3 Commits

116 changed files with 1188 additions and 5214 deletions
-78
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@@ -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
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@@ -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
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@@ -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
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{
"CurrentProjectSetting": "No Configurations"
}
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+8
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@@ -0,0 +1,8 @@
{
"ExpandedNodes": [
"",
"\\SpeckleUnreal",
"\\SpeckleUnreal\\Source"
],
"PreviewInSolutionExplorer": false
}
BIN
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+17 -197
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@@ -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
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+35 -13
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@@ -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) |
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@@ -1,90 +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"
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;
}
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();
}
@@ -1,33 +0,0 @@
#include "API/Operations/SendOperation.h"
#include "Mixpanel.h"
#include "Transports/Transport.h"
USendOperation* USendOperation::SendOperation(UObject* WorldContextObject, UBase* Base, TArray<TScriptInterface<ITransport>> Transports)
{
USendOperation* Node = NewObject<USendOperation>();
Node->Base = Base;
Node->Transports = Transports;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void USendOperation::Activate()
{
FAnalytics::TrackEvent("unknown", "unknown", "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Send();
}
void USendOperation::Send()
{
check(Transports.Num() > 0);
for (const auto t : Transports)
{
//TODO
//ITransport::
}
}
@@ -1,81 +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"
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);
}
UBase* TrySetProperties(const TSubclassOf<UBase> BaseType, const FString& SerialisedObject, TScriptInterface<ITransport> Transport)
{
UBase* Base = NewObject<UBase>(GetTransientPackage(), BaseType);
TSharedRef<FJsonStringReader> Reader = FJsonStringReader::Create(SerialisedObject);
for(auto foo : Reader.)
{
}
return Base;
}
@@ -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());
}
@@ -1,138 +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
void UAggregateConverter::ConvertToSpeckle_Implementation(const UObject* Object, UBase* SpeckleObject)
{
//TODO implement ToSpeckle
unimplemented();
}
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))
{
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
}
@@ -1,142 +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"
UProceduralMeshConverter::UProceduralMeshConverter()
{
SpeckleTypes.Add(UMesh::StaticClass());
SpeckleTypes.Add(UDisplayValueElement::StaticClass());
MeshActorType = AActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
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
}
@@ -1,471 +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/Other/RenderMaterial.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
UStaticMeshConverter::UStaticMeshConverter()
{
SpeckleTypes.Add(UMesh::StaticClass());
SpeckleTypes.Add(UDisplayValueElement::StaticClass());
#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 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
}
void UStaticMeshConverter::ConvertToSpeckle_Implementation(const UObject* Object, UBase* SpeckleObject)
{
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;
//SpeckleObject->DynamicProperties.Add(TEXT("@displayValue"), MeshToSpeckle(M));
}
TArray<UMesh*> UStaticMeshConverter::MeshToSpeckle(const UStaticMeshComponent* MeshComponent)
{
UStaticMeshDescription* StaticMeshDescription = NewObject<UStaticMeshDescription>(GetTransientPackage(), NAME_None, RF_Transient);
const FMeshDescription* MeshDescription = MeshComponent->GetStaticMesh()->GetMeshDescription(0);;
StaticMeshDescription->SetMeshDescription(*MeshDescription);
StaticMeshDescription->RegisterAttributes();
const FVertexArray& nVertices = StaticMeshDescription->Vertices();
TArray<FVector> sVertices;
sVertices.Reserve(nVertices.Num()); // * 3));
TMap<FVertexID, int32> VertexIdToIndex;
VertexIdToIndex.Reserve(nVertices.Num() * 3);
int32 i = 0;
for (const FVertexID& VertexId : nVertices.GetElementIDs())
{
const FVector Vert = StaticMeshDescription->GetVertexPosition(VertexId);
sVertices.Add(Vert);
VertexIdToIndex.Add(VertexId, i);
i++;
}
FTriangleArray& nTriangles = StaticMeshDescription->Triangles();
TArray<int32> sFaces;
sFaces.Reserve(nTriangles.Num());
for (const FTriangleID& TriangleId : nTriangles.GetElementIDs())
{
TArray<FVertexID> Tri;
StaticMeshDescription->GetTriangleVertices(TriangleId, Tri);
sFaces.Add(3);
sFaces.Add(VertexIdToIndex[Tri[0]]);
sFaces.Add(VertexIdToIndex[Tri[1]]);
sFaces.Add(VertexIdToIndex[Tri[2]]);
}
//TODO colors
//TODO tex-coords
//TODO split mesh by material
UMesh* Mesh = NewObject<UMesh>(GetTransientPackage(), NAME_None, RF_Transient);
Mesh->Vertices = sVertices;
Mesh->Faces = sFaces;
//Mesh->Colors = sColors;
//Mesh->TextureCoordinates = sTexCoords;
Mesh->Units = "cm";
return TArray<UMesh*>{Mesh};
}
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
@@ -1,179 +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 "UObject/ConstructorHelpers.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);
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;
}
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
@@ -1,60 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/SpeckleConverter.h"
#include "Conversion/SpeckleConverterComponent.h"
#include "Conversion/Converters/AggregateConverter.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
UBase* USpeckleConverterComponent::RecursivelyConvertToSpeckle(const TArray<AActor*>& RootActors, FActorPredicate& Predicate)
{
TArray<UBase*> ConvertedRootActors;
for(const AActor* RootActor : RootActors)
{
RecurseTreeToSpeckle(RootActor, Predicate, ConvertedRootActors);
}
UBase* Wrapper = NewObject<UBase>(GetTransientPackage(), NAME_None, RF_Transient);
//Converted->DynamicProperties["objects"] = ConvertedRootActors; //TODO set children
return Wrapper;
}
void USpeckleConverterComponent::RecurseTreeToSpeckle(const AActor* RootActor, FActorPredicate& Predicate, TArray<UBase*>& OutConverted)
{
// Convert children first
TArray<UBase*> ConvertedChildren;
ConvertedChildren.Reserve(RootActor->Children.Num());
for (const AActor* Child : RootActor->Children)
{
RecurseTreeToSpeckle(Child, Predicate, ConvertedChildren);
}
bool ShouldConvert;
Predicate.Execute(RootActor, ShouldConvert);
if(ISpeckleConverter::Execute_CanConvertToSpeckle(SpeckleConverter, RootActor) && ShouldConvert)
{
// Convert and output
UBase* Converted = NewObject<UBase>(GetTransientPackage(), NAME_None, RF_Transient);
//Converted->DynamicProperties["name"] = RootActor->GetName(),
//["transform"] = TransformToSpeckle(go.Transform), //TODO set common props
//Converted->DynamicProperties["tag"] = go.tag,
//Converted->DynamicProperties["layer"] = go.layer,
//Converted->DynamicProperties["isStatic"] = go.isStatic,
ISpeckleConverter::Execute_ConvertToSpeckle(SpeckleConverter, RootActor, Converted);
//Converted->DynamicProperties["objects"] = ConvertedChildren; //TODO set children
OutConverted.Add(Converted);
}
else
{
// Skip this object, and output any children
OutConverted.Append(ConvertedChildren);
}
}
#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;
}
@@ -1,80 +0,0 @@
// Copyright AEC Systems Ltd
#include "Objects/DynamicBase.h"
#include "Misc/Variant.h"
template <typename T>
bool UDynamicBase::TryGetDynamicProperty(const FString& Key, T& OutValue) const
{
const auto Wrapper = DynamicProperties.FindRef(Key);
if(Wrapper.IsValid()) return false;
if(Wrapper->GetType() != TVariantTraits<T>::GetType()) return false;
OutValue = Wrapper->GetValue<T>();
return true;
}
template <typename T>
void UDynamicBase::SetDynamicProperty(const FString& Key, T Value)
{
DynamicProperties.Add(Key, MakeShareable(new FVariant(Value)));
}
int32 UDynamicBase::RemoveDynamicProperty(const FString& Key)
{
return DynamicProperties.Remove(Key);
}
//-------------------
bool UDynamicBase::TryGetDynamicStringProperty(const FString& Key, FString& OutValue) const
{
return TryGetDynamicProperty(Key, OutValue);
}
bool UDynamicBase::TryGetDynamicIntProperty(const FString& Key, int32& OutValue) const
{
return TryGetDynamicProperty(Key, OutValue);
}
bool UDynamicBase::TryGetDynamicFloatProperty(const FString& Key, float& OutValue) const
{
return TryGetDynamicProperty(Key, OutValue);
}
bool UDynamicBase::TryGetDynamicBoolProperty(const FString& Key, bool& OutValue) const
{
return TryGetDynamicProperty(Key, OutValue);
}
bool UDynamicBase::TryGetDynamicBaseProperty(const FString& Key, UBase*& OutValue) const
{
return TryGetDynamicProperty(Key, OutValue);
}
void UDynamicBase::SetDynamicStringProperty(const FString& Key, FString& OutValue)
{
SetDynamicProperty(Key, OutValue);
}
void UDynamicBase::SetDynamicIntProperty(const FString& Key, int32& OutValue)
{
SetDynamicProperty(Key, OutValue);
}
void UDynamicBase::SetDynamicFloatProperty(const FString& Key, float& OutValue)
{
SetDynamicProperty(Key, OutValue);
}
void UDynamicBase::SetDynamicBoolProperty(const FString& Key, bool& OutValue)
{
SetDynamicProperty(Key, OutValue);
}
void UDynamicBase::SetDynamicBaseProperty(const FString& Key, UBase*& OutValue)
{
SetDynamicProperty(Key, OutValue);
}
@@ -1,212 +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;
}
void UMesh::ToJson(TJsonWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>> Writer)
{
Super::ToJson(Writer);
// Serialize Transform
// TODO todo transform
// Serialize Vertices
{
TArray<double> FlattenedVertices;
FlattenedVertices.Reserve(Vertices.Num() * 3);
for(size_t i = 0, j = 0; i < Vertices.Num(); i++)
{
const FVector& v = Vertices[i];
FlattenedVertices[j++] = v.X;
FlattenedVertices[j++] = -v.Y;
FlattenedVertices[j++] = v.Z;
}
Writer.WriteValue(TEXT("vertices"), FlattenedVertices);
}
// Serialize Faces
Writer.WriteValue(TEXT("faces"), Faces);
//Parse TextureCoords
{
TArray<double> FlattenedTexCoords;
FlattenedTexCoords.Reserve(TextureCoordinates.Num() * 2);
for(size_t i = 0, j = 0; i < TextureCoordinates.Num(); i++)
{
const FVector2D& c = TextureCoordinates[i];
FlattenedTexCoords[j++] = c.X;
FlattenedTexCoords[j++] = -c.Y;
}
Writer.WriteValue(TEXT("textureCoordinates"), FlattenedTexCoords);
}
//Parse VertexColors
{
TArray<int32> ArgbColors;
ArgbColors.Reserve(VertexColors.Num());
for(size_t i = 0; i < VertexColors.Num(); i++)
{
ArgbColors[i] = VertexColors[i].ToPackedARGB();
}
Writer.WriteValue(TEXT("colors"), ArgbColors);
}
// Parse Optional RenderMaterial
//if (RenderMaterial != nullptr)
{
//TODO renderMaterial
}
}
/**
* 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;
}
@@ -1,59 +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;
}
@@ -1,164 +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);
}
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());
}
@@ -1,132 +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"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
// Sets default values
ASpeckleUnrealManager::ASpeckleUnrealManager()
{
SetRootComponent(CreateDefaultSubobject<USceneComponent>(TEXT("Root")));
RootComponent->SetRelativeScale3D(FVector(1,1,1));
RootComponent->SetMobility(EComponentMobility::Static);
Converter = CreateDefaultSubobject<USpeckleConverterComponent>(FName("Converter"));
KeepCache = true;
DisplayProgressBar = true;
ServerUrl = "https://speckle.xyz";
}
void ASpeckleUnrealManager::BeginPlay()
{
Super::BeginPlay();
if(ImportAtRuntime) Receive();
}
void ASpeckleUnrealManager::Receive()
{
DeleteObjects();
// Trim parameters
ServerUrl.TrimEndInline();
while(ServerUrl.RemoveFromEnd("/")) { }
StreamID.TrimEndInline();
ObjectID.TrimEndInline();
AuthToken.TrimEndInline();
FAnalytics::TrackEvent("unknown", "unknown", "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }, {"worldType", FString::FromInt(GetWorld()->WorldType)}});
if(!KeepCache && LocalObjectCache.GetObjectRef() != nullptr)
{
LocalObjectCache.GetObjectRef()->ConditionalBeginDestroy();
LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
}
if(LocalObjectCache.GetObjectRef() == nullptr)
{
LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
}
UServerTransport* ServerTransport = UServerTransport::CreateServerTransport(ServerUrl,StreamID,AuthToken);
FString Message = FString::Printf(TEXT("Fetching Objects from Speckle Server: %s"), *ServerUrl);
PrintMessage(Message);
FTransportErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &ASpeckleUnrealManager::HandleError);
FTransportCopyObjectCompleteDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &ASpeckleUnrealManager::HandleReceive, DisplayProgressBar);
//Receive
ServerTransport->CopyObjectAndChildren(ObjectID, LocalObjectCache, CompleteDelegate, ErrorDelegate);
}
void ASpeckleUnrealManager::HandleReceive(TSharedPtr<FJsonObject> RootObject, bool DisplayProgress)
{
if(RootObject == nullptr) return;
const UBase* Res = USpeckleSerializer::DeserializeBase(RootObject, LocalObjectCache);
if(IsValid(Res))
{
Converter->RecursivelyConvertToNative(this, Res, LocalObjectCache, DisplayProgress, Actors);
FString Message = FString::Printf(TEXT("Converted %d Actors"), Actors.Num());
PrintMessage(Message);
}
else
{
FString Id;
RootObject->TryGetStringField("id", Id);
FString Message = FString::Printf(TEXT("Failed to deserialise root object: %s"), *Id);
HandleError(Message);
}
}
void ASpeckleUnrealManager::HandleError(FString& Message)
{
PrintMessage(Message, true);
}
void ASpeckleUnrealManager::PrintMessage(FString& Message, bool IsError) const
{
if(IsError)
{
UE_LOG(LogSpeckle, Error, TEXT("%s"), *Message);
}
else
{
UE_LOG(LogSpeckle, Log, TEXT("%s"), *Message);
}
FColor Color = IsError? FColor::Red : FColor::Green;
GEngine->AddOnScreenDebugMessage(0, 5.0f, Color, Message);
}
void ASpeckleUnrealManager::DeleteObjects()
{
Converter->FinishConversion();
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
@@ -1,79 +0,0 @@
#include "FBatchSender.h"
FBatchSender::FBatchSender(FString& ServerUrl, FString& StreamId, FString& AuthToken, int32 MaxBatchSizeMb,
int32 MaxBufferLength, int32 ThreadCount)
: ServerUrl(ServerUrl)
, StreamId(StreamId)
, AuthToken(AuthToken)
, MaxBatchSizeMb(MaxBatchSizeMb)
, MaxBufferLength(MaxBufferLength)
, ThreadCount(ThreadCount)
{
SendingThread = FRunnableThread::Create(this, TEXT("Speckle Transport Send Thread"), 0);
ensure(SendingThread != nullptr);
}
FBatchSender::~FBatchSender()
{
if (SendingThread)
{
SendingThread->Kill();
delete SendingThread;
SendingThread = nullptr;
}
}
uint32 FBatchSender::Run()
{
while(true)
{
if(!ShouldSendThreadRun) return 0;
TArray<TTuple<FString, FString>> Buffer;
FScopeLock Lock(&Lock_SendBuffer);
if(SendBuffer.Num() > 0)
{
Buffer.Append(SendBuffer);
SendBuffer.Empty();
}
else
{
IsWriteComplete = true;
}
if(Buffer.Num() <= 0)
{
FPlatformProcess::Sleep(0.1);
continue;
}
TArray<FString> ObjectIds;
ObjectIds.Reserve(Buffer.Num());
for(const auto& Item: Buffer)
{
ObjectIds.Add(Item.Key);
}
//TODO only send objects that aren't already on the server.
//TMap<FString, bool> HasObjects = API.HasObjects(StreamId, ObjectIds);
//TODO api upload
//API.UploadObjects(StreamId, Buffer);
}
}
void FBatchSender::Stop()
{
ShouldSendThreadRun = false;
}
void FBatchSender::EnqueueSend(const FString& Id, const FString& Object)
{
FScopeLock Lock(&Lock_SendBuffer);
SendBuffer.Emplace(Id, Object);
IsWriteComplete = false;
}
@@ -1,40 +0,0 @@
#pragma once
/**
*
*/
class SPECKLEUNREAL_API FBatchSender : public FRunnable
{
protected:
FString ServerUrl;
FString StreamId;
FString AuthToken;
int32 MaxBatchSizeMb;
int32 MaxBufferLength;
int32 ThreadCount;
bool ShouldSendThreadRun = false;
bool IsWriteComplete = false;
FRunnableThread* SendingThread;
FCriticalSection Lock_SendBuffer;
TArray<TTuple<const FString, const FString>> SendBuffer;
public:
FBatchSender(FString& ServerUrl, FString& StreamId, FString& AuthToken, int32 MaxBatchSizeMb=1, int32 MaxBufferLength = 10, int32 ThreadCount = 4);
virtual ~FBatchSender() override;
virtual uint32 Run() override;
virtual void Stop() override;
virtual void EnqueueSend(const FString& Id, const FString& Object);
virtual void Flush();
protected:
virtual void SendingThreadMain();
};
@@ -1,19 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Transports/MemoryTransport.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);
}
@@ -1,264 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Transports/ServerTransport.h"
#include "FBatchSender.h"
#include "LogSpeckle.h"
#include "HttpModule.h"
#include "JsonObjectConverter.h"
#include "Interfaces/IHttpRequest.h"
#include "Interfaces/IHttpResponse.h"
#include "Mixpanel.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> Object)
{
FString SerializedObject;
{
auto Writer = TJsonWriterFactory<TCHAR, TCondensedJsonPrintPolicy<TCHAR>>::Create(&SerializedObject);
FJsonSerializerWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>> SerializerWriter(Writer);
FJsonSerializer::Serialize(Object.ToSharedRef(), Writer);
}
BatchSender.EnqueueSend(ObjectId, SerializedObject);
}
void UServerTransport::BeginWrite()
{
}
void UServerTransport::EndWrite()
{
BatchSender.Flush();
}
bool UServerTransport::HasObject(const FString& ObjectId) const
{
unimplemented();
return false;
}
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");
}
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)
{
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
{
if(!bWasSuccessful)
{
FString Message = FString::Printf(TEXT("Request for children of root object %s/%s failed: %s"), *StreamId, *ObjectId, *Response->GetContentAsString());
InvokeOnError(Message);
return;
}
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;
}
TArray<FString> Lines;
const int32 LineCount = SplitLines(Response->GetContentAsString(), Lines);
UE_LOG(LogSpeckle, Verbose, TEXT("Parsing %d downloaded objects..."), LineCount)
if(LineCount != CEnd - CStart)
{
UE_LOG(LogSpeckle, Warning, TEXT("Requested %d objects, but recieved %d"), CEnd - CStart, LineCount);
}
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::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);
}
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& ObjectJson, TSharedPtr<FJsonObject>& OutJsonObject)
{
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(ObjectJson);
return FJsonSerializer::Deserialize(Reader, OutJsonObject);
}
void UServerTransport::InvokeOnError(FString& Message) const
{
ensureAlwaysMsgf(this->OnError.ExecuteIfBound(Message), TEXT("ServerTransport: Unhandled error - %s"), *Message);
}
-29
View File
@@ -1,29 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
//#pragma once
//#include "CoreMinimal.h"
//#include "Client.generated.h"
//
// /**
// *
// */
// UCLASS()
// class SPECKLEUNREAL_API UClient : public UClass
// {
// GENERATED_BODY()
//
// public:
//
// static int DefaultBranchLimit = 10;
//
// //UFUNCTION(BlueprintCallable, Category="Speckle")
// //void GetAccounts();
//
// //UFUNCTION(BlueprintCallable, Category="Speckle")
// //Branch StreamGetBranches(FString StreamID, int BranchesLimit = DefaultBranchLimit, int CommitLimit = DefaultBranchLimit);
//
//
// };
@@ -1,58 +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);
};
@@ -1,48 +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;
void Send();
protected:
TWeakObjectPtr<UBase> Base;
TArray<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 void ConvertToSpeckle_Implementation(const UObject* Object, UBase* SpeckleObject) 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);
};
@@ -1,55 +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 void ConvertToSpeckle_Implementation(const UObject* Object, UBase* SpeckleObject) 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 TArray<UMesh*> 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);
};
@@ -1,62 +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);
/// Clean up cached resources, and finish any pending build tasks to complete ToNative conversion.
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToNative")
void FinishConversion();
/// Will return true if this converter can convert a given
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToSpeckle")
void CanConvertToSpeckle(const AActor* Actor);
/// Tries to convert a given Actor or Component into a Speckle Base
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToSpeckle")
void ConvertToSpeckle(const UObject* Object, UBase* SpeckleObject);
};
#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:
@@ -1,62 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "SpeckleConverterComponent.generated.h"
DECLARE_DYNAMIC_DELEGATE_TwoParams(FActorPredicate, const AActor*, Actor, bool&, OutShouldConvert);
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|ToNative")
UPARAM(DisplayName = "RootActor") AActor* RecursivelyConvertToNative(AActor* AOwner, const UBase* Base, const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion|ToNative")
virtual void FinishConversion();
// Converts the given Base and all children into native actors.
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion|ToSpeckle")
virtual UBase* RecursivelyConvertToSpeckle(const TArray<AActor*>& RootActors, FActorPredicate& Predicate);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion|ToSpeckle")
virtual void RecurseTreeToSpeckle(const AActor* RootActor, FActorPredicate& Predicate, TArray<UBase*>& OutConverted);
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
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@@ -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);
-20
View File
@@ -1,20 +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);
};
@@ -1,78 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "DynamicBase.h"
#include "Dom/JsonObject.h"
#include "Base.generated.h"
class ITransport;
class ASpeckleUnrealManager;
/**
* Base type that all Object Models inherit from
*/
UCLASS(BlueprintType, meta=(ScriptName="Base (Speckle.Objects)"))
class SPECKLEUNREAL_API UBase : public UDynamicBase
{
public:
GENERATED_BODY()
protected:
explicit UBase(const TCHAR* SpeckleType): SpeckleType(FString(SpeckleType)) {}
explicit UBase(const FString& SpeckleType) : SpeckleType(SpeckleType) {}
public:
UBase() : SpeckleType("Base") {}
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString Id;
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.Reserve(Obj->Values.Num());
for(const auto kvp : Obj->Values)
{
SetDynamicProperty(kvp.Key, kvp.Value->Type);
}
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;
}
virtual void ToJson(TJsonWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>> Writer)
{
Writer.WriteValue(TEXT("units"), Units);
Writer.WriteValue(TEXT("speckle_type"), SpeckleType);
for(const auto& p : DynamicProperties)
{
//Writer.WriteValue(p.Key, p.Value.mmmmmm));
}
}
};
@@ -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()
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;
};
@@ -1,66 +0,0 @@
// Copyright AEC Systems Ltd
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "DynamicBase.generated.h"
class UBase;
/**
*
*/
UCLASS(Abstract)
class SPECKLEUNREAL_API UDynamicBase : public UObject
{
GENERATED_BODY()
protected:
TMap<FString, TSharedPtr<FVariant>> DynamicProperties;
public:
template <typename T>
bool TryGetDynamicProperty(const FString& Key, T& OutValue) const;
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicStringProperty(UPARAM(ref) const FString& Key, FString& OutValue) const;
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicIntProperty(UPARAM(ref) const FString& Key, int32& OutValue) const;
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicFloatProperty(UPARAM(ref) const FString& Key, float& OutValue) const;
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicBoolProperty(UPARAM(ref) const FString& Key, bool& OutValue) const;
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicBaseProperty(UPARAM(ref) const FString& Key, UBase*& OutValue) const;
template <typename T>
void SetDynamicProperty(const FString& Key, T Value);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
void SetDynamicStringProperty(UPARAM(ref) const FString& Key, FString& OutValue);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
void SetDynamicIntProperty(UPARAM(ref) const FString& Key, int32& OutValue);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
void SetDynamicFloatProperty(UPARAM(ref) const FString& Key, float& OutValue);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
void SetDynamicBoolProperty(UPARAM(ref) const FString& Key, bool& OutValue);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
void SetDynamicBaseProperty(UPARAM(ref) const FString& Key, UBase*& OutValue);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
int32 RemoveDynamicProperty(UPARAM(ref) const FString& Key);
};
@@ -1,48 +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()
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;
virtual void ToJson(TJsonWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>> Writer) override;
protected:
virtual void AlignVerticesWithTexCoordsByIndex();
};
@@ -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()
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;
};
@@ -1,52 +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()
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()
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()
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, meta = (DeterminesOutputType = "Class"), Category="Speckle/ObjectUtils")
static AActor* SpawnActorInWorld(const TSubclassOf<AActor> Class, UWorld* World, UPARAM(ref) const FTransform& Transform);
};
@@ -1,83 +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;
};
@@ -1,34 +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 FString& 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;
}
};
@@ -1,103 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Transport.h"
#include "ServerTransport.generated.h"
class FBatchSender;
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;
FTransportCopyObjectCompleteDelegate OnComplete;
FTransportErrorDelegate OnError;
public:
virtual ~UServerTransport() override;
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 void BeginWrite() override;
virtual void EndWrite() 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;
/**
* 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);
FBatchSender BatchSender;
// FCriticalSection Lock_SendBuffer;
// TArray<TTuple<const FString, const FString>> SendBuffer;
// FRunnableThread* SendingThread;
};
@@ -1,47 +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 "Transport.generated.h"
DECLARE_DELEGATE_OneParam(FTransportCopyObjectCompleteDelegate, TSharedPtr<FJsonObject>);
DECLARE_DELEGATE_OneParam(FTransportErrorDelegate, FString&);
//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:
//TODO consider changing SerializedObject to FString&
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;
virtual void BeginWrite();
virtual void EndWrite();
virtual void CopyObjectAndChildren(const FString& ObjectId,
TScriptInterface<ITransport> TargetTransport,
const FTransportCopyObjectCompleteDelegate& OnCompleteAction,
const FTransportErrorDelegate& OnErrorAction) = 0;
};
@@ -1,88 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/ConverterFactory.h"
#include "Conversion/SpeckleConverter.h"
#include "ClassViewerModule.h"
#include "InterfaceClassFilter.h"
#include "SpeckleUnrealEditorModule.h"
#include "Kismet2/SClassPickerDialog.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealEditorModule"
UConverterFactory::UConverterFactory(UClass* SClass)
: UConverterFactory()
{
SupportedClass = SClass;
ConverterClass = SClass;
}
UConverterFactory::UConverterFactory()
{
bCreateNew = true;
bEditAfterNew = true;
SupportedClass = USpeckleConverter::StaticClass(); //This is not super valid, but it doesn't matter
ConverterClass = nullptr;
}
uint32 UConverterFactory::GetMenuCategories() const
{
static const uint32 SpeckleCategory = FModuleManager::LoadModuleChecked<FSpeckleUnrealEditorModule>("SpeckleUnrealEditor").GetSpeckleAssetCategory();
return SpeckleCategory;
}
bool UConverterFactory::ConfigureProperties()
{
// Null the CurveClass so we can get a clean class
ConverterClass = nullptr;
// Load the classviewer module to display a class picker
FClassViewerModule& ClassViewerModule = FModuleManager::LoadModuleChecked<FClassViewerModule>("ClassViewer");
// Fill in options
FClassViewerInitializationOptions Options;
Options.Mode = EClassViewerMode::ClassPicker;
TSharedPtr<FInterfaceClassFilter> Filter = MakeShareable(new FInterfaceClassFilter);
#if ENGINE_MAJOR_VERSION >= 5
Options.ClassFilters.Emplace(Filter.ToSharedRef());
#else
Options.ClassFilter = Filter;
#endif
Filter->InterfaceThatMustBeImplemented = USpeckleConverter::StaticClass();
Filter->bAllowAbstract = false;
Filter->ClassPropertyMetaClass = UObject::StaticClass();
Filter->AllowedClassFilters = {UObject::StaticClass()};
const FText TitleText = LOCTEXT("CreateConverterOptions", "Pick Converter Class");
UClass* ChosenClass = nullptr;
const bool bPressedOk = SClassPickerDialog::PickClass(TitleText, Options, ChosenClass, UObject::StaticClass());
if ( bPressedOk )
{
ConverterClass = ChosenClass;
}
return bPressedOk;
}
UObject* UConverterFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags,
UObject* Context, FFeedbackContext* Warn)
{
UObject* NewObjectAsset = nullptr;
if(ConverterClass != nullptr)
{
NewObjectAsset = NewObject<UObject>(InParent, ConverterClass, Name, Flags);
}
return NewObjectAsset;
}
FText UConverterFactory::GetDisplayName() const
{
return LOCTEXT("ConverterFactoryDisplayName", "Speckle Converter");
}
#undef LOCTEXT_NAMESPACE
@@ -1,58 +0,0 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "SpeckleUnrealEditorModule.h"
#include "AssetToolsModule.h"
#include "IAssetTools.h"
#include "Conversion/ConverterActions.h"
#include "Conversion/SpeckleConverter.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealEditorModule"
uint32 FSpeckleUnrealEditorModule::GetSpeckleAssetCategory() const
{
return SpeckleAssetCategoryBit;
}
void FSpeckleUnrealEditorModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
#if WITH_EDITOR
if (GIsEditor)
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
// Register Speckle Category
SpeckleAssetCategoryBit = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Speckle")), LOCTEXT("SpeckleCategoryText","Speckle"));
// See UAssetToolsImpl::GetNewAssetFactories() for reference
for (TObjectIterator<UClass> It; It; ++It)
{
UClass* Class = *It;
// Create FConverterActions for USpeckleConverter types
if ( Class->ImplementsInterface(USpeckleConverter::StaticClass())
&& !Class->HasAnyClassFlags(CLASS_Abstract))
{
AssetTools.RegisterAssetTypeActions(MakeShareable(new FConverterActions(Class, SpeckleAssetCategoryBit)));
}
}
AssetTools.RegisterAssetTypeActions(MakeShareable(new FConverterActions(USpeckleConverter::StaticClass(), SpeckleAssetCategoryBit)));
}
#endif
}
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.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FSpeckleUnrealEditorModule, SpeckleUnrealEditor)
@@ -1,33 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
/**
* Asset action for ISpeckleConverter implementors.
*/
class FConverterActions : public FAssetTypeActions_Base
{
private:
UClass* SupportedClass;
uint32 Category;
public:
explicit FConverterActions(UClass* SupportedClass, uint32 Category)
{
this->SupportedClass = SupportedClass;
this->Category = Category;
}
// IAssetTypeActions Implementation
virtual FText GetName() const override { return SupportedClass->GetDisplayNameText(); }
virtual UClass* GetSupportedClass() const override { return SupportedClass; }
virtual FColor GetTypeColor() const override { return FColor(59, 130, 246); }
virtual bool CanLocalize() const override { return false; }
virtual uint32 GetCategories() override { return Category; }
};
@@ -1,31 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Factories/Factory.h"
#include "ConverterFactory.generated.h"
/**
* Factory for ISpeckleConverter classes to appear in the asset creation context menu.
*/
UCLASS()
class SPECKLEUNREALEDITOR_API UConverterFactory : public UFactory
{
GENERATED_BODY()
protected:
explicit UConverterFactory(UClass* SupportedClass);
public:
UPROPERTY(EditAnywhere, Category="Speckle|Factories", meta = (MustImplement = USpeckleConverter))
UClass* ConverterClass;
UConverterFactory();
virtual uint32 GetMenuCategories() const override;
virtual bool ConfigureProperties() override;
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual FText GetDisplayName() const override;
};
@@ -1,67 +0,0 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ClassViewerModule.h"
#include "ClassViewerFilter.h"
/**
* Class filter for classes that implement a given interface
* based on FPropertyEditorClassFilter
*/
class FInterfaceClassFilter : public IClassViewerFilter
{
public:
/** The meta class for the property that classes must be a child-of. */
const UClass* ClassPropertyMetaClass;
/** The interface that must be implemented. */
const UClass* InterfaceThatMustBeImplemented;
/** Whether or not abstract classes are allowed. */
bool bAllowAbstract;
/** Classes that can be picked */
TArray<UClass*> AllowedClassFilters;
/** Classes that can't be picked */
TArray<UClass*> DisallowedClassFilters;
virtual bool IsClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const UClass* InClass, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs ) override
{
return IsClassAllowedHelper(InClass);
}
virtual bool IsUnloadedClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const TSharedRef< const IUnloadedBlueprintData > InBlueprint, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs) override
{
return IsClassAllowedHelper(InBlueprint);
}
private:
template <typename TClass>
bool IsClassAllowedHelper(TClass InClass)
{
bool bMatchesFlags = !InClass->HasAnyClassFlags(CLASS_Hidden | CLASS_HideDropDown | CLASS_Deprecated) &&
(bAllowAbstract || !InClass->HasAnyClassFlags(CLASS_Abstract));
if (bMatchesFlags && InClass->IsChildOf(ClassPropertyMetaClass)
&& (!InterfaceThatMustBeImplemented || InClass->ImplementsInterface(InterfaceThatMustBeImplemented)))
{
auto PredicateFn = [InClass](const UClass* Class)
{
return InClass->IsChildOf(Class);
};
if (DisallowedClassFilters.FindByPredicate(PredicateFn) == nullptr &&
(AllowedClassFilters.Num() == 0 || AllowedClassFilters.FindByPredicate(PredicateFn) != nullptr))
{
return true;
}
}
return false;
}
};
@@ -1,25 +0,0 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FSpeckleUnrealEditorModule : public IModuleInterface
{
#if WITH_EDITORONLY_DATA
protected:
uint32 SpeckleAssetCategoryBit = 0;
#endif
#if WITH_EDITOR
public:
virtual uint32 GetSpeckleAssetCategory() const;
#endif
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
@@ -1,56 +0,0 @@
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",
"UnrealEd",
"SpeckleUnreal",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}
@@ -0,0 +1,16 @@
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/SpeckleUnrealProject")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/SpeckleUnrealProject")
+ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="SpeckleUnrealProjectGameModeBase")
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
RemoteServerName=
@@ -0,0 +1,3 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=F126DB004A50E31B2A69D284041A10E1
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@@ -0,0 +1,20 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpeckleUnrealLayer.h"
ASpeckleUnrealLayer::ASpeckleUnrealLayer()
{
Scene = CreateDefaultSubobject<USceneComponent>("Root");
RootComponent = Scene;
}
void ASpeckleUnrealLayer::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;
ObjectCount = NewObjectCount;
}
@@ -0,0 +1,256 @@
#include "SpeckleUnrealManager.h"
// Sets default values
ASpeckleUnrealManager::ASpeckleUnrealManager()
{
//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;
}
// Called when the game starts or when spawned
void ASpeckleUnrealManager::BeginPlay()
{
Super::BeginPlay();
World = GetWorld();
GetStream();
}
void ASpeckleUnrealManager::SetUpGetRequest(TSharedRef<IHttpRequest> Request)
{
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->ProcessRequest();
}
/*Assigned function on successfull http call*/
void ASpeckleUnrealManager::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();
FString LayerName = LayerObject->GetStringField("name");
int32 StartIndex = LayerObject->GetIntegerField("startIndex");
int32 ObjectCount = LayerObject->GetIntegerField("objectCount");
//USpeckleUnrealLayer NewLayer = USpeckleUnrealLayer(LayerName, StartIndex, ObjectCount);
ASpeckleUnrealLayer* NewLayer = (ASpeckleUnrealLayer*)World->SpawnActor(ASpeckleUnrealLayer::StaticClass());
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 ASpeckleUnrealManager::GetStreamObjects(int32 objectCount)
{
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, &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();
}
}
void ASpeckleUnrealManager::OnStreamObjectResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
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))
{
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++)
{
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"))
{
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);
}
}
}
else
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Couldn't deserialize Json from object response");
GEngine->AddOnScreenDebugMessage(2, 10.0f, FColor::Red, Response->GetContentAsString());
}
}
@@ -0,0 +1,66 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpeckleUnrealMesh.h"
// Sets default values
ASpeckleUnrealMesh::ASpeckleUnrealMesh()
{
Scene = CreateDefaultSubobject<USceneComponent>("Root");
RootComponent = Scene;
ProceduralMesh = CreateDefaultSubobject<UProceduralMeshComponent>("Mesh");
ProceduralMesh->SetupAttachment(RootComponent);
}
void ASpeckleUnrealMesh::SetMesh(TArray<FVector> Vertices, TArray<int32> Triangles, UMaterialInterface* Material, FLinearColor Color)
{
ProceduralMesh->ClearAllMeshSections();
TArray<FVector> Normals;
TArray<FProcMeshTangent> Tangents;
TArray<FVector2D> UVs;
TArray<FColor> Colors;
// for each triangle
for (size_t i = 0; i < Triangles.Num(); i += 3)
{
// get a normal direction for this triangle
FVector Normal = FVector::CrossProduct(Vertices[Triangles[i]], Vertices[Triangles[i + 2]]).GetSafeNormal();
// get a tangent direction perpendicular to the normal
FVector TangentVector = FVector::CrossProduct(Vertices[Triangles[i]], Normal);
FProcMeshTangent Tangent = FProcMeshTangent(TangentVector.X, TangentVector.Y, TangentVector.Z);
// for each vertex in a triangle
for (size_t j = 0; j < 3; j++)
{
Normals.Add(Normal);
Tangents.Add(Tangent);
Colors.Add(FColor::White);
}
}
ProceduralMesh->CreateMeshSection(0, Vertices, Triangles, Normals, UVs, Colors, Tangents, true);
UMaterialInstanceDynamic* DynMaterial = UMaterialInstanceDynamic::Create(Material, this);
DynMaterial->SetVectorParameterValue("BaseColor", Color);
ProceduralMesh->SetMaterial(0, DynMaterial);
}
// Called when the game starts or when spawned
void ASpeckleUnrealMesh::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ASpeckleUnrealMesh::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
@@ -0,0 +1,304 @@
// 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();
}

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