127 Commits

Author SHA1 Message Date
Claire Kuang 82555b7307 Merge pull request #99 from specklesystems/clairekuang-patch-1
Update README.md
2024-11-01 18:31:15 +00:00
Claire Kuang 44c0b46080 Update README.md 2024-11-01 18:31:00 +00:00
Claire Kuang d2981b7b69 Merge pull request #98 from specklesystems/claire/cnx-699-update-github-links-to-point-to-v3
Update README.md to align with main github page
2024-11-01 18:29:44 +00:00
Claire Kuang 7b3e2b31bb Update README.md to align with main github page 2024-11-01 18:29:11 +00:00
Alan Rynne 719fe8d8d5 fix(CXPLA-100): use v1 for tag links (#97) 2024-10-11 17:42:24 +02:00
Iain Sproat 1906d2b4c5 chore(domains): update latest.speckle.dev to latest.speckle.systems (#95) 2024-07-18 17:23:51 +02:00
Jedd Morgan bf54d78024 Fix build (#94) 2024-05-09 16:54:46 +01:00
Jedd Morgan c783fc6f75 Update README.md (#93) 2024-05-09 15:32:21 +01:00
Jedd Morgan 3848791e4e Added support for Unreal 5.4 (#92)
* Bump to 2.19.0

* Bumped uplugin and added 5.4

* Added 5.4 to CI
2024-05-08 14:34:58 +01:00
Jedd Morgan baa57b83fb changed default server to app.speckle.systems (#91) 2024-05-08 14:34:46 +01:00
Jedd Morgan 87e5281a5e Merge pull request #90 from specklesystems/CNX-9353-Add-support-for-Unreal-5.4
Fixed warning for UE5.4 - converted string literals to  TEXT macro
2024-05-08 14:34:34 +01:00
Jedd Morgan 54a6c8bdb6 Added text macro to all string literals 2024-05-07 22:52:14 +01:00
Jedd Morgan cb236ad0c7 Merge pull request #89 from specklesystems/JR-Morgan-patch-1
Update README.md
2023-09-12 19:40:39 +01:00
Jedd Morgan e76b50a157 Update README.md 2023-09-12 19:40:28 +01:00
Jedd Morgan c91f5e12ce Merge pull request #88 from specklesystems/jrm/5.3
Added marketplace build ci for UE 5.3
2023-09-12 19:25:01 +01:00
Jedd Morgan fd71dd41ca Added 5.3 ci 2023-09-12 19:21:10 +01:00
Jedd Morgan caa56039e7 Merge pull request #87 from specklesystems/jrm/converter/collections
Support for receiving Collections and various other Bug fixes
2023-08-31 20:29:15 +01:00
Jedd Morgan c1f5476f77 Resolved warning with uninitialized struct members 2023-08-30 23:15:37 +01:00
Jedd Morgan 3c55f31a58 Removed baking mesh transforms from deserialization process 2023-08-30 22:49:43 +01:00
Jedd Morgan fce06cba20 Fixed build issue with UE5.3 Preview 1 2023-08-30 21:38:42 +01:00
Jedd Morgan 2b6ab16b22 Removed EditCondition for Branch and Commit selection 2023-08-30 20:34:20 +01:00
Jedd Morgan a60d4fef56 Added support for receiving collections 2023-08-30 18:33:36 +01:00
Jedd Morgan 6aa4afbd84 Merge pull request #86 from specklesystems/jrm/blueprint-type-fix
fix(bp): exposed SpeckleConverter as a BP type
2023-07-18 23:32:43 +01:00
Jedd Morgan b5f465e1a3 fix(bp): exposed SpeckleConverter as a BP type 2023-07-18 23:31:47 +01:00
Jedd Morgan 80b7cd886a Merge pull request #85 from specklesystems/no-bom
Removed BOM headers from files
2023-07-06 21:21:34 +01:00
Jedd Morgan f57ee4658e Merge remote-tracking branch 'origin/main' into no-bom 2023-07-06 21:20:47 +01:00
Jedd Morgan af61b08fa2 fix(ci): added line to remove BOM headers before applying copyright info 2023-07-06 21:20:28 +01:00
Jedd Morgan a6b5a09efa Merge pull request #84 from specklesystems/no-bom
fix(ci): added line to remove BOM headers before applying copyright info
2023-07-06 21:11:27 +01:00
Jedd Morgan f07eb732da fix(ci): added line to remove BOM headers before applying copyright info 2023-07-06 21:10:21 +01:00
Jedd Morgan 68cb85e029 Merge pull request #83 from specklesystems/activeUser
Updated user requests to use the new activeUser query
2023-07-06 17:32:14 +01:00
Jedd Morgan 067d66ae16 Removed marketplace publishing for UE 4.26 2023-07-06 17:22:27 +01:00
Jedd Morgan 4b4eae32a2 chore(api): user -> activeUser 2023-07-06 17:15:43 +01:00
Jedd Morgan 72738bb01b Merge pull request #81 from specklesystems/2.15
Fixes for build issues
2023-06-29 23:18:03 +01:00
Jedd Morgan 42b525107f fix(build): Added missing inlcudes to fix issue with non-unity builds 2023-06-29 23:16:56 +01:00
Jedd Morgan e5a06c8c4c fix: Additional fix for requests with empty authtokens 2023-06-29 12:52:06 +01:00
Jedd Morgan 8205c40e53 Merge pull request #80 from specklesystems/2.15
Added CI for UE5.2
2023-06-16 02:02:50 +01:00
Jedd Morgan f903742449 Added CI for UE5.2 2023-06-16 02:01:56 +01:00
Jedd Morgan 5af3717239 Merge pull request #79 from specklesystems/2.15
Bumped appolo headers
2023-06-16 01:58:14 +01:00
Jedd Morgan 761c7a28f8 Bumped appolo headers 2023-06-16 01:56:39 +01:00
Jedd Morgan 2c0564da64 Merge pull request #78 from specklesystems/2.14
Added support for new revit instances, and added support for UE5.2
2023-06-16 01:49:31 +01:00
Jedd Morgan e0eecdfb38 Update README.md 2023-06-16 01:48:47 +01:00
Jedd Morgan feae0da6c6 Added support for UE 5.2 2023-06-16 01:24:29 +01:00
Jedd Morgan ee8963535b Merge remote-tracking branch 'origin/main' into 2.14 2023-06-16 01:04:39 +01:00
Jedd Morgan b11c041a4e feat: Added support for new instances 2023-06-16 00:58:09 +01:00
Jedd Morgan f9bdd24bc9 Merge pull request #76 from specklesystems/gergo/ciContextUpdate
add circleci context to the publish job
2023-06-15 15:33:31 +01:00
Jedd Morgan 8c67c81cc1 Merge pull request #77 from moihack/main
Fixed crash when overriding material by Name
2023-06-15 14:27:08 +01:00
moihack b5d09a1f2f Fixed crash when overriding material by Name 2023-05-18 20:11:12 +03:00
Alan Rynne 25cda6e272 ci: Updated github actions to use new actions repo 2023-01-09 20:53:09 +01:00
Gergő Jedlicska 9fd8ef90c9 add circleci context to the publish job 2023-01-06 11:58:14 +01:00
Jedd Morgan 582dfe217d Merge pull request #75 from specklesystems/ue5.1
feat: Added support for UE 5.1
2022-11-30 22:38:43 +00:00
Jedd Morgan a4d452b9be feat: Added support for UE 5.1 2022-11-30 22:29:41 +00:00
Jedd Morgan 96861937e1 Merge pull request #74 from specklesystems/jrm/ue5.1-fix
Buiding on UE5.1-preview 2 now works.
2022-10-25 23:52:43 +01:00
JR-Morgan e25f56eca9 Fix(editor): Fixed issue with REINST blueprint converter classes in UE5.1 2022-10-25 23:39:19 +01:00
Jedd Morgan dcc14bf826 Merge pull request #71 from specklesystems/userid-fix
user id fix
2022-09-02 14:59:37 +01:00
JR-Morgan 5a65dd7759 fix: Fixed issue with events incorrectly tracking UserID 2022-09-02 14:53:01 +01:00
Jedd Morgan d42bfd584a Update README.md 2022-09-01 17:53:29 +01:00
Jedd Morgan 70fc6a717e Merge pull request #70 from specklesystems/apollo-headers
feat(core): Added apollo headers to graphQL requests
2022-09-01 17:44:03 +01:00
JR-Morgan 552b47b312 feat(core): Added apollo headers to graphQL requests 2022-09-01 17:40:13 +01:00
Jedd Morgan 6180e40537 Merge pull request #69 from moihack/main
Fixed triangle order in ProceduralMeshConverter
2022-09-01 17:13:47 +01:00
moihack dab56d331a Fixed triangle order in ProceduralMeshConverter 2022-08-24 11:32:13 +03:00
Jedd Morgan 2d848aa452 Merge pull request #67 from specklesystems/copyright-ci
Copyright notice to be applied through CI
2022-08-08 16:04:41 +01:00
JR-Morgan 016e31c5a4 Copyright notice to be applied through CI 2022-08-07 18:03:00 +01:00
JR-Morgan a41081a7db Added copyright notice to build files 2022-08-02 17:36:34 +01:00
JR-Morgan 13d44abe21 Ignored licence for marketplace deploy 2022-08-02 17:33:06 +01:00
JR-Morgan 753170f50e Circle CI manual deployment 2022-08-02 17:12:25 +01:00
JR-Morgan dc4638eb1a Fixed issue with .circleci being incorrectly included in git archive 2022-08-02 17:01:51 +01:00
Jedd Morgan c094f3f59d Marketplace changes (#66)
* Updated Readme and Filterplugin to include readme

* Update README.md

* Bumped version

* Update README.md
2022-08-02 15:35:27 +01:00
Jedd Morgan b18e7a4149 Added CI workflow for marketplace deployment (#65) 2022-07-26 18:56:44 +01:00
JR-Morgan 41684060c0 Merge branch 'main' into graphql-improvements 2022-06-27 02:50:35 +01:00
JR-Morgan 3f612bfc9d Automation tests for graphql nodes 2022-06-27 02:48:52 +01:00
Jedd Morgan 3d6f16d52b Merge pull request #64 from specklesystems/graphql-improvements
Stream/Branch/Commit fetching editor UI and graphql blueprint
2022-06-27 01:58:07 +01:00
JR-Morgan 8e8beb1baf Stream/Branch/Commit fetching editor UI and graphql blueprint 2022-06-22 01:47:00 +01:00
Jedd Morgan 43a84bd7f6 Merge pull request #63 from specklesystems/stream-operations
Stream/Branch/Commit Fetching
2022-06-13 14:21:51 +01:00
JR-Morgan c908bd7152 Merge remote-tracking branch 'origin' into stream-operations 2022-06-10 03:38:36 +01:00
JR-Morgan 2857e87860 Generalised graphQL query code and removed globals fetching 2022-06-09 23:43:38 +01:00
JR-Morgan 8159860223 - Removed branch/stream/etc/ fetching from transports.
- Aligned names with .NET core.
- Added DP checks for error/edge cases.
- Tried to cleanup/reduce duplicated code.
2022-06-07 16:12:07 +01:00
Jedd Morgan 45266db151 Merge pull request #60 from specklesystems/cross-platform-build-fix
Fixed linux building with CLang compiler
2022-05-25 01:16:08 +01:00
JR-Morgan 8f38794dd1 Fixed linux building with CLang compiler 2022-05-24 17:10:43 +01:00
Dimitrios Ververidis 2431b33726 Fetch also collaborators with ReceiveStreamOperation 2022-05-24 16:03:03 +03:00
Dimitrios Ververidis 8b70cbba64 Receive Globals Operation : Done 2022-05-24 09:06:45 +03:00
Dimitrios Ververidis db2ba86e6d Receive My User Data also working 2022-05-23 16:16:36 +03:00
Dimitrios Ververidis 618d480acf Receive List of Commits done! 2022-05-23 12:42:16 +03:00
Dimitrios Ververidis 26d5afc2c0 Fetch Branches : Done ! 2022-05-20 14:47:38 +03:00
Dimitrios Ververidis dc0495dd24 Merge branch 'specklesystems:main' into main 2022-05-20 13:53:40 +03:00
Dimitrios Ververidis a75fb3a0c7 First Working version that receives all Streams 2022-05-20 09:52:35 +03:00
Dimitrios Ververidis 434c9a7b96 Managed to run my own ReceiveOperation for Streams 2022-05-19 18:25:52 +03:00
Dimitrios Ververidis aa400d19ee Try 3 Delegate 2022-05-19 17:54:04 +03:00
Dimitrios Ververidis 5f9eb61228 Minor 2022-05-18 13:58:37 +03:00
Dimitrios Ververidis 63bba7063c Try 1 List of Streams 2022-05-18 13:46:33 +03:00
Jedd Morgan b5076d5d7b Merge pull request #56 from specklesystems/marketplace
Fixed issue with receiving nested arrays from grashopper
2022-05-17 18:48:03 +01:00
JR-Morgan 2bacc0f1fb Fixed issue with receiving nested arrays from Grashopper 2022-05-17 18:38:40 +01:00
Dimitrios Ververidis da962e28f0 JSON list of Streams has been fetched 2022-05-17 15:42:57 +03:00
Dimitrios Ververidis 41a0d79229 Minor comments and line changes for easy reading 2022-05-17 09:27:19 +03:00
Dimitrios Ververidis 980fe124b2 Added some comments 2022-05-16 14:48:29 +03:00
JR-Morgan 4b31169776 Added copyright headder 2022-05-15 22:53:32 +01:00
JR-Morgan f2a035c23c Fixed fatal issue with static mesh conversion with overlapping quads/n-gons in UE5 2022-05-13 16:50:43 +01:00
JR-Morgan 68f6aea6d7 IWYU compatiblity with non-unity builds 2022-05-11 22:10:29 +01:00
Jedd Morgan d6a7bdfb28 Merge pull request #55 from specklesystems/UE5-fix
Fixed issues with UE 5.0.1
2022-05-10 22:54:03 +01:00
JR-Morgan 832df1ef65 Fixed build warnings 2022-05-10 22:43:55 +01:00
Jedd Morgan 0d97cc3e07 Merge pull request #54 from specklesystems/jrm/2.5.0-update
Progress bar + server transport rework!
2022-04-22 00:57:13 +01:00
JR-Morgan 7671523547 Fixed UE5 fast mesh build 2022-04-22 00:56:01 +01:00
JR-Morgan e109007a41 Progress bar + server transport rework! 2022-04-21 20:18:18 +01:00
JR-Morgan e4b8f786f8 Set MaterialConverter version from 5 to 4 2022-03-25 14:36:55 +00:00
Jedd Morgan 25c147aa7d Update README.md 2022-03-24 20:29:50 +00:00
Jedd Morgan 31bf9bbb2b Merge pull request #52 from specklesystems/converter-refactor
Tutorial update
2022-03-24 20:24:56 +00:00
JR-Morgan 81c702959e Merge branch 'converter-refactor' of https://github.com/specklesystems/speckle-unreal into converter-refactor 2022-03-24 20:00:11 +00:00
JR-Morgan f45d89346d Added IsValid check on material overrides in converter 2022-03-24 19:56:20 +00:00
JR-Morgan 9b68685cd3 Added IsValid check on material overrides in converter 2022-03-24 19:54:10 +00:00
JR-Morgan d1c744b188 Added camera converter, and RH->LH coordnate conversion now happens in converters. 2022-03-24 19:44:29 +00:00
Jedd Morgan 6f777a5f13 Merge pull request #45 from specklesystems/converter-refactor
Converter refactor
2022-03-17 01:52:35 +00:00
JR-Morgan a52de21d6f Metatag specifiers on converter 2022-03-16 23:34:20 +00:00
JR-Morgan b8d633d499 ProceduralMesh bug fixes 2022-03-15 17:34:31 +00:00
JR-Morgan 81206c63b3 Fixed bug with null render materials 2022-03-13 23:34:04 +00:00
JR-Morgan e18e622fa5 Base registrar is no longer a super class of Base
- Also added various comments etc.
2022-03-13 21:26:14 +00:00
JR-Morgan f0c7550477 Material converter is now an ISpeckleConverter 2022-03-11 01:11:04 +00:00
JR-Morgan f3a821ea95 Fixed blocks and point cloud conversion 2022-03-09 22:21:38 +00:00
JR-Morgan fd580cd2c5 Added blueprint receiving example. 2022-02-21 12:54:23 +00:00
JR-Morgan e528e2ba50 Reintroduced c++ manager and various polish 2022-02-21 13:24:49 +01:00
JR-Morgan ebb0fd83cb Added Blueprint implementation of Speckle Unreal Manager 2022-02-13 02:39:19 +00:00
JR-Morgan 7d7d605bd2 Fixing regressions 2022-02-13 02:17:06 +00:00
JR-Morgan aa8d17268e Fixed blueprint editor-time callback issue 2022-02-11 19:20:33 +00:00
JR-Morgan dca71560fe Async blueprint receive operations 2022-02-11 17:59:15 +00:00
JR-Morgan 52bcad5911 RenderMaterial abstraction 2022-02-08 23:44:52 +00:00
JR-Morgan 6af2765508 Converter Factory improvements 2022-02-08 00:27:33 +00:00
JR-Morgan 2827595511 Re implemented block conversion 2022-02-01 02:18:25 +00:00
JR-Morgan d6730b01fc Added support for DisplayValue object conversion 2022-01-31 21:54:23 +00:00
Jedd Morgan 303eb7fb6a Merge pull request #42 from specklesystems/ue5-objects-fix
Ue5 objects fix
2022-01-05 21:20:00 +00:00
131 changed files with 5551 additions and 1665 deletions
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version: 2.1
orbs:
aws-s3: circleci/aws-s3@2.0.0
parameters:
marketplace-deploy:
type: boolean
default: false
commands:
zip-source:
parameters:
target:
type: string
outputdir:
type: string
steps:
- run:
name: "Create Archive"
command: |
\cp -r ".pluginconfig/<<parameters.target>>/." "./"
mkdir -p "<<parameters.outputdir>>/"
stashName=`git stash create`;
git archive -o "<<parameters.outputdir>>/speckle-unreal-UE<<parameters.target>>.zip" --worktree-attributes --prefix="speckle-unreal/" $stashName
add-source-copyright:
parameters:
copyright-string:
type: string
steps:
- run: #Remove BOM header, then add copyright comment
name: "Add copyright notice to source files"
command: |
shopt -s globstar
for file in Source/**/*.{cpp,hpp,c,h,cs};
do if [ -f $file ]; then
sed -i '1s/^\xEF\xBB\xBF//' $file;
sed -i '1s/^/\/\/ <<parameters.copyright-string>>\n/' $file;
echo "added copyright notice to $file";
fi;
done;
jobs:
generate-source-zip:
docker:
- image: cimg/base:stable
parameters:
target:
type: string
steps:
- checkout
- add-source-copyright:
copyright-string: "Copyright AEC SYSTEMS 2023"
- zip-source:
target: <<parameters.target>>
outputdir: "output/unreal/<<parameters.target>>"
- store_artifacts:
path: "output/unreal/<<parameters.target>>"
destination: "unreal-marketplace/<<parameters.target>>"
- persist_to_workspace:
root: ./
paths:
- "output/unreal/<<parameters.target>>"
marketplace-deploy:
docker:
- image: cimg/base:stable
steps:
- attach_workspace:
at: ./
- aws-s3/copy:
arguments: "--recursive --endpoint=https://$SPACES_REGION.digitaloceanspaces.com --acl public-read"
aws-access-key-id: SPACES_KEY
aws-region: SPACES_REGION
aws-secret-access-key: SPACES_SECRET
from: '"output"'
to: s3://speckle-releases/installers/
workflows:
marketplace-publish:
when: <<pipeline.parameters.marketplace-deploy>>
jobs:
- generate-source-zip:
name: "Generate Source Archive UE4.27"
target: "4.27"
- generate-source-zip:
name: "Generate Source Archive UE5.0"
target: "5.0"
- generate-source-zip:
name: "Generate Source Archive UE5.1"
target: "5.1"
- generate-source-zip:
name: "Generate Source Archive UE5.2"
target: "5.2"
- generate-source-zip:
name: "Generate Source Archive UE5.3"
target: "5.3"
- generate-source-zip:
name: "Generate Source Archive UE5.4"
target: "5.4"
- marketplace-deploy:
name: "Deploy to marketplace"
context: do-spaces-speckle-releases
requires:
- "Generate Source Archive UE4.27"
- "Generate Source Archive UE5.0"
- "Generate Source Archive UE5.1"
- "Generate Source Archive UE5.2"
- "Generate Source Archive UE5.3"
- "Generate Source Archive UE5.4"
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.pluginconfig/* export-ignore
+4 -70
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@@ -6,73 +6,7 @@ on:
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 }}
uses: specklesystems/github-actions/.github/workflows/project-add-issue.yml@main
secrets: inherit
with:
issue-id: ${{ github.event.issue.node_id }}
+4 -42
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@@ -6,45 +6,7 @@ on:
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
uses: specklesystems/github-actions/.github/workflows/project-add-issue.yml@main
secrets: inherit
with:
issue-id: ${{ github.event.issue.node_id }}
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.gitattributes export-ignore
.github/* export-ignore
.circleci/* export-ignore
.circleci/ export-ignore
.pluginconfig/* export-ignore
LICENSE export-ignore
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.19.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "4.27",
"Modules": [
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [
{
"Name": "ProceduralMeshComponent",
"Enabled": true
},
{
"Name": "LidarPointCloud",
"Enabled": true
}
]
}
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.gitattributes export-ignore
.github/* export-ignore
.circleci/* export-ignore
.circleci/ export-ignore
.pluginconfig/* export-ignore
LICENSE export-ignore
+42
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@@ -0,0 +1,42 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.19.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "5.0",
"Modules": [
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [
{
"Name": "ProceduralMeshComponent",
"Enabled": true
},
{
"Name": "LidarPointCloud",
"Enabled": true
}
]
}
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.gitattributes export-ignore
.github/* export-ignore
.circleci/* export-ignore
.circleci/ export-ignore
.pluginconfig/* export-ignore
LICENSE export-ignore
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@@ -0,0 +1,42 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.19.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "5.1",
"Modules": [
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [
{
"Name": "ProceduralMeshComponent",
"Enabled": true
},
{
"Name": "LidarPointCloud",
"Enabled": true
}
]
}
+6
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.gitattributes export-ignore
.github/* export-ignore
.circleci/* export-ignore
.circleci/ export-ignore
.pluginconfig/* export-ignore
LICENSE export-ignore
+42
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@@ -0,0 +1,42 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.19.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "5.2",
"Modules": [
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [
{
"Name": "ProceduralMeshComponent",
"Enabled": true
},
{
"Name": "LidarPointCloud",
"Enabled": true
}
]
}
+6
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@@ -0,0 +1,6 @@
.gitattributes export-ignore
.github/* export-ignore
.circleci/* export-ignore
.circleci/ export-ignore
.pluginconfig/* export-ignore
LICENSE export-ignore
+42
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@@ -0,0 +1,42 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.19.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "5.3",
"Modules": [
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [
{
"Name": "ProceduralMeshComponent",
"Enabled": true
},
{
"Name": "LidarPointCloud",
"Enabled": true
}
]
}
+6
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.gitattributes export-ignore
.github/* export-ignore
.circleci/* export-ignore
.circleci/ export-ignore
.pluginconfig/* export-ignore
LICENSE export-ignore
+42
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@@ -0,0 +1,42 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.19.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "5.4",
"Modules": [
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [
{
"Name": "ProceduralMeshComponent",
"Enabled": true
},
{
"Name": "LidarPointCloud",
"Enabled": true
}
]
}
+2
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[CoreRedirects]
+FunctionRedirects=(OldName="/Script/SpeckleUnreal.ObjectModelRegistry.FindClosestType",NewName="/Script/SpeckleUnreal.ObjectModelRegistry.GetAtomicType")
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@@ -1,8 +1,2 @@
[FilterPlugin]
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
;
; Examples:
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll
/README.md
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# Speckle Unreal
<h1 align="center">
<img src="https://user-images.githubusercontent.com/2679513/131189167-18ea5fe1-c578-47f6-9785-3748178e4312.png" width="150px"/><br/>
Speckle | Unreal
</h1>
[![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/)
<p align="center"><a href="https://twitter.com/SpeckleSystems"><img src="https://img.shields.io/twitter/follow/SpeckleSystems?style=social" alt="Twitter Follow"></a> <a href="https://speckle.community"><img src="https://img.shields.io/discourse/users?server=https%3A%2F%2Fspeckle.community&amp;style=flat-square&amp;logo=discourse&amp;logoColor=white" alt="Community forum users"></a> <a href="https://speckle.systems"><img src="https://img.shields.io/badge/https://-speckle.systems-royalblue?style=flat-square" alt="website"></a> <a href="https://speckle.guide/dev/"><img src="https://img.shields.io/badge/docs-speckle.guide-orange?style=flat-square&amp;logo=read-the-docs&amp;logoColor=white" alt="docs"></a></p>
Plugin for Unreal Engine 4 to import objects from Speckle v2.
> Speckle is the first AEC data hub that connects with your favorite AEC tools. Speckle exists to overcome the challenges of working in a fragmented industry where communication, creative workflows, and the exchange of data are often hindered by siloed software and processes. It is here to make the industry better.
<h3 align="center">
Speckle Connector for Unreal Engine
</h3>
> [!WARNING]
> This is a legacy repo! A new next generation connector will be coming soon. In the meantime, check out our active next generation repos here 👇<br/>
> [`speckle-sharp-connectors`](https://github.com/specklesystems/speckle-sharp-connectors): our .NET next generation connectors and desktop UI<br/>
> [`speckle-sharp-sdk`](https://github.com/specklesystems/speckle-sharp-sdk): our .NET SDK, Tests, and Objects
## Notice
We officially support Unreal Engine 4.27, 5.0-5.4
**Features**:
- [Receiving Speckle geometry as Actors in editor and standalone runtime](https://speckle.systems/tutorials/getting-started-with-speckle-for-unreal/).
- [Material override/substitiution](https://speckle.guide/user/unreal.html#material-converter).
- [Blueprint nodes for receiving and converting objects](https://speckle.guide/user/unreal.html#usage-blueprint).
- [Blueprint nodes for fetching stream/branch/commit/user details](https://speckle.systems/tutorials/unreal-engine-blueprint-nodes-fetch-stream-branch-commit-info-and-more/).
- [Ability to write/extend custom conversion functions in C++/BP](https://speckle.systems/tutorials/unreal-developing-custom-conversion-logic/).
**Supported Conversions**:
Speckle Type | | Native Type |
| ---: | :---: | :--- |
| [`Objects.Geometry.Mesh`](https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Geometry/Mesh.cs) | → | [Static Mesh Component](https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/Components/UStaticMeshComponent/) /<br/> [Procedural Mesh Component](https://docs.unrealengine.com/4.27/en-US/API/Plugins/ProceduralMeshComponent/UProceduralMeshComponent/) |
| [`Objects.Geometry.PointCloud`](https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Geometry/Pointcloud.cs) | → | [LiDAR Point Cloud](https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/LidarPointCloudPlugin/LidarPointCloudPluginReference/) |
| [`Objects.Other.Instance`](https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Other/Instance.cs) | → | Actor with Transform |
| [`Objects.BuiltElements.View`](https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/BuiltElements/View.cs) | → | [Camera](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Framework/Camera/) |
| [`Speckle.Core.Models.Collection`](https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Models/Collection.cs) | → | Empty Actor |
**Supported platforms**: Windows, Linux, MacOS
*Other platforms may work, but currently untested*.
Screencast of an example: https://user-images.githubusercontent.com/2551138/114720093-61403e00-9d40-11eb-8045-6e8ca656554d.mp4
**Limitations**:
- Currently no support for sending Unreal geometry to Speckle.
- Does not use the .NET or Python SDK, or the Speckle Kit based workflow, all code is in native C++/BP.
- Does not use our shared [Desktop UI 2](https://speckle.guide/user/ui2.html), only a simple editor UI is currently provided.
- Does not fetch [accounts from Speckle Manager](https://speckle.guide/user/manager.html#logging-in-adding-accounts), you must generate a [personal access token (auth token)](https://speckle.guide/dev/tokens.html#personal-access-tokens) to receive non-public streams.
## How to install
**Speckle for Unreal Engine** can be installed through the [Unreal Engine Marketplace](https://www.unrealengine.com/marketplace/en-US/product/speckle-for-unreal-engine).
---
## NOTICE
Alternatively, developers may prefer to install manually.
1. Git clone [this repo](https://github.com/specklesystems/speckle-unreal) (or download and extract the [archive zip](https://github.com/specklesystems/speckle-unreal/archive/refs/heads/main.zip)) into your project's `Plugins` directory (created as needed)
2. Open/Restart your Unreal project. This will build the plugin for your environment.
* Tested on Windows, Unreal Engine v4.26 and Visual Studio Community 2019
* Only displays meshes. Breps are converted using their display values.
* Does not use the Speckle Kit workflow as conversions all happen in C++.
See our [docs](https://speckle.guide/user/unreal.html) for usage instructions.
## How To Install
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.
## 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).
https://user-images.githubusercontent.com/2551138/114720051-571e3f80-9d40-11eb-9099-d3394747a1d3.mp4
If you encounter build issues, try building your project from VS/Rider directly. Look at the `Saved\Logs\` files for error messages,
and don't hesitate to reach out on our [community forums](https://speckle.community) for help!
For contributing to any of our code repositories, please make sure you read the [contribution guidelines](https://github.com/specklesystems/speckle-sharp/blob/main/.github/CONTRIBUTING.md) for an overview of the best practices we try to follow.
@@ -0,0 +1,194 @@
#include "API/ClientAPI.h"
#include "HttpModule.h"
#include "JsonObjectConverter.h"
#include "Interfaces/IHttpResponse.h"
#include "LogSpeckle.h"
#include "Mixpanel.h"
void FClientAPI::MakeGraphQLRequest(const FString& ServerUrl, const FString& AuthToken,
const FString& ResponsePropertyName,
const FString& PostPayload, const FString& RequestLogName,
const FAPIResponceDelegate OnCompleteAction, const FErrorDelegate OnErrorAction)
{
auto OnError = [=](const FString& Message) mutable
{
UE_LOG(LogSpeckle, Warning, TEXT("%s: failed - %s"), *RequestLogName , *Message);
ensureAlwaysMsgf(OnErrorAction.ExecuteIfBound(Message), TEXT("%s: Unhandled error - %s"), *RequestLogName , *Message);
};
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(CheckRequestFailed(bWasSuccessful, Response, RequestLogName, OnError)) return;
TSharedPtr<FJsonObject> Obj;
if(!GetResponseAsJSON(Response, RequestLogName, Obj, OnError)) return;
const TSharedPtr<FJsonObject>* DataObjectPtr;
if(!Obj->TryGetObjectField(TEXT("data"), DataObjectPtr))
{
OnError(TEXT("%s responce was invalid, expected to find a \"data\" property in response"));
return;
}
const TSharedPtr<FJsonObject> DataObject = *DataObjectPtr;
const TSharedPtr<FJsonObject>* RequestedJson;
if(!DataObject->TryGetObjectField(ResponsePropertyName, RequestedJson))
{
//Requested property has a null or non-object value
if(DataObject->HasField(ResponsePropertyName))
{
FString Message = FString::Printf(TEXT("%s: Response data contained the requested property \"%s\", but the value was null was or not an object."),
*RequestLogName, *ResponsePropertyName);
OnError(Message);
return;
}
//Requested property was missing
TArray<FString> Options;
Options.Reserve(DataObject->Values.Num());
for(const auto& Properties : DataObject->Values)
{
Options.Add(FString::Printf(TEXT("\"%s\" "), *Properties.Key));
}
FString Message = FString::Printf(TEXT("%s: Could not find the requested property name \"%s\" in responce data.\n Got { %s} instead."),
*RequestLogName, *ResponsePropertyName, *FString::Join(Options, TEXT(", ")));
OnError(Message);
return;
}
FString OutputString;
const TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&OutputString);
ensureAlways(FJsonSerializer::Serialize(RequestedJson->ToSharedRef(), Writer));
// Commented out, deserialisation done by caller
//void* DeserializedData;
//FSpeckleUser DeserializedData = FSpeckleUser( UserJSONObject );
// if(!FJsonObjectConverter::JsonObjectToUStruct(*RequestedJson, OutStructType::StaticStruct(), &DeserializedData, 0, 0))
// {
// OnError("Failed to deserialize user object");
// return;
// }
UE_LOG(LogSpeckle, Log, TEXT("Operation %s completed successfully"), *RequestLogName);
ensureAlwaysMsgf(OnCompleteAction.ExecuteIfBound(OutputString), TEXT("%s: Complete handler was not bound properly"), *RequestLogName);
};
const FHttpRequestRef Request = CreatePostRequest(ServerUrl, AuthToken, PostPayload);
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
if(Request->ProcessRequest())
{
UE_LOG(LogSpeckle, Log, TEXT("POST Request %s to %s was sent, awaiting response"), *RequestLogName, *Request->GetURL() );
}
else
{
UE_LOG(LogSpeckle, Warning, TEXT("POST Request %s to %s failed to send"), *RequestLogName, *Request->GetURL() );
}
FAnalytics::TrackEvent(Request->GetURL(), TEXT("NodeRun"), TMap<FString, FString> { {TEXT("name"), __FUNCTION__}});
}
bool FClientAPI::GetResponseAsJSON(const FHttpResponsePtr Response, const FString& RequestLogName, TSharedPtr<FJsonObject>& OutObject, const TFunctionRef<void(const FString& Message)> OnErrorAction)
{
const FString JsonResponse = Response->GetContentAsString();
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(JsonResponse);
if(!FJsonSerializer::Deserialize(Reader, OutObject))
{
const FString Message = FString::Printf(
TEXT("Recieved a response from \"%s\" for \"%s\" request, but the response failed to deserialize: %s"),
*Response->GetURL(), *RequestLogName, *JsonResponse);
OnErrorAction(Message);
return false;
}
FString Error;
if(CheckForOperationErrors(OutObject, Error))
{
OnErrorAction(Error);
return false;
}
return true;
}
FHttpRequestRef FClientAPI::CreatePostRequest(const FString& ServerUrl, const FString AuthToken, const FString& PostPayload, const FString& Encoding)
{
FHttpRequestRef Request = FHttpModule::Get().CreateRequest();
Request->SetURL(ServerUrl + TEXT("/graphql"));
Request->SetVerb(TEXT("POST"));
Request->SetHeader(TEXT("Accept-Encoding"), Encoding);
Request->SetHeader(TEXT("Content-Type"), TEXT("application/json"));
if(!AuthToken.IsEmpty())
Request->SetHeader(TEXT("Authorization"), FString::Printf(TEXT("Bearer %s"), *AuthToken));
Request->SetHeader(TEXT("apollographql-client-name"), TEXT("Unreal Engine"));
Request->SetHeader(TEXT("apollographql-client-version"), SPECKLE_CONNECTOR_VERSION);
Request->SetContentAsString(PostPayload);
return Request;
}
bool FClientAPI::CheckRequestFailed(bool bWasSuccessful, FHttpResponsePtr Response, const FString& RequestLogName, const TFunctionRef<void(const FString& Message)> OnErrorAction)
{
//Check the request was sent
if(!bWasSuccessful)
{
FString Message = FString::Printf(TEXT("Request \"%s\" to \"%s\" was unsuccessful: %s"),
*RequestLogName, *Response->GetURL(), *Response->GetContentAsString());
OnErrorAction(Message);
return true;
}
//Check Response code
const int32 ResponseCode = Response->GetResponseCode();
if (ResponseCode != 200)
{
FString Message = FString::Printf(TEXT("Request \"%s\" to \"%s\" failed with HTTP response %d - %s"),
*RequestLogName, *Response->GetURL(), ResponseCode, *Response->GetContentAsString());
OnErrorAction(Message);
return true;
}
UE_LOG(LogSpeckle, Log, TEXT("Operation %s recieved a response from %s"), *RequestLogName, *Response->GetURL());
return false;
}
bool FClientAPI::CheckForOperationErrors(const TSharedPtr<FJsonObject> GraphQLResponse, FString& OutErrorMessage)
{
check(GraphQLResponse != nullptr);
bool WasError = false;
const TArray<TSharedPtr<FJsonValue>>* Errors;
if(GraphQLResponse->TryGetArrayField(TEXT("errors"), Errors))
{
for(const TSharedPtr<FJsonValue>& e : *Errors)
{
FString Message;
const TSharedPtr<FJsonObject>* ErrorObject;
bool HadMessage = e->TryGetObject(ErrorObject)
&& (*ErrorObject)->TryGetStringField(TEXT("message"), Message);
if(!HadMessage)
{
Message = TEXT("An operation error occured but had no message!\n");
UE_LOG(LogSpeckle, Warning, TEXT("%s"), *Message);
}
OutErrorMessage.Append(Message + "\n");
WasError = true;
}
}
return WasError;
}
@@ -0,0 +1,91 @@
#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", "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName()} });
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();
}
@@ -0,0 +1,68 @@
#include "API/Operations/SpeckleStreamAPIOperation.h"
#include "JsonObjectConverter.h"
#include "Mixpanel.h"
#include "LogSpeckle.h"
#include "API/ClientAPI.h"
USpeckleStreamAPIOperation* USpeckleStreamAPIOperation::SpeckleStreamAPIOperation(
const FString& ServerUrl,
const FString& AuthToken,
const FString& GraphQlQuery,
const FString& ResponsePropertyName,
const FString& RequestLogName)
{
USpeckleStreamAPIOperation* Node = NewObject<USpeckleStreamAPIOperation>();
Node->ServerUrl = ServerUrl.TrimEnd();
Node->AuthToken = AuthToken.TrimEnd();
Node->Query = GraphQlQuery;
Node->ResponsePropertyName = ResponsePropertyName;
Node->RequestLogName = RequestLogName;
return Node;
}
void USpeckleStreamAPIOperation::Activate()
{
FAnalytics::TrackEvent(ServerUrl, "NodeRun", TMap<FString, FString> { {"name", RequestLogName} });
Request();
}
void USpeckleStreamAPIOperation::Request()
{
FString Payload = FString::Printf(TEXT("{\"query\": \"%s\"}"), *Query.ReplaceCharWithEscapedChar());
FAPIResponceDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &USpeckleStreamAPIOperation::HandleReceive);
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &USpeckleStreamAPIOperation::HandleError);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, ResponsePropertyName, Payload,RequestLogName , CompleteDelegate, ErrorDelegate);
}
void USpeckleStreamAPIOperation::HandleReceive(const FString& ResponseJson)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Log, TEXT("%s to %s Succeeded"), *StaticClass()->GetName(), *ServerUrl);
FEditorScriptExecutionGuard ScriptGuard;
OnReceiveSuccessfully.Broadcast(ResponseJson, "");
SetReadyToDestroy();
}
void USpeckleStreamAPIOperation::HandleError(const FString& Message)
{
check(IsInGameThread());
UE_LOG(LogSpeckle, Warning, TEXT("%s failed - %s"), *StaticClass()->GetName(), *Message);
FEditorScriptExecutionGuard ScriptGuard;
OnError.Broadcast("", Message);
SetReadyToDestroy();
}
@@ -0,0 +1,57 @@
#include "API/SpeckleAPIFunctions.h"
#include "JsonObjectConverter.h"
bool USpeckleAPIFunctions::DeserializeResponse(const FString& JsonString, int32& OutStruct)
{
// We should never hit this! stubs to avoid NoExport on the class.
check(0);
return false;
}
bool USpeckleAPIFunctions::GenericDeserializeResponse(const FString& JsonString, const UScriptStruct* StructType,
void* OutStruct)
{
//see FJsonObjectConverter::JsonObjectStringToUStruct
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<> > JsonReader = TJsonReaderFactory<>::Create(JsonString);
if (!FJsonSerializer::Deserialize(JsonReader, JsonObject) || !JsonObject.IsValid())
{
UE_LOG(LogJson, Warning, TEXT("JsonObjectStringToUStruct - Unable to parse json=[%s]"), *JsonString);
return false;
}
if (!FJsonObjectConverter::JsonObjectToUStruct(JsonObject.ToSharedRef(), StructType, OutStruct, 0, 0))
{
UE_LOG(LogJson, Warning, TEXT("JsonObjectStringToUStruct - Unable to deserialize. json=[%s]"), *JsonString);
return false;
}
return true;
}
void USpeckleAPIFunctions::CommitReceived(FSpeckleCommit& Commit)
{
//TODO send read read receipt
//FString Query = FString::Printf(TEXT("mutation{ commitReceive(input:%s) }"), );
}
DEFINE_FUNCTION(USpeckleAPIFunctions::execDeserializeResponse)
{
// Get JsonString
P_GET_PROPERTY(FStrProperty, JsonString);
// Get OutStruct
Stack.MostRecentPropertyAddress = nullptr;
Stack.StepCompiledIn<FStructProperty>(nullptr);
void* OutBlueprintDataPtr = Stack.MostRecentPropertyAddress;
FStructProperty* StructProp = CastField<FStructProperty>(Stack.MostRecentProperty);
UScriptStruct* StructType = StructProp->Struct;
P_FINISH;
P_NATIVE_BEGIN;
*static_cast<bool*>(RESULT_PARAM) = GenericDeserializeResponse(JsonString, StructType, OutBlueprintDataPtr);
P_NATIVE_END;
}
@@ -0,0 +1,80 @@
#include "API/SpeckleSerializer.h"
#include "Objects/Base.h"
#include "LogSpeckle.h"
#include "Objects/DisplayValueElement.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(TEXT("speckle_type"), SpeckleType)) return nullptr;
FString ObjectId = "";
Obj->TryGetStringField(TEXT("id"), ObjectId);
TSubclassOf<UBase> BaseType;
FString WorkingType{};
FString Remainder = FString(SpeckleType);
int32 Tries = 200;
while(ensure(Tries-- > 0))
{
const bool IsLastChance = !UObjectModelRegistry::SplitSpeckleType(Remainder, Remainder, WorkingType);
if(UObjectModelRegistry::TryGetRegisteredType(WorkingType, BaseType))
{
UBase* Base = NewObject<UBase>(GetTransientPackage(), BaseType);
if(Base->Parse(Obj, ReadTransport))
return Base;
}
if(IsLastChance)
{
//Try a fallback displayValue object
UBase* Base = NewObject<UBase>(GetTransientPackage(), UDisplayValueElement::StaticClass());
if(Base->Parse(Obj, ReadTransport))
return Base;
//If not, try a regular Base
Base = NewObject<UBase>(GetTransientPackage(), UBase::StaticClass());
if(Base->Parse(Obj, ReadTransport))
return Base;
UE_LOG(LogSpeckle, Warning, TEXT("Skipping deserilization of %s id: %s - object could not be deserilaized to Base"), *SpeckleType, *ObjectId );
return nullptr;
}
//If we couldn't even deserialize this to a Base, something is quite wrong...
if(WorkingType == TEXT("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;
}
}
return nullptr;
}
UBase* USpeckleSerializer::DeserializeBaseById(const FString& ObjectId,
const TScriptInterface<ITransport> ReadTransport)
{
auto Obj = ReadTransport->GetSpeckleObject(ObjectId);
return DeserializeBase(Obj, ReadTransport);
}
@@ -1,4 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/SpeckleTypeConverter.h"
@@ -0,0 +1,89 @@
#include "Mixpanel.h"
#include "Containers/UnrealString.h"
#include "HttpModule.h"
#include "Kismet/GameplayStatics.h"
#include "LogSpeckle.h"
#include "Interfaces/IHttpResponse.h"
#include "Misc/Base64.h"
#include "Runtime/Launch/Resources/Version.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& Server, const FString& EventName)
{
const TMap<FString, FString> CustomProperties;
TrackEvent( Server, EventName, CustomProperties);
}
void FAnalytics::TrackEvent(const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties)
{
//Since we don't have access to users email address, we will hash the system user name instead (better than not tracking users at all)
const FString UserID = FString(FPlatformProcess::ComputerName()) + FString(FPlatformProcess::UserName());
TrackEvent(UserID, Server, EventName, CustomProperties);
}
void FAnalytics::TrackEvent(const FString& UserID, const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties)
{
FString HashedUserID = "@" + Hash(UserID); //prepending an @ so we distinguish logged and non-logged users
FString HashedServer = Hash(Server);
TMap<FString, FString> Properties
{
{ "distinct_id", HashedUserID },
{ "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);
}
}
FString FAnalytics::Hash(const FString& Input)
{
return FMD5::HashAnsiString(*Input.ToLower());
}
@@ -1,14 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Components/SpeckleOperationsComponent.h"
// Sets default values for this component's properties
USpeckleOperationsComponent::USpeckleOperationsComponent()
{
PrimaryComponentTick.bCanEverTick = false;
}
@@ -0,0 +1,137 @@
#include "Conversion/Converters/AggregateConverter.h"
#include "LogSpeckle.h"
#include "Templates/SubclassOf.h"
void UAggregateConverter::OnConvertersChangeHandler()
{
SpeckleTypeMap.Empty();
for(int i = 0; i < SpeckleConverters.Num(); i++)
{
const UObject* Converter = SpeckleConverters[i];
if(Converter != nullptr && !Converter->GetClass()->ImplementsInterface(USpeckleConverter::StaticClass()))
{
UE_LOG(LogSpeckle, Warning, TEXT("Converter {%s} is not a valid converter, Expected to implement interface %s"), *Converter->GetClass()->GetName(), *USpeckleConverter::StaticClass()->GetName())
SpeckleConverters.RemoveAt(i);
i--;
}
}
}
#if WITH_EDITOR
void UAggregateConverter::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(UAggregateConverter, SpeckleConverters))
{
OnConvertersChangeHandler();
}
}
#endif
UBase* UAggregateConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
//TODO implement ToSpeckle
unimplemented();
return nullptr;
}
UObject* UAggregateConverter::ConvertToNative_Implementation(const UBase* Object, UWorld* World, TScriptInterface<ISpeckleConverter>& )
{
return ConvertToNativeInternal(Object, World);
}
UObject* UAggregateConverter::ConvertToNativeInternal(const UBase* Object, UWorld* World)
{
check(IsInGameThread());
if(!IsValid(Object)) return nullptr;
const TSubclassOf<UBase> Type = Object->GetClass();
UObject* Converter = GetConverter(Type).GetObject();
if(!IsValid(Converter))
{
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;
}
@@ -0,0 +1,56 @@
#include "Conversion/Converters/BlockConverter.h"
#include "Objects/Other/BlockInstance.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Engine/World.h"
#include "Objects/Other/RevitInstance.h"
UBlockConverter::UBlockConverter()
{
SpeckleTypes.Add(UBlockInstance::StaticClass());
SpeckleTypes.Add(URevitInstance::StaticClass());
BlockInstanceActorType = AActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
UObject* UBlockConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>&)
{
const UInstance* Block = Cast<UInstance>(SpeckleBase);
if(Block == nullptr) return nullptr;
return BlockToNative(Block, World);
}
AActor* UBlockConverter::BlockToNative(const UInstance* 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
}
@@ -0,0 +1,53 @@
#include "Conversion/Converters/CollectionConverter.h"
#include "Objects/Collection.h"
UCollectionConverter::UCollectionConverter()
{
SpeckleTypes.Add(UCollection::StaticClass());
ActorType = AActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
UObject* UCollectionConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
TScriptInterface<ISpeckleConverter>& AvailableConverters )
{
const UCollection* p = Cast<UCollection>(SpeckleBase);
if(p == nullptr) return nullptr;
return CollectionToNative(p, World);
}
AActor* UCollectionConverter::CollectionToNative(const UCollection*, UWorld* World)
{
AActor* MeshActor = CreateEmptyActor(World);
return MeshActor;
}
AActor* UCollectionConverter::CreateEmptyActor(UWorld* World, const FActorSpawnParameters& SpawnParameters)
{
AActor* Actor = World->SpawnActor<AActor>(ActorType, SpawnParameters);
USceneComponent* Scene = NewObject<USceneComponent>(Actor, "Root");
Actor->SetRootComponent(Scene);
Scene->RegisterComponent();
Scene->SetMobility(ActorMobility);
return Actor;
}
UBase* UCollectionConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
return nullptr; //TODO implement ToSpeckle function
}
UCollection* UCollectionConverter::CollectionToSpeckle(const AActor* Object)
{
return nullptr; //TODO implement ToSpeckle function
}
@@ -0,0 +1,180 @@
#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"
#include "Materials/MaterialInterface.h"
#include "Misc/Paths.h"
#include "UObject/Package.h"
UMaterialConverter::UMaterialConverter()
{
static ConstructorHelpers::FObjectFinder<UMaterialInterface> SpeckleMaterial(TEXT("Material'/SpeckleUnreal/SpeckleMaterial.SpeckleMaterial'"));
static ConstructorHelpers::FObjectFinder<UMaterialInterface> 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 = *MaterialOverridesByName.Find(Mat);
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
@@ -1,32 +1,33 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/Converters/PointCloudConverter.h"
#include "LidarPointCloudActor.h"
#include "LidarPointCloudShared.h"
#include "LidarPointCloudComponent.h"
#include "SpeckleUnrealManager.h"
#include "Objects/PointCloud.h"
#include "Objects/Geometry/PointCloud.h"
#include "Engine/World.h"
#include "Runtime/Launch/Resources/Version.h"
UPointCloudConverter::UPointCloudConverter()
{
SpeckleTypes.Add(UPointCloud::StaticClass());
PointCloudActorType = ALidarPointCloudActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
AActor* UPointCloudConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, ASpeckleUnrealManager* Manager)
UObject* UPointCloudConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>&)
{
const UPointCloud* P = Cast<UPointCloud>(SpeckleBase);
const UPointCloud* p = Cast<UPointCloud>(SpeckleBase);
if(P == nullptr) return nullptr;
if(p == nullptr) return nullptr;
return PointCloudToNative(P, Manager);
return PointCloudToNative(p, World);
}
ALidarPointCloudActor* UPointCloudConverter::PointCloudToNative(const UPointCloud* SpecklePointCloud, ASpeckleUnrealManager* Manager)
ALidarPointCloudActor* UPointCloudConverter::PointCloudToNative(const UPointCloud* SpecklePointCloud, UWorld* World)
{
TArray<FLidarPointCloudPoint> LidarPoints;
@@ -35,7 +36,13 @@ ALidarPointCloudActor* UPointCloudConverter::PointCloudToNative(const UPointClou
for(int i = 0; i < SpecklePointCloud->Points.Num(); i++)
{
FColor c = SpecklePointCloud->Colors.Num() > i? SpecklePointCloud->Colors[i] : FColor::White;
FLidarPointCloudPoint p = FLidarPointCloudPoint(SpecklePointCloud->Points[i], c, true, 0);
#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);
}
@@ -48,20 +55,21 @@ ALidarPointCloudActor* UPointCloudConverter::PointCloudToNative(const UPointClou
PointCloud->CenterPoints();
PointCloud->RefreshBounds();
return CreateActor(Manager, PointCloud);
return CreateActor(World, PointCloud);
}
ALidarPointCloudActor* UPointCloudConverter::CreateActor(const ASpeckleUnrealManager* Manager, ULidarPointCloud* PointCloudData)
ALidarPointCloudActor* UPointCloudConverter::CreateActor(UWorld* World, ULidarPointCloud* PointCloudData)
{
ALidarPointCloudActor* Actor = Manager->GetWorld()->SpawnActor<ALidarPointCloudActor>(PointCloudActorType);
ALidarPointCloudActor* Actor = World->SpawnActor<ALidarPointCloudActor>(PointCloudActorType);
Actor->SetPointCloud(PointCloudData);
Actor->GetRootComponent()->SetMobility(ActorMobility);
return Actor;
}
UBase* UPointCloudConverter::ConvertToSpeckle_Implementation(const UObject* Object, ASpeckleUnrealManager* Manager)
UBase* UPointCloudConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
const ULidarPointCloudComponent* P = Cast<ULidarPointCloudComponent>(Object);
@@ -75,11 +83,11 @@ UBase* UPointCloudConverter::ConvertToSpeckle_Implementation(const UObject* Obje
}
if(P == nullptr) return nullptr;
return PointCloudToSpeckle(P, Manager);
return PointCloudToSpeckle(P);
}
UPointCloud* UPointCloudConverter::PointCloudToSpeckle(const ULidarPointCloudComponent* Object, ASpeckleUnrealManager* Manager)
UPointCloud* UPointCloudConverter::PointCloudToSpeckle(const ULidarPointCloudComponent* Object)
{
return nullptr; //TODO implement ToSpeckle function
}
@@ -1,31 +1,57 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/Converters/ProceduralMeshConverter.h"
#include "ProceduralMeshComponent.h"
#include "StaticMeshDescription.h"
#include "SpeckleUnrealManager.h"
#include "Objects/Mesh.h"
#include "Objects/RenderMaterial.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;
}
AActor* UProceduralMeshConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, ASpeckleUnrealManager* Manager)
UObject* UProceduralMeshConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
TScriptInterface<ISpeckleConverter>& AvailableConverters )
{
const UMesh* P = Cast<UMesh>(SpeckleBase);
if(P == nullptr) return nullptr;
return MeshToNative(P, Manager);
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, ASpeckleUnrealManager* Manager)
AActor* UProceduralMeshConverter::MeshToNative(const UMesh* SpeckleMesh,
UWorld* World,
TScriptInterface<ISpeckleConverter>& MaterialConverter)
{
AActor* MeshActor = CreateActor(Manager, FTransform(SpeckleMesh->Transform));
AActor* MeshActor = CreateEmptyActor(World, USpeckleObjectUtils::CreateTransform(SpeckleMesh->Transform));
UProceduralMeshComponent* MeshComponent = NewObject<UProceduralMeshComponent>(MeshActor, FName("SpeckleMeshComponent"));
MeshComponent->SetupAttachment(MeshActor->GetRootComponent());
MeshComponent->RegisterComponent();
@@ -40,19 +66,19 @@ AActor* UProceduralMeshConverter::MeshToNative(const UMesh* SpeckleMesh, ASpeckl
if (n == 3) //Triangles
{
Faces.Add(SpeckleMesh->Faces[i + 3]);
Faces.Add(SpeckleMesh->Faces[i + 2]);
Faces.Add(SpeckleMesh->Faces[i + 1]);
Faces.Add(SpeckleMesh->Faces[i + 2]);
Faces.Add(SpeckleMesh->Faces[i + 3]);
}
else if(n == 4) // Quads
{
Faces.Add(SpeckleMesh->Faces[i + 1]);
Faces.Add(SpeckleMesh->Faces[i + 3]);
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]);
Faces.Add(SpeckleMesh->Faces[i + 2]);
Faces.Add(SpeckleMesh->Faces[i + 3]);
}
else
{
@@ -74,49 +100,27 @@ AActor* UProceduralMeshConverter::MeshToNative(const UMesh* SpeckleMesh, ASpeckl
SpeckleMesh->VertexColors,
Tangents,
true);
UMaterialInterface* Material = Cast<UMaterialInstance>(Execute_ConvertToNative(MaterialConverter.GetObject(), SpeckleMesh->RenderMaterial, World, MaterialConverter));
ensure(Material != nullptr);
MeshComponent->SetMaterial(0, GetMaterial(SpeckleMesh->RenderMaterial, Manager));
MeshComponent->SetMaterial(0, Material);
return MeshActor;
}
AActor* UProceduralMeshConverter::CreateActor(const ASpeckleUnrealManager* Manager, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters)
AActor* UProceduralMeshConverter::CreateEmptyActor(UWorld* World, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters)
{
AActor* Actor = Manager->GetWorld()->SpawnActor<AActor>(MeshActorType, Transform, 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;
}
UMaterialInterface* UProceduralMeshConverter::GetMaterial(const URenderMaterial* SpeckleMaterial, ASpeckleUnrealManager* Manager)
{
UMaterialInterface* ExistingMaterial;
if(Manager->TryGetMaterial(SpeckleMaterial, true, ExistingMaterial))
return ExistingMaterial; //Return existing material
UMaterialInterface* MaterialBase = SpeckleMaterial->Opacity >= 1
? Manager->BaseMeshOpaqueMaterial
: Manager->BaseMeshTransparentMaterial;
UMaterialInstanceDynamic* DynMaterial = UMaterialInstanceDynamic::Create(MaterialBase, Manager, FName(SpeckleMaterial->Name));
DynMaterial->SetFlags(RF_Public);
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);
Manager->ConvertedMaterials.Add(SpeckleMaterial->Id, DynMaterial);
return DynMaterial;
}
UBase* UProceduralMeshConverter::ConvertToSpeckle_Implementation(const UObject* Object, ASpeckleUnrealManager* Manager)
UBase* UProceduralMeshConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
const UProceduralMeshComponent* M = Cast<UProceduralMeshComponent>(Object);
@@ -130,11 +134,11 @@ UBase* UProceduralMeshConverter::ConvertToSpeckle_Implementation(const UObject*
}
if(M == nullptr) return nullptr;
return MeshToSpeckle(M, Manager);
return MeshToSpeckle(M);
}
UMesh* UProceduralMeshConverter::MeshToSpeckle(const UProceduralMeshComponent* Object, ASpeckleUnrealManager* Manager)
UMesh* UProceduralMeshConverter::MeshToSpeckle(const UProceduralMeshComponent* Object)
{
return nullptr; //TODO implement ToSpeckle function
}
@@ -1,43 +1,93 @@
// 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 "SpeckleUnrealManager.h"
#include "StaticMeshOperations.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Engine/StaticMeshActor.h"
#include "Materials/MaterialInstanceConstant.h"
#include "Objects/Mesh.h"
#include "Objects/RenderMaterial.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"
#include "Components/StaticMeshComponent.h"
#include "Misc/Paths.h"
#include "UObject/Package.h"
#include "Materials/MaterialInterface.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
UStaticMeshConverter::UStaticMeshConverter()
{
Transient = false;
UseFullBuild = true;
BuildSimpleCollision = true;
MeshActorType = AStaticMeshActor::StaticClass();
SpeckleTypes.Add(UMesh::StaticClass());
SpeckleTypes.Add(UDisplayValueElement::StaticClass());
HiddenTypes.Add("Objects.BuiltElements.Room");
#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::CreateActor(const ASpeckleUnrealManager* Manager, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters)
AActor* UStaticMeshConverter::CreateEmptyActor(UWorld* World, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters)
{
AActor* Actor = Manager->GetWorld()->SpawnActor<AActor>(AStaticMeshActor::StaticClass(), Transform, 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;
}
AActor* UStaticMeshConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, ASpeckleUnrealManager* Manager)
UObject* UStaticMeshConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>& AvailableConverters)
{
const FString PackagePath = FPaths::Combine(TEXT("/Game/Speckle"), Manager->StreamID, TEXT("Geometry"), SpeckleBase->Id);
UPackage* Package = CreatePackage(*PackagePath);
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;
}
const UMesh* SpeckleMesh = Cast<UMesh>(SpeckleBase);
if(SpeckleMesh == nullptr) 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());
@@ -45,10 +95,18 @@ AActor* UStaticMeshConverter::ConvertToNative_Implementation(const UBase* Speckl
if(!IsValid(Mesh))
{
//No existing mesh was found, try and convert SpeckleMesh
Mesh = MeshToNative(Package, SpeckleMesh, Manager);
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 = CreateActor(Manager, FTransform(SpeckleMesh->Transform));
AActor* Actor = CreateEmptyActor(World, USpeckleObjectUtils::CreateTransform(Transform));
TInlineComponentArray<UStaticMeshComponent*> Components;
Actor->GetComponents<UStaticMeshComponent>(Components);
@@ -61,19 +119,79 @@ AActor* UStaticMeshConverter::ConvertToNative_Implementation(const UBase* Speckl
MeshComponent->SetupAttachment(Actor->GetRootComponent());
MeshComponent->RegisterComponent();
}
MeshComponent->SetStaticMesh(Mesh);
MeshComponent->SetMaterial(0, GetMaterial(SpeckleMesh->RenderMaterial, Manager));
for(const FString& t: HiddenTypes)
{
if(Parent->SpeckleType.Contains(t))
{
MeshComponent->SetVisibility(false);
break;
}
}
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;
}
UStaticMesh* UStaticMeshConverter::MeshToNative(UObject* Outer, const UMesh* SpeckleMesh,
ASpeckleUnrealManager* Manager)
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;
const EObjectFlags ObjectFags = Transient? RF_Transient | RF_Public : RF_Public;
UStaticMesh* Mesh = NewObject<UStaticMesh>(Outer, FName(SpeckleMesh->Id), ObjectFags);
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();
@@ -85,56 +203,68 @@ UStaticMesh* UStaticMeshConverter::MeshToNative(UObject* Outer, const UMesh* Spe
#if WITH_EDITOR
{
FStaticMeshSourceModel& SrcModel = Mesh->AddSourceModel();
SrcModel.BuildSettings.bRecomputeNormals = false;
SrcModel.BuildSettings.bRecomputeTangents = false;
SrcModel.BuildSettings.bRemoveDegenerates = false;
SrcModel.BuildSettings.bRecomputeNormals = true;
SrcModel.BuildSettings.bRecomputeTangents = true;
SrcModel.BuildSettings.bRemoveDegenerates = RemoveDegeneratesOnBuild;
SrcModel.BuildSettings.bUseHighPrecisionTangentBasis = false;
SrcModel.BuildSettings.bUseFullPrecisionUVs = 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;
MeshParams.bBuildSimpleCollision = BuildSimpleCollision;
MeshParams.bCommitMeshDescription = true;
MeshParams.bMarkPackageDirty = true;
MeshParams.bUseHashAsGuid = false;
//Set Mesh Data
UMaterialInterface* Material = GetMaterial(SpeckleMesh->RenderMaterial, Manager);
const FName MaterialSlotName = Mesh->AddMaterial(Material);;
BaseMeshDescription.PolygonGroupAttributes().RegisterAttribute<FName>(MeshAttribute::PolygonGroup::ImportedMaterialSlotName, 1, MaterialSlotName, EMeshAttributeFlags::None);
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);
//Convert Faces
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);
StaticMeshDescription->ReserveNewTriangles(SpeckleMesh->Faces.Num() * 3); //Reserve space assuming faces will all be triangles
StaticMeshDescription->ReserveNewPolygons(SpeckleMesh->Faces.Num());
StaticMeshDescription->ReserveNewVertexInstances(SpeckleMesh->Faces.Num() * 3); //Reserve space assuming faces will all be triangles
#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 < SpeckleMesh->Faces.Num())
while (i < NumberOfFacesIndices)
{
int32 n = SpeckleMesh->Faces[i];
if(n < 3) n += 3; // 0 -> 3, 1 -> 4
@@ -145,74 +275,95 @@ UStaticMesh* UStaticMeshConverter::MeshToNative(UObject* Outer, const UMesh* Spe
Verts.Reserve(n);
for(int j = 0; j < n; j ++)
{
int32 VertIndex = SpeckleMesh->Faces[i + n - j];
int32 VertIndex = SpeckleMesh->Faces[i + 1 + j];
if(VertIndex < 0 || VertIndex >= Vertices.Num())
{
UE_LOG(LogSpeckle, Warning, TEXT("Invalid Polygon while creating mesh %s - index %d was outside the bounds of the vertex array, face is ignored"), *SpeckleMesh->Id, VertIndex);
continue;
}
FVertexID Vert = Vertices[VertIndex];
bool AlreadyInSet;
Verts.Add(Vert, &AlreadyInSet);
if(AlreadyInSet)
{
UE_LOG(LogTemp, 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);
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);
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;
}
StaticMeshDescription->ComputePolygonTriangulation(PolygonID);
}
#if ENGINE_MAJOR_VERSION <= 4
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);
}
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
FStaticMeshOperations::ComputeTriangleTangentsAndNormals(BaseMeshDescription);
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);
}
FStaticMeshOperations::ComputeTangentsAndNormals(BaseMeshDescription, EComputeNTBsFlags::Normals | EComputeNTBsFlags::Tangents);
//Mesh->PreEditChange(nullptr);
#if ENGINE_MAJOR_VERSION <= 4
Mesh->LightMapCoordinateIndex = 1;
#else
#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) Mesh->Build(true); //This makes conversion time much slower, but is needed for generating lightmap UVs
if(UseFullBuild)
{
FScopeLock Lock(&Lock_StaticMeshesToBuild);
StaticMeshesToBuild.Add(Mesh);
}
if (GIsEditor && !GWorld->HasBegunPlay())
if (!FApp::IsGame())
{
Mesh->MarkPackageDirty();
FAssetRegistryModule::AssetCreated(Mesh);
@@ -223,72 +374,20 @@ UStaticMesh* UStaticMeshConverter::MeshToNative(UObject* Outer, const UMesh* Spe
return Mesh;
}
UMaterialInterface* UStaticMeshConverter::GetMaterial(const URenderMaterial* SpeckleMaterial, ASpeckleUnrealManager* Manager)
void UStaticMeshConverter::GenerateMeshParams(UStaticMesh::FBuildMeshDescriptionsParams& MeshParams) const
{
if(SpeckleMaterial == nullptr || SpeckleMaterial->Id == "") return Manager->DefaultMeshMaterial; //Material is invalid
UMaterialInterface* ExistingMaterial;
if(Manager->TryGetMaterial(SpeckleMaterial, true, ExistingMaterial))
return ExistingMaterial; //Return existing material
MeshParams.bBuildSimpleCollision = BuildSimpleCollision;
MeshParams.bCommitMeshDescription = true;
MeshParams.bMarkPackageDirty = true;
MeshParams.bUseHashAsGuid = false;
UMaterialInterface* MaterialBase = SpeckleMaterial->Opacity >= 1
? Manager->BaseMeshOpaqueMaterial
: Manager->BaseMeshTransparentMaterial;
const FString PackagePath = FPaths::Combine(TEXT("/Game/Speckle"), Manager->StreamID, TEXT("Materials"), SpeckleMaterial->Id);
UPackage* Package = CreatePackage(*PackagePath);
UMaterialInstance* MaterialInstance;
#if WITH_EDITOR
if (GIsEditor && !GWorld->HasBegunPlay())
{
const FName Name = MakeUniqueObjectName(Package, UMaterialInstanceConstant::StaticClass(), FName(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);
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
#if !WITH_EDITOR && ENGINE_MAJOR_VERSION >= 5
MeshParams.bFastBuild = true;
#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);
}
Manager->ConvertedMaterials.Add(SpeckleMaterial->Id, MaterialInstance);
return MaterialInstance;
}
UBase* UStaticMeshConverter::ConvertToSpeckle_Implementation(const UObject* Object, ASpeckleUnrealManager* Manager)
UBase* UStaticMeshConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
const UStaticMeshComponent* M = Cast<UStaticMeshComponent>(Object);
@@ -302,11 +401,40 @@ UBase* UStaticMeshConverter::ConvertToSpeckle_Implementation(const UObject* Obje
}
if(M == nullptr) return nullptr;
return MeshToSpeckle(M, Manager);
return MeshToSpeckle(M);
}
UMesh* UStaticMeshConverter::MeshToSpeckle(const UStaticMeshComponent* Object, ASpeckleUnrealManager* Manager)
UBase* UStaticMeshConverter::MeshToSpeckle(const UStaticMeshComponent* Object)
{
return nullptr; //TODO implement ToSpeckle function
}
void UStaticMeshConverter::FinishConversion_Implementation()
{
if(StaticMeshesToBuild.Num() <= 0) return;
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
@@ -1,122 +1,198 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/SpeckleConverterComponent.h"
#include "SpeckleUnrealManager.h"
#include "ActorEditorUtils.h"
#include "API/SpeckleSerializer.h"
#include "Conversion/Converters/AggregateConverter.h"
#include "Conversion/Converters/BlockConverter.h"
#include "Conversion/Converters/CollectionConverter.h"
#include "Conversion/Converters/PointCloudConverter.h"
#include "Conversion/Converters/StaticMeshConverter.h"
#include "Objects/Mesh.h"
#include "Objects/PointCloud.h"
#include "Conversion/Converters/MaterialConverter.h"
#include "Misc/ScopedSlowTask.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "UObject/ConstructorHelpers.h"
#include "Dom/JsonValue.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<UCollectionConverter> CollectionConverter(TEXT("CollectionConverter'/SpeckleUnreal/Converters/DefaultCollectionConverter.DefaultCollectionConverter'"));
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(CollectionConverter.Object);
SpeckleConverter->SpeckleConverters.Add(CameraConverter.Object);
//SpeckleConverter->SpeckleConverters.Add(LightConverter.Object);
PrimaryComponentTick.bCanEverTick = false;
//Mesh
//Point
//Light
//BlockDef
//BlockInst
//Wall
//Element
SpeckleConverters.Add(MeshConverter.Object);
SpeckleConverters.Add(PointCloudConverter.Object);
//SpeckleConverter.Add(FLightConverter);
}
void USpeckleConverterComponent::OnConvertersChangeHandler()
AActor* USpeckleConverterComponent::RecursivelyConvertToNative(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors)
{
SpeckleTypeMap.Empty();
for(int i = 0; i < SpeckleConverters.Num(); i++)
float ObjectsToConvert{};
if(Base->TotalChildrenCount > 0)
{
const UObject* Converter = SpeckleConverters[i];
if(Converter != nullptr && !Converter->GetClass()->ImplementsInterface(USpeckleConverter::StaticClass()))
{
UE_LOG(LogTemp, Warning, TEXT("Converter {%s} is not a valid converter, Expected to implement interface %s"), *Converter->GetClass()->GetName(), *USpeckleConverter::StaticClass()->GetName())
SpeckleConverters.RemoveAt(i);
i--;
}
ObjectsToConvert = Base->TotalChildrenCount;
}
}
else
{
Base->TryGetDynamicNumber("totalChildrenCount", ObjectsToConvert);
}
if(ObjectsToConvert <= 1)
{
ObjectsToConvert = 99999; //A large number
}
// Progress bar
FScopedSlowTask Progress(ObjectsToConvert + 2,
LOCTEXT("SpeckleConvertoNative","Converting Speckle Objects to Native"), DisplayProgressBar);
#if WITH_EDITOR
void USpeckleConverterComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(USpeckleConverterComponent, SpeckleConverters))
{
OnConvertersChangeHandler();
}
}
Progress.MakeDialog(true, false);
#endif
UBase* USpeckleConverterComponent::ConvertToSpeckle(UObject* Object)
{
//TODO implement ToSpeckle
return nullptr;
}
AActor* USpeckleConverterComponent::ConvertToNative(const UBase* Object, ASpeckleUnrealManager* Manager)
{
check(Object != nullptr);
const TSubclassOf<UBase> Type = Object->GetClass();
UObject* Converter = GetConverter(Type).GetObject();
if(Converter == nullptr)
{
UE_LOG(LogTemp, Warning, TEXT("Skipping Object %s - No conversion functions exist for %s"), *Object->Id, *Type->GetName());
return nullptr;
}
UE_LOG(LogTemp, Log, TEXT("Converting object of type: %s id: %s "), *Object->Id, *Type->GetName());
FEditorScriptExecutionGuard ScriptGuard;
return ISpeckleConverter::Execute_ConvertToNative(Converter, Object, Manager);
AActor* RootActor = RecursivelyConvertToNative_Internal(AOwner, Base, LocalTransport, &Progress, OutActors);
FinishConversion();
return RootActor;
}
TScriptInterface<ISpeckleConverter> USpeckleConverterComponent::GetConverter(const TSubclassOf<UBase> BaseType)
AActor* USpeckleConverterComponent::RecursivelyConvertToNative_Internal(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport,
FSlowTask* Task,
TArray<AActor*>& OutActors)
{
// Check if this SpeckleType has a known converter.
if(SpeckleTypeMap.Contains(BaseType))
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)
{
return SpeckleTypeMap[BaseType];
OutActors.Add(NextOwner);
OutActors.Append(NextOwner->Children);
}
// Try and find one that can convert this SpeckleType.
FEditorScriptExecutionGuard ScriptGuard;
for(UObject* Converter : SpeckleConverters)
Task->EnterProgressFrame(1);
if(Task->ShouldCancel()) return AOwner;
//Convert Children
TMap<FString, TSharedPtr<FJsonValue>> PotentialChildren = Base->DynamicProperties;
for (const auto& Kvp : PotentialChildren)
{
if(Converter == nullptr) continue;
if(Task->ShouldCancel()) break;
if(!Converter->GetClass()->ImplementsInterface(USpeckleConverter::StaticClass()))
ConvertChild(Kvp.Value, NextOwner, 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)
{
UE_LOG(LogTemp, Warning, TEXT("Converter {%s} is not a valid converter, Expected to implement interface {%s}"), *Converter->GetClass()->GetName(), *USpeckleConverter::StaticClass()->GetName())
continue;
ConvertChild(v, AOwner, LocalTransport, Task, OutActors);
}
if(ISpeckleConverter::Execute_CanConvertToNative(Converter, BaseType))
}
};
void USpeckleConverterComponent::AttachConvertedToOwner(AActor* AOwner, const UBase* Base, UObject* Converted)
{
// Case Actor
{
AActor* NativeActor = Cast<AActor>(Converted);
if(IsValid(NativeActor))
{
//Found a Converter! Save this mapping for next time.
SpeckleTypeMap.Add(BaseType, Converter);
return Converter;
#if WITH_EDITOR
{
FString Name = USpeckleObjectUtils::GetFriendlyObjectName(Base);
FText NameErrors;
if(!FActorEditorUtils::ValidateActorName(FText::FromString(Name), NameErrors))
{
Name = USpeckleObjectUtils::GetBoringObjectName(Base);
}
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;
}
}
// SpeckleType has no conversions.
SpeckleTypeMap.Add(BaseType, nullptr);
return nullptr;
}
}
void USpeckleConverterComponent::FinishConversion()
{
SpeckleConverter->FinishConversion_Internal();
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,5 @@
#include "LogSpeckle.h"
#include "Logging/LogMacros.h"
DEFINE_LOG_CATEGORY(LogSpeckle);
@@ -1,49 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/BuiltElement.h"
#include "SpeckleUnrealManager.h"
TArray<FString> UBuiltElement::DisplayValueAliasStrings = {
"displayValue",
"@displayValue",
"displayMesh"
"@displayMesh"
};
void UBuiltElement::AddDisplayValue(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager)
{
UBase* v = Manager->DeserializeBase(Obj);
if(v != nullptr) this->DisplayValue.Add(v);
}
void UBuiltElement::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager)
{
Super::Parse(Obj, Manager);
//Find display values
for(const FString& Alias : DisplayValueAliasStrings)
{
const TSharedPtr<FJsonObject>* SubObjectPtr;
if (Obj->TryGetObjectField(Alias, SubObjectPtr))
{
AddDisplayValue(*SubObjectPtr, Manager);
}
const TArray<TSharedPtr<FJsonValue>>* SubArrayPtr;
if (Obj->TryGetArrayField(Alias, SubArrayPtr))
{
for (const auto& ArrayElement : *SubArrayPtr)
{
const TSharedPtr<FJsonObject>* ArraySubObjPtr;
if (ArrayElement->TryGetObject(ArraySubObjPtr))
{
AddDisplayValue(*SubObjectPtr, Manager);
}
}
}
}
}
@@ -0,0 +1,20 @@
#include "Objects/Collection.h"
bool UCollection::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
// Parse Name property
if(!Obj->TryGetStringField(TEXT("name"), Name)) return false;
//DynamicProperties.Remove(TEXT("name")); //Don't remove from dynamic, as we pick this up to name the actor
// Parse collectionType
if(!Obj->TryGetStringField(TEXT("collectionType"), CollectionType)) return false;
DynamicProperties.Remove(TEXT("collectionType"));
return true;
}
@@ -0,0 +1,54 @@
#include "Objects/DisplayValueElement.h"
#include "API/SpeckleSerializer.h"
#include "Objects/Geometry/Mesh.h"
TArray<FString> UDisplayValueElement::DisplayValueAliasStrings = {
"displayValue",
"@displayValue",
};
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;
}
@@ -1,68 +1,63 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Geometry/Mesh.h"
#include "Objects/Mesh.h"
#include "Objects/Other/RenderMaterial.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Transports/Transport.h"
#include "SpeckleUnrealManager.h"
#include "Objects/RenderMaterial.h"
void UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager)
bool UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
Super::Parse(Obj, Manager);
const float ScaleFactor = Manager->ParseScaleFactor(Units);
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(TEXT("transform"));
}
else
{
Transform = FMatrix::Identity;
const TArray<TSharedPtr<FJsonValue>>* TransformData = nullptr;
if(Obj->HasField("properties") && Obj->GetObjectField("properties")->TryGetArrayField("transform", TransformData))
{
for(int32 Row = 0; Row < 4; Row++)
for(int32 Col = 0; Col < 4; Col++)
{
Transform.M[Row][Col] = TransformData->operator[](Row * 4 + Col)->AsNumber();
}
Transform = Transform.GetTransposed();
Transform.ScaleTranslation(FVector(ScaleFactor));
}
}
//Parse Vertices
{
TArray<TSharedPtr<FJsonValue>> ObjectVertices = Manager->CombineChunks(Obj->GetArrayField("vertices"));
TArray<TSharedPtr<FJsonValue>> ObjectVertices = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField(TEXT("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
Vertices.Add(FVector
(
ObjectVertices[j].Get()->AsNumber(),
ObjectVertices[j + 1].Get()->AsNumber(),
-ObjectVertices[j + 1].Get()->AsNumber(),
ObjectVertices[j + 2].Get()->AsNumber()
) * ScaleFactor ));
) * ScaleFactor );
}
DynamicProperties.Remove(TEXT("vertices"));
}
//Parse Faces
{
const TArray<TSharedPtr<FJsonValue>> FaceVertices = Manager->CombineChunks(Obj->GetArrayField("faces"));
const TArray<TSharedPtr<FJsonValue>> FaceVertices = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField(TEXT("faces")), ReadTransport);
Faces.Reserve(FaceVertices.Num());
for(const auto VertIndex : FaceVertices)
for(const auto& VertIndex : FaceVertices)
{
Faces.Add(VertIndex->AsNumber());
}
DynamicProperties.Remove(TEXT("faces"));
}
//Parse TextureCoords
{
const TArray<TSharedPtr<FJsonValue>>* TextCoordArray;
if(Obj->TryGetArrayField("textureCoordinates", TextCoordArray))
if(Obj->TryGetArrayField(TEXT("textureCoordinates"), TextCoordArray))
{
TArray<TSharedPtr<FJsonValue>> TexCoords = Manager->CombineChunks(*TextCoordArray);
TArray<TSharedPtr<FJsonValue>> TexCoords = USpeckleObjectUtils::CombineChunks(*TextCoordArray, ReadTransport);
TextureCoordinates.Reserve(TexCoords.Num() / 2);
@@ -74,15 +69,16 @@ void UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager
TexCoords[i + 1].Get()->AsNumber()
));
}
DynamicProperties.Remove(TEXT("textureCoordinates"));
}
}
//Parse VertexColors
{
const TArray<TSharedPtr<FJsonValue>>* ColorArray;
if(Obj->TryGetArrayField("colors", ColorArray))
if(Obj->TryGetArrayField(TEXT("colors"), ColorArray))
{
TArray<TSharedPtr<FJsonValue>> Colors = Manager->CombineChunks(*ColorArray);
TArray<TSharedPtr<FJsonValue>> Colors = USpeckleObjectUtils::CombineChunks(*ColorArray, ReadTransport);
VertexColors.Reserve(Colors.Num());
@@ -90,26 +86,25 @@ void UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager
{
VertexColors.Add(FColor(Colors[i].Get()->AsNumber()));
}
DynamicProperties.Remove(TEXT("colors"));
}
}
//Parse Optional RenderMaterial
if (Obj->HasField("renderMaterial"))
if (Obj->HasField(TEXT("renderMaterial")))
{
RenderMaterial = NewObject<URenderMaterial>();
RenderMaterial->Parse(Obj->GetObjectField("renderMaterial"), Manager);
RenderMaterial->Parse(Obj->GetObjectField(TEXT("renderMaterial")), ReadTransport);
DynamicProperties.Remove(TEXT("renderMaterial"));
}
AlignVerticesWithTexCoordsByIndex();
return Vertices.Num() > 0 && Faces.Num() > 0;
}
/**
* If not already so, this method will align vertices
* such that a vertex and its corresponding texture coordinates have the same index.
* See "https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Geometry/Mesh.cs"
*/
void UMesh::AlignVerticesWithTexCoordsByIndex()
{
if(TextureCoordinates.Num() == 0) return;
@@ -0,0 +1,57 @@
#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(TEXT("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(TEXT("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(TEXT("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;
}
@@ -0,0 +1,101 @@
#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;
const FString TypeName = GetTypeName(SpeckleType);
ensureAlwaysMsgf(!TypeRegistry.Contains(TypeName),
TEXT("Base class: %s conflicts with: %s for TypeName: %s"),
*Class->GetName(),
*TypeRegistry[SpeckleType]->GetName(),
*SpeckleType);
TypeRegistry.Add(TypeName, *It);
}
}
}
bool UObjectModelRegistry::SplitSpeckleType(const FString& SpeckleType, FString& OutRemainder, FString& OutTypeName, const FString& Split)
{
if(SpeckleType.Split(Split, &OutRemainder, &OutTypeName, ESearchCase::CaseSensitive, ESearchDir::FromEnd))
{
return true;
}
else
{
OutTypeName = SpeckleType;
return false;
}
}
FString UObjectModelRegistry::GetTypeName(const FString& SpeckleType)
{
FString Discard, Ret;
SplitSpeckleType(SpeckleType, Discard, Ret);
return Ret;
}
FString UObjectModelRegistry::GetSimplifiedTypeName(const FString& SpeckleType)
{
FString Discard, Ret;
SplitSpeckleType(SpeckleType,Discard, Ret, ".");
return Ret;
}
TSubclassOf<UBase> UObjectModelRegistry::GetAtomicType(const FString& SpeckleType)
{
FString WorkingType;
FString Remainder = FString(SpeckleType);
while(SplitSpeckleType(Remainder, Remainder, WorkingType))
{
TSubclassOf<UBase> Type;
if(TryGetRegisteredType(WorkingType, Type))
{
return Type;
}
}
return UBase::StaticClass();
}
TSubclassOf<UBase> UObjectModelRegistry::GetRegisteredType(const FString& TypeName)
{
TSubclassOf<UBase> Type = nullptr;
TryGetRegisteredType(TypeName, Type);
return Type;
}
bool UObjectModelRegistry::TryGetRegisteredType(const FString& TypeName, TSubclassOf<UBase>& OutType)
{
if(TypeRegistry.Num() == 0) GenerateTypeRegistry();
const bool Contains = TypeRegistry.Contains(TypeName);
if(Contains)
{
OutType = *TypeRegistry.Find(TypeName);
}
return Contains;
}
@@ -0,0 +1,67 @@
#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(TEXT("Transform"));
//Geometries
//NOTE: This logic differs greatly from sharp/py implementations
const TSharedPtr<FJsonObject>* DefPtr;
if(!(Obj->TryGetObjectField(TEXT("definition"), DefPtr) || Obj->TryGetObjectField(TEXT("blockDefinition"), DefPtr) )) return false;
const FString RefID = DefPtr->operator->()->GetStringField(TEXT("referencedId"));
const TSharedPtr<FJsonObject> Definition = ReadTransport->GetSpeckleObject(RefID);
if(!Obj->TryGetStringField(TEXT("name"), Name))
{
if(Definition->TryGetStringField(TEXT("name"), Name))
{
//The instance has no name, so we'll steal it from the definition
DynamicProperties.Add(TEXT("name"), Definition->TryGetField(TEXT("name")));
}
}
const auto Geometries = Definition->GetArrayField(TEXT("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(TEXT("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(TEXT("geometry"));
// Intentionally don't remove blockDefinition from dynamic properties,
// because we want the converter to create the child geometries for us
//DynamicProperties.Remove(TEXT("blockDefinition"));
return true;
}
@@ -0,0 +1,74 @@
#include "Objects/Other/RevitInstance.h"
#include "LogSpeckle.h"
#include "API/SpeckleSerializer.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Transports/Transport.h"
bool URevitInstance::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(TEXT("Transform"));
//Geometries
//NOTE: This logic differs greatly from sharp/py implementations
const TSharedPtr<FJsonObject>* DefPtr;
if(!Obj->TryGetObjectField(TEXT("definition"), DefPtr)) return false;
const FString RefID = DefPtr->operator->()->GetStringField(TEXT("referencedId"));
const TSharedPtr<FJsonObject> Definition = ReadTransport->GetSpeckleObject(RefID);
const FString NameKey = TEXT("name");
if(!Obj->TryGetStringField(NameKey, Name))
{
if(Definition->TryGetStringField(NameKey, Name))
{
//The instance has no name, so we'll steal it from the definition
DynamicProperties.Add(NameKey, Definition->TryGetField(NameKey));
}
}
auto Geometries = TArray<TSharedPtr<FJsonValue>>();
const TArray<TSharedPtr<FJsonValue>>* ElementsPtr;
if(Definition->TryGetArrayField(TEXT("elements"), ElementsPtr))
Geometries.Append(*ElementsPtr);
const TArray<TSharedPtr<FJsonValue>>* DisplayValuePtr;
if(Definition->TryGetArrayField(TEXT("displayValue"), DisplayValuePtr))
Geometries.Append(*DisplayValuePtr);
if(Geometries.Num() <= 0)
{
UE_LOG(LogSpeckle, Warning, TEXT("Instance 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(TEXT("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(TEXT("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;
}
@@ -0,0 +1,35 @@
#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(TEXT("name"), Name)) { }
// Parse Origin
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, TEXT("origin"), ReadTransport, Origin)) return false;
Origin *= ScaleFactor;
DynamicProperties.Remove(TEXT("origin"));
// Parse UpDirection
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "upDirection", ReadTransport, UpDirection)) return false;
UpDirection *= ScaleFactor;
DynamicProperties.Remove(TEXT("upDirection"));
// Parse ForwardDirection
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, TEXT("forwardDirection"), ReadTransport, ForwardDirection)) return false;
ForwardDirection *= ScaleFactor;
DynamicProperties.Remove(TEXT("forwardDirection"));
// Parse IsOrthogonal
if(!Obj->TryGetBoolField(TEXT("isOrthogonal"), IsOrthogonal)) return false;
DynamicProperties.Remove(TEXT("isOrthogonal"));
return true;
}
@@ -1,54 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/PointCloud.h"
#include "SpeckleUnrealManager.h"
void UPointCloud::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager)
{
Super::Parse(Obj, Manager);
const float ScaleFactor = Manager->ParseScaleFactor(Units);
//Parse Points
{
TArray<TSharedPtr<FJsonValue>> ObjectPoints = Manager->CombineChunks(Obj->GetArrayField("points"));
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);
}
}
//Parse Colors
{
TArray<TSharedPtr<FJsonValue>> ObjectColors = Manager->CombineChunks(Obj->GetArrayField("colors"));
Colors.Reserve(ObjectColors.Num());
for (int32 i = 0; i < ObjectColors.Num(); i += 1)
{
Colors.Add( FColor(ObjectColors[i].Get()->AsNumber()) );
}
}
//Parse Sizes
{
TArray<TSharedPtr<FJsonValue>> ObjectSizes = Manager->CombineChunks(Obj->GetArrayField("sizes"));
Sizes.Reserve(ObjectSizes.Num());
for (int32 i = 0; i < ObjectSizes.Num(); i += 1)
{
Sizes.Add( ObjectSizes[i].Get()->AsNumber() * ScaleFactor);
}
}
}
@@ -1,74 +0,0 @@
#include "Objects/RegisteringBase.h"
#include "Objects/Base.h"
//TOptional<TMap<FString, TSubclassOf<UBase>>> URegisteringBase::TypeRegistry;
TMap<FString, TSubclassOf<UBase>> URegisteringBase::TypeRegistry;
void URegisteringBase::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> URegisteringBase::FindClosestType(const FString& SpeckleType)
{
FString TypeString(SpeckleType);
TSubclassOf<UBase> Type = nullptr;
while(!TryGetRegisteredType(TypeString, Type))
{
int32 SplitIndex;
if(TypeString.FindLastChar('.', SplitIndex))
{
TypeString = TypeString.Left(SplitIndex);
}
else return nullptr;
}
return Type;
}
TSubclassOf<UBase> URegisteringBase::GetRegisteredType(const FString& SpeckleType)
{
TSubclassOf<UBase> Type = nullptr;
TryGetRegisteredType(SpeckleType, Type);
return Type;
}
bool URegisteringBase::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;
}
@@ -0,0 +1,197 @@
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "LogSpeckle.h"
#include "API/SpeckleSerializer.h"
#include "Engine/World.h"
#include "Objects/ObjectModelRegistry.h"
#include "Objects/Geometry/Mesh.h"
#include "Transports/Transport.h"
#include "Serialization/JsonWriter.h"
#include "Serialization/JsonSerializer.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(TEXT("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(TEXT("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(TEXT("speckle_type"), SpeckleType)
&& SpeckleType == TEXT("reference")
&& Object->TryGetStringField(TEXT("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;
if (LUnits == "us_ft" || LUnits == "ussurveyfeet")
return 12000.0 / 3937.0;
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(TEXT("transform"), TransformData)) //Handle transform as array
{ }
else if(SpeckleObject->TryGetObjectField(TEXT("transform"), TransformObject)
&& (*TransformObject)->TryGetArrayField(TEXT("matrix"), 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(TEXT("x"), x)
&& Obj->TryGetNumberField(TEXT("y"), y)
&& Obj->TryGetNumberField(TEXT("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, TEXT("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 UObject* WorldContextObject, const TSubclassOf<AActor> Class, UPARAM(ref) const FTransform& Transform)
{
return WorldContextObject->GetWorld()->SpawnActor(Class, &Transform, FActorSpawnParameters());
}
FString USpeckleObjectUtils::DisplayAsString(const FString& msg, const TSharedPtr<FJsonObject> Obj)
{
FString OutputString;
TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(Obj.ToSharedRef(), Writer);
UE_LOG(LogSpeckle, Display, TEXT("resulting jsonString from %s -> %s"), *msg, *OutputString);
return OutputString;
}
FString USpeckleObjectUtils::GetFriendlyObjectName(const UBase* SpeckleObject)
{
FString Prefix;
if(!(SpeckleObject->TryGetDynamicString(TEXT("name"), Prefix)
|| SpeckleObject->TryGetDynamicString(TEXT("Name"), Prefix)
|| SpeckleObject->TryGetDynamicString(TEXT("Family"), Prefix)))
{
Prefix = UObjectModelRegistry::GetSimplifiedTypeName(SpeckleObject->SpeckleType);
}
return FString::Printf(TEXT("%s -- %s"), *Prefix, *SpeckleObject->Id);
}
FString USpeckleObjectUtils::GetBoringObjectName(const UBase* SpeckleObject)
{
const FString Prefix = UObjectModelRegistry::GetSimplifiedTypeName(SpeckleObject->SpeckleType);
return FString::Printf(TEXT("%s -- %s"), *Prefix, *SpeckleObject->Id);
}
@@ -0,0 +1,427 @@
#include "ReceiveSelectionComponent.h"
#include "API/Models/SpeckleUser.h"
#include "API/ClientAPI.h"
#include "JsonObjectConverter.h"
#include "LogSpeckle.h"
#if WITH_EDITOR
void UReceiveSelectionComponent::PostEditChangeProperty(FPropertyChangedEvent& e)
{
Super::PostEditChangeProperty(e);
const FName PropertyName = (e.Property != nullptr) ? e.Property->GetFName() : NAME_None;
PropertyChangeHandler(PropertyName);
}
#endif
void UReceiveSelectionComponent::PropertyChangeHandler(const FName& PropertyName)
{
if(bManualMode) return;
if (PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, bManualMode))
{
Refresh();
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, AuthToken)
|| PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, ServerUrl))
{
IsAccountValid = !AuthToken.IsEmpty() && !ServerUrl.IsEmpty();
if(IsAccountValid)
{
//TODO maybe we should check URL is a valid URL?
ServerUrl.TrimEndInline();
while(ServerUrl.RemoveFromEnd("/")) { }
AuthToken.TrimEndInline();
}
UpdateStreams();
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, SelectedStreamText)
&& !SelectedStreamText.IsEmpty())
{
IsStreamValid = Streams.Contains(SelectedStreamText);
if(IsStreamValid)
{
SelectStream(SelectedStreamText);
}
else UpdateStreams();
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, SelectedBranchText)
&& !SelectedBranchText.IsEmpty())
{
IsBranchValid = Branches.Contains(SelectedBranchText);
if(IsBranchValid)
{
SelectBranch(SelectedBranchText);
}
else UpdateBranches();
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(UReceiveSelectionComponent, SelectedCommitText)
&& !SelectedCommitText.IsEmpty())
{
IsCommitValid = Commits.Contains(SelectedCommitText);
if(IsCommitValid)
{
SelectCommit(SelectedCommitText);
}
else UpdateCommits();
}
}
void UReceiveSelectionComponent::Refresh()
{
IsAccountValid = !AuthToken.IsEmpty() && !ServerUrl.IsEmpty();
UpdateStreams();
}
bool UReceiveSelectionComponent::TryGetSelectedCommit(FSpeckleCommit& OutCommit) const
{
if(!bManualMode && IsCommitValid)
{
OutCommit = Commits.FindRef(SelectedCommitText);
return true;
}
return false;
}
bool UReceiveSelectionComponent::TryGetSelectedBranch(FSpeckleBranch& OutBranch) const
{
if(!bManualMode && IsBranchValid)
{
OutBranch = Branches.FindRef(SelectedBranchText);
return true;
}
return false;
}
bool UReceiveSelectionComponent::TryGetSelectedStream(FSpeckleStream& OutStream) const
{
if(!bManualMode && IsStreamValid)
{
OutStream = Streams.FindRef(SelectedStreamText);
return true;
}
return false;
}
void UReceiveSelectionComponent::OpenURLInBrowser() const
{
const FString URL = GetUrl();
if(!ensure(FPlatformProcess::CanLaunchURL(*URL))) return;
FString LaunchErrors;
FPlatformProcess::LaunchURL(*URL, nullptr, &LaunchErrors);
if(LaunchErrors.IsEmpty())
{
UE_LOG(LogSpeckle, Log, TEXT("Launched URL \"%s\" in browser"), *URL);
}
else
{
UE_LOG(LogSpeckle, Warning, TEXT("Failed to launched URL \"%s\" in browser - %s"), *URL, *LaunchErrors);
}
}
bool UReceiveSelectionComponent::IsSelectionComplete(FString& OutStatusMessage) const
{
if(bManualMode)
{
if(ServerUrl.IsEmpty()) OutStatusMessage = TEXT("Server Url is invalid, must specify a valid url");
else if(StreamId.IsEmpty()) OutStatusMessage = TEXT("Stream id is invalid, must specify a streamId");
else if(ObjectId.IsEmpty()) OutStatusMessage = TEXT("Object id is invalid, must specify a objectId");
else
{
OutStatusMessage = TEXT("Ready to recieve object");
return true;
}
}
else
{
if(!IsAccountValid) OutStatusMessage = TEXT("Account is invalid, please specify a valid server URL and token. (tokens can be created from your Speckle profiles page)");
else if(!IsStreamValid) OutStatusMessage = TEXT("Selected stream is invalid");
else if(!IsBranchValid) OutStatusMessage = TEXT("Selected branch is invalid");
else if(!IsCommitValid) OutStatusMessage = TEXT("Selected commit is invalid");
else
{
ensure(!ServerUrl.IsEmpty());
ensure(!StreamId.IsEmpty());
ensure(!ObjectId.IsEmpty());
OutStatusMessage = TEXT("Ready to recieve commit");
return true;
}
}
return false;
}
FString UReceiveSelectionComponent::GetUrl() const
{
if(bManualMode)
{
return FString::Printf(TEXT("%s/streams/%s/objects/%s"),
*ServerUrl, *StreamId, *ObjectId);
}
if(!IsStreamValid) return ServerUrl;
if(!IsBranchValid)
return FString::Printf(TEXT("%s/streams/%s/"),
*ServerUrl, *GetSelectedStream().ID);
if(!IsCommitValid)
return FString::Printf(TEXT("%s/streams/%s/branches/%s"),
*ServerUrl, *GetSelectedStream().ID, *GetSelectedBranch().Name);
return FString::Printf(TEXT("%s/streams/%s/commits/%s"),
*ServerUrl, *GetSelectedStream().ID, *GetSelectedCommit().ID);
}
TArray<FString> UReceiveSelectionComponent::GetStreamsOptions() const
{
TArray<FString> Options;
Streams.GetKeys(Options);
return Options;
}
bool UReceiveSelectionComponent::SelectStream(const FString& DisplayId)
{
const bool IsValid = !DisplayId.IsEmpty() && Streams.Contains(DisplayId);
if(IsValid && !bManualMode)
{
SelectedStreamText = DisplayId;
IsStreamValid = true;
StreamId = GetSelectedStream().ID;
}
else
{
SelectedStreamText = "";
IsStreamValid = false;
}
UpdateBranches();
return IsStreamValid;
}
void UReceiveSelectionComponent::UpdateStreams()
{
Streams.Reset();
SelectStream("");
if(!IsAccountValid || bManualMode) return;
const FString LogName(__FUNCTION__);
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{activeUser{id streams(limit: %d){items{id name}}}}\"}"), Limit);
//Response Handling
auto OnComplete = [&](const FString& ResponseJson)
{
if(bManualMode) return;
FSpeckleUser Response;
if(!ensure(FJsonObjectConverter::JsonObjectStringToUStruct(*ResponseJson, &Response, 0, 0))) return;
const TArray<FSpeckleStream>& AvailableStreams = Response.Streams.Items;
//Assemble stream map
Streams.Reserve(AvailableStreams.Num());
for(const auto& s : Response.Streams.Items)
{
FString DisplayId = FString::Printf(TEXT("%s - %s"), *s.Name, *s.ID);
Streams.Add(DisplayId, s);
}
//Set default selection
if(AvailableStreams.Num() > 0)
{
const FSpeckleStream& s = AvailableStreams[0];
FString DisplayId = FString::Printf(TEXT("%s - %s"), *s.Name, *s.ID);
SelectStream(DisplayId);
}
UE_LOG(LogSpeckle, Verbose, TEXT("%s was successful"), *LogName);
};
FAPIResponceDelegate CompleteDelegate;
CompleteDelegate.BindLambda(OnComplete);
//On error
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindStatic(LogError, LogName);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "activeUser", Payload, LogName, CompleteDelegate, ErrorDelegate);
}
FSpeckleStream UReceiveSelectionComponent::GetSelectedStream() const
{
return Streams[SelectedStreamText];
}
TArray<FString> UReceiveSelectionComponent::GetBranchOptions()
{
TArray<FString> Options;
Branches.GetKeys(Options);
return Options;
}
bool UReceiveSelectionComponent::SelectBranch(const FString& DisplayId)
{
const bool IsValid = !DisplayId.IsEmpty() && Branches.Contains(DisplayId);
if(IsValid && !bManualMode)
{
SelectedBranchText = DisplayId;
IsBranchValid = true;
}
else
{
SelectedBranchText = "";
IsBranchValid=false;
}
UpdateCommits();
return IsBranchValid;
}
void UReceiveSelectionComponent::UpdateBranches()
{
Branches.Reset();
SelectBranch("");
if(!IsStreamValid || bManualMode) return;
const FString LogName(__FUNCTION__);
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{stream(id: \\\"%s\\\"){branches(limit: %d){items{id name}}}}\"}"), *GetSelectedStream().ID, Limit);
//Response Handling
auto OnComplete = [&](const FString& ResponseJson)
{
if(bManualMode) return;
FSpeckleStream Response;
if(!ensure(FJsonObjectConverter::JsonObjectStringToUStruct(*ResponseJson, &Response, 0, 0))) return;
const TArray<FSpeckleBranch>& AvailableBranches = Response.Branches.Items;
//Assemble stream map
Branches.Reserve(AvailableBranches.Num());
for(const auto& b : AvailableBranches)
{
FString DisplayId = FString::Printf(TEXT("%s"), *b.Name);
Branches.Add(DisplayId, b);
}
UE_LOG(LogSpeckle, Verbose, TEXT("%s was successful"), *LogName);
//Set default selection
if(AvailableBranches.Num() > 0)
{
const FSpeckleBranch& b = AvailableBranches[0];
FString DisplayId = FString::Printf(TEXT("%s"), *b.Name);
SelectBranch(DisplayId);
}
};
FAPIResponceDelegate CompleteDelegate;
CompleteDelegate.BindLambda(OnComplete);
//On error
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindStatic(LogError, LogName);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "stream", Payload,LogName, CompleteDelegate, ErrorDelegate);
}
FSpeckleBranch UReceiveSelectionComponent::GetSelectedBranch() const
{
return Branches[SelectedBranchText];
}
TArray<FString> UReceiveSelectionComponent::GetCommitOptions()
{
TArray<FString> Options;
Commits.GetKeys(Options);
return Options;
}
bool UReceiveSelectionComponent::SelectCommit(const FString& DisplayId)
{
const bool IsValid = !DisplayId.IsEmpty() && Commits.Contains(DisplayId);
if(IsValid && !bManualMode)
{
SelectedCommitText = DisplayId;
IsCommitValid = true;
ObjectId = GetSelectedCommit().ReferencedObject;
}
else
{
SelectedCommitText = "";
IsCommitValid=false;
ObjectId = "";
}
return IsCommitValid;
}
void UReceiveSelectionComponent::UpdateCommits()
{
Commits.Reset();
SelectCommit("");
if(!IsBranchValid || bManualMode) return;
const FString LogName(__FUNCTION__);
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{stream(id: \\\"%s\\\"){branch(name: \\\"%s\\\"){commits(limit: %d){items{id message referencedObject}}}}}\"}"), *GetSelectedStream().ID, *GetSelectedBranch().Name, Limit);
//Response Handling
auto OnComplete = [&](const FString& ResponseJson)
{
if(bManualMode) return;
FSpeckleStream Response;
if(!ensure(FJsonObjectConverter::JsonObjectStringToUStruct(*ResponseJson, &Response, 0, 0))) return;
const TArray<FSpeckleCommit>& AvailableCommits = Response.Branch.Commits.Items;
//Assemble stream map
for(const auto& c :AvailableCommits)
{
FString DisplayId = FString::Printf(TEXT("%s - %s"), *c.Message, *c.ID);
Commits.Add(DisplayId, c);
}
UE_LOG(LogSpeckle, Verbose, TEXT("%s was successful"), *LogName);
//Set default selection
if(AvailableCommits.Num() > 0)
{
const FSpeckleCommit& c = AvailableCommits[0];
FString DisplayId = FString::Printf(TEXT("%s - %s"), *c.Message, *c.ID);
SelectCommit(DisplayId);
}
};
FAPIResponceDelegate CompleteDelegate;
CompleteDelegate.BindLambda(OnComplete);
//On error
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindStatic(LogError, LogName);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "stream", Payload,LogName, CompleteDelegate, ErrorDelegate);
}
FSpeckleCommit UReceiveSelectionComponent::GetSelectedCommit() const
{
return Commits[SelectedCommitText];
}
void UReceiveSelectionComponent::LogError(const FString& Message, const FString LogName)
{
UE_LOG(LogSpeckle, Warning, TEXT("%s: %s"), *LogName, *Message)
}
@@ -1,4 +1,3 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "SpeckleUnreal.h"
@@ -6,13 +5,14 @@
void FSpeckleUnrealModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
// This code will execute after your module is loaded into memory.
// The exact timing is specified in the .uplugin file per-module
}
void FSpeckleUnrealModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
// 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
@@ -1,16 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpeckleUnrealActor.h"
// Sets default values
ASpeckleUnrealActor::ASpeckleUnrealActor()
{
PrimaryActorTick.bCanEverTick = false;
Scene = CreateDefaultSubobject<USceneComponent>("Root");
RootComponent = Scene;
Scene->SetMobility(EComponentMobility::Static);
}
@@ -1,17 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpeckleUnrealLayer.h"
USpeckleUnrealLayer::USpeckleUnrealLayer()
{
}
void USpeckleUnrealLayer::Init(FString NewLayerName, int32 NewStartIndex, int32 NewObjectCount)
{
LayerName = NewLayerName;
LayerColor = FLinearColor(FMath::FRandRange(0, 1), FMath::FRandRange(0, 1), FMath::FRandRange(0, 1), 1);
StartIndex = NewStartIndex;
ObjectCount = NewObjectCount;
}
@@ -1,255 +0,0 @@
#include "SpeckleUnrealActor.h"
#include "SpeckleUnrealManager.h"
#include "Objects/Mesh.h"
#include "Objects/RenderMaterial.h"
void ASpeckleUnrealManager::ImportObjectFromCache(AActor* AOwner, const TSharedPtr<FJsonObject> SpeckleObject)
{
{ // Handle Detached Objects
TSharedPtr<FJsonObject> DetachedObject;
if(ResolveReference(SpeckleObject, DetachedObject))
{
return ImportObjectFromCache(AOwner, DetachedObject);
}
}
const UBase* Base = DeserializeBase(SpeckleObject);
if(Base == nullptr)
return;
AActor* Native = Converter->ConvertToNative(Base, this);
if(IsValid(Native))
{
#if WITH_EDITOR
Native->SetActorLabel(FString::Printf(TEXT("%s - %s"), *Base->SpeckleType, *Base->Id));
#endif
Native->AttachToActor(AOwner, FAttachmentTransformRules::KeepRelativeTransform);
Native->SetOwner(AOwner);
InProgressObjectsCache.Add(Native);
}
else
{
Native = AOwner;
}
//Convert Children
for (const auto& Kv : SpeckleObject->Values)
{
const TSharedPtr<FJsonObject>* SubObjectPtr;
if (Kv.Value->TryGetObject(SubObjectPtr))
{
ImportObjectFromCache(Native, *SubObjectPtr);
continue;
}
const TArray<TSharedPtr<FJsonValue>>* SubArrayPtr;
if (Kv.Value->TryGetArray(SubArrayPtr))
{
for (const auto ArrayElement : *SubArrayPtr)
{
const TSharedPtr<FJsonObject>* ArraySubObjPtr;
if (!ArrayElement->TryGetObject(ArraySubObjPtr))
continue;
ImportObjectFromCache(Native, *ArraySubObjPtr);
}
}
}
}
bool ASpeckleUnrealManager::TryGetMaterial(const URenderMaterial* SpeckleMaterial, const bool AcceptMaterialOverride, UMaterialInterface*& OutMaterial)
{
const auto MaterialID = SpeckleMaterial->Id;
if(AcceptMaterialOverride)
{
//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(Mat->GetName() == Name)
{
OutMaterial = MaterialOverridesById[MaterialID];
return true;
}
}
}
if(ConvertedMaterials.Contains(MaterialID))
{
OutMaterial = ConvertedMaterials[MaterialID];
return true;
}
return false;
}
UBase* ASpeckleUnrealManager::DeserializeBase(const TSharedPtr<FJsonObject> Obj) const
{
{ // Handle Detached Objects
TSharedPtr<FJsonObject> DetachedObject;
if(ResolveReference(Obj, DetachedObject))
{
return DeserializeBase(DetachedObject);
}
}
FString SpeckleType;
if (!Obj->TryGetStringField("speckle_type", SpeckleType)) return nullptr;
FString ObjectId = "";
Obj->TryGetStringField("id", ObjectId);
const TSubclassOf<UBase> BaseType = UBase::FindClosestType(SpeckleType);
if(BaseType == nullptr)
{
UE_LOG(LogTemp, Verbose, TEXT("SpeckleType: %s is unknown,%t object: %s will be ignored"), *SpeckleType, *ObjectId );
return nullptr; //BaseType = UBase::StaticClass();
}
UBase* Base = NewObject<UBase>(GetTransientPackage(), BaseType);
Base->Parse(Obj, this);
return Base;
}
bool ASpeckleUnrealManager::HasObject(const FString& Id) const
{
return SpeckleObjects.Contains(Id);
}
TSharedPtr<FJsonObject, ESPMode::Fast> ASpeckleUnrealManager::GetSpeckleObject(const FString& Id) const
{
return *SpeckleObjects.Find(Id);
}
bool ASpeckleUnrealManager::ResolveReference(const TSharedPtr<FJsonObject> Object, TSharedPtr<FJsonObject>& OutObject) const
{
FString SpeckleType;
FString ReferenceID;
if (Object->TryGetStringField("speckle_type", SpeckleType)
&& SpeckleType == "reference"
&& Object->TryGetStringField("referencedId",ReferenceID))
{
OutObject = GetSpeckleObject(ReferenceID);
return true;
}
return false;
}
TArray<TSharedPtr<FJsonValue>> ASpeckleUnrealManager::CombineChunks(const TArray<TSharedPtr<FJsonValue>>& ArrayField) const
{
TArray<TSharedPtr<FJsonValue>> ObjectPoints;
for(int32 i = 0; i < ArrayField.Num(); i++)
{
FString Index;
if(ArrayField[i]->AsObject()->TryGetStringField("referencedId", Index))
{
const auto Chunk = SpeckleObjects[Index]->GetArrayField("data");
ObjectPoints.Append(Chunk);
}
else
{
return ArrayField; //Array was never chunked to begin with
}
}
return ObjectPoints;
}
float ASpeckleUnrealManager::ParseScaleFactor(const FString& Units) const
{
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(Units.ToLower()) * WorldToCentimeters;
}
AActor* ASpeckleUnrealManager::CreateBlockInstance(const TSharedPtr<FJsonObject> Obj)
{
//Transform
const FString Units = Obj->GetStringField("units");
const float ScaleFactor = ParseScaleFactor(Units);
const TArray<TSharedPtr<FJsonValue>>* TransformData;
if(!Obj->TryGetArrayField("transform", TransformData)) return nullptr;
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();
}
TransformMatrix = TransformMatrix.GetTransposed();
TransformMatrix.ScaleTranslation(FVector(ScaleFactor));
//Block Instance
const FString ObjectId = Obj->GetStringField("id"), SpeckleType = Obj->GetStringField("speckle_type");
ASpeckleUnrealActor* BlockInstance = World->SpawnActor<ASpeckleUnrealActor>(ASpeckleUnrealActor::StaticClass(), FTransform(TransformMatrix));
//Block Definition
const TSharedPtr<FJsonObject>* BlockDefinitionReference;
if(!Obj->TryGetObjectField("blockDefinition", BlockDefinitionReference)) return nullptr;
const FString RefID = BlockDefinitionReference->operator->()->GetStringField("referencedId");
const TSharedPtr<FJsonObject> BlockDefinition = SpeckleObjects[RefID];
//For now just recreate mesh, eventually we should use instanced static mesh
const auto Geometries = BlockDefinition->GetArrayField("geometry");
for(const auto Child : Geometries)
{
const TSharedPtr<FJsonObject> MeshReference = Child->AsObject();
const FString MeshID = MeshReference->GetStringField("referencedId");
//It is important that ParentObject is the BlockInstance not the BlockDefinition to keep NativeIDs of meshes unique between Block Instances
ImportObjectFromCache(BlockInstance, SpeckleObjects[MeshID]);
}
return BlockInstance;
}
@@ -1,196 +1,146 @@
#include "SpeckleUnrealManager.h"
#include "Kismet/GameplayStatics.h"
#include "ReceiveSelectionComponent.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 "API/SpeckleAPIFunctions.h"
#include "Engine/Engine.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
// Sets default values
ASpeckleUnrealManager::ASpeckleUnrealManager()
{
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleMaterial(TEXT("Material'/SpeckleUnreal/SpeckleMaterial.SpeckleMaterial'"));
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleGlassMaterial(TEXT("Material'/SpeckleUnreal/SpeckleGlassMaterial.SpeckleGlassMaterial'"));
//When the object is constructed, Get the HTTP module
Http = &FHttpModule::Get();
SetRootComponent(CreateDefaultSubobject<USceneComponent>("Root"));
RootComponent->SetRelativeScale3D(FVector(-1,1,1));
SetRootComponent(CreateDefaultSubobject<USceneComponent>(TEXT("Root")));
RootComponent->SetRelativeScale3D(FVector(1,1,1));
RootComponent->SetMobility(EComponentMobility::Static);
Converter = CreateDefaultSubobject<USpeckleConverterComponent>(FName("Converter"));
DefaultMeshMaterial = SpeckleMaterial.Object;
BaseMeshOpaqueMaterial = SpeckleMaterial.Object;
BaseMeshTransparentMaterial = SpeckleGlassMaterial.Object;
ReceiveSelection = CreateDefaultSubobject<UReceiveSelectionComponent>(FName("ReceiveSelection"));
KeepCache = true;
DisplayProgressBar = true;
}
// Called when the game starts or when spawned
void ASpeckleUnrealManager::BeginPlay()
{
Super::BeginPlay();
if (ImportAtRuntime)
ImportSpeckleObject();
if(ImportAtRuntime) Receive();
}
/*Import the Speckle object*/
void ASpeckleUnrealManager::ImportSpeckleObject()
void ASpeckleUnrealManager::Receive()
{
const FString UserAgent = FString::Printf(TEXT("Unreal Engine (%s) / %d.%d.%d"), *UGameplayStatics::GetPlatformName(), ENGINE_MAJOR_VERSION, ENGINE_MINOR_VERSION, ENGINE_PATCH_VERSION);
#if !SUPPRESS_SPECKLE_ANALYTICS
const FString HostApplication = FString::Printf(TEXT("Unreal%%20Engine%%20%d"), ENGINE_MAJOR_VERSION);
const FString Action = "receive/manual";
FString SpeckleUserID = "No%20SUUID";
#if PLATFORM_WINDOWS
const FString UserPath = UKismetSystemLibrary::GetPlatformUserDir().LeftChop(10); //remove "Documents/"
const FString Dir = FString::Printf(TEXT("%sAppData/Roaming/Speckle/suuid"), *UserPath);
FFileHelper::LoadFileToString(SpeckleUserID, *Dir);
#endif
//TODO MACOS
//Track page view
const FString ViewURL = FString::Printf(
TEXT("https://speckle.matomo.cloud/matomo.php?idsite=2&rec=1&apiv=1&uid=%s&action_name=%s&url=http://connectors/%s/%s&urlref=http://connectors/%s/%s&_cvar=%%7B%%22hostApplication%%22:%%20%%22%s%%22%%7D"),
*SpeckleUserID,
*Action,
*HostApplication,
*Action,
*HostApplication,
*Action,
*HostApplication
);
const FHttpRequestRef ViewTrackingRequest = Http->CreateRequest();
ViewTrackingRequest->SetVerb("POST");
ViewTrackingRequest->SetURL(ViewURL);
ViewTrackingRequest->SetHeader("User-Agent", UserAgent);
ViewTrackingRequest->ProcessRequest();
//Track receive action
const FString EventURL = FString::Printf(
TEXT("https://speckle.matomo.cloud/matomo.php?idsite=2&rec=1&apiv=1&uid=%s&_cvar=%%7B%%22hostApplication%%22:%%20%%22%s%%22%%7D&e_c=%s&e_a=%s"),
*SpeckleUserID,
*HostApplication,
*HostApplication,
*Action
);
const FHttpRequestRef EventTrackingRequest = Http->CreateRequest();
EventTrackingRequest->SetVerb("POST");
EventTrackingRequest->SetURL(EventURL);
EventTrackingRequest->SetHeader("User-Agent", UserAgent);
EventTrackingRequest->ProcessRequest();
#endif
const FString url = ServerUrl + "/objects/" + StreamID + "/" + ObjectID;
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, "[Speckle] Downloading: " + url);
const FHttpRequestRef Request = Http->CreateRequest();
Request->SetVerb("GET");
Request->SetHeader("Accept", TEXT("text/plain"));
Request->SetHeader("Authorization", "Bearer " + AuthToken);
Request->OnProcessRequestComplete().BindUObject(this, &ASpeckleUnrealManager::OnStreamTextResponseReceived);
Request->SetURL(url);
Request->SetHeader("User-Agent", UserAgent);
Request->ProcessRequest();
}
void ASpeckleUnrealManager::OnStreamTextResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
if (!bWasSuccessful)
// Check object to receive has been specified properly
FString StatusMessage;
if(!ReceiveSelection->IsSelectionComplete(StatusMessage))
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
return;
}
auto responseCode = Response->GetResponseCode();
if (responseCode != 200)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, FString::Printf(TEXT("Error response. Response code %d"), responseCode));
HandleError(StatusMessage);
return;
}
FString response = Response->GetContentAsString();
// Delete all actors from previous receive operations
DeleteObjects();
// ParseIntoArray is very inneficient for large strings.
// https://docs.unrealengine.com/en-US/API/Runtime/Core/Containers/FString/ParseIntoArrayLines/index.html
// https://answers.unrealengine.com/questions/81697/reading-text-file-line-by-line.html
// Can be fixed by setting the size of the array
int lineCount = 0;
for (const TCHAR* ptr = *response; *ptr; ptr++)
if (*ptr == '\n')
lineCount++;
TArray<FString> lines;
lines.Reserve(lineCount);
response.ParseIntoArray(lines, TEXT("\n"), true);
const FString ServerUrl = ReceiveSelection->ServerUrl;
const FString AuthToken = ReceiveSelection->AuthToken;
const FString StreamId = ReceiveSelection->StreamId;
const FString ObjectId = ReceiveSelection->ObjectId;
FAnalytics::TrackEvent( ServerUrl, TEXT("NodeRun"), TMap<FString, FString> { {TEXT("name"), StaticClass()->GetName() }, {TEXT("worldType"), FString::FromInt(GetWorld()->WorldType)}});
FString Message = FString::Printf(TEXT("Fetching Objects from Speckle Server: %s"), *ServerUrl);
PrintMessage(Message);
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, FString::Printf(TEXT("[Speckle] Parsing %d downloaded objects..."), lineCount));
for (const auto& line : lines)
// Setup network transports
UServerTransport* ServerTransport = UServerTransport::CreateServerTransport(ServerUrl, StreamId, AuthToken);
if(!KeepCache && LocalObjectCache)
{
FString objectId, objectJson;
if (!line.Split("\t", &objectId, &objectJson))
continue;
TSharedPtr<FJsonObject> jsonObject;
TSharedRef<TJsonReader<>> jsonReader = TJsonReaderFactory<>::Create(objectJson);
if (!FJsonSerializer::Deserialize(jsonReader, jsonObject))
continue;
SpeckleObjects.Add(objectId, jsonObject);
LocalObjectCache.GetObjectRef()->ConditionalBeginDestroy();
LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
}
if(!LocalObjectCache) LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, FString::Printf(TEXT("[Speckle] Converting %d objects..."), lineCount));
// Setup delegate callbacks
FTransportErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &ASpeckleUnrealManager::HandleError);
FTransportCopyObjectCompleteDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &ASpeckleUnrealManager::HandleReceive, DisplayProgressBar);
// Send request for objects
ServerTransport->CopyObjectAndChildren(ObjectId, LocalObjectCache, CompleteDelegate, ErrorDelegate);
//World Units setup
WorldToCentimeters = 1; //Default value of 1uu = 1cm
AWorldSettings* WorldSettings;
if(IsValid(World = GetWorld() )
&& IsValid(WorldSettings = World->GetWorldSettings()) )
// Read receipt (if receiving a commit object)
FSpeckleCommit Commit;
if(ReceiveSelection->TryGetSelectedCommit(Commit))
{
WorldToCentimeters = WorldSettings->WorldToMeters / 100;
//TODO read receipt
USpeckleAPIFunctions::CommitReceived(Commit);
}
ImportObjectFromCache(this, SpeckleObjects[ObjectID]);
for (const auto& m : CreatedObjectsCache)
{
if(AActor* a = Cast<AActor>(m))
a->Destroy();
else
m->ConditionalBeginDestroy();
}
CreatedObjectsCache = InProgressObjectsCache;
InProgressObjectsCache.Empty();
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, FString::Printf(TEXT("[Speckle] Objects imported successfully. Created %d Actors"), CreatedObjectsCache.Num()));
}
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(TEXT("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()
{
ConvertedMaterials.Empty();
Converter->FinishConversion();
for (const auto& m : CreatedObjectsCache)
for (AActor* a : Actors)
{
if(AActor* a = Cast<AActor>(m))
a->Destroy();
else
m->ConditionalBeginDestroy();
if(IsValid(a)) a->Destroy();
}
CreatedObjectsCache.Empty();
Actors.Empty();
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,77 @@
#include "LogSpeckle.h"
#include "Misc/AutomationTest.h"
#include "ReceiveSelectionComponent.h"
#include "Tests/AutomationCommon.h"
#if WITH_DEV_AUTOMATION_TESTS
class UMock : public UReceiveSelectionComponent
{
friend class FReceiveSelectionComponentTest;
friend class FCheckValidSelection;
friend class FCheckLimitMatch;
};
DEFINE_LATENT_AUTOMATION_COMMAND_TWO_PARAMETER(FCheckValidSelection, FAutomationTestBase*, Test, UMock*, SelectionComponent);
bool FCheckValidSelection::Update()
{
const UMock* s = SelectionComponent;
Test->TestTrue(TEXT("Account valid on set"), s->IsAccountValid);
Test->TestTrue(TEXT("Stream valid on set"), s->IsStreamValid);
Test->TestTrue(TEXT("Branch valid on set"), s->IsBranchValid);
Test->TestTrue(TEXT("Commit valid on set"), s->IsCommitValid);
return true;
}
DEFINE_LATENT_AUTOMATION_COMMAND_TWO_PARAMETER(FCheckLimitMatch, FAutomationTestBase*, Test, UMock*, SelectionComponent);
bool FCheckLimitMatch::Update()
{
const UMock* s = SelectionComponent;
Test->TestTrue(TEXT("Fetched streams is less than limit"), s->Streams.Num() <= s->Limit);
Test->TestTrue(TEXT("Fetched branches is less than limit"), s->Branches.Num() <= s->Limit);
Test->TestTrue(TEXT("Fetched commits is less than limit"), s->Commits.Num() <= s->Limit);
return true;
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FReceiveSelectionComponentTest, "SpeckleUnreal.ReceiveSelectionComponentTest", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)
bool FReceiveSelectionComponentTest::RunTest(const FString& Parameters)
{
#ifdef TEST_AUTH_TOKEN
UMock* s = NewObject<UMock>();
//Test initialisation
TestFalse(TEXT("Account valid on initialise"), s->IsAccountValid);
TestFalse(TEXT("Stream valid on initialise"), s->IsStreamValid);
TestFalse(TEXT("Branch valid on initialise"), s->IsBranchValid);
TestFalse(TEXT("Commit valid on initialise"), s->IsCommitValid);
s->AuthToken = TEST_AUTH_TOKEN;
s->ServerUrl = TEXT("https://latest.speckle.systems");
s->bManualMode = false;
s->Refresh();
//wait 5 seconds for HTTP requests to finish
ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(5.0f));
ADD_LATENT_AUTOMATION_COMMAND(FCheckValidSelection(this, s));
ADD_LATENT_AUTOMATION_COMMAND(FCheckLimitMatch(this, s));
return true;
#else
TestTrue(TEXT("TEST_AUTH_TOKEN definition exists"), false);
return false;
#endif
}
#endif
@@ -0,0 +1,61 @@
#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
@@ -0,0 +1,21 @@
#include "Transports/MemoryTransport.h"
#include "LogSpeckle.h"
bool UMemoryTransport::HasObject(const FString& ObjectId) const
{
return SpeckleObjects.Contains(ObjectId);
}
TSharedPtr<FJsonObject> UMemoryTransport::GetSpeckleObject(const FString& ObjectId) const
{
return SpeckleObjects.FindRef(ObjectId);
}
void UMemoryTransport::SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject)
{
SpeckleObjects.Add(ObjectId, SerializedObject);
UE_LOG(LogSpeckle, Verbose, TEXT("Added %s to in memory transport, now %d objects total "), *ObjectId, SpeckleObjects.Num());
}
@@ -0,0 +1,267 @@
#include "Transports/ServerTransport.h"
#include "LogSpeckle.h"
#include "Mixpanel.h"
#include "Runtime/Launch/Resources/Version.h"
#include "JsonObjectConverter.h"
#include "HttpModule.h"
#include "Interfaces/IHttpRequest.h"
#include "Interfaces/IHttpResponse.h"
#include "Policies/CondensedJsonPrintPolicy.h"
TSharedPtr<FJsonObject> UServerTransport::GetSpeckleObject(const FString& ObjectId) const
{
unimplemented();
return nullptr;
}
void UServerTransport::SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject)
{
unimplemented(); //TODO implement
}
bool UServerTransport::HasObject(const FString& ObjectId) const
{
unimplemented(); //TODO implement
return false;
}
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(TEXT("__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);
}
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(TEXT("GET"));
Request->SetURL(Endpoint);
Request->SetHeader(TEXT("Accept"), TEXT("text/plain"));
if(!AuthToken.IsEmpty())
Request->SetHeader(TEXT("Authorization"),FString::Printf(TEXT("Bearer %s"), *AuthToken));
Request->SetHeader(TEXT("apollographql-client-name"), TEXT("Unreal Engine"));
Request->SetHeader(TEXT("apollographql-client-version"), SPECKLE_CONNECTOR_VERSION);
// Response Callback
#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 3
auto ResponseHandler = [=, this](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
#else
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
#endif
{
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(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)
{
UE_LOG(LogSpeckle, Log, TEXT("Finished fetching child Speckle objects"));
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(TEXT("POST"));
Request->SetURL(EndPoint);
Request->SetHeader(TEXT("Accept"), TEXT("text/plain"));
if(!AuthToken.IsEmpty())
Request->SetHeader(TEXT("Authorization"), FString::Printf(TEXT("Bearer %s"), *AuthToken));
Request->SetHeader(TEXT("Content-Type"), TEXT("application/json"));
Request->SetContentAsString(Body);
}
// Response Callback
#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 3
auto ResponseHandler = [=, this](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
#else
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
#endif
{
// Request Fail
if(!bWasSuccessful)
{
FString Message = FString::Printf(TEXT("Request for children of root object %s/%s failed: %s"),
*StreamId, *ObjectId, *Response->GetContentAsString());
InvokeOnError(Message);
return;
}
// Any HTTP Fail
const int32 ResponseCode = Response->GetResponseCode();
if (ResponseCode != 200)
{
FString Message = FString::Printf(
TEXT("Request for children of root object %s/%s failed:\nHTTP response %d"),
*StreamId, *ObjectId, ResponseCode);
InvokeOnError(Message);
return;
}
// Success: Start parsing
TArray<FString> Lines;
const int32 LineCount = SplitLines(Response->GetContentAsString(), Lines);
UE_LOG(LogSpeckle, Verbose, TEXT("Parsing %d downloaded objects..."), LineCount)
// Warning: Fewer/More objects then expected
if(LineCount != CEnd - CStart)
{
UE_LOG(LogSpeckle, Warning, TEXT("Requested %d objects, but received %d"), CEnd - CStart, LineCount);
}
// Load JSON as objects
for (const FString& Line : Lines)
{
FString Id, ObjectJson;
if (!Line.Split("\t", &Id, &ObjectJson))
continue;
TSharedPtr<FJsonObject> JsonObject;
if(!LoadJson(ObjectJson, JsonObject)) continue;
TargetTransport->SaveObject(Id, JsonObject);
}
UE_LOG(LogSpeckle, Log, TEXT("Processed %d/%d Child objects"), CEnd, ChildrenIds.Num())
//Iterate again for any missing children
FetchChildren(TargetTransport, ObjectId, ChildrenIds, CEnd);
};
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
// Send request for children
const bool RequestSent = Request->ProcessRequest();
if(!RequestSent)
{
FString Message = FString::Printf(TEXT("Failed to fetch children of root object %s/%s:\nHTTP request failed to start"), *StreamId, *ObjectId);
InvokeOnError(Message);
return;
}
UE_LOG(LogSpeckle, Verbose, TEXT("Requesting %d child objects"), CEnd - CStart);
}
void UServerTransport::InvokeOnError(FString& Message) const
{
ensureAlwaysMsgf(this->OnError.ExecuteIfBound(Message), TEXT("ServerTransport: Unhandled error - %s"), *Message);
}
int32 UServerTransport::SplitLines(const FString& Content, TArray<FString>& OutLines)
{
int32 LineCount = 0;
for (const TCHAR* ptr = *Content; *ptr; ptr++)
if (*ptr == '\n')
LineCount++;
OutLines.Reserve(LineCount);
Content.ParseIntoArray(OutLines, TEXT("\n"), true);
return LineCount;
}
bool UServerTransport::LoadJson(const FString& StringJson, TSharedPtr<FJsonObject>& OutJsonObject)
{
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(StringJson);
return FJsonSerializer::Deserialize(Reader, OutJsonObject);
}
-29
View File
@@ -1,29 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
//#pragma once
//#include "CoreMinimal.h"
//#include "Client.generated.h"
//
// /**
// *
// */
// UCLASS()
// class SPECKLEUNREAL_API UClient : public UClass
// {
// GENERATED_BODY()
//
// public:
//
// static int DefaultBranchLimit = 10;
//
// //UFUNCTION(BlueprintPure, Category="Speckle")
// //void GetAccounts();
//
// //UFUNCTION(BlueprintPure, Category="Speckle")
// //Branch StreamGetBranches(FString StreamID, int BranchesLimit = DefaultBranchLimit, int CommitLimit = DefaultBranchLimit);
//
//
// };
@@ -0,0 +1,52 @@
#pragma once
#include "Interfaces/IHttpRequest.h"
#include "Dom/JsonObject.h"
DECLARE_DELEGATE_OneParam(FErrorDelegate, const FString&);
DECLARE_DELEGATE_OneParam(FAPIResponceDelegate, const FString&);
/**
* C++ wrapper of Speckle's GraphQL API
* Encapsulates sending HTTP requests with GraphQL Queries for specific resources
*
* Used to send GraphQL requests for commits, branches, streams, user info, collaborators etc.
*
* See `API/Operations` for usage examples
*/
class FClientAPI
{
public:
/**
* Creates and sends a graphql query to the specified url.
* Will check HTTP response for errors,
* and unpack the response "data" object.
* @param ServerUrl URL of the Speckle Server endpoint
* @param AuthToken
* @param ResponsePropertyName Property name of the requested object. This will be the first name in the query (e.g. "stream", "streams", "user", etc)
* @param PostPayload The POST payload containing the GraphQL request
* @param RequestLogName Friendly name for this request (for error handling and logging)
* @param OnCompleteAction Callback invoked on successful completion of the request, with the request object (as a JSON string)
* @param OnErrorAction Callback invoked on any fatal error with, the error message.
*/
static void MakeGraphQLRequest(const FString& ServerUrl, const FString& AuthToken, const FString& ResponsePropertyName,
const FString& PostPayload, const FString& RequestLogName,
const FAPIResponceDelegate OnCompleteAction, const FErrorDelegate OnErrorAction);
//protected:
/// Helper function for creating post requests with a GraphQL query
static FHttpRequestRef CreatePostRequest(const FString& ServerUrl, FString AuthToken, const FString& PostPayload,
const FString& Encoding = TEXT("gzip"));
static bool GetResponseAsJSON(const FHttpResponsePtr Response, const FString& RequestLogName, TSharedPtr<FJsonObject>& OutObject, const TFunctionRef<void(const FString& Message)> OnErrorAction);
static bool CheckForOperationErrors(const TSharedPtr<FJsonObject> GraphQLResponse, FString& OutErrorMessage);
static bool CheckRequestFailed(bool bWasSuccessful, FHttpResponsePtr Response, const FString& RequestName, const TFunctionRef<void(const FString& Message)> OnErrorAction);
};
@@ -0,0 +1,45 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCommit.h"
#include "SpeckleBranch.generated.h"
/*
* GraphQL model for Branch data
* Properties are only when they explicitly requested (through the GraphQL request)
* see https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleBranch
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Description;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FSpeckleCommits Commits;
};
USTRUCT(BlueprintType)
struct FSpeckleBranches
{
GENERATED_BODY();
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
int32 TotalCount = 0;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Cursor;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FSpeckleBranch> Items;
};
@@ -0,0 +1,29 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCollaborator.generated.h"
/*
* GraphQL model for Collaborator data
* Properties are only when they explicitly requested (through the GraphQL request)
* see https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleCollaborator
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Id;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Avatar;
};
@@ -0,0 +1,65 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleCommit.generated.h"
/*
* GraphQL model for Commit data
* Properties are only when they explicitly requested (through the GraphQL request)
* see https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleCommit
{
GENERATED_BODY();
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString ID;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Message;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString BranchName;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorName;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorId;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString AuthorAvatar;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString CreatedAt;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString SourceApplication;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models", DisplayName="Referenced Object Id")
FString ReferencedObject;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString TotalChildrenCount;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FString> Parents;
};
USTRUCT(BlueprintType)
struct FSpeckleCommits
{
GENERATED_BODY();
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
int32 TotalCount = 0;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Cursor;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FSpeckleCommit> Items;
};
@@ -0,0 +1,77 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleBranch.h"
#include "SpeckleCollaborator.h"
#include "SpeckleStream.generated.h"
/*
* GraphQL model for Stream data
* Properties are only when they explicitly requested (through the GraphQL request)
* see https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleStream
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models", DisplayName="Stream Id")
FString ID;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString Description;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
bool IsPublic = false;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString Role;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString CreatedAt;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString UpdatedAt;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FString FavoritedDate;
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
TArray<FSpeckleCollaborator> Collaborators;
// Object properties are only set if explicitly requested by a custom GraphQL request
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FSpeckleBranches Branches;
// Object properties are only set if explicitly requested by a custom GraphQL request
UPROPERTY(BlueprintReadOnly, DisplayName="Branch (Request Only)", Category="Speckle|API Models", AdvancedDisplay)
FSpeckleBranch Branch;
// Object properties are only set if explicitly requested by a custom GraphQL request
UPROPERTY(BlueprintReadOnly, DisplayName="Commit (Request Only)", Category="Speckle|API Models", AdvancedDisplay)
FSpeckleCommit Commit;
// Object properties are only set if explicitly requested by a custom GraphQL request
UPROPERTY(BlueprintReadOnly, Category="Speckle|API Models")
FSpeckleCommits Commits;
};
USTRUCT(BlueprintType)
struct FSpeckleStreams
{
GENERATED_BODY();
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
int32 TotalCount = 0;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Cursor;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
TArray<FSpeckleStream> Items;
};
@@ -0,0 +1,47 @@
#pragma once
#include "CoreMinimal.h"
#include "SpeckleStream.h"
#include "SpeckleUser.generated.h"
/*
* GraphQL model for User data
* Properties are only when they explicitly requested (through the GraphQL request)
* see https://github.com/specklesystems/speckle-sharp/blob/main/Core/Core/Api/GraphQL/Models.cs
*/
USTRUCT(BlueprintType)
struct FSpeckleUser
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Id;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Email;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Bio;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Company;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Avatar;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
bool Verified = false;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FSpeckleStreams Streams;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FSpeckleStreams FavoriteStreams;
};
@@ -0,0 +1,58 @@
#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);
};
@@ -0,0 +1,62 @@
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "SpeckleStreamAPIOperation.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAPIResponseHandler, FString, JsonResponse, FString, ErrorMessage);
/**
* Allows sending GraphQL queries to the Speckle GraphQL API
*
*/
UCLASS()
class SPECKLEUNREAL_API USpeckleStreamAPIOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FAPIResponseHandler OnReceiveSuccessfully;
UPROPERTY(BlueprintAssignable)
FAPIResponseHandler OnError;
/**
* Sends an GraphQL queries to a speckle server's "/graphql" endpoint
* E.g. for fetching stream/branch/commit/user info.
*
* @param ServerUrl The URL of the Speckle server
* @param AuthToken The auth token of the user (optional for unprivilaged requests)
* @param GraphQlQuery The GraphQl query (starting with `query{ }`)
* @param ResponsePropertyName The name of the root property being requested. (e.g. for a "query{user{...}" query, then the property name is "user")
* @param RequestLogName A friendly name for this request (logging and analytics)
*/
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations")
static USpeckleStreamAPIOperation* SpeckleStreamAPIOperation(
const FString& ServerUrl,
const FString& AuthToken,
const FString& GraphQlQuery,
const FString& ResponsePropertyName,
const FString& RequestLogName);
virtual void Activate() override;
protected:
void Request();
FString ServerUrl;
FString AuthToken;
FString Query;
FString RequestLogName;
FString ResponsePropertyName;
void HandleReceive(const FString& ResponseJson);
void HandleError(const FString& Message);
};
@@ -0,0 +1,30 @@
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "SpeckleAPIFunctions.generated.h"
struct FSpeckleCommit;
/**
* Blueprint function library for Speckle API
*/
UCLASS()
class SPECKLEUNREAL_API USpeckleAPIFunctions : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, CustomThunk, Category="Speckle|API", meta=(CustomStructureParam="OutStruct", ExpandBoolAsExecs="ReturnValue"))
static UPARAM(DisplayName = "WasSucessful") bool DeserializeResponse(const FString& JsonString, int32& OutStruct);
DECLARE_FUNCTION(execDeserializeResponse);
static bool GenericDeserializeResponse(const FString& JsonString, const UScriptStruct* StructType, void* OutStruct);
static void CommitReceived(FSpeckleCommit& Commit);
};
@@ -0,0 +1,25 @@
#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);
};
@@ -1,13 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
/**
*
*/
class FSpeckleTypeConverter
{
};
@@ -1,21 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "SpeckleOperationsComponent.generated.h"
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class SPECKLEUNREAL_API USpeckleOperationsComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
USpeckleOperationsComponent();
};
@@ -0,0 +1,58 @@
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "Conversion/SpeckleConverter.h"
#include "AggregateConverter.generated.h"
/**
* An Aggregate Converter stores multiple ISpeckleConverter instances.
* This allows you to use many converters as one
*/
UCLASS()
class SPECKLEUNREAL_API UAggregateConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
protected:
// A lazily initialised mapping of SpeckleType -> converters.
TMap<TSubclassOf<UBase>, TScriptInterface<ISpeckleConverter>> SpeckleTypeMap;
public:
// Array of converters, must be of type ISpeckleConverter
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle|Conversion")
TArray<UObject*> SpeckleConverters;
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual UObject* ConvertToNativeInternal(const UBase* Object, UWorld* World);
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>&) override;
virtual bool CanConvertToNative_Implementation(TSubclassOf<UBase> BaseType) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual TScriptInterface<ISpeckleConverter> GetConverter(const TSubclassOf<UBase> BaseType);
// Validates a given object is a valid ISpeckleConverter
static bool CheckValidConverter(const UObject* Converter, bool LogWarning = true);
void FinishConversion_Internal();
virtual void FinishConversion_Implementation() override;
// Validates changes to SpeckleConverters property, Should be called after modifying SpeckleConverters
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual void OnConvertersChangeHandler();
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
};
@@ -0,0 +1,43 @@
#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 UInstance;
/**
* 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 UInstance* Block, UWorld* World);
protected:
virtual AActor* CreateEmptyActor(UWorld* World, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
};
@@ -0,0 +1,53 @@
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "Engine/World.h"
#include "CollectionConverter.generated.h"
class UCollection;
/**
* 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 UCollectionConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
CONVERTS_SPECKLE_TYPES()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TSubclassOf<AActor> ActorType;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EComponentMobility::Type> ActorMobility;
// Sets default values for this actor's properties
UCollectionConverter();
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* CollectionToNative(const UCollection* SpeckleCollection, UWorld* World);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UCollection* CollectionToSpeckle(const AActor* Object);
virtual AActor* CreateEmptyActor(UWorld* World, const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
};
@@ -0,0 +1,98 @@
#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
};
@@ -1,9 +1,9 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "PointCloudConverter.generated.h"
@@ -12,6 +12,9 @@ class ALidarPointCloudActor;
class ULidarPointCloud;
class UPointCloud;
/**
* Converts Speckle Point Cloud objects into LidarPointClouds
*/
UCLASS()
class SPECKLEUNREAL_API UPointCloudConverter : public UObject, public ISpeckleConverter
{
@@ -19,22 +22,26 @@ class SPECKLEUNREAL_API UPointCloudConverter : public UObject, public ISpeckleC
CONVERTS_SPECKLE_TYPES()
protected:
UFUNCTION(BlueprintCallable)
virtual ALidarPointCloudActor* CreateActor(const ASpeckleUnrealManager* Manager, ULidarPointCloud* PointCloudData);
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TSubclassOf<ALidarPointCloudActor> PointCloudActorType;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EComponentMobility::Type> ActorMobility;
UPointCloudConverter();
virtual AActor* ConvertToNative_Implementation(const UBase* SpeckleBase, ASpeckleUnrealManager* Manager) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object, ASpeckleUnrealManager* Manager) override;
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>&) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
UFUNCTION(BlueprintCallable)
virtual ALidarPointCloudActor* PointCloudToNative(const UPointCloud* SpecklePointCloud, ASpeckleUnrealManager* Manager);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual ALidarPointCloudActor* PointCloudToNative(const UPointCloud* SpecklePointCloud, UWorld* World);
UFUNCTION(BlueprintCallable)
virtual UPointCloud* PointCloudToSpeckle(const ULidarPointCloudComponent* Object, ASpeckleUnrealManager* Manager);
UFUNCTION(BlueprintCallable, Category="ToSpeckle")
virtual UPointCloud* PointCloudToSpeckle(const ULidarPointCloudComponent* Object);
protected:
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual ALidarPointCloudActor* CreateActor(UWorld* World, ULidarPointCloud* PointCloudData);
};
@@ -1,16 +1,27 @@
// Fill out your copyright notice in the Description page of Project Settings.
#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
{
@@ -18,29 +29,29 @@ class SPECKLEUNREAL_API UProceduralMeshConverter : public UObject, public ISpec
CONVERTS_SPECKLE_TYPES()
protected:
virtual AActor* CreateActor(const ASpeckleUnrealManager* Manager, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
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 AActor* ConvertToNative_Implementation(const UBase* SpeckleBase, ASpeckleUnrealManager* Manager) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object, ASpeckleUnrealManager* Manager) override;
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
TScriptInterface<ISpeckleConverter>& AvailableConverters) override;
UFUNCTION(BlueprintCallable)
virtual AActor* MeshToNative(const UMesh* SpeckleMesh, ASpeckleUnrealManager* Manager);
UFUNCTION(BlueprintCallable)
virtual UMaterialInterface* GetMaterial(const URenderMaterial* SpeckleMaterial, ASpeckleUnrealManager* Manager);
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
UFUNCTION(BlueprintCallable)
virtual UMesh* MeshToSpeckle(const UProceduralMeshComponent* Object, ASpeckleUnrealManager* Manager);
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());
};
@@ -1,16 +1,25 @@
// Fill out your copyright notice in the Description page of Project Settings.
#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
{
@@ -20,40 +29,89 @@ class SPECKLEUNREAL_API UStaticMeshConverter : public UObject, public ISpeckleCo
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TSet<FString> HiddenTypes;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TSubclassOf<AActor> MeshActorType;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool UseFullBuild;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool GenerateLightmapUV;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EComponentMobility::Type> ActorMobility;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
#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)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
bool Transient;
protected:
virtual AActor* CreateActor(const ASpeckleUnrealManager* Manager, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
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 AActor* ConvertToNative_Implementation(const UBase* SpeckleBase, ASpeckleUnrealManager* Manager) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object, ASpeckleUnrealManager* Manager) override;
UFUNCTION(BlueprintCallable)
virtual UStaticMesh* MeshToNative(UObject* Outer, const UMesh* SpeckleMesh, ASpeckleUnrealManager* Manager);
UFUNCTION(BlueprintCallable)
virtual UMesh* MeshToSpeckle(const UStaticMeshComponent* Object, ASpeckleUnrealManager* Manager);
UFUNCTION(BlueprintCallable)
virtual UMaterialInterface* GetMaterial(const URenderMaterial* SpeckleMaterial, ASpeckleUnrealManager* Manager);
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>& AvailableConverters) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
virtual void FinishConversion_Implementation() override;
// Converts a multiple Speckle Meshes to a native actor of type MeshActorType
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* MeshesToNativeActor(const UBase* Parent, const TArray<UMesh*>& SpeckleMeshes, UWorld* World, TScriptInterface<ISpeckleConverter>& RenderMaterialConverter);
// Converts a single Speckle Mesh to a native actor of type MeshActorType
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* MeshToNativeActor(const UMesh* SpeckleMesh, UWorld* World, TScriptInterface<ISpeckleConverter>& MaterialConverter);
virtual AActor* CreateEmptyActor(UWorld* World, const FTransform& Transform = FTransform::Identity, const FActorSpawnParameters& SpawnParameters =
FActorSpawnParameters());
UFUNCTION(BlueprintCallable, Category="ToSpeckle")
virtual UBase* MeshToSpeckle(const UStaticMeshComponent* Object);
protected:
FCriticalSection Lock_StaticMeshesToBuild;
UPROPERTY(BlueprintReadWrite, Transient, Category="ToNative")
TArray<UStaticMesh*> StaticMeshesToBuild;
virtual void GenerateMeshParams(UStaticMesh::FBuildMeshDescriptionsParams& MeshParams) const;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UMaterialInterface* GetMaterial(const URenderMaterial* SpeckleMaterial, UWorld* World,
TScriptInterface<ISpeckleConverter>& MaterialConverter) const;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UStaticMesh* MeshesToNativeMesh(UObject* Outer, const UBase* Parent, const TArray<UMesh*>& SpeckleMeshes, TScriptInterface<ISpeckleConverter>
& MaterialConverter);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UStaticMesh* MeshToNativeMesh(UObject* Outer, const UMesh* SpeckleMesh, TScriptInterface<ISpeckleConverter>& MaterialConverter);
};
@@ -1,48 +1,52 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "UObject/Interface.h"
#include "Templates/SubclassOf.h"
#include "SpeckleConverter.generated.h"
class UBase;
class ASpeckleUnrealManager;
// This class does not need to be modified.
UINTERFACE()
class USpeckleConverter : public UInterface
UINTERFACE(BlueprintType)
class SPECKLEUNREAL_API USpeckleConverter : public UInterface
{
GENERATED_BODY()
};
/**
* Interfaces for conversion functions (ToSpeckle and ToNative) of a specific native type.
* 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:
UFUNCTION(BlueprintNativeEvent)
public:
/// Will return true if this converter can convert a given BaseType
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToNative")
bool CanConvertToNative(TSubclassOf<UBase> BaseType);
/// Returns the type of Base expected for a given SpeckleType
UFUNCTION(BlueprintNativeEvent)
TSubclassOf<UBase> ToNativeBase(const FString& SpeckleType);
UFUNCTION(BlueprintNativeEvent)
AActor* ConvertToNative(const UBase* SpeckleBase, ASpeckleUnrealManager* Manager);
/// 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);
UFUNCTION(BlueprintNativeEvent)
UBase* ConvertToSpeckle(const UObject* Object, ASpeckleUnrealManager* Manager);
/// Tries to convert a given Actor or Component into a Speckle Base
/// NOT IMPLEMENTED!!!
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToSpeckle")
UBase* ConvertToSpeckle(const UObject* Object);
/// Clean up any cached assets that now may be unused
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToNative")
void FinishConversion();
};
#define CONVERTS_SPECKLE_TYPES() \
protected: \
UPROPERTY(EditAnywhere, BlueprintReadWrite) \
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Conversion") \
TSet<TSubclassOf<UBase>> SpeckleTypes; \
public: \
virtual bool CanConvertToNative_Implementation(TSubclassOf<UBase> BaseType) override { return SpeckleTypes.Contains(BaseType); } \
@@ -1,51 +1,52 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "SpeckleConverterComponent.generated.h"
class USpeckleConverter;
class ASpeckleUnrealManager;
class UBase;
class ISpeckleConverter;
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent))
class ITransport;
class ISpeckleConverter;
class UBase;
class UAggregateConverter;
class FJsonValue;
struct FSlowTask;
/**
* An Actor Component for encapsulating recursive conversion of Speckle Objects
*/
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent), HideCategories=(Activation, Collision, Cooking, Tags))
class SPECKLEUNREAL_API USpeckleConverterComponent : public UActorComponent
{
GENERATED_BODY()
protected:
// A lazily initialised mapping of SpeckleType -> converters.
TMap<TSubclassOf<UBase>, TScriptInterface<ISpeckleConverter>> SpeckleTypeMap;
public:
// Array of converters
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle|Conversion")
TArray<UObject*> SpeckleConverters;
UAggregateConverter* SpeckleConverter;
// Sets default values for this component's properties
USpeckleConverterComponent();
// Converts the given Base and all children into native actors.
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
UPARAM(DisplayName = "RootActor") AActor* RecursivelyConvertToNative(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual void FinishConversion();
protected:
// Validates changes to SpeckleConverters, Should be called after modifying SpeckleConverters
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual void OnConvertersChangeHandler();
virtual AActor* RecursivelyConvertToNative_Internal(AActor* AOwner, const UBase* Base, const TScriptInterface<ITransport>& LocalTransport, FSlowTask* Task, TArray<AActor*>& OutActors);
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) override;
#endif
virtual void ConvertChild(const TSharedPtr<FJsonValue> Object, AActor* AOwner, const TScriptInterface<ITransport>& LocalTransport, FSlowTask* Task, TArray<AActor*>& OutActors);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
UBase* ConvertToSpeckle(UObject* Object);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
AActor* ConvertToNative(const UBase* Object, ASpeckleUnrealManager* Manager);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
TScriptInterface<ISpeckleConverter> GetConverter(const TSubclassOf<UBase> BaseType);
virtual void AttachConvertedToOwner(AActor* AOwner, const UBase* Base, UObject* Converted);
};
+5
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@@ -0,0 +1,5 @@
#pragma once
#include "CoreMinimal.h"
DECLARE_LOG_CATEGORY_EXTERN(LogSpeckle, Log, All);
+20
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@@ -0,0 +1,20 @@
#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& Server, const FString& EventName);
static void TrackEvent(const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties);
static void TrackEvent(const FString& UserID, const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties);
static FString Hash(const FString& Input);
};
+63 -15
View File
@@ -1,22 +1,19 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Objects/RegisteringBase.h"
#include "Dom/JsonObject.h"
#include "Base.generated.h"
class ITransport;
class ASpeckleUnrealManager;
/**
*
* Base type that all Object Models inherit from
*/
UCLASS(BlueprintType)
class SPECKLEUNREAL_API UBase : public URegisteringBase
UCLASS(BlueprintType, meta=(DisplayName="Speckle Object (Base)"))
class SPECKLEUNREAL_API UBase : public UObject
{
public:
@@ -24,7 +21,7 @@ public:
protected:
explicit UBase(const wchar_t* SpeckleType): SpeckleType(SpeckleType) {}
explicit UBase(const TCHAR* SpeckleType): SpeckleType(FString(SpeckleType)) {}
explicit UBase(const FString& SpeckleType) : SpeckleType(SpeckleType) {}
public:
@@ -34,20 +31,71 @@ public:
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString Id;
//UPROPERTY(BlueprintReadOnly)
//TMap<FString, FString> Properties; //TODO figure out how I'm going to do custom properties
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString Units;
int64 TotalChildrenCount = 0;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString ApplicationId;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString SpeckleType;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString Units;
virtual void Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager)
TMap<FString, TSharedPtr<FJsonValue>> DynamicProperties; //TODO this won't be serialised!
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
Obj->TryGetStringField("id", Id);
Obj->TryGetStringField("units", Units);
bool IsValid = false;
DynamicProperties = Obj->Values;
if(Obj->TryGetStringField(TEXT("id"), Id))
{
IsValid = true;
DynamicProperties.Remove(TEXT("id"));
}
if(Obj->TryGetStringField(TEXT("units"), Units)) DynamicProperties.Remove(TEXT("units"));
if(Obj->TryGetStringField(TEXT("speckle_type"), SpeckleType)) DynamicProperties.Remove(TEXT("speckle_type"));
if(Obj->TryGetStringField(TEXT("applicationId"), ApplicationId)) DynamicProperties.Remove(TEXT("applicationId"));
if(Obj->TryGetNumberField(TEXT("totalChildrenCount"), TotalChildrenCount)) DynamicProperties.Remove(TEXT("totalChildrenCount"));
return IsValid;
}
protected:
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
int32 RemoveDynamicProperty(UPARAM(ref) const FString& Key)
{
return DynamicProperties.Remove(Key);
}
public:
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicString(UPARAM(ref) const FString& Key, FString& OutString) const
{
const TSharedPtr<FJsonValue> Value = DynamicProperties.FindRef(Key);
if(Value == nullptr) return false;
return Value->TryGetString(OutString);
}
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicNumber(UPARAM(ref) const FString& Key, float& OutNumber) const
{
const TSharedPtr<FJsonValue> Value = DynamicProperties.FindRef(Key);
if(Value == nullptr) return false;
return Value->TryGetNumber(OutNumber);
}
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicBool(UPARAM(ref) const FString& Key, bool& OutBool) const
{
const TSharedPtr<FJsonValue> Value = DynamicProperties.FindRef(Key);
if(Value == nullptr) return false;
return Value->TryGetBool(OutBool);
}
};

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