)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Object Request failed");
return;
}
//Create a pointer to hold the json serialized data
TSharedPtr<FJsonObject> ResponseJsonObject;
//Create a reader pointer to read the json data
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
//Deserialize the json data given Reader and the actual object to deserialize
if (FJsonSerializer::Deserialize(Reader, ResponseJsonObject))
{
//Get the value of the json object by field name
TArray<TSharedPtr<FJsonValue>> StreamObjects = ResponseJsonObject->GetArrayField("resources");
for (size_t i = 0; i < SpeckleUnrealLayers.Num(); i++)
{
if (Offset >= SpeckleUnrealLayers[i]->StartIndex)
{
if (Offset < (SpeckleUnrealLayers[i]->StartIndex + SpeckleUnrealLayers[i]->ObjectCount))
LayerIndex = i;
}
}
for (size_t i = 0; i < StreamObjects.Num(); i++)
{
TSharedPtr<FJsonObject> StreamObject = StreamObjects[i].Get()->AsObject();
TSharedPtr<FJsonObject> ObjectToConvert = StreamObject;
FString objectType = ObjectToConvert->GetStringField("type");
if (objectType.ToLower().Contains("brep"))
{
ObjectToConvert = StreamObject->GetObjectField("displayValue");
objectType = ObjectToConvert->GetStringField("type");
}
if (objectType.ToLower().Contains("mesh"))
{
EAttachmentRule rule = EAttachmentRule();
FAttachmentTransformRules rules = FAttachmentTransformRules(rule, false);
ASpeckleUnrealMesh* MeshInstance = World->SpawnActor<ASpeckleUnrealMesh>(ASpeckleUnrealMesh::StaticClass());
TArray<TSharedPtr<FJsonValue>> ObjectVertices = ObjectToConvert->GetArrayField("vertices");
TArray<TSharedPtr<FJsonValue>> ObjectFaces = ObjectToConvert->GetArrayField("faces");
TArray<FVector> ParsedVerticies;
for (size_t j = 0; j < ObjectVertices.Num(); j += 3)
{
ParsedVerticies.Add(FVector
(
(float)(ObjectVertices[j].Get()->AsNumber()) * -1,
(float)(ObjectVertices[j + 1].Get()->AsNumber()),
(float)(ObjectVertices[j + 2].Get()->AsNumber())
) * ScaleFactor);
}
//convert mesh faces into triangle array regardless of whether or not they are quads
TArray<int32> ParsedTriangles;
int32 j = 0;
while (j < ObjectFaces.Num())
{
if (ObjectFaces[j].Get()->AsNumber() == 0)
{
//Triangles
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
j += 4;
}
else
{
//Quads to triangles
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
ParsedTriangles.Add(ObjectFaces[j + 4].Get()->AsNumber());
j += 5;
}
}
if (RandomColorsPerLayer)
MeshInstance->SetMesh(ParsedVerticies, ParsedTriangles, DefaultMeshMaterial, SpeckleUnrealLayers[LayerIndex]->LayerColor);
else
MeshInstance->SetMesh(ParsedVerticies, ParsedTriangles, DefaultMeshMaterial, FLinearColor::White);
MeshInstance->AttachToActor(SpeckleUnrealLayers[LayerIndex], rules);
UE_LOG(LogTemp, Warning, TEXT("%d"), Offset);
UE_LOG(LogTemp, Warning, TEXT("%s"), *SpeckleUnrealLayers[LayerIndex]->LayerName);
}
}
}
else
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Couldn't deserialize Json from object response");
GEngine->AddOnScreenDebugMessage(2, 10.0f, FColor::Red, Response->GetContentAsString());
}
ObjectsReceived[Offset] = true;
}
float USpeckleUnrealReceiver::GetStreamProgress()
{
if (ObjectsReceived.Num() == 0)
return 0;
float ProgressMade = 0;
for (size_t i = 0; i < ObjectsReceived.Num(); i++)
{
if (ObjectsReceived[i])
ProgressMade++;
}
return ProgressMade / ObjectsReceived.Num();
}
@@ -0,0 +1,8 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpeckleWidgetBase.h"
#include "ISpeckleReceiver.h"
@@ -0,0 +1,32 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "SpeckleUnrealManager.h"
#include "UObject/Interface.h"
#include "ISpeckleReceiver.generated.h"
// This class does not need to be modified.
UINTERFACE(MinimalAPI)
class UISpeckleReceiver : public UInterface
{
GENERATED_BODY()
};
/**
*
*/
class SPECKLEUNREAL_API IISpeckleReceiver
{
GENERATED_BODY()
// Add interface functions to this class. This is the class that will be inherited to implement this interface.
public:
virtual void ImportSpeckleObject(int CurrIndex) = 0;
virtual void FetchListOfCommits(const FString& BranchName) = 0;
virtual void FetchListOfStreams() = 0;
virtual void FetchListOfBranches() = 0;
virtual void FetchGlobals() = 0;
};
@@ -0,0 +1,44 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "ISpeckleReceiver.h"
#include "Components/ActorComponent.h"
#include "SpeckleRESTHandlerComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class SPECKLEUNREAL_API USpeckleRESTHandlerComponent : public UActorComponent, public IISpeckleReceiver
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
USpeckleRESTHandlerComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
UFUNCTION(BlueprintCallable, Category="Speckle REST")
virtual void ImportSpeckleObject(int CurrIndex) override;
UFUNCTION(BlueprintCallable, Category="Speckle REST")
virtual void FetchListOfCommits(const FString& BranchName) override;
UFUNCTION(BlueprintCallable, Category="Speckle REST")
virtual void FetchListOfStreams() override;
UFUNCTION(BlueprintCallable, Category="Speckle REST")
virtual void FetchListOfBranches() override;
UFUNCTION(BlueprintCallable, Category="Speckle REST")
virtual void FetchGlobals() override;
UPROPERTY()
ASpeckleUnrealManager* SpeckleManager;
};
@@ -0,0 +1,136 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "SpeckleStructs.generated.h"
/*
* Struct that holds all the properties required
* from a speckle commit
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleCommit
{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
FString ReferenceObjectID;
UPROPERTY(BlueprintReadWrite)
FString AuthorName;
UPROPERTY(BlueprintReadWrite)
FString Message;
UPROPERTY(BlueprintReadWrite)
FString BranchName;
FSpeckleCommit(){};
FSpeckleCommit(const FString& ReferenceObjectID, const FString& AuthorName, const FString& Message, const FString& BranchName)
: ReferenceObjectID(ReferenceObjectID),
AuthorName(AuthorName),
Message(Message),
BranchName(BranchName)
{
}
//Operators overloading
FORCEINLINE bool operator==(const FSpeckleCommit &Other) const
{
return ReferenceObjectID == Other.ReferenceObjectID;
}
};
/*
* Struct that holds all the properties required
* from a speckle Branch
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleBranch
{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
FString ID;
UPROPERTY(BlueprintReadWrite)
FString Name;
UPROPERTY(BlueprintReadWrite)
FString Description;
FSpeckleBranch(){};
FSpeckleBranch(const FString& ID, const FString& Name, const FString& Description):
ID(ID), Name(Name), Description(Description){}
};
/*
* 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;
FSpeckleGlobals(): Latitude(0), Longitude(0)
{
};
FSpeckleGlobals(const FString& ID, const FString& Region, float Latitude, float Longitude)
: ID(ID),
Region(Region),
Latitude(Latitude),
Longitude(Longitude)
{
}
};
/*
* Struct that holds all the properties required
* from a speckle Branch
* received from GraphQL.
*/
USTRUCT(BlueprintType)
struct FSpeckleStream
{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
FString ID;
UPROPERTY(BlueprintReadWrite)
FString Name;
UPROPERTY(BlueprintReadWrite)
FString Description;
FSpeckleStream(){};
FSpeckleStream(const FString& ID, const FString& Name, const FString& Description):
ID(ID), Name(Name), Description(Description){}
};
UENUM()
enum ESpeckleItemType {Stream, Commit, Branch};
@@ -3,13 +3,12 @@
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FSpeckleUnrealModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
@@ -3,21 +3,18 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "UObject/NoExportTypes.h"
#include "SpeckleUnrealLayer.generated.h"
/**
*
*/
UCLASS(BlueprintType)
class SPECKLEUNREAL_API ASpeckleUnrealLayer : public AActor
class SPECKLEUNREAL_API USpeckleUnrealLayer : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere)
USceneComponent* Scene;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Speckle")
FString LayerName;
@@ -30,7 +27,7 @@ public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Speckle")
int32 ObjectCount;
ASpeckleUnrealLayer();
USpeckleUnrealLayer();
void Init(FString NewLayerName, int32 NewStartIndex, int32 NewObjectCount);
};
@@ -5,9 +5,9 @@
// json manipulation
#include "Dom/JsonObject.h"
#include "Dom/JsonValue.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
// #include "Dom/JsonValue.h"
// #include "Serialization/JsonReader.h"
// #include "Serialization/JsonSerializer.h"
// web requests
#include "Runtime/Online/HTTP/Public/Http.h"
@@ -15,48 +15,78 @@
#include "SpeckleUnrealMesh.h"
#include "SpeckleUnrealLayer.h"
#include "GameFramework/Actor.h"
#include "SpeckleStructs.h"
#include "SpeckleUnrealManager.generated.h"
UCLASS(BlueprintType)
UCLASS(BlueprintType, Blueprintable)
class SPECKLEUNREAL_API ASpeckleUnrealManager : public AActor
{
GENERATED_BODY()
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBranchesRequestProcessed, const TArray<FSpeckleBranch>&, BranchesList);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCommitsRequestProcessed, const TArray<FSpeckleCommit>&, CommitsList);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FStreamsRequestProcessed, const TArray<FSpeckleStream>&, StreamsList);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FGlobalsRequestProcessed, const FSpeckleGlobals&, GlobalsObject);
public:
FHttpModule* Http;
/* The actual HTTP call */
UFUNCTION()
void GetStream();
UFUNCTION(CallInEditor, Category = "Speckle")
void ImportSpeckleObject();
UFUNCTION(CallInEditor, BlueprintCallable, Category = "Speckle")
void DeleteObjects();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString ServerUrl {
"https://hestia.speckle.works/api/"
FString ServerUrl
{
"https://speckle.xyz"
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString StreamID {
FString StreamID
{
""
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString AuthToken {
FString ObjectID
{
""
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString AuthToken
{
""
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
TSubclassOf<ASpeckleUnrealMesh> MeshActor;
TSubclassOf<ASpeckleUnrealMesh> MeshActor
{
ASpeckleUnrealMesh::StaticClass()
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
UMaterialInterface* DefaultMeshMaterial;
UMaterialInterface* DefaultMeshOpaqueMaterial;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
bool RandomColorsPerLayer;
UMaterialInterface* DefaultMeshTransparentMaterial;
TArray<ASpeckleUnrealLayer*> SpeckleUnrealLayers;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
bool ImportAtRuntime;
/*Assign this function to call when the GET request processes sucessfully*/
void OnStreamResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
TArray<USpeckleUnrealLayer*> SpeckleUnrealLayers;
void OnStreamTextResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
void OnCommitsItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
void OnBranchesItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
void OnStreamItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
void OnGlobalStreamItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
// Sets default values for this actor's properties
ASpeckleUnrealManager();
@@ -64,18 +94,55 @@ public:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY()
TArray<FSpeckleCommit> ArrayOfCommits;
UPROPERTY()
TArray<FSpeckleBranch> ArrayOfBranches;
UPROPERTY()
TArray<FSpeckleStream> ArrayOfStreams;
void FetchStreamItems(FString PostPayload, TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse);
UPROPERTY(BlueprintAssignable, Category = "SpeckleEvents");
FBranchesRequestProcessed OnBranchesProcessed;
UPROPERTY(BlueprintAssignable, Category = "SpeckleEvents");
FCommitsRequestProcessed OnCommitsProcessed;
UPROPERTY(BlueprintAssignable, Category = "SpeckleEvents");
FStreamsRequestProcessed OnStreamsProcessed;
UPROPERTY(BlueprintAssignable, Category = "SpeckleEvents");
FGlobalsRequestProcessed OnGlobalsProcessed;
protected:
UWorld* World;
float ScaleFactor;
int32 LayerIndex;
int32 CurrentObjectIndex;
TMap<FString, TSharedPtr<FJsonObject>> SpeckleObjects;
TMap<FString, TSharedPtr<FJsonObject>> SpeckleCommits;
TMap<FString, ASpeckleUnrealMesh*> CreatedSpeckleMeshes;
TMap<FString, ASpeckleUnrealMesh*> InProgressSpeckleMeshes;
void SetUpGetRequest(TSharedRef<IHttpRequest> Request);
ASpeckleUnrealMesh* GetExistingMesh(const FString &objectId);
void GetStreamObjects(int32 objectCount);
void ImportObjectFromCache(const TSharedPtr<FJsonObject> speckleObject);
void OnStreamObjectResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
UMaterialInterface* CreateMaterial(TSharedPtr<FJsonObject>);
ASpeckleUnrealMesh* CreateMesh(TSharedPtr<FJsonObject>, UMaterialInterface *explicitMaterial = nullptr);
TArray<uint8> FStringToUint8(const FString& InString)
{
TArray<uint8> OutBytes;
// Handle empty strings
if (InString.Len() > 0)
{
FTCHARToUTF8 Converted(*InString); // Convert to UTF8
OutBytes.Append(reinterpret_cast<const uint8*>(Converted.Get()), Converted.Length());
}
return OutBytes;
}
};
@@ -22,7 +22,7 @@ public:
// Sets default values for this actor's properties
ASpeckleUnrealMesh();
virtual void SetMesh(TArray<FVector> Vertices, TArray<int32> Triangles, UMaterialInterface* Material, FLinearColor Color);
virtual void SetMesh(const TArray<FVector> &Vertices, const TArray<int32> &Triangles, UMaterialInterface* Material, FLinearColor Color);
protected:
// Called when the game starts or when spawned
@@ -1,91 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
// logs
#include "Engine/Engine.h"
// json manipulation
#include "Dom/JsonObject.h"
#include "Dom/JsonValue.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
// web requests
#include "Runtime/Online/HTTP/Public/Http.h"
#include "SpeckleUnrealMesh.h"
#include "SpeckleUnrealLayer.h"
#include "GameFramework/Actor.h"
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "SpeckleUnrealReceiver.generated.h"
/**
*
*/
UCLASS(BlueprintType)
class SPECKLEUNREAL_API USpeckleUnrealReceiver : public UObject
{
GENERATED_BODY()
public:
FHttpModule* Http;
/* The actual HTTP call */
UFUNCTION(BlueprintCallable, Category = "Speckle")
void ReceiveStream();
UFUNCTION(BlueprintCallable, Category = "Speckle")
float GetStreamProgress();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString ServerUrl {
"https://hestia.speckle.works/api/"
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString StreamID {
""
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString AuthToken {
""
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
TSubclassOf<ASpeckleUnrealMesh> MeshActor;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
UMaterialInterface* DefaultMeshMaterial;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
bool RandomColorsPerLayer;
TArray<ASpeckleUnrealLayer*> SpeckleUnrealLayers;
/*Assign this function to call when the GET request processes sucessfully*/
void OnStreamResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
// Sets default values for this actor's properties
USpeckleUnrealReceiver();
protected:
UWorld* World;
float ScaleFactor;
TArray<bool> ObjectsReceived;
int32 LayerIndex;
int32 CurrentObjectIndex;
void SetUpGetRequest(TSharedRef<IHttpRequest> Request);
void GetStreamObjects(int32 objectCount);
void OnStreamObjectResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
};
@@ -0,0 +1,20 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "SpeckleUnrealManager.h"
#include "Blueprint/UserWidget.h"
#include "SpeckleWidgetBase.generated.h"
/**
*
*/
UCLASS(BlueprintType)
class SPECKLEUNREAL_API USpeckleWidgetBase : public UUserWidget
{
GENERATED_BODY()
public:
};
@@ -29,12 +29,13 @@ public class SpeckleUnreal : ModuleRules
"Http",
"Json",
"JsonUtilities",
"ProceduralMeshComponent"
// ... add other public dependencies that you statically link with here ...
"ProceduralMeshComponent",
"InputCore",
"Slate",
"SlateCore",
}
);
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
@@ -42,6 +43,7 @@ public class SpeckleUnreal : ModuleRules
"Engine",
"Slate",
"SlateCore",
"UMG"
// ... add private dependencies that you statically link with here ...
}
);
@@ -0,0 +1,20 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FSpeckleEditorCommands.h"
#include "Framework/Commands/Commands.h"
void FSpeckleEditorCommands::RegisterCommands()
{
//we meed to define a localized namespace even if its not used
#define LOCTEXT_NAMESPACE ""
UI_COMMAND(
SpeckleToolBarBtn,
"SpeckleBtn",
"Speckle Editor Button",
EUserInterfaceActionType::Button,
FInputGesture());
#undef LOCTEXT_NAMESPACE
}
@@ -0,0 +1,107 @@
#include "FSpeckleUnrealEditorModule.h"
#include "EditorUtilityWidget.h"
#include "SpeckleUnrealManager.h"
#include "FSpeckleEditorCommands.h"
IMPLEMENT_MODULE(FSpeckleUnrealEditorModule, SpeckleUnrealEditor);
#define LOCTEXT_NAMESPACE "FSpeckleUnrealEditorModule"
void FSpeckleUnrealEditorModule::StartupModule()
{
FSpeckleEditorCommands::Register();
TSharedPtr<FUICommandList> CommandList = MakeShareable(new FUICommandList());
FSpeckleStyle::Initialize();
//map object to function
CommandList->MapAction
(
FSpeckleEditorCommands::Get().SpeckleToolBarBtn,
FExecuteAction::CreateRaw(this, &FSpeckleUnrealEditorModule::SpeckleButtonListener),
FCanExecuteAction()
);
//add to UE4 toolbar
ToolbarExtender = MakeShareable(new FExtender());
Extension = ToolbarExtender->AddToolBarExtension
(
"Misc",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateRaw(this,
&FSpeckleUnrealEditorModule::AddToolbarExtension)
);
FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
LevelEditorModule.GetToolBarExtensibilityManager()->AddExtender(ToolbarExtender);
}
void FSpeckleUnrealEditorModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
ToolbarExtender->RemoveExtension(Extension.ToSharedRef());
Extension.Reset();
ToolbarExtender.Reset();
FSpeckleStyle::Shutdown();
}
void FSpeckleUnrealEditorModule::SpeckleButtonListener()
{
if(SpeckleEditorWindow == nullptr)
{
//Start the editor Utility widget
auto EditorUIClass = LoadClass<UEditorUtilityWidget>(nullptr,
TEXT("EditorUtilityWidgetBlueprint'/SpeckleUnreal/EWBP_SpeckleEditorWindow.EWBP_SpeckleEditorWindow_C'"));
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
UWorld* World = GEditor->GetEditorWorldContext().World();
check(World);
auto CreatedUMGWidget = Cast<UEditorUtilityWidget>(CreateWidget(World, EditorUIClass));
// create new slate window
SpeckleEditorWindow = SNew(SWindow)
.AutoCenter(EAutoCenter::None)
.IsInitiallyMaximized(false)
.ClientSize(FVector2D(300,500))
.SizingRule(ESizingRule::UserSized)
.SupportsMaximize(false)
.SupportsMinimize(true)
.CreateTitleBar(true)
.HasCloseButton(true)
.MaxHeight(600)
.MaxWidth(400);
// Use UMG in slate
if(CreatedUMGWidget != nullptr)
{
SpeckleEditorWindow->SetContent(CreatedUMGWidget->TakeWidget());
}
// Add Windows to slate app
FSlateApplication & SlateApp = FSlateApplication::Get();
if (MainFrameModule.GetParentWindow().IsValid())
{
SlateApp.AddWindow(SpeckleEditorWindow.ToSharedRef(), true);
}
//Bind delegate when window is closed
OnSpeckleWindowClosed.BindRaw(this, &FSpeckleUnrealEditorModule::OnEditorWindowClosed);
SpeckleEditorWindow->SetOnWindowClosed(OnSpeckleWindowClosed);
}
else // if editor window already exists
{
SpeckleEditorWindow->BringToFront();
}
}
void FSpeckleUnrealEditorModule::OnEditorWindowClosed(const TSharedRef<SWindow>&)
{
UE_LOG(LogTemp, Warning, TEXT("[SPECKLE LOG] :Speckle editor window closed"));
SpeckleEditorWindow = nullptr;
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,134 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpeckleEditorWidget.h"
#include "Blueprint/WidgetTree.h"
#include "Components/ComboBoxString.h"
#include "Components/TextBlock.h"
#include "ObjectEditorUtils.h"
#include "Async/Async.h"
#include "SpeckleUnreal/Public/SpeckleUnrealManager.h"
void USpeckleEditorWidget::NativeConstruct()
{
//bind widgets. To make it work in the editor we search based on the WidgetTree.
StreamName = Cast<UTextBlock>(WidgetTree->FindWidget(TEXT("Stream")));
CommitsCBox = Cast<UComboBoxString>(WidgetTree->FindWidget(TEXT("CommitsBox")));
BranchesCBox = Cast<UComboBoxString>(WidgetTree->FindWidget(TEXT("BranchesBox")));
SelectedCommitText = Cast<UTextBlock>(WidgetTree->FindWidget(TEXT("SelectedCommit")));
SpeckleManagersCBox = Cast<UComboBoxString>(WidgetTree->FindWidget(TEXT("SpeckleManagersBox")));
SpeckleManagersCBox->OnSelectionChanged.AddDynamic(this, &USpeckleEditorWidget::SpeckleManagerSelectionListener);
BranchesCBox->OnSelectionChanged.AddDynamic(this,&USpeckleEditorWidget::BranchesBoxSelectionListener);
//Grab all speckleManagers in the scene
FindAllActors(GetWorld(), SpeckleManagers);
if(SpeckleManagers.Num() > 0)
{
CurrentSpeckleManager = SpeckleManagers[0];
//display speckle managers to combo box
for(auto s : SpeckleManagers)
{
SpeckleManagersCBox->AddOption(s->GetName());
}
SpeckleManagersCBox->SetSelectedOption(CurrentSpeckleManager->GetName());
}
else
{
if(GEngine)
{
GEngine->AddOnScreenDebugMessage(1, 10.0f, FColor::Red,
"[SPECKLE LOG]: No available speckle managers in the scene. Place and reopen the window");
}
}
//Bind event handlers to fill in the received items.
if(CurrentSpeckleManager != nullptr)
{
CurrentSpeckleManager->OnBranchesProcessed.AddDynamic(this, &USpeckleEditorWidget::SpeckleBranchesReceived);
CurrentSpeckleManager->OnCommitsProcessed.AddDynamic(this, &USpeckleEditorWidget::SpeckleCommitsReceived);
}
InitUI();
}
void USpeckleEditorWidget::InitUI()
{
if(CurrentSpeckleManager)
{
StreamName->SetText(FText::FromString("Stream ID: " + CurrentSpeckleManager->StreamID));
}
}
void USpeckleEditorWidget::ImportSpeckleObject(UActorComponent* SpeckleActorComponent)
{
if(SpeckleActorComponent != nullptr)
{
const auto SpeckleReceiver = Cast<IISpeckleReceiver>(SpeckleActorComponent);
if(SpeckleReceiver)
{
const auto CurrentIdx = CommitsCBox->FindOptionIndex(CommitsCBox->GetSelectedOption());
SpeckleReceiver->ImportSpeckleObject(CurrentIdx);
}
}
}
void USpeckleEditorWidget::FetchSpeckleCommits(UActorComponent* SpeckleActorComponent)
{
if(SpeckleActorComponent != nullptr)
{
const auto SpeckleReceiver = Cast<IISpeckleReceiver>(SpeckleActorComponent);
if(SpeckleReceiver)
{
SpeckleReceiver->FetchListOfCommits(SelectedBranch);
}
}
}
void USpeckleEditorWidget::SpeckleCommitsReceived(const TArray<FSpeckleCommit>& CommitsList)
{
CommitsCBox->ClearOptions();
for (auto C : CommitsList)
{
CommitsCBox->AddOption(C.Message + " [" + C.AuthorName + "]");
}
}
void USpeckleEditorWidget::FetchSpeckleBranches(UActorComponent* SpeckleActorComponent)
{
if(SpeckleActorComponent != nullptr)
{
const auto SpeckleReceiver = Cast<IISpeckleReceiver>(SpeckleActorComponent);
if(SpeckleReceiver)
{
SpeckleReceiver->FetchListOfBranches();
}
}
}
void USpeckleEditorWidget::SpeckleBranchesReceived(const TArray<FSpeckleBranch>& BranchesList)
{
BranchesCBox->ClearOptions();
for(auto b : BranchesList)
{
BranchesCBox->AddOption(b.Name);
}
if(BranchesCBox->GetOptionCount() > 0)
{
BranchesCBox->SetSelectedOption("main");
SelectedBranch = TEXT("main");
}
}
void USpeckleEditorWidget::SpeckleManagerSelectionListener(FString SelectedItem, ESelectInfo::Type SelectionType)
{
const int32 Idx = SpeckleManagersCBox->FindOptionIndex(SelectedItem);
CurrentSpeckleManager = SpeckleManagers[Idx];
InitUI();
}
@@ -0,0 +1,64 @@
#include "SpeckleStyle.h"
#include "Slate/SlateGameResources.h"
#include "FSpeckleUnrealEditorModule.h"
#include "Styling/SlateStyleRegistry.h"
#include "Interfaces/IPluginManager.h"
#define IMAGE_BRUSH(RelativePath,...) FSlateImageBrush(FSpeckleStyle::InContent(RelativePath,".png"), __VA_ARGS__)
FString FSpeckleStyle::InContent(const FString& RelativePath, const ANSICHAR* Extension)
{
static FString ContentDir = IPluginManager::Get().FindPlugin(TEXT("SpeckleUnreal"))->GetContentDir();
return (ContentDir / RelativePath) + Extension;
}
TSharedPtr<FSlateStyleSet>FSpeckleStyle::SpeckleStyleSet = nullptr;
TSharedPtr<ISlateStyle> FSpeckleStyle::Get()
{
return SpeckleStyleSet;
}
void FSpeckleStyle::Initialize()
{
// Only register once
if (SpeckleStyleSet.IsValid())
{
return;
}
SpeckleStyleSet = MakeShareable<FSlateStyleSet>(new FSlateStyleSet(GetStyleSetName()));
// Const icon sizes
const FVector2D Icon16x16(16.0f, 16.0f);
const FVector2D Icon20x20(20.0f, 20.0f);
const FVector2D Icon24x24(24.0f, 24.0f);
const FVector2D Icon40x40(40.0f, 40.0f);
const FVector2D Icon48x48(48.0f, 48.0f);
//set menu/toolbar icon
SpeckleStyleSet->Set("Speckle.MenuIcon", new IMAGE_BRUSH(TEXT("speckle_icon_64_64"), Icon40x40));
FSlateStyleRegistry::RegisterSlateStyle(*SpeckleStyleSet.Get());
}
void FSpeckleStyle::Shutdown()
{
if (SpeckleStyleSet.IsValid())
{
FSlateStyleRegistry::UnRegisterSlateStyle(*SpeckleStyleSet.Get());
ensure(SpeckleStyleSet.IsUnique());
SpeckleStyleSet.Reset();
}
}
FName FSpeckleStyle::GetStyleSetName()
{
static FName StyleSetName(TEXT("SpeckleStyle"));
return StyleSetName;
}
#undef IMAGE_BRUSH
@@ -0,0 +1,26 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Framework/Commands/Commands.h"
#include "EditorStyleSet.h"
/**
*
*/
class FSpeckleEditorCommands : public TCommands<FSpeckleEditorCommands>
{
public:
FSpeckleEditorCommands() : TCommands<FSpeckleEditorCommands>
(
FName(TEXT("Speckle Commands")),
FText::FromString("Speckle Editor Commands"),
NAME_None,
FEditorStyle::GetStyleSetName()
){};
virtual void RegisterCommands() override;
TSharedPtr<FUICommandInfo> SpeckleToolBarBtn;
};
@@ -0,0 +1,51 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "LevelEditor.h"
#include "SlateBasics.h"
#include "Interfaces/IMainFrameModule.h"
#include "FSpeckleEditorCommands.h"
#include "SpeckleStyle.h"
class FSpeckleUnrealEditorModule : public IModuleInterface
{
virtual void StartupModule() override;
virtual void ShutdownModule() override;
// static inline FSpeckleUnrealEditorModule& Get() {
// return FModuleManager::LoadModuleChecked<FSpeckleUnrealEditorModule>("SpeckleUnrealEditor");
// }
//
// static inline bool IsAvailable() {
// return FModuleManager::Get().IsModuleLoaded("SpeckleUnrealEditor");
// }
TSharedPtr<FExtender> ToolbarExtender;
TSharedPtr<const FExtensionBase> Extension;
TSharedPtr<SWindow> SpeckleEditorWindow;
FOnWindowClosed OnSpeckleWindowClosed;
void SpeckleButtonListener();
UFUNCTION()
void OnEditorWindowClosed(const TSharedRef<SWindow>&);
void AddToolbarExtension(FToolBarBuilder &builder)
{
//FSlateIcon IconBrush = FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.ViewOptions", "LevelEditor.ViewOptions.Small");
FSlateIcon IconBrush = FSlateIcon(FSpeckleStyle::GetStyleSetName(), "Speckle.MenuIcon");
builder.AddToolBarButton
(
FSpeckleEditorCommands::Get().SpeckleToolBarBtn,
NAME_None,
FText::FromString("Speckle"),
FText::FromString("Click to open Speckle Window"),
IconBrush,
NAME_None
);
};
};
@@ -0,0 +1,95 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "EditorUtilityWidget.h"
#include "EngineUtils.h"
#include "SpeckleUnreal/Public/ISpeckleReceiver.h"
#include "SpeckleEditorWidget.generated.h"
class ASpeckleUnrealManager;
UCLASS()
class USpeckleEditorWidget : public UEditorUtilityWidget
{
GENERATED_BODY()
protected:
virtual void NativeConstruct() override;
public:
// BUTTONS
UPROPERTY()
class UButton* ImportObjectButton;
UPROPERTY()
UButton* FetchButton;
//TEXT BLOCKS
UPROPERTY()
class UTextBlock* StreamName;
UPROPERTY()
class UTextBlock* SelectedCommitText;
//COMBO BOXES
UPROPERTY()
class UComboBoxString* BranchesCBox;
UPROPERTY()
class UComboBoxString* CommitsCBox;
UPROPERTY()
class UComboBoxString* SpeckleManagersCBox;
//FUNCTIONS
void InitUI();
UFUNCTION(BlueprintCallable)
void ImportSpeckleObject(UActorComponent* SpeckleReceiver);
UFUNCTION(BlueprintCallable)
void FetchSpeckleCommits(UActorComponent* SpeckleReceiver);
UFUNCTION(BlueprintCallable)
void SpeckleCommitsReceived(const TArray<FSpeckleCommit>& CommitsList);
UFUNCTION(BlueprintCallable)
void FetchSpeckleBranches(UActorComponent* SpeckleReceiver);
UFUNCTION(BlueprintCallable)
void SpeckleBranchesReceived(const TArray<FSpeckleBranch>& BranchesList);
UFUNCTION(BlueprintCallable)
void SpeckleManagerSelectionListener(FString SelectedItem, ESelectInfo::Type SelectionType);
FString SelectedBranch;
UFUNCTION(BlueprintCallable)
void BranchesBoxSelectionListener(FString SelectedItem, ESelectInfo::Type SelectionType)
{
SelectedBranch = SelectedItem;
}
template<typename T>
UFUNCTION(BlueprintCallable)
void FindAllActors(UWorld* World, TArray<T*>& Out)
{
for (TActorIterator<T> It(World); It; ++It)
{
Out.Add(*It);
}
}
UPROPERTY(EditAnywhere)
TSubclassOf<ASpeckleUnrealManager> SpeckleManagerClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
ASpeckleUnrealManager* CurrentSpeckleManager;
UPROPERTY()
TArray<ASpeckleUnrealManager*> SpeckleManagers;
};
@@ -0,0 +1,17 @@
#pragma once
#include "SlateBasics.h"
#include "SlateExtras.h"
class FSpeckleStyle
{
public:
static void Initialize();
static void Shutdown();
static TSharedPtr< class ISlateStyle > Get();
static FName GetStyleSetName();
private:
static FString InContent(const FString& RelativePath, const ANSICHAR* Extension);
private:
static TSharedPtr<class FSlateStyleSet> SpeckleStyleSet;
};
@@ -0,0 +1,75 @@
using UnrealBuildTool;
public class SpeckleUnrealEditor : ModuleRules
{
public SpeckleUnrealEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"Http",
"Json",
"JsonUtilities",
"ProceduralMeshComponent",
"InputCore",
"Slate",
"SlateCore",
"MainFrame",
"EditorStyle"
}
);
if (Target.bBuildEditor)
{
PublicDependencyModuleNames.AddRange(new string[]
{
"UnrealEd",
});
}
if (Target.Type == TargetType.Editor) // Is UBT building for Editor ?
{
PrivateDependencyModuleNames.Add("SpeckleUnreal");
}
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"Blutility",
"Projects",
"UMG",
"UMGEditor"
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}
@@ -5,9 +5,9 @@
"FriendlyName": "SpeckleUnreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the MIT license, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Mobius Node",
"CreatedByURL": "https://www.mobiusnode.io/",
"DocsURL": "https://github.com/mobiusnode/SpeckleUnreal",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
@@ -19,6 +19,11 @@
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default"
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit"
}
],
"Plugins": [
+33 -51
View File
@@ -7,81 +7,63 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{94A6C6
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{8E2F6A87-1826-34F4-940C-CC23A48F9FE4}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{DE17FD13-E94F-4875-9509-F6023C8B5747}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{CE2AC9DC-3204-4D56-954E-856D5121C6CE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SpeckleUnrealProject", "Intermediate\ProjectFiles\SpeckleUnrealProject.vcxproj", "{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SpeckleUnrealProject", "Intermediate\ProjectFiles\SpeckleUnrealProject.vcxproj", "{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visualizers", "Visualizers", "{1CCEC849-CC72-4C59-8C36-2F7C38706D4C}"
ProjectSection(SolutionItems) = preProject
..\..\..\Epic Games\UE_4.25\Engine\Extras\VisualStudioDebugging\UE4.natvis = ..\..\..\Epic Games\UE_4.25\Engine\Extras\VisualStudioDebugging\UE4.natvis
..\..\..\Program Files\Epic Games\UE_4.26\Engine\Extras\VisualStudioDebugging\UE4.natvis = ..\..\..\Program Files\Epic Games\UE_4.26\Engine\Extras\VisualStudioDebugging\UE4.natvis
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
DebugGame Editor|Android = DebugGame Editor|Android
DebugGame Editor|Win32 = DebugGame Editor|Win32
DebugGame Editor|Win64 = DebugGame Editor|Win64
DebugGame|Android = DebugGame|Android
DebugGame|Win32 = DebugGame|Win32
DebugGame|Win64 = DebugGame|Win64
Development Editor|Android = Development Editor|Android
Development Editor|Win32 = Development Editor|Win32
Development Editor|Win64 = Development Editor|Win64
Development|Android = Development|Android
Development|Win32 = Development|Win32
Development|Win64 = Development|Win64
Shipping|Android = Shipping|Android
Shipping|Win32 = Shipping|Win32
Shipping|Win64 = Shipping|Win64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame Editor|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development Editor|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Shipping|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame Editor|Android.ActiveCfg = Invalid|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame Editor|Win32.ActiveCfg = Invalid|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Android.ActiveCfg = Android_DebugGame|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Android.Build.0 = Android_DebugGame|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Win32.ActiveCfg = DebugGame|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Win32.Build.0 = DebugGame|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Win64.ActiveCfg = DebugGame|x64
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Win64.Build.0 = DebugGame|x64
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development Editor|Android.ActiveCfg = Invalid|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development Editor|Win32.ActiveCfg = Invalid|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development Editor|Win64.ActiveCfg = Development_Editor|x64
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development Editor|Win64.Build.0 = Development_Editor|x64
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Android.ActiveCfg = Android_Development|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Android.Build.0 = Android_Development|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Win32.ActiveCfg = Development|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Win32.Build.0 = Development|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Win64.ActiveCfg = Development|x64
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Win64.Build.0 = Development|x64
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Android.ActiveCfg = Android_Shipping|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Android.Build.0 = Android_Shipping|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Win32.ActiveCfg = Shipping|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Win32.Build.0 = Shipping|Win32
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Win64.ActiveCfg = Shipping|x64
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Win64.Build.0 = Shipping|x64
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame Editor|Win32.ActiveCfg = Invalid|Win32
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame|Win32.ActiveCfg = DebugGame|Win32
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame|Win32.Build.0 = DebugGame|Win32
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame|Win64.ActiveCfg = DebugGame|x64
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame|Win64.Build.0 = DebugGame|x64
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development Editor|Win32.ActiveCfg = Invalid|Win32
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development Editor|Win64.ActiveCfg = Development_Editor|x64
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development Editor|Win64.Build.0 = Development_Editor|x64
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development|Win32.ActiveCfg = Development|Win32
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development|Win32.Build.0 = Development|Win32
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development|Win64.ActiveCfg = Development|x64
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development|Win64.Build.0 = Development|x64
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Shipping|Win32.ActiveCfg = Shipping|Win32
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Shipping|Win32.Build.0 = Shipping|Win32
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Shipping|Win64.ActiveCfg = Shipping|x64
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Shipping|Win64.Build.0 = Shipping|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{DE17FD13-E94F-4875-9509-F6023C8B5747} = {94A6C6F3-99B3-346E-9557-ABF9D4064DBD}
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9} = {8E2F6A87-1826-34F4-940C-CC23A48F9FE4}
{CE2AC9DC-3204-4D56-954E-856D5121C6CE} = {94A6C6F3-99B3-346E-9557-ABF9D4064DBD}
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6} = {8E2F6A87-1826-34F4-940C-CC23A48F9FE4}
EndGlobalSection
EndGlobal
@@ -1,6 +1,6 @@
{
"FileVersion": 3,
"EngineAssociation": "4.25",
"EngineAssociation": "4.26",
"Category": "",
"Description": "",
"Modules": [