39 Commits

Author SHA1 Message Date
JR-Morgan a8a32faa4c Merge branch 'main' of https://github.com/specklesystems/speckle-unreal 2022-05-25 19:18:03 +01:00
JR-Morgan 0f09aaf285 Sending Experimentation 2022-05-25 19:06:07 +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
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
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
88 changed files with 3735 additions and 1405 deletions
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@@ -2,7 +2,7 @@
[![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/)
Plugin for Unreal Engine 4 to import objects from Speckle v2.
Plugin for Unreal Engine to import objects from Speckle v2.
Screencast of an example: https://user-images.githubusercontent.com/2551138/114720093-61403e00-9d40-11eb-8045-6e8ca656554d.mp4
@@ -12,20 +12,21 @@ Screencast of an example: https://user-images.githubusercontent.com/2551138/1147
## NOTICE
* Tested on Windows, Unreal Engine v4.26 and Visual Studio Community 2019
* Only displays meshes. Breps are converted using their display values.
* Our Unreal Connector is in an beta stage of development. Currently we only support receiving objects, and there is no UI to fetch lists of streams/commits/branches.
* We officially support Unreal Engine 4.26 and 4.27, and have experimental support for UE5.
* Does not use the Speckle Kit workflow as conversions all happen in C++.
## 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.
1. Download `speckle-unreal` repository archive from https://github.com/specklesystems/speckle-unreal/archive/refs/heads/main.zip
1. Extract the downloaded archive into your project's `Plugins` directory (if your project directory doesn't contain a directory called Plugins, you should create it)
1. Open your UE project (or restart the editor if you already have it opened). This will build the plugin in your environment.
We will eventually look to distributing the plugin officially on the Unreal Engine Marketplace but for now you'll need to install the plugin manually like this.
See our [docs](https://speckle.guide/user/unreal.html) for usage instructions.
## Credits
Based off the original Unreal integration for Speckle v1 by Mark and Jak which can be found here: [https://github.com/mobiusnode/SpeckleUnreal](https://github.com/mobiusnode/SpeckleUnreal).
@@ -0,0 +1,90 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/Operations/ReceiveOperation.h"
#include "Dom/JsonObject.h"
#include "Transports/Transport.h"
#include "API/SpeckleSerializer.h"
#include "Objects/Base.h"
#include "Mixpanel.h"
UReceiveOperation* UReceiveOperation::ReceiveOperation(UObject* WorldContextObject, const FString& ObjectId, TScriptInterface<ITransport> RemoteTransport, TScriptInterface<ITransport> LocalTransport)
{
UReceiveOperation* Node = NewObject<UReceiveOperation>();
Node->ObjectId = ObjectId;
Node->RemoteTransport = RemoteTransport;
Node->LocalTransport = LocalTransport;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void UReceiveOperation::Activate()
{
FAnalytics::TrackEvent("unknown", "unknown", "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
//Async(EAsyncExecution::Thread, [this]{Receive();});
Receive();
}
void UReceiveOperation::Receive()
{
check(LocalTransport != nullptr);
// 1. Try and get object from local transport
auto Obj = LocalTransport->GetSpeckleObject(ObjectId);
if (Obj != nullptr )
{
HandleReceive(Obj);
return;
}
// 2. Try and get object from remote transport
if(RemoteTransport == nullptr)
{
FString ErrorMessage = TEXT("Could not find specified object using the local transport, and you didn't provide a fallback remote from which to pull it.");
HandleError(ErrorMessage);
return;
}
FTransportCopyObjectCompleteDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &UReceiveOperation::HandleReceive);
FTransportErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &UReceiveOperation::HandleError);
RemoteTransport->CopyObjectAndChildren(ObjectId, LocalTransport, CompleteDelegate, ErrorDelegate);
}
void UReceiveOperation::HandleReceive(TSharedPtr<FJsonObject> Object)
{
check(IsInGameThread())
FEditorScriptExecutionGuard ScriptGuard;
if(Object == nullptr)
{
OnError.Broadcast(nullptr, FString::Printf(TEXT("Failed to get object %s from transport"), *ObjectId));
}
else
{
UBase* Res = USpeckleSerializer::DeserializeBase(Object, LocalTransport);
if(IsValid(Res))
OnReceiveSuccessfully.Broadcast(Res, "");
else
OnError.Broadcast(nullptr, FString::Printf(TEXT("Root Speckle Object %s failed to deserialize"), *ObjectId));
}
SetReadyToDestroy();
}
void UReceiveOperation::HandleError(FString& Message)
{
FEditorScriptExecutionGuard ScriptGuard;
OnError.Broadcast(nullptr, Message);
SetReadyToDestroy();
}
@@ -0,0 +1,33 @@
#include "API/Operations/SendOperation.h"
#include "Mixpanel.h"
#include "Transports/Transport.h"
USendOperation* USendOperation::SendOperation(UObject* WorldContextObject, UBase* Base, TArray<TScriptInterface<ITransport>> Transports)
{
USendOperation* Node = NewObject<USendOperation>();
Node->Base = Base;
Node->Transports = Transports;
Node->RegisterWithGameInstance(WorldContextObject);
return Node;
}
void USendOperation::Activate()
{
FAnalytics::TrackEvent("unknown", "unknown", "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }});
Send();
}
void USendOperation::Send()
{
check(Transports.Num() > 0);
for (const auto t : Transports)
{
//TODO
//ITransport::
}
}
@@ -0,0 +1,81 @@
#include "API/SpeckleSerializer.h"
#include "Objects/Base.h"
#include "LogSpeckle.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Objects/ObjectModelRegistry.h"
#include "Templates/SubclassOf.h"
#include "Transports/Transport.h"
#include "UObject/Package.h"
UBase* USpeckleSerializer::DeserializeBase(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(Obj == nullptr) return nullptr;
{ // Handle Detached Objects
TSharedPtr<FJsonObject> DetachedObject;
if(USpeckleObjectUtils::ResolveReference(Obj, ReadTransport, DetachedObject))
{
return DeserializeBase(DetachedObject, ReadTransport);
}
}
FString SpeckleType;
if (!Obj->TryGetStringField("speckle_type", SpeckleType)) return nullptr;
FString ObjectId = "";
Obj->TryGetStringField("id", ObjectId);
TSubclassOf<UBase> BaseType;
FString WorkingType(SpeckleType);
int32 Tries = 1000;
while(ensure(Tries-- > 0))
{
//Try and deserialize
if(UObjectModelRegistry::TryGetRegisteredType(WorkingType, BaseType))
{
UBase* Base = NewObject<UBase>(GetTransientPackage(), BaseType);
if(Base->Parse(Obj, ReadTransport))
return Base;
}
//If we couldn't even deserialize this to a Base
if(WorkingType == "Base" || BaseType == UBase::StaticClass())
{
UE_LOG(LogSpeckle, Warning, TEXT("Skipping deserilization of %s id: %s - object could not be deserilaized to Base"), *SpeckleType, *ObjectId );
return nullptr;
}
//Try the next type
if(!UObjectModelRegistry::ParentType(WorkingType, WorkingType))
{
WorkingType = "Base";
UE_LOG(LogSpeckle, Verbose, TEXT("Unrecognised SpeckleType %s - Object id: %s Will be deserialized as Base"), *SpeckleType, *ObjectId );
}
}
return nullptr;
}
UBase* USpeckleSerializer::DeserializeBaseById(const FString& ObjectId,
const TScriptInterface<ITransport> ReadTransport)
{
auto Obj = ReadTransport->GetSpeckleObject(ObjectId);
return DeserializeBase(Obj, ReadTransport);
}
UBase* TrySetProperties(const TSubclassOf<UBase> BaseType, const FString& SerialisedObject, TScriptInterface<ITransport> Transport)
{
UBase* Base = NewObject<UBase>(GetTransientPackage(), BaseType);
TSharedRef<FJsonStringReader> Reader = FJsonStringReader::Create(SerialisedObject);
for(auto foo : Reader.)
{
}
return Base;
}
@@ -1,4 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "API/SpeckleTypeConverter.h"
@@ -0,0 +1,84 @@
#include "Mixpanel.h"
#include "Containers/UnrealString.h"
#include "HttpModule.h"
#include "Kismet/GameplayStatics.h"
#include "LogSpeckle.h"
#include "Interfaces/IHttpResponse.h"
#include "Launch/Resources/Version.h"
#include "Misc/Base64.h"
#include "Policies/CondensedJsonPrintPolicy.h"
#include "Serialization/JsonSerializerMacros.h"
#include "Serialization/JsonWriter.h"
const FString FAnalytics::MixpanelToken = TEXT("acd87c5a50b56df91a795e999812a3a4");
const FString FAnalytics::MixpanelServer = TEXT("https://analytics.speckle.systems");
const FString FAnalytics::VersionedApplicationName = FString::Printf(TEXT("Unreal Engine %d.%d"), ENGINE_MAJOR_VERSION, ENGINE_MINOR_VERSION);
void FAnalytics::TrackEvent(const FString& Email, const FString& Server, const FString& EventName)
{
const TMap<FString, FString> CustomProperties;
TrackEvent(Email, Server, EventName, CustomProperties);
}
void FAnalytics::TrackEvent(const FString& Email, const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties)
{
#if !SUPPRESS_SPECKLE_ANALYTICS
FString HashedEmail = "@" + Hash(Email); //prepending an @ so we distinguish logged and non-logged users
FString HashedServer = Hash(Server);
TMap<FString, FString> Properties
{
{ "distinct_id", HashedEmail },
{ "server_id", HashedServer },
{ "token", MixpanelToken },
{ "hostApp", "Unreal Engine" },
{ "hostAppVersion", VersionedApplicationName },
{ "$os", *UGameplayStatics::GetPlatformName() },
{ "type", "action" }
};
Properties.Append(CustomProperties);
FString Json;
{
auto Writer = TJsonWriterFactory<TCHAR, TCondensedJsonPrintPolicy<TCHAR>>::Create(&Json);
FJsonSerializerWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>> Serializer(Writer);
Serializer.StartObject();
FString EventNameString = EventName;
Serializer.Serialize(TEXT("event"), EventNameString);
Serializer.SerializeMap(TEXT("properties"), Properties);
Serializer.EndObject();
Writer->Close();
}
const FString Data = FBase64::Encode(Json);
// Create Request
const FHttpRequestRef Request = FHttpModule::Get().CreateRequest();
{
Request->SetURL(MixpanelServer + "/track?ip=1&data=" + Data);
Request->SetHeader("Content-Type", "application/x-www-form-urlencoded");
Request->SetHeader("Accept", TEXT("text/plain"));
Request->SetVerb("POST");
}
Request->OnProcessRequestComplete().BindLambda([](FHttpRequestPtr, FHttpResponsePtr Response, bool)
{
UE_LOG(LogSpeckle, Verbose, TEXT("Recieved Mixpanel resonse %d"), Response->GetResponseCode());
});
const bool RequestSent = Request->ProcessRequest();
if(!RequestSent)
{
UE_LOG(LogSpeckle, Log, TEXT("Failed to send Mixpanel event to %s"), *MixpanelServer);
}
#endif
}
FString FAnalytics::Hash(const FString& Input)
{
return FMD5::HashAnsiString(*Input.ToLower());
}
@@ -1,14 +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 +1,138 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/Converters/AggregateConverter.h"
#include "LogSpeckle.h"
#include "Templates/SubclassOf.h"
void UAggregateConverter::OnConvertersChangeHandler()
{
SpeckleTypeMap.Empty();
for(int i = 0; i < SpeckleConverters.Num(); i++)
{
const UObject* Converter = SpeckleConverters[i];
if(Converter != nullptr && !Converter->GetClass()->ImplementsInterface(USpeckleConverter::StaticClass()))
{
UE_LOG(LogSpeckle, Warning, TEXT("Converter {%s} is not a valid converter, Expected to implement interface %s"), *Converter->GetClass()->GetName(), *USpeckleConverter::StaticClass()->GetName())
SpeckleConverters.RemoveAt(i);
i--;
}
}
}
#if WITH_EDITOR
void UAggregateConverter::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(UAggregateConverter, SpeckleConverters))
{
OnConvertersChangeHandler();
}
}
#endif
void UAggregateConverter::ConvertToSpeckle_Implementation(const UObject* Object, UBase* SpeckleObject)
{
//TODO implement ToSpeckle
unimplemented();
}
UObject* UAggregateConverter::ConvertToNative_Implementation(const UBase* Object, UWorld* World, TScriptInterface<ISpeckleConverter>& )
{
return ConvertToNativeInternal(Object, World);
}
UObject* UAggregateConverter::ConvertToNativeInternal(const UBase* Object, UWorld* World)
{
check(IsInGameThread());
if(!IsValid(Object)) return nullptr;
const TSubclassOf<UBase> Type = Object->GetClass();
UObject* Converter = GetConverter(Type).GetObject();
if(!IsValid(Converter))
{
if(Type != UBase::StaticClass())
{
UE_LOG(LogSpeckle, Warning, TEXT("Skipping Object %s: No conversion functions exist for %s"), *Object->Id, *Type->GetName());
}
return nullptr;
}
UE_LOG(LogSpeckle, Log, TEXT("Converting object of type: %s id: %s"), *Type->GetName(), *Object->Id);
FEditorScriptExecutionGuard ScriptGuard;
TScriptInterface<ISpeckleConverter> MainConverter = this;
check(Converter->IsValidLowLevel());
return Execute_ConvertToNative(Converter, Object, World, MainConverter);
}
bool UAggregateConverter::CanConvertToNative_Implementation(TSubclassOf<UBase> BaseType)
{
return GetConverter(BaseType).GetInterface() != nullptr;
}
TScriptInterface<ISpeckleConverter> UAggregateConverter::GetConverter(const TSubclassOf<UBase> BaseType)
{
// Check if this SpeckleType has a known converter.
if(SpeckleTypeMap.Contains(BaseType))
{
return SpeckleTypeMap[BaseType];
}
// Try and find one that can convert this SpeckleType.
FEditorScriptExecutionGuard ScriptGuard;
for(UObject* Converter : SpeckleConverters)
{
if(!CheckValidConverter(Converter)) continue;
if(Execute_CanConvertToNative(Converter, BaseType))
{
//Found a Converter! Save this mapping for next time.
SpeckleTypeMap.Add(BaseType, Converter);
return Converter;
}
}
// SpeckleType has no conversions.
SpeckleTypeMap.Add(BaseType, nullptr);
return nullptr;
}
void UAggregateConverter::FinishConversion_Implementation()
{
FinishConversion_Internal();
}
void UAggregateConverter::FinishConversion_Internal()
{
for (UObject* Converter : SpeckleConverters)
{
if(!CheckValidConverter(Converter)) continue;
Execute_FinishConversion(Converter);
}
OnConvertersChangeHandler();
}
bool UAggregateConverter::CheckValidConverter(const UObject* Converter, bool LogWarning)
{
if(Converter == nullptr) return false;
if(Converter->Implements<USpeckleConverter>()) return true;
if(LogWarning)
{
UE_LOG(LogSpeckle, Warning, TEXT("Converter {%s} is not a valid converter, Expected to implement interface {%s}"), *Converter->GetClass()->GetName(), *USpeckleConverter::StaticClass()->GetName())
}
return false;
}
@@ -0,0 +1,53 @@
#include "Conversion/Converters/BlockConverter.h"
#include "Objects/Other/BlockInstance.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Engine/World.h"
UBlockConverter::UBlockConverter()
{
SpeckleTypes.Add(UBlockInstance::StaticClass());
BlockInstanceActorType = AActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
UObject* UBlockConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>&)
{
const UBlockInstance* Block = Cast<UBlockInstance>(SpeckleBase);
if(Block == nullptr) return nullptr;
return BlockToNative(Block, World);
}
AActor* UBlockConverter::BlockToNative(const UBlockInstance* Block, UWorld* World)
{
AActor* BlockActor = CreateEmptyActor(World, USpeckleObjectUtils::CreateTransform(Block->Transform));
//Return the block actor as is,
//Other converter logic will convert child geometries because UBlockInstance intentionally left them as dynamic properties
return BlockActor;
}
AActor* UBlockConverter::CreateEmptyActor(UWorld* World, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters)
{
AActor* Actor = World->SpawnActor<AActor>(BlockInstanceActorType, Transform, SpawnParameters);
if(!Actor->HasValidRootComponent())
{
USceneComponent* Scene = NewObject<USceneComponent>(Actor, "Root");
Scene->SetRelativeTransform(Transform);
Actor->SetRootComponent(Scene);
Scene->RegisterComponent();
}
USceneComponent* RootComponent = Actor->GetRootComponent();
RootComponent->SetMobility(ActorMobility);
return Actor;
}
UBase* UBlockConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
unimplemented();
return nullptr; //TODO implement
}
@@ -0,0 +1,179 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/Converters/MaterialConverter.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Materials/MaterialInstanceConstant.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Objects/Other/RenderMaterial.h"
#include "UObject/ConstructorHelpers.h"
UMaterialConverter::UMaterialConverter()
{
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleMaterial(TEXT("Material'/SpeckleUnreal/SpeckleMaterial.SpeckleMaterial'"));
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleGlassMaterial(TEXT("Material'/SpeckleUnreal/SpeckleGlassMaterial.SpeckleGlassMaterial'"));
DefaultMeshMaterial = SpeckleMaterial.Object;
BaseMeshOpaqueMaterial = SpeckleMaterial.Object;
BaseMeshTransparentMaterial = SpeckleGlassMaterial.Object;
#if WITH_EDITORONLY_DATA
UseConstMaterials = NotPlay;
#endif
SpeckleTypes.Add(URenderMaterial::StaticClass());
}
UObject* UMaterialConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld*, TScriptInterface<ISpeckleConverter>&)
{
const URenderMaterial* m = Cast<URenderMaterial>(SpeckleBase);
if(m == nullptr) return DefaultMeshMaterial;
return GetMaterial(m);
}
UMaterialInterface* UMaterialConverter::GetMaterial(const URenderMaterial* SpeckleMaterial)
{
if(SpeckleMaterial == nullptr || SpeckleMaterial->Id == "") return DefaultMeshMaterial; //Material is invalid
// 1. Check Overrides
UMaterialInterface* NativeMaterial;
if(TryGetOverride(SpeckleMaterial, NativeMaterial))
return NativeMaterial;
// 2. Check transient cache
if(ConvertedMaterials.Contains(SpeckleMaterial->Id))
{
return ConvertedMaterials[SpeckleMaterial->Id];
}
// 3. Check Assets
UPackage* Package = GetPackage(SpeckleMaterial->Id);
NativeMaterial = Cast<UMaterialInterface>(Package->FindAssetInPackage());
if(IsValid(NativeMaterial))
{
return NativeMaterial;
}
// 4. Convert
return RenderMaterialToNative(SpeckleMaterial, Package);
}
bool UMaterialConverter::TryGetOverride(const URenderMaterial* SpeckleMaterial, UMaterialInterface*& OutMaterial) const
{
const auto MaterialID = SpeckleMaterial->Id;
//Override by id
if(MaterialOverridesById.Contains(MaterialID))
{
OutMaterial = MaterialOverridesById[MaterialID];
return true;
}
//Override by name
const FString Name = SpeckleMaterial->Name;
for (const UMaterialInterface* Mat : MaterialOverridesByName)
{
if(ensureAlways(IsValid(Mat)) && Mat->GetName() == Name)
{
OutMaterial = MaterialOverridesById[MaterialID];
return true;
}
}
return false;
}
FString UMaterialConverter::RemoveInvalidFileChars(const FString& InString) const
{
return FPaths::MakeValidFileName(InString.Replace(TEXT("."), TEXT("_"), ESearchCase::CaseSensitive));
}
UMaterialInterface* UMaterialConverter::RenderMaterialToNative(const URenderMaterial* SpeckleMaterial, UPackage* Package)
{
UMaterialInterface* MaterialBase = SpeckleMaterial->Opacity >= 1
? BaseMeshOpaqueMaterial
: BaseMeshTransparentMaterial;
UMaterialInstance* MaterialInstance;
#if WITH_EDITOR
if (ShouldCreateConstMaterial(UseConstMaterials))
{
const FName Name = MakeUniqueObjectName(Package, UMaterialInstanceConstant::StaticClass(), *RemoveInvalidFileChars(SpeckleMaterial->Name));
//TStrongObjectPtr< UMaterialInstanceConstantFactoryNew > MaterialFact( NewObject< UMaterialInstanceConstantFactoryNew >() );
//MaterialFact->InitialParent = MaterialBase;
//UMaterialInstanceConstant* ConstMaterial = Cast< UMaterialInstanceConstant >( MaterialFact->FactoryCreateNew( UMaterialInstanceConstant::StaticClass(), Package, Name, RF_Public, nullptr, GWarn ) );
UMaterialInstanceConstant* ConstMaterial = NewObject<UMaterialInstanceConstant>(Package, Name, RF_Public | RF_Standalone);
MaterialInstance = ConstMaterial;
ConstMaterial->SetParentEditorOnly(MaterialBase);
ConstMaterial->SetScalarParameterValueEditorOnly(FMaterialParameterInfo("Opacity"), SpeckleMaterial->Opacity);
ConstMaterial->SetScalarParameterValueEditorOnly(FMaterialParameterInfo("Metallic"), SpeckleMaterial->Metalness);
ConstMaterial->SetScalarParameterValueEditorOnly(FMaterialParameterInfo("Roughness"), SpeckleMaterial->Roughness);
ConstMaterial->SetVectorParameterValueEditorOnly(FMaterialParameterInfo("BaseColor"), SpeckleMaterial->Diffuse);
ConstMaterial->SetVectorParameterValueEditorOnly(FMaterialParameterInfo("EmissiveColor"), SpeckleMaterial->Emissive);
//ConstMaterial->InitStaticPermutation();
ConstMaterial->MarkPackageDirty();
FAssetRegistryModule::AssetCreated(MaterialInstance);
}
else
#endif
{
UMaterialInstanceDynamic* DynMaterial = UMaterialInstanceDynamic::Create(MaterialBase, Package, FName(SpeckleMaterial->Name));
MaterialInstance = DynMaterial;
DynMaterial->SetScalarParameterValue("Opacity", SpeckleMaterial->Opacity);
DynMaterial->SetScalarParameterValue("Metallic", SpeckleMaterial->Metalness);
DynMaterial->SetScalarParameterValue("Roughness", SpeckleMaterial->Roughness);
DynMaterial->SetVectorParameterValue("BaseColor", SpeckleMaterial->Diffuse);
DynMaterial->SetVectorParameterValue("EmissiveColor", SpeckleMaterial->Emissive);
DynMaterial->SetFlags(RF_Public);
}
ConvertedMaterials.Add(SpeckleMaterial->Id, MaterialInstance);
return MaterialInstance;
}
void UMaterialConverter::FinishConversion_Implementation()
{
ConvertedMaterials.Empty();
}
UPackage* UMaterialConverter::GetPackage(const FString& ObjectID ) const
{
const FString PackagePath = FPaths::Combine(TEXT("/Game/Speckle/Materials"), ObjectID);
return CreatePackage(*PackagePath);
}
#if WITH_EDITOR
bool UMaterialConverter::ShouldCreateConstMaterial(TEnumAsByte<EConstMaterialOptions> Options)
{
if(!GIsEditor) return false;
switch(Options)
{
case Never:
return false;
case NotPlay:
return !FApp::IsGame();
case Always:
return true;
default:
unimplemented();
return false;
}
}
#endif
@@ -5,28 +5,29 @@
#include "LidarPointCloudActor.h"
#include "LidarPointCloudComponent.h"
#include "SpeckleUnrealManager.h"
#include "Objects/PointCloud.h"
#include "Objects/Geometry/PointCloud.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
}
@@ -3,29 +3,53 @@
#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();
@@ -74,49 +98,27 @@ 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 +132,11 @@ 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
}
@@ -5,39 +5,84 @@
#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"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
UStaticMeshConverter::UStaticMeshConverter()
{
Transient = false;
UseFullBuild = true;
BuildSimpleCollision = true;
MeshActorType = AStaticMeshActor::StaticClass();
SpeckleTypes.Add(UMesh::StaticClass());
SpeckleTypes.Add(UDisplayValueElement::StaticClass());
#if WITH_EDITORONLY_DATA
UseFullBuild = true;
DisplayBuildProgressBar = true;
AllowCancelBuild = false;
#endif
Transient = false;
BuildSimpleCollision = true;
BuildReversedIndexBuffer = true;
UseFullPrecisionUVs = false;
RemoveDegeneratesOnBuild = true;
MinLightmapResolution = 64;
MeshActorType = AStaticMeshActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
AActor* UStaticMeshConverter::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 +90,18 @@ 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 +114,70 @@ AActor* UStaticMeshConverter::ConvertToNative_Implementation(const UBase* Speckl
MeshComponent->SetupAttachment(Actor->GetRootComponent());
MeshComponent->RegisterComponent();
}
MeshComponent->SetStaticMesh(Mesh);
MeshComponent->SetMaterial(0, GetMaterial(SpeckleMesh->RenderMaterial, Manager));
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 +189,68 @@ 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 +261,88 @@ 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];
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 +353,20 @@ 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)
void UStaticMeshConverter::ConvertToSpeckle_Implementation(const UObject* Object, UBase* SpeckleObject)
{
const UStaticMeshComponent* M = Cast<UStaticMeshComponent>(Object);
@@ -300,13 +378,94 @@ UBase* UStaticMeshConverter::ConvertToSpeckle_Implementation(const UObject* Obje
M = A->FindComponentByClass<UStaticMeshComponent>();
}
}
if(M == nullptr) return nullptr;
if(M == nullptr) return;
//SpeckleObject->DynamicProperties.Add(TEXT("@displayValue"), MeshToSpeckle(M));
return MeshToSpeckle(M, Manager);
}
UMesh* UStaticMeshConverter::MeshToSpeckle(const UStaticMeshComponent* Object, ASpeckleUnrealManager* Manager)
TArray<UMesh*> UStaticMeshConverter::MeshToSpeckle(const UStaticMeshComponent* MeshComponent)
{
return nullptr; //TODO implement ToSpeckle function
UStaticMeshDescription* StaticMeshDescription = NewObject<UStaticMeshDescription>(GetTransientPackage(), NAME_None, RF_Transient);
const FMeshDescription* MeshDescription = MeshComponent->GetStaticMesh()->GetMeshDescription(0);;
StaticMeshDescription->SetMeshDescription(*MeshDescription);
StaticMeshDescription->RegisterAttributes();
const FVertexArray& nVertices = StaticMeshDescription->Vertices();
TArray<FVector> sVertices;
sVertices.Reserve(nVertices.Num()); // * 3));
TMap<FVertexID, int32> VertexIdToIndex;
VertexIdToIndex.Reserve(nVertices.Num() * 3);
int32 i = 0;
for (const FVertexID& VertexId : nVertices.GetElementIDs())
{
const FVector Vert = StaticMeshDescription->GetVertexPosition(VertexId);
sVertices.Add(Vert);
VertexIdToIndex.Add(VertexId, i);
i++;
}
FTriangleArray& nTriangles = StaticMeshDescription->Triangles();
TArray<int32> sFaces;
sFaces.Reserve(nTriangles.Num());
for (const FTriangleID& TriangleId : nTriangles.GetElementIDs())
{
TArray<FVertexID> Tri;
StaticMeshDescription->GetTriangleVertices(TriangleId, Tri);
sFaces.Add(3);
sFaces.Add(VertexIdToIndex[Tri[0]]);
sFaces.Add(VertexIdToIndex[Tri[1]]);
sFaces.Add(VertexIdToIndex[Tri[2]]);
}
//TODO colors
//TODO tex-coords
//TODO split mesh by material
UMesh* Mesh = NewObject<UMesh>(GetTransientPackage(), NAME_None, RF_Transient);
Mesh->Vertices = sVertices;
Mesh->Faces = sFaces;
//Mesh->Colors = sColors;
//Mesh->TextureCoordinates = sTexCoords;
Mesh->Units = "cm";
return TArray<UMesh*>{Mesh};
}
void UStaticMeshConverter::FinishConversion_Implementation()
{
FScopeLock Lock(&Lock_StaticMeshesToBuild);
#if WITH_EDITOR
FFormatNamedArguments Args;
Args.Add( TEXT("Path"), FText::FromString( GetPathName() ) );
const FText StatusUpdate = FText::Format( LOCTEXT("BeginStaticMeshBuildingTask", "({Path}) Building"), Args );
FScopedSlowTask Progress(StaticMeshesToBuild.Num(), StatusUpdate, DisplayBuildProgressBar);
Progress.MakeDialog(AllowCancelBuild);
auto ProgressAction = [&Progress](UStaticMesh*) -> bool
{
Progress.EnterProgressFrame(1);
return !Progress.ShouldCancel();
};
UStaticMesh::BatchBuild(StaticMeshesToBuild, !DisplayBuildProgressBar, ProgressAction);
#endif
StaticMeshesToBuild.Empty();
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,179 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/SpeckleConverterComponent.h"
#include "ActorEditorUtils.h"
#include "API/SpeckleSerializer.h"
#include "Conversion/Converters/AggregateConverter.h"
#include "Conversion/Converters/BlockConverter.h"
#include "Conversion/Converters/PointCloudConverter.h"
#include "Conversion/Converters/StaticMeshConverter.h"
#include "Conversion/Converters/MaterialConverter.h"
#include "Misc/ScopedSlowTask.h"
#include "UObject/ConstructorHelpers.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
// Sets default values for this component's properties
USpeckleConverterComponent::USpeckleConverterComponent()
{
//TODO consider using an object library for default converters
static ConstructorHelpers::FObjectFinder<UStaticMeshConverter> MeshConverter(TEXT("StaticMeshConverter'/SpeckleUnreal/Converters/DefaultStaticMeshConverter.DefaultStaticMeshConverter'"));
static ConstructorHelpers::FObjectFinder<UPointCloudConverter> PointCloudConverter(TEXT("PointCloudConverter'/SpeckleUnreal/Converters/DefaultPointCloudConverter.DefaultPointCloudConverter'"));
static ConstructorHelpers::FObjectFinder<UBlockConverter> BlockConverter(TEXT("BlockConverter'/SpeckleUnreal/Converters/DefaultBlockConverter.DefaultBlockConverter'"));
static ConstructorHelpers::FObjectFinder<UMaterialConverter> MaterialConverter(TEXT("MaterialConverter'/SpeckleUnreal/Converters/DefaultMaterialConverter.DefaultMaterialConverter'"));
static ConstructorHelpers::FObjectFinder<UObject> CameraConverter(TEXT("CameraConverter'/SpeckleUnreal/Converters/DefaultCameraConverter.DefaultCameraConverter'"));
//static ConstructorHelpers::FObjectFinder<ULightConverter> LightConverter(TEXT("LightConverter'/SpeckleUnreal/Converters/DefaultLightConverter.DefaultLightConverter'"));
SpeckleConverter = CreateDefaultSubobject<UAggregateConverter>(TEXT("Objects Converter"));
SpeckleConverter->SpeckleConverters.Add(MeshConverter.Object);
SpeckleConverter->SpeckleConverters.Add(PointCloudConverter.Object);
SpeckleConverter->SpeckleConverters.Add(BlockConverter.Object);
SpeckleConverter->SpeckleConverters.Add(MaterialConverter.Object);
SpeckleConverter->SpeckleConverters.Add(CameraConverter.Object);
//SpeckleConverter->SpeckleConverters.Add(LightConverter.Object);
PrimaryComponentTick.bCanEverTick = false;
}
AActor* USpeckleConverterComponent::RecursivelyConvertToNative(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors)
{
float ObjectsToConvert{};
Base->TryGetDynamicNumber("totalChildrenCount", ObjectsToConvert);
FScopedSlowTask Progress(ObjectsToConvert + 2, LOCTEXT("SpeckleConvertoNative","Converting Speckle Objects to Native"), DisplayProgressBar);
#if WITH_EDITOR
Progress.MakeDialog(true, false);
#endif
AActor* RootActor = RecursivelyConvertToNative_Internal(AOwner, Base, LocalTransport, &Progress, OutActors);
FinishConversion();
return RootActor;
}
AActor* USpeckleConverterComponent::RecursivelyConvertToNative_Internal(AActor* AOwner, const UBase* Base,
const TScriptInterface<ITransport>& LocalTransport,
FSlowTask* Task,
TArray<AActor*>& OutActors)
{
check(IsValid(AOwner));
if(!IsValid(Base)) return nullptr;
// Convert Speckle Object
UObject* Converted = SpeckleConverter->ConvertToNativeInternal(Base, AOwner->GetWorld());
AttachConvertedToOwner(AOwner, Base, Converted);
// Handle new actors
AActor* ConvertedAsActor = Cast<AActor>(Converted);
AActor* NextOwner = IsValid(ConvertedAsActor) ? ConvertedAsActor : AOwner;
if(NextOwner != AOwner)
{
OutActors.Add(NextOwner);
OutActors.Append(NextOwner->Children);
}
Task->EnterProgressFrame(1);
if(Task->ShouldCancel()) return AOwner;
//Convert Children
TMap<FString, TSharedPtr<FJsonValue>> PotentialChildren = Base->DynamicProperties;
for (const auto& Kvp : PotentialChildren)
{
if(Task->ShouldCancel()) break;
ConvertChild(Kvp.Value, AOwner, LocalTransport, Task, OutActors);
}
return AOwner;
}
void USpeckleConverterComponent::ConvertChild(const TSharedPtr<FJsonValue> Object, AActor* AOwner,
const TScriptInterface<ITransport>& LocalTransport, FSlowTask* Task,
TArray<AActor*>& OutActors)
{
//Handle child object
const TSharedPtr<FJsonObject>* ChildObj;
if (Object->TryGetObject(ChildObj))
{
const UBase* Child = USpeckleSerializer::DeserializeBase(*ChildObj, LocalTransport);
RecursivelyConvertToNative_Internal(AOwner, Child, LocalTransport, Task, OutActors);
return;
}
//Handle child array object
const TArray<TSharedPtr<FJsonValue>>* ChildArr;
if (Object->TryGetArray(ChildArr))
{
for (const auto& v : *ChildArr)
{
ConvertChild(v, AOwner, LocalTransport, Task, OutActors);
}
}
};
void USpeckleConverterComponent::AttachConvertedToOwner(AActor* AOwner, const UBase* Base, UObject* Converted)
{
// Case Actor
{
AActor* NativeActor = Cast<AActor>(Converted);
if(IsValid(NativeActor))
{
#if WITH_EDITOR
{
FString Name;
FText _Discard;
if( !(Base->TryGetDynamicString("name", Name) && FActorEditorUtils::ValidateActorName(FText::FromString(Name), _Discard)) )
{
Name = FString::Printf(TEXT("%s - %s"), *Base->SpeckleType, *Base->Id);
}
NativeActor->SetActorLabel(Name);
}
#endif
// Ensure actor has a valid mobility for its owner
if(NativeActor->HasValidRootComponent())
{
uint8 CurrentMobility = NativeActor->GetRootComponent()->Mobility;
uint8 OwnerMobility = AOwner->GetRootComponent()->Mobility;
if(CurrentMobility < OwnerMobility)
{
NativeActor->GetRootComponent()->SetMobility(AOwner->GetRootComponent()->Mobility);
}
}
NativeActor->AttachToActor(AOwner, FAttachmentTransformRules::KeepRelativeTransform);
NativeActor->SetOwner(AOwner);
return;
}
}
// Case ActorComponent
{
UActorComponent* NativeComponent = Cast<UActorComponent>(Converted);
if(IsValid(NativeComponent))
{
if(!AOwner->HasValidRootComponent()) AOwner->SetRootComponent(NewObject<USceneComponent>(AOwner));
USceneComponent* SceneComponent = Cast<USceneComponent>(Converted);
if(IsValid(SceneComponent)) SceneComponent->SetupAttachment(AOwner->GetRootComponent());
NativeComponent->RegisterComponent();
return;
}
}
}
void USpeckleConverterComponent::FinishConversion()
{
SpeckleConverter->FinishConversion_Internal();
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,60 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/SpeckleConverter.h"
#include "Conversion/SpeckleConverterComponent.h"
#include "Conversion/Converters/AggregateConverter.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
UBase* USpeckleConverterComponent::RecursivelyConvertToSpeckle(const TArray<AActor*>& RootActors, FActorPredicate& Predicate)
{
TArray<UBase*> ConvertedRootActors;
for(const AActor* RootActor : RootActors)
{
RecurseTreeToSpeckle(RootActor, Predicate, ConvertedRootActors);
}
UBase* Wrapper = NewObject<UBase>(GetTransientPackage(), NAME_None, RF_Transient);
//Converted->DynamicProperties["objects"] = ConvertedRootActors; //TODO set children
return Wrapper;
}
void USpeckleConverterComponent::RecurseTreeToSpeckle(const AActor* RootActor, FActorPredicate& Predicate, TArray<UBase*>& OutConverted)
{
// Convert children first
TArray<UBase*> ConvertedChildren;
ConvertedChildren.Reserve(RootActor->Children.Num());
for (const AActor* Child : RootActor->Children)
{
RecurseTreeToSpeckle(Child, Predicate, ConvertedChildren);
}
bool ShouldConvert;
Predicate.Execute(RootActor, ShouldConvert);
if(ISpeckleConverter::Execute_CanConvertToSpeckle(SpeckleConverter, RootActor) && ShouldConvert)
{
// Convert and output
UBase* Converted = NewObject<UBase>(GetTransientPackage(), NAME_None, RF_Transient);
//Converted->DynamicProperties["name"] = RootActor->GetName(),
//["transform"] = TransformToSpeckle(go.Transform), //TODO set common props
//Converted->DynamicProperties["tag"] = go.tag,
//Converted->DynamicProperties["layer"] = go.layer,
//Converted->DynamicProperties["isStatic"] = go.isStatic,
ISpeckleConverter::Execute_ConvertToSpeckle(SpeckleConverter, RootActor, Converted);
//Converted->DynamicProperties["objects"] = ConvertedChildren; //TODO set children
OutConverted.Add(Converted);
}
else
{
// Skip this object, and output any children
OutConverted.Append(ConvertedChildren);
}
}
#undef LOCTEXT_NAMESPACE
@@ -1,122 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Conversion/SpeckleConverterComponent.h"
#include "SpeckleUnrealManager.h"
#include "Conversion/Converters/PointCloudConverter.h"
#include "Conversion/Converters/StaticMeshConverter.h"
#include "Objects/Mesh.h"
#include "Objects/PointCloud.h"
// 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'"));
PrimaryComponentTick.bCanEverTick = false;
//Mesh
//Point
//Light
//BlockDef
//BlockInst
//Wall
//Element
SpeckleConverters.Add(MeshConverter.Object);
SpeckleConverters.Add(PointCloudConverter.Object);
//SpeckleConverter.Add(FLightConverter);
}
void USpeckleConverterComponent::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(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--;
}
}
}
#if WITH_EDITOR
void USpeckleConverterComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(USpeckleConverterComponent, SpeckleConverters))
{
OnConvertersChangeHandler();
}
}
#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);
}
TScriptInterface<ISpeckleConverter> USpeckleConverterComponent::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(Converter == nullptr) continue;
if(!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())
continue;
}
if(ISpeckleConverter::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;
}
@@ -0,0 +1,4 @@
#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 +1,58 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/DisplayValueElement.h"
#include "API/SpeckleSerializer.h"
#include "Objects/Geometry/Mesh.h"
TArray<FString> UDisplayValueElement::DisplayValueAliasStrings = {
"displayValue",
"@displayValue",
"displayMesh"
"@displayMesh"
};
bool UDisplayValueElement::AddDisplayValue(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
UMesh* DisplayMesh = Cast<UMesh>(USpeckleSerializer::DeserializeBase(Obj, ReadTransport));
const bool Valid = IsValid(DisplayMesh);
if(Valid)
this->DisplayValue.Add(DisplayMesh);
return Valid;
}
bool UDisplayValueElement::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
//Find display values
for(const FString& Alias : DisplayValueAliasStrings)
{
const TSharedPtr<FJsonObject>* SubObjectPtr;
if (Obj->TryGetObjectField(Alias, SubObjectPtr))
{
AddDisplayValue(*SubObjectPtr, ReadTransport);
DynamicProperties.Remove(Alias);
continue;
}
const TArray<TSharedPtr<FJsonValue>>* SubArrayPtr;
if (Obj->TryGetArrayField(Alias, SubArrayPtr))
{
for (const auto& ArrayElement : *SubArrayPtr)
{
const TSharedPtr<FJsonObject>* ArraySubObjPtr;
if (ArrayElement->TryGetObject(ArraySubObjPtr))
{
AddDisplayValue(*ArraySubObjPtr, ReadTransport);
}
}
DynamicProperties.Remove(Alias);
}
}
return DisplayValue.Num() > 0;
}
@@ -0,0 +1,80 @@
// Copyright AEC Systems Ltd
#include "Objects/DynamicBase.h"
#include "Misc/Variant.h"
template <typename T>
bool UDynamicBase::TryGetDynamicProperty(const FString& Key, T& OutValue) const
{
const auto Wrapper = DynamicProperties.FindRef(Key);
if(Wrapper.IsValid()) return false;
if(Wrapper->GetType() != TVariantTraits<T>::GetType()) return false;
OutValue = Wrapper->GetValue<T>();
return true;
}
template <typename T>
void UDynamicBase::SetDynamicProperty(const FString& Key, T Value)
{
DynamicProperties.Add(Key, MakeShareable(new FVariant(Value)));
}
int32 UDynamicBase::RemoveDynamicProperty(const FString& Key)
{
return DynamicProperties.Remove(Key);
}
//-------------------
bool UDynamicBase::TryGetDynamicStringProperty(const FString& Key, FString& OutValue) const
{
return TryGetDynamicProperty(Key, OutValue);
}
bool UDynamicBase::TryGetDynamicIntProperty(const FString& Key, int32& OutValue) const
{
return TryGetDynamicProperty(Key, OutValue);
}
bool UDynamicBase::TryGetDynamicFloatProperty(const FString& Key, float& OutValue) const
{
return TryGetDynamicProperty(Key, OutValue);
}
bool UDynamicBase::TryGetDynamicBoolProperty(const FString& Key, bool& OutValue) const
{
return TryGetDynamicProperty(Key, OutValue);
}
bool UDynamicBase::TryGetDynamicBaseProperty(const FString& Key, UBase*& OutValue) const
{
return TryGetDynamicProperty(Key, OutValue);
}
void UDynamicBase::SetDynamicStringProperty(const FString& Key, FString& OutValue)
{
SetDynamicProperty(Key, OutValue);
}
void UDynamicBase::SetDynamicIntProperty(const FString& Key, int32& OutValue)
{
SetDynamicProperty(Key, OutValue);
}
void UDynamicBase::SetDynamicFloatProperty(const FString& Key, float& OutValue)
{
SetDynamicProperty(Key, OutValue);
}
void UDynamicBase::SetDynamicBoolProperty(const FString& Key, bool& OutValue)
{
SetDynamicProperty(Key, OutValue);
}
void UDynamicBase::SetDynamicBaseProperty(const FString& Key, UBase*& OutValue)
{
SetDynamicProperty(Key, OutValue);
}
@@ -1,37 +1,32 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Mesh.h"
#include "Objects/Geometry/Mesh.h"
#include "SpeckleUnrealManager.h"
#include "Objects/RenderMaterial.h"
#include "Objects/Other/RenderMaterial.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Transports/Transport.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("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("vertices"), ReadTransport);
const int32 NumberOfVertices = ObjectVertices.Num() / 3;
Vertices.Reserve(NumberOfVertices);
@@ -41,20 +36,22 @@ void UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager
Vertices.Add(Transform.InverseTransformPosition(FVector
(
ObjectVertices[j].Get()->AsNumber(),
ObjectVertices[j + 1].Get()->AsNumber(),
-ObjectVertices[j + 1].Get()->AsNumber(),
ObjectVertices[j + 2].Get()->AsNumber()
) * ScaleFactor ));
}
DynamicProperties.Remove("vertices");
}
//Parse Faces
{
const TArray<TSharedPtr<FJsonValue>> FaceVertices = Manager->CombineChunks(Obj->GetArrayField("faces"));
const TArray<TSharedPtr<FJsonValue>> FaceVertices = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField("faces"), ReadTransport);
Faces.Reserve(FaceVertices.Num());
for(const auto VertIndex : FaceVertices)
for(const auto& VertIndex : FaceVertices)
{
Faces.Add(VertIndex->AsNumber());
}
DynamicProperties.Remove("faces");
}
//Parse TextureCoords
@@ -62,7 +59,7 @@ void UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager
const TArray<TSharedPtr<FJsonValue>>* TextCoordArray;
if(Obj->TryGetArrayField("textureCoordinates", TextCoordArray))
{
TArray<TSharedPtr<FJsonValue>> TexCoords = Manager->CombineChunks(*TextCoordArray);
TArray<TSharedPtr<FJsonValue>> TexCoords = USpeckleObjectUtils::CombineChunks(*TextCoordArray, ReadTransport);
TextureCoordinates.Reserve(TexCoords.Num() / 2);
@@ -74,6 +71,7 @@ void UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager
TexCoords[i + 1].Get()->AsNumber()
));
}
DynamicProperties.Remove("textureCoordinates");
}
}
@@ -82,7 +80,7 @@ void UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager
const TArray<TSharedPtr<FJsonValue>>* ColorArray;
if(Obj->TryGetArrayField("colors", ColorArray))
{
TArray<TSharedPtr<FJsonValue>> Colors = Manager->CombineChunks(*ColorArray);
TArray<TSharedPtr<FJsonValue>> Colors = USpeckleObjectUtils::CombineChunks(*ColorArray, ReadTransport);
VertexColors.Reserve(Colors.Num());
@@ -90,6 +88,7 @@ void UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager
{
VertexColors.Add(FColor(Colors[i].Get()->AsNumber()));
}
DynamicProperties.Remove("colors");
}
}
@@ -97,11 +96,71 @@ void UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager
if (Obj->HasField("renderMaterial"))
{
RenderMaterial = NewObject<URenderMaterial>();
RenderMaterial->Parse(Obj->GetObjectField("renderMaterial"), Manager);
RenderMaterial->Parse(Obj->GetObjectField("renderMaterial"), ReadTransport);
DynamicProperties.Remove("renderMaterial");
}
AlignVerticesWithTexCoordsByIndex();
return Vertices.Num() > 0 && Faces.Num() > 0;
}
void UMesh::ToJson(TJsonWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>> Writer)
{
Super::ToJson(Writer);
// Serialize Transform
// TODO todo transform
// Serialize Vertices
{
TArray<double> FlattenedVertices;
FlattenedVertices.Reserve(Vertices.Num() * 3);
for(size_t i = 0, j = 0; i < Vertices.Num(); i++)
{
const FVector& v = Vertices[i];
FlattenedVertices[j++] = v.X;
FlattenedVertices[j++] = -v.Y;
FlattenedVertices[j++] = v.Z;
}
Writer.WriteValue(TEXT("vertices"), FlattenedVertices);
}
// Serialize Faces
Writer.WriteValue(TEXT("faces"), Faces);
//Parse TextureCoords
{
TArray<double> FlattenedTexCoords;
FlattenedTexCoords.Reserve(TextureCoordinates.Num() * 2);
for(size_t i = 0, j = 0; i < TextureCoordinates.Num(); i++)
{
const FVector2D& c = TextureCoordinates[i];
FlattenedTexCoords[j++] = c.X;
FlattenedTexCoords[j++] = -c.Y;
}
Writer.WriteValue(TEXT("textureCoordinates"), FlattenedTexCoords);
}
//Parse VertexColors
{
TArray<int32> ArgbColors;
ArgbColors.Reserve(VertexColors.Num());
for(size_t i = 0; i < VertexColors.Num(); i++)
{
ArgbColors[i] = VertexColors[i].ToPackedARGB();
}
Writer.WriteValue(TEXT("colors"), ArgbColors);
}
// Parse Optional RenderMaterial
//if (RenderMaterial != nullptr)
{
//TODO renderMaterial
}
}
@@ -0,0 +1,59 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Geometry/PointCloud.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Transports/Transport.h"
bool UPointCloud::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
const float ScaleFactor = USpeckleObjectUtils::ParseScaleFactor(Units);
//Parse Points
{
TArray<TSharedPtr<FJsonValue>> ObjectPoints = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField("points"), ReadTransport);
Points.Reserve(ObjectPoints.Num() / 3);
for (int32 i = 2; i < ObjectPoints.Num(); i += 3)
{
Points.Add(FVector
(
ObjectPoints[i - 2].Get()->AsNumber(),
ObjectPoints[i - 1].Get()->AsNumber(),
ObjectPoints[i].Get()->AsNumber()
) * ScaleFactor);
}
DynamicProperties.Remove("points");
}
//Parse Colors
{
TArray<TSharedPtr<FJsonValue>> ObjectColors = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField("colors"), ReadTransport);
Colors.Reserve(ObjectColors.Num());
for (int32 i = 0; i < ObjectColors.Num(); i += 1)
{
Colors.Add( FColor(ObjectColors[i].Get()->AsNumber()) );
}
DynamicProperties.Remove("colors");
}
//Parse Sizes
{
TArray<TSharedPtr<FJsonValue>> ObjectSizes = USpeckleObjectUtils::CombineChunks(Obj->GetArrayField("sizes"), ReadTransport);
Sizes.Reserve(ObjectSizes.Num());
for (int32 i = 0; i < ObjectSizes.Num(); i += 1)
{
Sizes.Add( ObjectSizes[i].Get()->AsNumber() * ScaleFactor);
}
DynamicProperties.Remove("sizes");
}
return Points.Num() >= 0;
}
@@ -1,11 +1,12 @@
#include "Objects/RegisteringBase.h"
#include "Objects/ObjectModelRegistry.h"
#include "Objects/Base.h"
#include "Templates/SubclassOf.h"
#include "UObject/UObjectIterator.h"
//TOptional<TMap<FString, TSubclassOf<UBase>>> URegisteringBase::TypeRegistry;
TMap<FString, TSubclassOf<UBase>> URegisteringBase::TypeRegistry;
TMap<FString, TSubclassOf<UBase>> UObjectModelRegistry::TypeRegistry;
void URegisteringBase::GenerateTypeRegistry()
void UObjectModelRegistry::GenerateTypeRegistry()
{
//TypeRegistry.Reset();
TypeRegistry.Empty();
@@ -34,33 +35,42 @@ void URegisteringBase::GenerateTypeRegistry()
TSubclassOf<UBase> URegisteringBase::FindClosestType(const FString& SpeckleType)
TSubclassOf<UBase> UObjectModelRegistry::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;
if(!ParentType(TypeString, TypeString)) return nullptr;
}
return Type;
}
TSubclassOf<UBase> URegisteringBase::GetRegisteredType(const FString& SpeckleType)
bool UObjectModelRegistry::ParentType(const FString& Type, FString& NextType)
{
int32 DotSplitIndex;
Type.FindLastChar('.', DotSplitIndex);
int32 ColonSplitIndex;
Type.FindLastChar(':', ColonSplitIndex);
const int32 SplitIndex = FGenericPlatformMath::Max(DotSplitIndex, ColonSplitIndex);
if(SplitIndex <= 0) return false;
NextType = Type.Left(SplitIndex);
return true;
}
TSubclassOf<UBase> UObjectModelRegistry::GetRegisteredType(const FString& SpeckleType)
{
TSubclassOf<UBase> Type = nullptr;
TryGetRegisteredType(SpeckleType, Type);
return Type;
}
bool URegisteringBase::TryGetRegisteredType(const FString& SpeckleType, TSubclassOf<UBase>& OutType)
bool UObjectModelRegistry::TryGetRegisteredType(const FString& SpeckleType, TSubclassOf<UBase>& OutType)
{
if(TypeRegistry.Num() == 0) GenerateTypeRegistry();
@@ -0,0 +1,61 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Other/BlockInstance.h"
#include "LogSpeckle.h"
#include "API/SpeckleSerializer.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "Transports/Transport.h"
bool UBlockInstance::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
const float ScaleFactor = USpeckleObjectUtils::ParseScaleFactor(Units);
//Transform
if(!USpeckleObjectUtils::TryParseTransform(Obj, Transform)) return false;
Transform.ScaleTranslation(FVector(ScaleFactor));
DynamicProperties.Remove("Transform");
//Geometries
const TSharedPtr<FJsonObject>* BlockDefinitionPtr;
if(!Obj->TryGetObjectField("blockDefinition", BlockDefinitionPtr)) return false;
const FString RefID = BlockDefinitionPtr->operator->()->GetStringField("referencedId");
const TSharedPtr<FJsonObject> BlockDefinition = ReadTransport->GetSpeckleObject(RefID);
if(BlockDefinition->TryGetStringField("name", Name)) DynamicProperties.Remove("Name");
const auto Geometries = BlockDefinition->GetArrayField("geometry");
if(Geometries.Num() <= 0)
{
UE_LOG(LogSpeckle, Warning, TEXT("Block definition has no geometry. id: %s"), *RefID)
return false;
}
for(const auto& Geo : Geometries)
{
const TSharedPtr<FJsonObject> MeshReference = Geo->AsObject();
const FString ChildId = MeshReference->GetStringField("referencedId");
if(ReadTransport->HasObject(ChildId))
{
UBase* Child = USpeckleSerializer::DeserializeBase(ReadTransport->GetSpeckleObject(ChildId), ReadTransport);
if(IsValid(Child))
Geometry.Add(Child);
}
else UE_LOG(LogSpeckle, Warning, TEXT("Block definition references an unknown object id: %s"), *ChildId)
}
DynamicProperties.Remove("geometry");
// Intentionally don't remove blockDefinition from dynamic properties,
// because we want the converter to create the child geometries for us
//DynamicProperties.Remove("blockDefinition");
return true;
}
@@ -0,0 +1,37 @@
// Copyright AEC Systems Ltd
#include "Objects/Other/View3D.h"
#include "Objects/Utils/SpeckleObjectUtils.h"
bool UView3D::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
const float ScaleFactor = USpeckleObjectUtils::ParseScaleFactor(Units);
// Parse optional Name property
if(Obj->TryGetStringField("name", Name)) DynamicProperties.Remove("name");
// Parse Origin
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "origin", ReadTransport, Origin)) return false;
Origin *= ScaleFactor;
DynamicProperties.Remove("origin");
// Parse UpDirection
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "upDirection", ReadTransport, UpDirection)) return false;
UpDirection *= ScaleFactor;
DynamicProperties.Remove("upDirection");
// Parse ForwardDirection
if(!USpeckleObjectUtils::ParseVectorProperty(Obj, "forwardDirection", ReadTransport, ForwardDirection)) return false;
ForwardDirection *= ScaleFactor;
DynamicProperties.Remove("forwardDirection");
// Parse IsOrthogonal
if(!Obj->TryGetBoolField("isOrthogonal", IsOrthogonal)) return false;
DynamicProperties.Remove("isOrthogonal");
return true;
}
@@ -1,54 +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);
}
}
}
@@ -0,0 +1,164 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Objects/Utils/SpeckleObjectUtils.h"
#include "API/SpeckleSerializer.h"
#include "Engine/World.h"
#include "Objects/Geometry/Mesh.h"
#include "Transports/Transport.h"
TArray<TSharedPtr<FJsonValue>> USpeckleObjectUtils::CombineChunks(const TArray<TSharedPtr<FJsonValue>>& ArrayField, const TScriptInterface<ITransport> Transport)
{
TArray<TSharedPtr<FJsonValue>> ObjectPoints;
for(int32 i = 0; i < ArrayField.Num(); i++)
{
FString Index;
if(ArrayField[i]->AsObject()->TryGetStringField("referencedId", Index))
{
if(!ensureAlwaysMsgf(Transport->HasObject(Index), TEXT("Failed to Dechunk array, Could not find chunk %s in transport"), *Index))
continue;
const auto Chunk = Transport->GetSpeckleObject(Index)->GetArrayField("data");;
ObjectPoints.Append(Chunk);
}
else
{
return ArrayField; //Array was never chunked to begin with
}
}
return ObjectPoints;
}
bool USpeckleObjectUtils::ResolveReference(const TSharedPtr<FJsonObject> Object, const TScriptInterface<ITransport> Transport, TSharedPtr<FJsonObject>& OutObject)
{
FString SpeckleType;
FString ReferenceID;
if (Object->TryGetStringField("speckle_type", SpeckleType)
&& SpeckleType == "reference"
&& Object->TryGetStringField("referencedId",ReferenceID))
{
check(Transport != nullptr && Transport.GetObject() != nullptr)
OutObject = Transport->GetSpeckleObject(ReferenceID);
return OutObject != nullptr;
}
return false;
}
float USpeckleObjectUtils::ParseScaleFactor(const FString& UnitsString)
{
static const auto ParseUnits = [](const FString& LUnits) -> float
{
if (LUnits == "millimeters" || LUnits == "millimeter" || LUnits == "millimetres" || LUnits == "millimetre" || LUnits == "mm")
return 0.1;
if (LUnits == "centimeters" || LUnits == "centimeter" ||LUnits == "centimetres" || LUnits == "centimetre" || LUnits == "cm")
return 1;
if (LUnits == "meters" || LUnits == "meter" || LUnits == "metres" || LUnits == "metre" || LUnits == "m")
return 100;
if (LUnits == "kilometers" || LUnits == "kilometres" || LUnits == "km")
return 100000;
if (LUnits == "inches" || LUnits == "inch" || LUnits == "in")
return 2.54;
if (LUnits == "feet" || LUnits == "foot" || LUnits == "ft")
return 30.48;
if (LUnits == "yards" || LUnits == "yard"|| LUnits == "yd")
return 91.44;
if (LUnits == "miles" || LUnits == "mile" || LUnits == "mi")
return 160934.4;
return 100;
};
return ParseUnits(UnitsString.ToLower()); // * WorldToCentimeters; //TODO take into account world units
}
FTransform USpeckleObjectUtils::CreateTransform(UPARAM(ref) const FMatrix& TransformMatrix)
{
FTransform Transform(TransformMatrix);
Transform.ScaleTranslation(FVector(1,-1,1));
FVector Rot = Transform.GetRotation().Euler();
FVector NewRot(-Rot.X, Rot.Y, -Rot.Z);
Transform.SetRotation(FQuat::MakeFromEuler(NewRot));
return Transform;
}
bool USpeckleObjectUtils::TryParseTransform(const TSharedPtr<FJsonObject> SpeckleObject, FMatrix& OutMatrix)
{
const TSharedPtr<FJsonObject>* TransformObject;
const TArray<TSharedPtr<FJsonValue>>* TransformData;
if(SpeckleObject->TryGetArrayField("transform", TransformData)) //Handle transform as array
{ }
else if(SpeckleObject->TryGetObjectField("transform", TransformObject)
&& (*TransformObject)->TryGetArrayField("value", TransformData)) //Handle transform as object
{ }
else return false;
FMatrix TransformMatrix;
for(int32 Row = 0; Row < 4; Row++)
for(int32 Col = 0; Col < 4; Col++)
{
TransformMatrix.M[Row][Col] = TransformData->operator[](Row * 4 + Col)->AsNumber();
}
OutMatrix = TransformMatrix.GetTransposed();
return true;
}
bool USpeckleObjectUtils::ParseVectorProperty(const TSharedPtr<FJsonObject> Base, const FString& PropertyName,
const TScriptInterface<ITransport> ReadTransport, FVector& OutObject)
{
const TSharedPtr<FJsonObject>* OriginObject;
if(Base->TryGetObjectField(PropertyName, OriginObject)
&& ParseVector(*OriginObject, ReadTransport, OutObject))
{
return true;
}
return false;
}
bool USpeckleObjectUtils::ParseVector(const TSharedPtr<FJsonObject> Object,
const TScriptInterface<ITransport> Transport, FVector& OutObject)
{
if(!ensure(Object != nullptr)) return false;
TSharedPtr<FJsonObject> Obj;
if(!ResolveReference(Object, Transport, Obj)) Obj = Object;
double x = 0, y = 0, z = 0;
if(!(Obj->TryGetNumberField("x", x)
&& Obj->TryGetNumberField("y", y)
&& Obj->TryGetNumberField("z", z))) return false;
OutObject = FVector(x,y,z);
//return true;
UMesh* Mesh;
return ParseSpeckleObject<UMesh>(Obj, Transport, Mesh);
}
template <typename TBase>
bool USpeckleObjectUtils::ParseSpeckleObject(const TSharedPtr<FJsonObject> Object,
const TScriptInterface<ITransport> Transport, TBase*& OutObject)
{
static_assert(TIsDerivedFrom<TBase, UBase>::IsDerived, "Type TBase must inherit UBase");
TSharedPtr<FJsonObject> Obj;
if(!ResolveReference(Object, Transport, Obj)) Obj = Object;
UBase* b = USpeckleSerializer::DeserializeBase(Object, Transport);
OutObject = Cast<TBase>(b);
return OutObject == nullptr;
}
AActor* USpeckleObjectUtils::SpawnActorInWorld(const TSubclassOf<AActor> Class, UWorld* World, const FTransform& Transform)
{
return World->SpawnActor(Class, &Transform, FActorSpawnParameters());
}
@@ -1,16 +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 +1,132 @@
#include "SpeckleUnrealManager.h"
#include "Kismet/GameplayStatics.h"
#include "API/Operations/ReceiveOperation.h"
#include "Transports/MemoryTransport.h"
#include "Transports/ServerTransport.h"
#include "LogSpeckle.h"
#include "API/SpeckleSerializer.h"
#include "Conversion/SpeckleConverterComponent.h"
#include "Misc/ScopedSlowTask.h"
#include "Objects/Base.h"
#include "Mixpanel.h"
#include "Engine/Engine.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
// Sets default values
ASpeckleUnrealManager::ASpeckleUnrealManager()
{
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;
KeepCache = true;
DisplayProgressBar = true;
ServerUrl = "https://speckle.xyz";
}
// 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);
DeleteObjects();
#if !SUPPRESS_SPECKLE_ANALYTICS
// Trim parameters
ServerUrl.TrimEndInline();
while(ServerUrl.RemoveFromEnd("/")) { }
StreamID.TrimEndInline();
ObjectID.TrimEndInline();
AuthToken.TrimEndInline();
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
);
FAnalytics::TrackEvent("unknown", "unknown", "NodeRun", TMap<FString, FString> { {"name", StaticClass()->GetName() }, {"worldType", FString::FromInt(GetWorld()->WorldType)}});
const FHttpRequestRef ViewTrackingRequest = Http->CreateRequest();
ViewTrackingRequest->SetVerb("POST");
ViewTrackingRequest->SetURL(ViewURL);
ViewTrackingRequest->SetHeader("User-Agent", UserAgent);
ViewTrackingRequest->ProcessRequest();
if(!KeepCache && LocalObjectCache.GetObjectRef() != nullptr)
{
LocalObjectCache.GetObjectRef()->ConditionalBeginDestroy();
LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
}
if(LocalObjectCache.GetObjectRef() == nullptr)
{
LocalObjectCache = UMemoryTransport::CreateEmptyMemoryTransport();
}
//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
UServerTransport* ServerTransport = UServerTransport::CreateServerTransport(ServerUrl,StreamID,AuthToken);
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);
FString Message = FString::Printf(TEXT("Fetching Objects from Speckle Server: %s"), *ServerUrl);
PrintMessage(Message);
Request->OnProcessRequestComplete().BindUObject(this, &ASpeckleUnrealManager::OnStreamTextResponseReceived);
Request->SetURL(url);
Request->SetHeader("User-Agent", UserAgent);
Request->ProcessRequest();
FTransportErrorDelegate ErrorDelegate;
ErrorDelegate.BindUObject(this, &ASpeckleUnrealManager::HandleError);
FTransportCopyObjectCompleteDelegate CompleteDelegate;
CompleteDelegate.BindUObject(this, &ASpeckleUnrealManager::HandleReceive, DisplayProgressBar);
//Receive
ServerTransport->CopyObjectAndChildren(ObjectID, LocalObjectCache, CompleteDelegate, ErrorDelegate);
}
void ASpeckleUnrealManager::OnStreamTextResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
void ASpeckleUnrealManager::HandleReceive(TSharedPtr<FJsonObject> RootObject, bool DisplayProgress)
{
if (!bWasSuccessful)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
return;
}
auto responseCode = Response->GetResponseCode();
if (responseCode != 200)
{
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, FString::Printf(TEXT("Error response. Response code %d"), responseCode));
return;
}
FString response = Response->GetContentAsString();
if(RootObject == nullptr) return;
// 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);
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, FString::Printf(TEXT("[Speckle] Parsing %d downloaded objects..."), lineCount));
for (const auto& line : lines)
const UBase* Res = USpeckleSerializer::DeserializeBase(RootObject, LocalObjectCache);
if(IsValid(Res))
{
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);
Converter->RecursivelyConvertToNative(this, Res, LocalObjectCache, DisplayProgress, Actors);
FString Message = FString::Printf(TEXT("Converted %d Actors"), Actors.Num());
PrintMessage(Message);
}
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, FString::Printf(TEXT("[Speckle] Converting %d objects..."), lineCount));
//World Units setup
WorldToCentimeters = 1; //Default value of 1uu = 1cm
AWorldSettings* WorldSettings;
if(IsValid(World = GetWorld() )
&& IsValid(WorldSettings = World->GetWorldSettings()) )
else
{
WorldToCentimeters = WorldSettings->WorldToMeters / 100;
FString Id;
RootObject->TryGetStringField("id", Id);
FString Message = FString::Printf(TEXT("Failed to deserialise root object: %s"), *Id);
HandleError(Message);
}
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::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 +1,62 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Misc/AutomationTest.h"
#include "Objects/Base.h"
#include "Transports/MemoryTransport.h"
#if WITH_DEV_AUTOMATION_TESTS
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FMemoryTransportTest, "SpeckleUnreal.Transports.MemoryTransport", EAutomationTestFlags::EditorContext | EAutomationTestFlags::SmokeFilter)
bool FMemoryTransportTest::RunTest(const FString& Parameters)
{
UMemoryTransport* Transport = UMemoryTransport::CreateEmptyMemoryTransport();
// Test Construction
{
TestNotNull(TEXT("Constructed object"), Transport);
TestTrue(TEXT("Constructed object is valid"), IsValid(Transport));
}
TSharedPtr<FJsonObject> MockObj = MakeShareable(new FJsonObject());
FString TestId = TEXT("testidlalalala");
FString TestPayloadName = TEXT("Playload");
FString TestPayload = TEXT("MyPayloadValue!");
MockObj->SetStringField(TestPayloadName, TestPayload);
// Test Save
{
Transport->SaveObject(TestId, MockObj);
TestTrue(TEXT("Transport with save object to HasObject"), Transport->HasObject(TestId));
auto Value = Transport->GetSpeckleObject(TestId);
TestNotNull(TEXT("Return of getting saved object"), Value.Get());
TestEqual(TEXT("Return of getting saved object"), Value, MockObj);
TestTrue(TEXT("Returned object to have payload"), Value->HasField(TestPayloadName));
TestEqual(TEXT("Returned object's playload"), Value->GetStringField(TestPayloadName), TestPayload);
}
// Test Ids are missing
{
TArray<FString> MissingIds = {
TEXT("NoObjectsWithThisId"),
TEXT("testidla"),
TEXT("testidlalalalaextrala"),
TEXT("testidrararara"),
TEXT(""),
};
for(const FString& Id : MissingIds)
{
TestFalse(TEXT("transport has unknown id -") + Id, Transport->HasObject(Id));
auto ValueM = Transport->GetSpeckleObject(Id);
TestNull(TEXT("return of unknown id -") + Id, ValueM.Get());
}
}
return true;
}
#endif
@@ -0,0 +1,25 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#include "Misc/AutomationTest.h"
#include "Objects/Base.h"
#include "Transports/ServerTransport.h"
#if WITH_DEV_AUTOMATION_TESTS
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FServerTransportTest, "SpeckleUnreal.Transports.ServerTransport", EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
bool FServerTransportTest::RunTest(const FString& Parameters)
{
FString ServerUrl = TEXT("https://example.com");
FString StreamId = TEXT("1234");
FString Token = TEXT("MyAuthToken");
auto Transport = UServerTransport::CreateServerTransport(ServerUrl, StreamId, Token);
return true;
}
#endif
@@ -0,0 +1,79 @@
#include "FBatchSender.h"
FBatchSender::FBatchSender(FString& ServerUrl, FString& StreamId, FString& AuthToken, int32 MaxBatchSizeMb,
int32 MaxBufferLength, int32 ThreadCount)
: ServerUrl(ServerUrl)
, StreamId(StreamId)
, AuthToken(AuthToken)
, MaxBatchSizeMb(MaxBatchSizeMb)
, MaxBufferLength(MaxBufferLength)
, ThreadCount(ThreadCount)
{
SendingThread = FRunnableThread::Create(this, TEXT("Speckle Transport Send Thread"), 0);
ensure(SendingThread != nullptr);
}
FBatchSender::~FBatchSender()
{
if (SendingThread)
{
SendingThread->Kill();
delete SendingThread;
SendingThread = nullptr;
}
}
uint32 FBatchSender::Run()
{
while(true)
{
if(!ShouldSendThreadRun) return 0;
TArray<TTuple<FString, FString>> Buffer;
FScopeLock Lock(&Lock_SendBuffer);
if(SendBuffer.Num() > 0)
{
Buffer.Append(SendBuffer);
SendBuffer.Empty();
}
else
{
IsWriteComplete = true;
}
if(Buffer.Num() <= 0)
{
FPlatformProcess::Sleep(0.1);
continue;
}
TArray<FString> ObjectIds;
ObjectIds.Reserve(Buffer.Num());
for(const auto& Item: Buffer)
{
ObjectIds.Add(Item.Key);
}
//TODO only send objects that aren't already on the server.
//TMap<FString, bool> HasObjects = API.HasObjects(StreamId, ObjectIds);
//TODO api upload
//API.UploadObjects(StreamId, Buffer);
}
}
void FBatchSender::Stop()
{
ShouldSendThreadRun = false;
}
void FBatchSender::EnqueueSend(const FString& Id, const FString& Object)
{
FScopeLock Lock(&Lock_SendBuffer);
SendBuffer.Emplace(Id, Object);
IsWriteComplete = false;
}
@@ -0,0 +1,40 @@
#pragma once
/**
*
*/
class SPECKLEUNREAL_API FBatchSender : public FRunnable
{
protected:
FString ServerUrl;
FString StreamId;
FString AuthToken;
int32 MaxBatchSizeMb;
int32 MaxBufferLength;
int32 ThreadCount;
bool ShouldSendThreadRun = false;
bool IsWriteComplete = false;
FRunnableThread* SendingThread;
FCriticalSection Lock_SendBuffer;
TArray<TTuple<const FString, const FString>> SendBuffer;
public:
FBatchSender(FString& ServerUrl, FString& StreamId, FString& AuthToken, int32 MaxBatchSizeMb=1, int32 MaxBufferLength = 10, int32 ThreadCount = 4);
virtual ~FBatchSender() override;
virtual uint32 Run() override;
virtual void Stop() override;
virtual void EnqueueSend(const FString& Id, const FString& Object);
virtual void Flush();
protected:
virtual void SendingThreadMain();
};
@@ -0,0 +1,19 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Transports/MemoryTransport.h"
bool UMemoryTransport::HasObject(const FString& ObjectId) const
{
return SpeckleObjects.Contains(ObjectId);
}
TSharedPtr<FJsonObject> UMemoryTransport::GetSpeckleObject(const FString& ObjectId) const
{
return SpeckleObjects.FindRef(ObjectId);
}
void UMemoryTransport::SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject)
{
SpeckleObjects.Add(ObjectId, SerializedObject);
}
@@ -0,0 +1,264 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Transports/ServerTransport.h"
#include "FBatchSender.h"
#include "LogSpeckle.h"
#include "HttpModule.h"
#include "JsonObjectConverter.h"
#include "Interfaces/IHttpRequest.h"
#include "Interfaces/IHttpResponse.h"
#include "Mixpanel.h"
#include "Policies/CondensedJsonPrintPolicy.h"
TSharedPtr<FJsonObject> UServerTransport::GetSpeckleObject(const FString& ObjectId) const
{
unimplemented();
return nullptr;
}
void UServerTransport::SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> Object)
{
FString SerializedObject;
{
auto Writer = TJsonWriterFactory<TCHAR, TCondensedJsonPrintPolicy<TCHAR>>::Create(&SerializedObject);
FJsonSerializerWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>> SerializerWriter(Writer);
FJsonSerializer::Serialize(Object.ToSharedRef(), Writer);
}
BatchSender.EnqueueSend(ObjectId, SerializedObject);
}
void UServerTransport::BeginWrite()
{
}
void UServerTransport::EndWrite()
{
BatchSender.Flush();
}
bool UServerTransport::HasObject(const FString& ObjectId) const
{
unimplemented();
return false;
}
void UServerTransport::CopyObjectAndChildren(const FString& ObjectId,
TScriptInterface<ITransport> TargetTransport,
const FTransportCopyObjectCompleteDelegate& OnCompleteAction,
const FTransportErrorDelegate& OnErrorAction)
{
this->OnComplete = OnCompleteAction;
this->OnError = OnErrorAction;
// Create Request for Root Object
const FHttpRequestRef Request = FHttpModule::Get().CreateRequest();
const FString Endpoint = FString::Printf(TEXT("%s/objects/%s/%s/single"), *ServerUrl, *StreamId, *ObjectId);
Request->SetVerb("GET");
Request->SetURL(Endpoint);
Request->SetHeader("Accept", TEXT("text/plain"));
Request->SetHeader("Authorization", "Bearer " + AuthToken);
// Response Callback
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(!bWasSuccessful)
{
FString Message = FString::Printf(TEXT("Request for root object at %s was unsuccessful: %s"), *Response->GetURL(), *Response->GetContentAsString());
InvokeOnError(Message);
return;
}
const int32 ResponseCode = Response->GetResponseCode();
if (ResponseCode != 200)
{
FString Message = FString::Printf(TEXT("Request for root object at %s failed with HTTP response %d"), *Response->GetURL(), ResponseCode);
InvokeOnError(Message);
return;
}
HandleRootObjectResponse(Response->GetContentAsString(), TargetTransport, ObjectId);
};
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
// Send request
const bool RequestSent = Request->ProcessRequest();
if(!RequestSent)
{
FString Message = FString::Printf(TEXT("Request for root object at %s failed: \nHTTP request failed to start"), *Endpoint);
InvokeOnError(Message);
return;
}
UE_LOG(LogSpeckle, Verbose, TEXT("GET Request sent for root object at %s, awaiting response"), *Endpoint );
FAnalytics::TrackEvent("unknown", ServerUrl, "Receive");
}
void UServerTransport::FetchChildren(TScriptInterface<ITransport> TargetTransport, const FString& ObjectId, const TArray<FString>& ChildrenIds, int32 CStart) const
{
// Check if all children have been fetched
if(ChildrenIds.Num() <= CStart)
{
ensureAlwaysMsgf(this->OnComplete.ExecuteIfBound(TargetTransport->GetSpeckleObject(ObjectId)), TEXT("Complete handler was not bound properly"));
return;
}
// Assemble list of ids to ask for in this request
// We want to avoid making requests too large
const int32 CEnd = FGenericPlatformMath::Min(ChildrenIds.Num(), CStart + MaxNumberOfObjectsPerRequest);
FString ChildrenIdsString;
{
auto Writer = TJsonWriterFactory<TCHAR, TCondensedJsonPrintPolicy<TCHAR>>::Create(&ChildrenIdsString);
Writer->WriteArrayStart();
for (int32 i = CStart; i < CEnd; i++)
{
Writer->WriteValue(ChildrenIds[i]);
}
Writer->WriteArrayEnd();
Writer->Close();
}
FString Body;
{
auto Writer = TJsonWriterFactory<TCHAR, TCondensedJsonPrintPolicy<TCHAR>>::Create(&Body);
Writer->WriteObjectStart();
Writer->WriteValue(TEXT("objects"), ChildrenIdsString);
Writer->WriteObjectEnd();
Writer->Close();
}
// Create Request
const FHttpRequestRef Request = FHttpModule::Get().CreateRequest();
{
const FString EndPoint = FString::Printf(TEXT("%s/api/getobjects/%s"), *ServerUrl, *StreamId);
Request->SetVerb("POST");
Request->SetURL(EndPoint);
Request->SetHeader("Accept", TEXT("text/plain"));
Request->SetHeader("Authorization", "Bearer " + AuthToken);
Request->SetHeader("Content-Type", "application/json");
Request->SetContentAsString(Body);
}
// Response Callback
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
{
if(!bWasSuccessful)
{
FString Message = FString::Printf(TEXT("Request for children of root object %s/%s failed: %s"), *StreamId, *ObjectId, *Response->GetContentAsString());
InvokeOnError(Message);
return;
}
const int32 ResponseCode = Response->GetResponseCode();
if (ResponseCode != 200)
{
FString Message = FString::Printf(TEXT("Request for children of root object %s/%s failed:\nHTTP response %d"), *StreamId, *ObjectId, ResponseCode);
InvokeOnError(Message);
return;
}
TArray<FString> Lines;
const int32 LineCount = SplitLines(Response->GetContentAsString(), Lines);
UE_LOG(LogSpeckle, Verbose, TEXT("Parsing %d downloaded objects..."), LineCount)
if(LineCount != CEnd - CStart)
{
UE_LOG(LogSpeckle, Warning, TEXT("Requested %d objects, but recieved %d"), CEnd - CStart, LineCount);
}
for (const FString& Line : Lines)
{
FString Id, ObjectJson;
if (!Line.Split("\t", &Id, &ObjectJson))
continue;
TSharedPtr<FJsonObject> JsonObject;
if(!LoadJson(ObjectJson, JsonObject)) continue;
TargetTransport->SaveObject(Id, JsonObject);
}
UE_LOG(LogSpeckle, Log, TEXT("Processed %d/%d Child objects"), CEnd, ChildrenIds.Num())
//Iterate again for any missing children
FetchChildren(TargetTransport, ObjectId, ChildrenIds , CEnd);
};
Request->OnProcessRequestComplete().BindLambda(ResponseHandler);
// Send request for children
const bool RequestSent = Request->ProcessRequest();
if(!RequestSent)
{
FString Message = FString::Printf(TEXT("Failed to fetch children of root object %s/%s:\nHTTP request failed to start"), *StreamId, *ObjectId);
InvokeOnError(Message);
return;
}
UE_LOG(LogSpeckle, Verbose, TEXT("Requesting %d child objects"), CEnd - CStart);
}
void UServerTransport::HandleRootObjectResponse(const FString& RootObjSerialized, TScriptInterface<ITransport> TargetTransport, const FString& ObjectId) const
{
TSharedPtr<FJsonObject> RootObj;
if(!LoadJson(RootObjSerialized, RootObj))
{
FString Message = FString::Printf( TEXT("A Root Object %s was recieved but was invalid and could not be deserialied"), *ObjectId);
InvokeOnError(Message);
return;
}
TargetTransport->SaveObject(ObjectId, RootObj);
// Find children are not already in the target transport
const auto Closures = RootObj->GetObjectField("__closure")->Values;
TArray<FString> ChildrenIds;
Closures.GetKeys(ChildrenIds);
TArray<FString> NewChildrenIds;
for(const FString& Id : ChildrenIds)
{
if(TargetTransport->HasObject(Id)) continue;
NewChildrenIds.Add(Id);
}
FetchChildren(TargetTransport, ObjectId, NewChildrenIds);
}
int32 UServerTransport::SplitLines(const FString& Content, TArray<FString>& OutLines)
{
int32 LineCount = 0;
for (const TCHAR* ptr = *Content; *ptr; ptr++)
if (*ptr == '\n')
LineCount++;
OutLines.Reserve(LineCount);
Content.ParseIntoArray(OutLines, TEXT("\n"), true);
return LineCount;
}
bool UServerTransport::LoadJson(const FString& ObjectJson, TSharedPtr<FJsonObject>& OutJsonObject)
{
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(ObjectJson);
return FJsonSerializer::Deserialize(Reader, OutJsonObject);
}
void UServerTransport::InvokeOnError(FString& Message) const
{
ensureAlwaysMsgf(this->OnError.ExecuteIfBound(Message), TEXT("ServerTransport: Unhandled error - %s"), *Message);
}
+3 -3
View File
@@ -1,4 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
//#pragma once
@@ -19,10 +19,10 @@
//
// static int DefaultBranchLimit = 10;
//
// //UFUNCTION(BlueprintPure, Category="Speckle")
// //UFUNCTION(BlueprintCallable, Category="Speckle")
// //void GetAccounts();
//
// //UFUNCTION(BlueprintPure, Category="Speckle")
// //UFUNCTION(BlueprintCallable, Category="Speckle")
// //Branch StreamGetBranches(FString StreamID, int BranchesLimit = DefaultBranchLimit, int CommitLimit = DefaultBranchLimit);
//
//
@@ -0,0 +1,58 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "ReceiveOperation.generated.h"
class ITransport;
class UBase;
class FJsonObject;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FRecieveOperationHandler, UBase*, RootBase, FString, ErrorMessage);
/**
*
*/
UCLASS()
class SPECKLEUNREAL_API UReceiveOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FRecieveOperationHandler OnReceiveSuccessfully;
/// Called when the total number of children is known
//UPROPERTY(BlueprintAssignable)
//FRecieveOperationHandler OnChildrenCountKnown;
/// Called when some deserilization progress is made and TotalConverted has changed
//UPROPERTY(BlueprintAssignable)
//FRecieveOperationHandler OnProgress;
/// Called when receive operation has aborted due to some error
UPROPERTY(BlueprintAssignable)
FRecieveOperationHandler OnError;
UFUNCTION(BlueprintCallable, BlueprintInternalUseOnly, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
static UReceiveOperation* ReceiveOperation(UObject* WorldContextObject, const FString& ObjectId, TScriptInterface<ITransport> RemoteTransport, TScriptInterface<ITransport> LocalTransport);
virtual void Activate() override;
protected:
void Receive();
FString ObjectId;
TScriptInterface<ITransport> RemoteTransport;
TScriptInterface<ITransport> LocalTransport;
void HandleReceive(TSharedPtr<FJsonObject> Object);
void HandleError(FString& Message);
};
@@ -0,0 +1,48 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "SendOperation.generated.h"
class ITransport;
class UBase;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FSendOperationHandler, const FString&, Id, const FString&, ErrorMessage);
/**
*
*/
UCLASS()
class SPECKLEUNREAL_API USendOperation : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FSendOperationHandler OnSendSuccessfully;
UPROPERTY(BlueprintAssignable)
FSendOperationHandler OnErrorAction;
UFUNCTION(BlueprintCallable, Category = "Speckle|Operations", meta = (WorldContext = "WorldContextObject"))
static USendOperation* SendOperation(UObject* WorldContextObject, UBase* Base, TArray<TScriptInterface<ITransport>> Transports);
virtual void Activate() override;
void Send();
protected:
TWeakObjectPtr<UBase> Base;
TArray<TScriptInterface<ITransport>> Transports;
};
@@ -0,0 +1,26 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "SpeckleSerializer.generated.h"
class UBase;
class ITransport;
class FJsonObject;
UCLASS()
class USpeckleSerializer : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, Category="Speckle|Serialization")
static UBase* DeserializeBaseById(const FString& ObjectId, const TScriptInterface<ITransport> ReadTransport);
static UBase* DeserializeBase(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport);
};
@@ -1,13 +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 +1,59 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "Conversion/SpeckleConverter.h"
#include "AggregateConverter.generated.h"
/**
* An Aggregate Converter stores multiple ISpeckleConverter instances.
* This allows you to use many converters as one
*/
UCLASS()
class SPECKLEUNREAL_API UAggregateConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
protected:
// A lazily initialised mapping of SpeckleType -> converters.
TMap<TSubclassOf<UBase>, TScriptInterface<ISpeckleConverter>> SpeckleTypeMap;
public:
// Array of converters, must be of type ISpeckleConverter
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle|Conversion")
TArray<UObject*> SpeckleConverters;
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual UObject* ConvertToNativeInternal(const UBase* Object, UWorld* World);
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>&) override;
virtual bool CanConvertToNative_Implementation(TSubclassOf<UBase> BaseType) override;
virtual void ConvertToSpeckle_Implementation(const UObject* Object, UBase* SpeckleObject) override;
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual TScriptInterface<ISpeckleConverter> GetConverter(const TSubclassOf<UBase> BaseType);
// Validates a given object is a valid ISpeckleConverter
static bool CheckValidConverter(const UObject* Converter, bool LogWarning = true);
void FinishConversion_Internal();
virtual void FinishConversion_Implementation() override;
// Validates changes to SpeckleConverters property, Should be called after modifying SpeckleConverters
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual void OnConvertersChangeHandler();
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
};
@@ -0,0 +1,44 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "Engine/World.h"
#include "BlockConverter.generated.h"
class UBlockInstance;
/**
* Converts Speckle Block Instance objects empty native actors with transform.
* The Block Definition can then be converted by other converters
*/
UCLASS()
class SPECKLEUNREAL_API UBlockConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
CONVERTS_SPECKLE_TYPES()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TSubclassOf<AActor> BlockInstanceActorType;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EComponentMobility::Type> ActorMobility;
UBlockConverter();
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World, TScriptInterface<ISpeckleConverter>& AvailableConverters) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* BlockToNative(const UBlockInstance* Block, UWorld* World);
protected:
virtual AActor* CreateEmptyActor(UWorld* World, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
};
@@ -0,0 +1,99 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "UObject/Object.h"
#include "MaterialConverter.generated.h"
class URenderMaterial;
class UMaterialInterface;
UENUM()
enum EConstMaterialOptions
{
Never UMETA(DisplayName = "Never"),
NotPlay UMETA(DisplayName = "Editor Not Playing"),
Always UMETA(DisplayName = "Editor And PIE"),
};
/**
* Converts Speckle RenderMaterial objects into native Materials
*/
UCLASS(BlueprintType, Blueprintable)
class SPECKLEUNREAL_API UMaterialConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
CONVERTS_SPECKLE_TYPES()
public:
/// Material to be applied to meshes when no RenderMaterial can be converted
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
UMaterialInterface* DefaultMeshMaterial;
/// Material Parent for converted opaque materials*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
UMaterialInterface* BaseMeshOpaqueMaterial;
/// Material Parent for converted materials with an opacity less than one
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
UMaterialInterface* BaseMeshTransparentMaterial;
#if WITH_EDITORONLY_DATA
/// Specify when to create Constant materials that can only be created with Editor.
/// Otherwise will create dynamic materials
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EConstMaterialOptions> UseConstMaterials;
#endif
/// When generating meshes, materials in this TMap will be used
/// instead of converted ones if the key matches the ID of the Object's RenderMaterial. (Takes priority over name matching)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ToNative|Overrides", DisplayName = "By Speckle ID")
TMap<FString, UMaterialInterface*> MaterialOverridesById;
/// When generating meshes, materials in this TSet will be used instead of converted ones if the material name matches the name of the Object's RenderMaterial
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ToNative|Overrides", DisplayName = "By Name")
TSet<UMaterialInterface*> MaterialOverridesByName;
public:
UMaterialConverter();
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld*, TScriptInterface<ISpeckleConverter>&) override;
UFUNCTION(BlueprintCallable, Category="ToNative|Overrides")
virtual bool TryGetOverride(const URenderMaterial* SpeckleMaterial, UMaterialInterface*& OutMaterial) const;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UMaterialInterface* GetMaterial(const URenderMaterial* SpeckleMaterial);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UMaterialInterface* RenderMaterialToNative(const URenderMaterial* SpeckleMaterial, UPackage* Package);
virtual void FinishConversion_Implementation() override;
protected:
/** Transient cache of materials converted from stream RenderMaterial objects */
UPROPERTY(AdvancedDisplay, BlueprintReadOnly, Transient, Category="ToNative|Cache")
TMap<FString, UMaterialInterface*> ConvertedMaterials;
UFUNCTION(BlueprintCallable, BlueprintPure, Category="ToNative")
virtual UPackage* GetPackage(const FString& ObjectID) const;
UFUNCTION(BlueprintCallable, BlueprintPure, Category="ToNative")
virtual FString RemoveInvalidFileChars(const FString& InString) const;
#if WITH_EDITOR
UFUNCTION(BlueprintCallable, BlueprintPure, Category="ToNative")
static bool ShouldCreateConstMaterial(TEnumAsByte<EConstMaterialOptions> Options);
#endif
};
@@ -1,9 +1,10 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "PointCloudConverter.generated.h"
@@ -12,6 +13,9 @@ class ALidarPointCloudActor;
class ULidarPointCloud;
class UPointCloud;
/**
* Converts Speckle Point Cloud objects into LidarPointClouds
*/
UCLASS()
class SPECKLEUNREAL_API UPointCloudConverter : public UObject, public ISpeckleConverter
{
@@ -19,22 +23,26 @@ 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 +1,28 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "Engine/World.h"
#include "ProceduralMeshConverter.generated.h"
class UMaterialConverter;
class UProceduralMeshComponent;
class UMesh;
class URenderMaterial;
/**
* Converts Speckle Mesh objects into native actors with a procedural mesh component.
*
* Compared with the StaticMeshConverter, this converter has some serious limitations
* - Cannot convert displayValues,
* - N-gon faces will be ignored,
* - Meshes are transient, and won't persist on level reload
*/
UCLASS()
class SPECKLEUNREAL_API UProceduralMeshConverter : public UObject, public ISpeckleConverter
{
@@ -18,29 +30,26 @@ 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;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
UFUNCTION(BlueprintCallable)
virtual AActor* MeshToNative(const UMesh* SpeckleMesh, ASpeckleUnrealManager* Manager);
UFUNCTION(BlueprintCallable)
virtual UMaterialInterface* GetMaterial(const URenderMaterial* SpeckleMaterial, ASpeckleUnrealManager* Manager);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* MeshToNative(const UMesh* SpeckleMesh, UWorld* World, TScriptInterface<ISpeckleConverter>& MaterialConverter);
UFUNCTION(BlueprintCallable)
virtual UMesh* MeshToSpeckle(const UProceduralMeshComponent* Object, ASpeckleUnrealManager* Manager);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UMesh* MeshToSpeckle(const UProceduralMeshComponent* Object);
virtual AActor* CreateEmptyActor(UWorld* World, const FTransform& Transform, const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
};
@@ -1,16 +1,26 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "Engine/World.h"
#include "Engine/StaticMesh.h"
#include "StaticMeshConverter.generated.h"
class UMaterialConverter;
class AStaticMeshActor;
class UMesh;
class URenderMaterial;
/**
* Converts Speckle Mesh objects into native Actors with a StaticMesh component
*
* Can convert multiple Speckle Mesh objects (eg with different materials) in one StaticMesh
*/
UCLASS()
class SPECKLEUNREAL_API UStaticMeshConverter : public UObject, public ISpeckleConverter
{
@@ -20,40 +30,86 @@ class SPECKLEUNREAL_API UStaticMeshConverter : public UObject, public ISpeckleCo
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
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 void ConvertToSpeckle_Implementation(const UObject* Object, UBase* SpeckleObject) override;
virtual void FinishConversion_Implementation() override;
// Converts a multiple Speckle Meshes to a native actor of type MeshActorType
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* MeshesToNativeActor(const UBase* Parent, const TArray<UMesh*>& SpeckleMeshes, UWorld* World, TScriptInterface<ISpeckleConverter>& RenderMaterialConverter);
// Converts a single Speckle Mesh to a native actor of type MeshActorType
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* MeshToNativeActor(const UMesh* SpeckleMesh, UWorld* World, TScriptInterface<ISpeckleConverter>& MaterialConverter);
virtual AActor* CreateEmptyActor(UWorld* World, const FTransform& Transform = FTransform::Identity, const FActorSpawnParameters& SpawnParameters =
FActorSpawnParameters());
UFUNCTION(BlueprintCallable, Category="ToSpeckle")
virtual TArray<UMesh*> MeshToSpeckle(const UStaticMeshComponent* Object);
protected:
FCriticalSection Lock_StaticMeshesToBuild;
UPROPERTY(BlueprintReadWrite, Transient, Category="ToNative")
TArray<UStaticMesh*> StaticMeshesToBuild;
virtual void GenerateMeshParams(UStaticMesh::FBuildMeshDescriptionsParams& MeshParams) const;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UMaterialInterface* GetMaterial(const URenderMaterial* SpeckleMaterial, UWorld* World,
TScriptInterface<ISpeckleConverter>& MaterialConverter) const;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UStaticMesh* MeshesToNativeMesh(UObject* Outer, const UBase* Parent, const TArray<UMesh*>& SpeckleMeshes, TScriptInterface<ISpeckleConverter>
& MaterialConverter);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UStaticMesh* MeshToNativeMesh(UObject* Outer, const UMesh* SpeckleMesh, TScriptInterface<ISpeckleConverter>& MaterialConverter);
};
@@ -1,48 +1,61 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "UObject/Interface.h"
#include "Templates/SubclassOf.h"
#include "SpeckleConverter.generated.h"
class UBase;
class ASpeckleUnrealManager;
// This class does not need to be modified.
UINTERFACE()
class USpeckleConverter : public UInterface
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);
/// Clean up cached resources, and finish any pending build tasks to complete ToNative conversion.
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToNative")
void FinishConversion();
/// Will return true if this converter can convert a given
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToSpeckle")
void CanConvertToSpeckle(const AActor* Actor);
/// Tries to convert a given Actor or Component into a Speckle Base
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToSpeckle")
void ConvertToSpeckle(const UObject* Object, UBase* SpeckleObject);
};
#define CONVERTS_SPECKLE_TYPES() \
protected: \
UPROPERTY(EditAnywhere, BlueprintReadWrite) \
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Conversion") \
TSet<TSubclassOf<UBase>> SpeckleTypes; \
public: \
virtual bool CanConvertToNative_Implementation(TSubclassOf<UBase> BaseType) override { return SpeckleTypes.Contains(BaseType); } \
@@ -1,51 +1,62 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "SpeckleConverterComponent.generated.h"
class USpeckleConverter;
class ASpeckleUnrealManager;
class UBase;
class ISpeckleConverter;
DECLARE_DYNAMIC_DELEGATE_TwoParams(FActorPredicate, const AActor*, Actor, bool&, OutShouldConvert);
class ITransport;
class ISpeckleConverter;
class UBase;
class UAggregateConverter;
struct FSlowTask;
/**
* An Actor Component for encapsulating recursive conversion of Speckle Objects
*/
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent))
class SPECKLEUNREAL_API USpeckleConverterComponent : public UActorComponent
{
GENERATED_BODY()
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|ToNative")
UPARAM(DisplayName = "RootActor") AActor* RecursivelyConvertToNative(AActor* AOwner, const UBase* Base, const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors);
// Validates changes to SpeckleConverters, Should be called after modifying SpeckleConverters
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
virtual void OnConvertersChangeHandler();
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) override;
#endif
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
UBase* ConvertToSpeckle(UObject* Object);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion|ToNative")
virtual void FinishConversion();
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
AActor* ConvertToNative(const UBase* Object, ASpeckleUnrealManager* Manager);
// Converts the given Base and all children into native actors.
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion|ToSpeckle")
virtual UBase* RecursivelyConvertToSpeckle(const TArray<AActor*>& RootActors, FActorPredicate& Predicate);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion|ToSpeckle")
virtual void RecurseTreeToSpeckle(const AActor* RootActor, FActorPredicate& Predicate, TArray<UBase*>& OutConverted);
protected:
virtual AActor* RecursivelyConvertToNative_Internal(AActor* AOwner, const UBase* Base, const TScriptInterface<ITransport>& LocalTransport, FSlowTask* Task, TArray<AActor*>& OutActors);
virtual void ConvertChild(const TSharedPtr<FJsonValue> Object, AActor* AOwner, const TScriptInterface<ITransport>& LocalTransport, FSlowTask* Task, TArray<AActor*>& OutActors);
UFUNCTION(BlueprintCallable, Category="Speckle|Conversion")
TScriptInterface<ISpeckleConverter> GetConverter(const TSubclassOf<UBase> BaseType);
virtual void AttachConvertedToOwner(AActor* AOwner, const UBase* Base, UObject* Converted);
};
+6
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@@ -0,0 +1,6 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
DECLARE_LOG_CATEGORY_EXTERN(LogSpeckle, Log, All);
+20
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@@ -0,0 +1,20 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
/// Anonymous telemetry to help us understand how to make a better Speckle.
/// This really helps us to deliver a better open source project and product!
class FAnalytics
{
protected:
static const FString MixpanelToken;
static const FString MixpanelServer;
static const FString VersionedApplicationName;
public:
static void TrackEvent(const FString& Email, const FString& Server, const FString& EventName);
static void TrackEvent(const FString& Email, const FString& Server, const FString& EventName, const TMap<FString, FString>& CustomProperties);
static FString Hash(const FString& Input);
};
+41 -16
View File
@@ -1,22 +1,21 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/RegisteringBase.h"
#include "DynamicBase.h"
#include "Dom/JsonObject.h"
#include "Base.generated.h"
class ITransport;
class ASpeckleUnrealManager;
/**
*
* Base type that all Object Models inherit from
*/
UCLASS(BlueprintType)
class SPECKLEUNREAL_API UBase : public URegisteringBase
UCLASS(BlueprintType, meta=(ScriptName="Base (Speckle.Objects)"))
class SPECKLEUNREAL_API UBase : public UDynamicBase
{
public:
@@ -24,7 +23,7 @@ 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:
@@ -35,19 +34,45 @@ 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;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString SpeckleType;
virtual void Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager)
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
Obj->TryGetStringField("id", Id);
Obj->TryGetStringField("units", Units);
}
};
bool IsValid = false;
DynamicProperties.Reserve(Obj->Values.Num());
for(const auto kvp : Obj->Values)
{
SetDynamicProperty(kvp.Key, kvp.Value->Type);
}
if(Obj->TryGetStringField("id", Id))
{
IsValid = true;
DynamicProperties.Remove("id");
}
if(Obj->TryGetStringField("units", Units)) DynamicProperties.Remove("units");
if(Obj->TryGetStringField("speckle_type", SpeckleType)) DynamicProperties.Remove("speckle_type");
return IsValid;
}
virtual void ToJson(TJsonWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>> Writer)
{
Writer.WriteValue(TEXT("units"), Units);
Writer.WriteValue(TEXT("speckle_type"), SpeckleType);
for(const auto& p : DynamicProperties)
{
//Writer.WriteValue(p.Key, p.Value.mmmmmm));
}
}
};
@@ -1,28 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Base.h"
#include "BuiltElement.generated.h"
/**
*
*/
UCLASS()
class SPECKLEUNREAL_API UBuiltElement : public UBase
{
GENERATED_BODY()
protected:
static TArray<FString> DisplayValueAliasStrings;
void AddDisplayValue(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager);
public:
UBuiltElement() : UBase(TEXT("Objects.Elements")) {}
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<UBase*> DisplayValue;
virtual void Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager) override;
};
@@ -0,0 +1,32 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Base.h"
#include "DisplayValueElement.generated.h"
class UMesh;
/**
*
*/
UCLASS()
class SPECKLEUNREAL_API UDisplayValueElement : public UBase
{
GENERATED_BODY()
protected:
static TArray<FString> DisplayValueAliasStrings;
bool AddDisplayValue(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport);
public:
UDisplayValueElement() : UBase(TEXT("Objects.BuiltElements")) {}
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<UMesh*> DisplayValue;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
};
@@ -0,0 +1,66 @@
// Copyright AEC Systems Ltd
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "DynamicBase.generated.h"
class UBase;
/**
*
*/
UCLASS(Abstract)
class SPECKLEUNREAL_API UDynamicBase : public UObject
{
GENERATED_BODY()
protected:
TMap<FString, TSharedPtr<FVariant>> DynamicProperties;
public:
template <typename T>
bool TryGetDynamicProperty(const FString& Key, T& OutValue) const;
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicStringProperty(UPARAM(ref) const FString& Key, FString& OutValue) const;
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicIntProperty(UPARAM(ref) const FString& Key, int32& OutValue) const;
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicFloatProperty(UPARAM(ref) const FString& Key, float& OutValue) const;
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicBoolProperty(UPARAM(ref) const FString& Key, bool& OutValue) const;
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
bool TryGetDynamicBaseProperty(UPARAM(ref) const FString& Key, UBase*& OutValue) const;
template <typename T>
void SetDynamicProperty(const FString& Key, T Value);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
void SetDynamicStringProperty(UPARAM(ref) const FString& Key, FString& OutValue);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
void SetDynamicIntProperty(UPARAM(ref) const FString& Key, int32& OutValue);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
void SetDynamicFloatProperty(UPARAM(ref) const FString& Key, float& OutValue);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
void SetDynamicBoolProperty(UPARAM(ref) const FString& Key, bool& OutValue);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
void SetDynamicBaseProperty(UPARAM(ref) const FString& Key, UBase*& OutValue);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
int32 RemoveDynamicProperty(UPARAM(ref) const FString& Key);
};
@@ -1,14 +1,14 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Base.h"
#include "Objects/Base.h"
#include "Mesh.generated.h"
class URenderMaterial;
class ASpeckleUnrealManager;
/**
*
*/
@@ -39,7 +39,9 @@ public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
URenderMaterial* RenderMaterial;
virtual void Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager) override;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
virtual void ToJson(TJsonWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>> Writer) override;
protected:
virtual void AlignVerticesWithTexCoordsByIndex();
@@ -1,9 +1,10 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Base.h"
#include "Objects/Base.h"
#include "PointCloud.generated.h"
/**
@@ -16,7 +17,7 @@ class SPECKLEUNREAL_API UPointCloud : public UBase
public:
UPointCloud() : UBase(TEXT("Objects.Other.Pointcloud")) {}
UPointCloud() : UBase(TEXT("Objects.Geometry.Pointcloud")) {}
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<FVector> Points;
@@ -27,5 +28,5 @@ public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<float> Sizes;
virtual void Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager) override;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
};
@@ -1,20 +1,25 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Templates/SubclassOf.h"
#include "RegisteringBase.generated.h"
#include "ObjectModelRegistry.generated.h"
class UBase;
UCLASS(Abstract)
class SPECKLEUNREAL_API URegisteringBase : public UObject
/**
* Handles the mapping of Speckle type to Object Model
*/
UCLASS()
class SPECKLEUNREAL_API UObjectModelRegistry : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
protected:
//static TOptional<TMap<FString, TSubclassOf<UBase>>> TypeRegistry;
private:
static TMap<FString, TSubclassOf<UBase>> TypeRegistry;
static void GenerateTypeRegistry();
@@ -24,7 +29,7 @@ public:
/// Attempts to find the closest registered TSubclassOf<UBase>
/// by recursively stripping away a the most specific name specifier from the given SpeckleType
/// until a converter is found or the FString is exhausted.
/// until a UBase type is found or the FString is exhausted.
///
/// Eg. with an input of "Objects.Elements.Wall"
/// Will first look for a registered type of "Objects.Elements.Wall"
@@ -32,12 +37,16 @@ public:
/// Returns nullptr if none found.
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
static TSubclassOf<UBase> FindClosestType(const FString& SpeckleType);
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
static bool ParentType(const FString& Type, FString& NextType);
/// Attempts to find a TSubclassOf<UBase> with a UBase::SpeckleType matching the given SpeckleType param
/// Returns nullptr if none found.
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
static TSubclassOf<UBase> GetRegisteredType(const FString& SpeckleType);
/// Attempts to find a TSubclassOf<UBase> with a UBase::SpeckleType matching the given SpeckleType param
UFUNCTION(BlueprintCallable, Category="Speckle|Objects")
static bool TryGetRegisteredType(const FString& SpeckleType, TSubclassOf<UBase>& OutType);
};
@@ -0,0 +1,33 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "BlockInstance.generated.h"
/**
*
*/
UCLASS()
class SPECKLEUNREAL_API UBlockInstance : public UBase
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
FString Name;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
TArray<UBase*> Geometry;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Speckle|Objects")
FMatrix Transform;
UBlockInstance() : UBase(TEXT("Objects.Other.BlockInstance")) {}
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
};
@@ -0,0 +1,69 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "RenderMaterial.generated.h"
/**
*
*/
UCLASS()
class SPECKLEUNREAL_API URenderMaterial : public UBase
{
GENERATED_BODY()
public:
URenderMaterial() : UBase(TEXT("Objects.Other.RenderMaterial")) {}
UPROPERTY()
FString Name;
UPROPERTY()
double Opacity = 1;
UPROPERTY()
double Metalness = 0;
UPROPERTY()
double Roughness = 1;
UPROPERTY()
FLinearColor Diffuse = FColor{221,221,221};
UPROPERTY()
FLinearColor Emissive = FLinearColor::Black;
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override
{
if(!Super::Parse(Obj, ReadTransport)) return false;
if(Obj->TryGetStringField("name", Name)) DynamicProperties.Remove("name");
if(Obj->TryGetNumberField("opacity", Opacity)) DynamicProperties.Remove("opacity");
if(Obj->TryGetNumberField("metalness", Metalness)) DynamicProperties.Remove("metalness");
if(Obj->TryGetNumberField("roughness", Roughness)) DynamicProperties.Remove("roughness");
bool IsValid = false;
int32 ARGB;
if(Obj->TryGetNumberField("diffuse", ARGB))
{
Diffuse = FColor(ARGB);
DynamicProperties.Remove("diffuse");
IsValid = true;
}
if(Obj->TryGetNumberField("emissive", ARGB))
{
Emissive = FColor(ARGB);
DynamicProperties.Remove("emissive");
}
return IsValid;
}
};
@@ -0,0 +1,38 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "View3D.generated.h"
/**
*
*/
UCLASS()
class SPECKLEUNREAL_API UView3D : public UBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
FVector Origin;
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
FVector UpDirection;
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
FVector ForwardDirection;
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
bool IsOrthogonal;
UView3D() : UBase(TEXT("Objects.BuiltElements.View")) {}
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
};
@@ -1,59 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "RenderMaterial.generated.h"
/**
*
*/
UCLASS()
class SPECKLEUNREAL_API URenderMaterial : public UBase
{
GENERATED_BODY()
public:
URenderMaterial() : UBase(TEXT("Objects.Other.RenderMaterial")) {}
UPROPERTY()
FString Name;
UPROPERTY()
double Opacity = 1;
UPROPERTY()
double Metalness = 0;
UPROPERTY()
double Roughness = 1;
UPROPERTY()
FLinearColor Diffuse = FColor{221,221,221};
UPROPERTY()
FLinearColor Emissive = FLinearColor::Black;
virtual void Parse(const TSharedPtr<FJsonObject> Obj, const ASpeckleUnrealManager* Manager) override
{
Super::Parse(Obj, Manager);
Obj->TryGetStringField("name", Name);
Obj->TryGetNumberField("opacity", Opacity);
Obj->TryGetNumberField("metalness", Metalness);
Obj->TryGetNumberField("roughness", Roughness);
int32 ARGB;
if(Obj->TryGetNumberField("diffuse", ARGB))
Diffuse = FColor(ARGB);
if(Obj->TryGetNumberField("emissive", ARGB))
Emissive = FColor(ARGB);
}
};
@@ -0,0 +1,49 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Templates/SubclassOf.h"
#include "SpeckleObjectUtils.generated.h"
class ITransport;
class UBase;
class FJsonValue;
class FJsonObject;
class UWorld;
class AActor;
/**
* Several helper functions useful for handling JSON Speckle Objects
*/
UCLASS()
class SPECKLEUNREAL_API USpeckleObjectUtils : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
static TArray<TSharedPtr<FJsonValue>> CombineChunks(const TArray<TSharedPtr<FJsonValue>>& ArrayField, const TScriptInterface<ITransport> Transport);
static bool ResolveReference(const TSharedPtr<FJsonObject> Object, const TScriptInterface<ITransport> Transport, TSharedPtr<FJsonObject>& OutObject);
static bool TryParseTransform(const TSharedPtr<FJsonObject> SpeckleObject, FMatrix& OutMatrix);
static bool ParseVector(const TSharedPtr<FJsonObject> Object, const TScriptInterface<ITransport> Transport, FVector& OutObject);
static bool ParseVectorProperty(const TSharedPtr<FJsonObject> Base, const FString& PropertyName, const TScriptInterface<ITransport> ReadTransport, FVector& OutObject);
template <typename T>
static bool ParseSpeckleObject(const TSharedPtr<FJsonObject> Object, const TScriptInterface<ITransport> Transport, T*& OutObject);
UFUNCTION(BlueprintCallable, Category="Speckle/ObjectUtils")
static float ParseScaleFactor(const FString& UnitsString);
// Given a Right Handed Z-up transformation matrix (Speckle's system), will create an equivalent Left Handed Z-up FTransform (UE's system)
UFUNCTION(BlueprintPure, Category="Speckle/ObjectUtils")
static FTransform CreateTransform(UPARAM(ref) const FMatrix& TransformMatrix);
UFUNCTION(BlueprintCallable, meta = (DeterminesOutputType = "Class"), Category="Speckle/ObjectUtils")
static AActor* SpawnActorInWorld(const TSubclassOf<AActor> Class, UWorld* World, UPARAM(ref) const FTransform& Transform);
};
+1 -1
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@@ -1,4 +1,4 @@
// Copyright Epic Games, Inc. All Rights Reserved.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
@@ -1,23 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "SpeckleUnrealActor.generated.h"
class UMeshDescriptionBase;
UCLASS(BlueprintType)
class SPECKLEUNREAL_API ASpeckleUnrealActor : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere)
USceneComponent* Scene;
// Sets default values for this actor's properties
ASpeckleUnrealActor();
};
@@ -1,33 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "SpeckleUnrealLayer.generated.h"
/**
*
*/
UCLASS(BlueprintType)
class SPECKLEUNREAL_API USpeckleUnrealLayer : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Speckle")
FString LayerName;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Speckle")
FLinearColor LayerColor;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Speckle")
int32 StartIndex;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Speckle")
int32 ObjectCount;
USpeckleUnrealLayer();
void Init(FString NewLayerName, int32 NewStartIndex, int32 NewObjectCount);
};
@@ -1,135 +1,83 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
// json manipulation
#include "Dom/JsonObject.h"
#include "Dom/JsonValue.h"
// web requests
#include "Runtime/Online/HTTP/Public/Http.h"
#include "SpeckleUnrealLayer.h"
#include "Conversion/SpeckleConverterComponent.h"
#include "GameFramework/Actor.h"
#include "SpeckleUnrealManager.generated.h"
class UServerTransport;
class ITransport;
class USpeckleConverterComponent;
class FJsonObject;
class URenderMaterial;
UCLASS(ClassGroup=(Speckle), BlueprintType)
/**
* An Actor to handle the receiving of Speckle objects into a level
*/
UCLASS(ClassGroup=(Speckle), AutoCollapseCategories=("Speckle|Conversion"), BlueprintType)
class SPECKLEUNREAL_API ASpeckleUnrealManager : public AActor
{
GENERATED_BODY()
public:
FHttpModule* Http;
/* The actual HTTP call */
UFUNCTION(CallInEditor, Category = "Speckle")
void ImportSpeckleObject();
UFUNCTION(CallInEditor, Category = "Speckle")
void DeleteObjects();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
USpeckleConverterComponent* Converter;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle")
FString ServerUrl;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString ServerUrl {
"https://speckle.xyz"
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle")
FString StreamID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString StreamID {
""
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle")
FString ObjectID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString ObjectID {
""
};
// A Personal Access Token can be created from your Speckle Profile page (Treat tokens like passwords, do not share publicly) - Required for receiving private streams
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", meta=(PasswordField = true))
FString AuthToken;
/** A Personal Access Token can be created from your Speckle Profile page (Treat tokens like passwords, do not share publicly) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
FString AuthToken {
""
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
// When true, will call `Receive` on BeginPlay
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", AdvancedDisplay)
bool ImportAtRuntime;
// When true, will maintain an in-memory (transient) cache of received speckle objects
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", AdvancedDisplay)
bool KeepCache;
/** Material to be applied to meshes when no RenderMaterial can be converted */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle|Materials")
UMaterialInterface* DefaultMeshMaterial;
/** Material Parent for converted opaque materials*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle|Materials")
UMaterialInterface* BaseMeshOpaqueMaterial;
/** Material Parent for converted materials with an opacity less than one */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle|Materials")
UMaterialInterface* BaseMeshTransparentMaterial;
// The Conversion component to convert received speckle objects into native Actors
UPROPERTY(VisibleAnywhere, Category="Speckle", BlueprintReadWrite)
USpeckleConverterComponent* Converter;
/** 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 = "Speckle|Materials|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 = "Speckle|Materials|Overrides", DisplayName = "By Name")
TSet<UMaterialInterface*> MaterialOverridesByName;
/** Materials converted from stream RenderMaterial objects */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Speckle|Materials")
TMap<FString, UMaterialInterface*> ConvertedMaterials;
// Used to stagger transport requests, useful when making requests for a large number of child objects
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Speckle", AdvancedDisplay)
bool DisplayProgressBar;
void OnStreamTextResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
// Sets default values for this actor's properties
ASpeckleUnrealManager();
// Called when the game starts or when spawned
// Receives specified object from specified Speckle server
UFUNCTION(BlueprintCallable, CallInEditor, Category="Speckle", meta=(DisplayPriority=0))
virtual void Receive();
// Deletes the Actors created by the previous receive operation
UFUNCTION(BlueprintCallable, CallInEditor, Category="Speckle" , meta=(DisplayAfter="Receive"))
virtual void DeleteObjects();
virtual void BeginPlay() override;
TArray<TSharedPtr<FJsonValue>> CombineChunks(const TArray<TSharedPtr<FJsonValue>>& ArrayField) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float ParseScaleFactor(const FString& Units) const;
//TODO move to conversion functions
UFUNCTION(BlueprintCallable)
bool TryGetMaterial(const URenderMaterial* SpeckleMaterial, bool AcceptMaterialOverride,
UMaterialInterface*& OutMaterial);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasObject(const FString& Id) const;
UBase* DeserializeBase(const TSharedPtr<FJsonObject> Obj) const;
bool ResolveReference(const TSharedPtr<FJsonObject> Object, TSharedPtr<FJsonObject>& OutObject) const;
TSharedPtr<FJsonObject, ESPMode::Fast> GetSpeckleObject(const FString& Id) const;
protected:
UWorld* World;
float WorldToCentimeters;
// Cache received Speckle objects
UPROPERTY(BlueprintReadWrite, Category="Speckle")
TScriptInterface<ITransport> LocalObjectCache;
TMap<FString, TSharedPtr<FJsonObject>> SpeckleObjects;
// Array of Actors created by the previous receive operation
UPROPERTY(BlueprintReadWrite, Category="Speckle")
TArray<AActor*> Actors;
UPROPERTY()
TArray<UObject*> CreatedObjectsCache;
TArray<UObject*> InProgressObjectsCache;
// Callback when JSON has been received
virtual void HandleReceive(TSharedPtr<FJsonObject> RootObject, bool DisplayProgress = false);
// Callback when error
virtual void HandleError(FString& Message);
void ImportObjectFromCache(AActor* AOwner, const TSharedPtr<FJsonObject> SpeckleObject);
//AActor* CreateMesh(const TSharedPtr<FJsonObject> Obj, const TSharedPtr<FJsonObject> Parent = nullptr);
AActor* CreateBlockInstance(const TSharedPtr<FJsonObject> Obj);
//AActor* CreatePointCloud(const TSharedPtr<FJsonObject> Obj);
virtual void PrintMessage(FString& Message, bool IsError = false) const;
};
@@ -0,0 +1,34 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Transport.h"
#include "MemoryTransport.generated.h"
/**
* An in memory storage of speckle objects.
*/
UCLASS(Transient, BlueprintType)
class SPECKLEUNREAL_API UMemoryTransport : public UObject, public ITransport
{
GENERATED_BODY()
TMap<FString, TSharedPtr<FJsonObject>> SpeckleObjects;
public:
virtual TSharedPtr<FJsonObject> GetSpeckleObject(const FString& ObjectId) const override;
virtual void SaveObject(const FString& ObjectId, const FString& SerializedObject) override;
virtual bool HasObject(const FString& ObjectId) const override;
virtual void CopyObjectAndChildren(const FString& ObjectId, TScriptInterface<ITransport> TargetTransport, const FTransportCopyObjectCompleteDelegate& OnCompleteAction, const FTransportErrorDelegate& OnErrorAction) override { unimplemented(); }
UFUNCTION(BlueprintPure, Category = "Speckle|Transports")
static UMemoryTransport* CreateEmptyMemoryTransport()
{
UMemoryTransport* Transport = NewObject<UMemoryTransport>();
return Transport;
}
};
@@ -0,0 +1,103 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Transport.h"
#include "ServerTransport.generated.h"
class FBatchSender;
class FHttpModule;
// Data for graphQL request for object ids.
USTRUCT()
struct FObjectIdRequest
{
GENERATED_BODY()
UPROPERTY()
TArray<FString> Ids;
};
/**
* Transport for receiving objects from a Speckle Server
*/
UCLASS(BlueprintType)
class SPECKLEUNREAL_API UServerTransport : public UObject, public ITransport
{
GENERATED_BODY()
protected:
UPROPERTY()
FString ServerUrl;
UPROPERTY()
FString StreamId;
UPROPERTY(meta=(PasswordField))
FString AuthToken;
UPROPERTY()
int32 MaxNumberOfObjectsPerRequest = 20000;
FTransportCopyObjectCompleteDelegate OnComplete;
FTransportErrorDelegate OnError;
public:
virtual ~UServerTransport() override;
UFUNCTION(BlueprintPure, Category = "Speckle|Transports")
static UServerTransport* CreateServerTransport(UPARAM(ref) FString& _ServerUrl, UPARAM(ref) FString& _StreamId, UPARAM(ref) FString& _AuthToken)
{
UServerTransport* Transport = NewObject<UServerTransport>();
Transport->ServerUrl = _ServerUrl;
Transport->StreamId = _StreamId;
Transport->AuthToken = _AuthToken;
return Transport;
}
virtual TSharedPtr<FJsonObject> GetSpeckleObject(const FString& ObjectId) const override;
virtual void SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject) override;
virtual void BeginWrite() override;
virtual void EndWrite() override;
virtual bool HasObject(const FString& ObjectId) const override;
virtual void CopyObjectAndChildren(const FString& ObjectId,
TScriptInterface<ITransport> TargetTransport,
const FTransportCopyObjectCompleteDelegate& OnCompleteAction,
const FTransportErrorDelegate& OnErrorAction) override;
protected:
virtual void HandleRootObjectResponse(const FString& RootObjSerialized, TScriptInterface<ITransport> TargetTransport, const FString& ObjectId) const;
/**
* Iteratively fetches chunks of children
* @param TargetTransport the transport to store the fetched objects
* @param RootObjectId the id of the root object
* @param ChildrenIds array of all children to be fetched
* @param CStart the index in ChildrenIds of the start point of the current chunk
*/
virtual void FetchChildren(TScriptInterface<ITransport> TargetTransport,
const FString& RootObjectId,
const TArray<FString>& ChildrenIds,
int32 CStart = 0) const;
virtual void InvokeOnError(FString& Message) const;
static bool LoadJson(const FString& ObjectJson, TSharedPtr<FJsonObject>& OutJsonObject);
static int32 SplitLines(const FString& Content, TArray<FString>& OutLines);
FBatchSender BatchSender;
// FCriticalSection Lock_SendBuffer;
// TArray<TTuple<const FString, const FString>> SendBuffer;
// FRunnableThread* SendingThread;
};
@@ -0,0 +1,47 @@
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "Dom/JsonObject.h"
#include "Transport.generated.h"
DECLARE_DELEGATE_OneParam(FTransportCopyObjectCompleteDelegate, TSharedPtr<FJsonObject>);
DECLARE_DELEGATE_OneParam(FTransportErrorDelegate, FString&);
//DECLARE_DELEGATE_OneParam(FTransportTotalChildrenCountKnownDelegate, int32);
//DECLARE_DELEGATE_OneParam(FTransportProgressDelegate, int32);
// This class does not need to be modified.
UINTERFACE(Blueprintable)
class UTransport : public UInterface
{
GENERATED_BODY()
};
/**
*
*/
class SPECKLEUNREAL_API ITransport
{
GENERATED_BODY()
public:
//TODO consider changing SerializedObject to FString&
virtual void SaveObject(const FString& ObjectId, const TSharedPtr<FJsonObject> SerializedObject) = 0;
//virtual void SaveObjectFromTransport(FString& ObjectID, TScriptInterface<ITransport> SourceTransport) = 0;
virtual TSharedPtr<FJsonObject> GetSpeckleObject(const FString& ObjectId) const = 0;
virtual bool HasObject(const FString& ObjectId) const;
virtual void BeginWrite();
virtual void EndWrite();
virtual void CopyObjectAndChildren(const FString& ObjectId,
TScriptInterface<ITransport> TargetTransport,
const FTransportCopyObjectCompleteDelegate& OnCompleteAction,
const FTransportErrorDelegate& OnErrorAction) = 0;
};
+1 -1
View File
@@ -26,7 +26,7 @@ public class SpeckleUnreal : ModuleRules
new string[]
{
"Core",
"Http",
"HTTP",
"Json",
"JsonUtilities",
"ProceduralMeshComponent",
@@ -3,14 +3,28 @@
#include "Conversion/ConverterFactory.h"
#include "Conversion/SpeckleConverter.h"
#include "ClassViewerModule.h"
#include "InterfaceClassFilter.h"
#include "SpeckleUnrealEditorModule.h"
#include "Kismet2/SClassPickerDialog.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealEditorModule"
UConverterFactory::UConverterFactory(UClass* SupportedClass)
UConverterFactory::UConverterFactory(UClass* SClass)
: UConverterFactory()
{
SupportedClass = SClass;
ConverterClass = SClass;
}
UConverterFactory::UConverterFactory()
{
bCreateNew = true;
bEditAfterNew = true;
this->SupportedClass = SupportedClass;
SupportedClass = USpeckleConverter::StaticClass(); //This is not super valid, but it doesn't matter
ConverterClass = nullptr;
}
uint32 UConverterFactory::GetMenuCategories() const
@@ -19,11 +33,56 @@ uint32 UConverterFactory::GetMenuCategories() const
return SpeckleCategory;
}
bool UConverterFactory::ConfigureProperties()
{
// Null the CurveClass so we can get a clean class
ConverterClass = nullptr;
// Load the classviewer module to display a class picker
FClassViewerModule& ClassViewerModule = FModuleManager::LoadModuleChecked<FClassViewerModule>("ClassViewer");
// Fill in options
FClassViewerInitializationOptions Options;
Options.Mode = EClassViewerMode::ClassPicker;
TSharedPtr<FInterfaceClassFilter> Filter = MakeShareable(new FInterfaceClassFilter);
#if ENGINE_MAJOR_VERSION >= 5
Options.ClassFilters.Emplace(Filter.ToSharedRef());
#else
Options.ClassFilter = Filter;
#endif
Filter->InterfaceThatMustBeImplemented = USpeckleConverter::StaticClass();
Filter->bAllowAbstract = false;
Filter->ClassPropertyMetaClass = UObject::StaticClass();
Filter->AllowedClassFilters = {UObject::StaticClass()};
const FText TitleText = LOCTEXT("CreateConverterOptions", "Pick Converter Class");
UClass* ChosenClass = nullptr;
const bool bPressedOk = SClassPickerDialog::PickClass(TitleText, Options, ChosenClass, UObject::StaticClass());
if ( bPressedOk )
{
ConverterClass = ChosenClass;
}
return bPressedOk;
}
UObject* UConverterFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags,
UObject* Context, FFeedbackContext* Warn)
UObject* Context, FFeedbackContext* Warn)
{
UObject* NewObjectAsset = NewObject<UObject>(InParent, Class, Name, Flags);
UObject* NewObjectAsset = nullptr;
if(ConverterClass != nullptr)
{
NewObjectAsset = NewObject<UObject>(InParent, ConverterClass, Name, Flags);
}
return NewObjectAsset;
}
FText UConverterFactory::GetDisplayName() const
{
return LOCTEXT("ConverterFactoryDisplayName", "Speckle Converter");
}
#undef LOCTEXT_NAMESPACE
@@ -6,7 +6,7 @@
#include "IAssetTools.h"
#include "Conversion/ConverterActions.h"
#include "Conversion/ConverterFactory.h"
#include "Conversion/SpeckleConverter.h"
#define LOCTEXT_NAMESPACE "FSpeckleUnrealEditorModule"
@@ -26,24 +26,22 @@ void FSpeckleUnrealEditorModule::StartupModule()
// Register Speckle Category
SpeckleAssetCategoryBit = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Speckle")), LOCTEXT("SpeckleCategoryText","Speckle"));
// Finds all class definitions : UConverterFactory and creates a FConverterActions for their supported class.
// See UAssetToolsImpl::GetNewAssetFactories() for reference
for (TObjectIterator<UClass> It; It; ++It)
{
const UClass* Class = *It;
if (Class->IsChildOf(UConverterFactory::StaticClass()) &&
!Class->HasAnyClassFlags(CLASS_Abstract))
{
const UConverterFactory* Factory = Class->GetDefaultObject<UConverterFactory>();
UClass* Class = *It;
if (Factory->ShouldShowInNewMenu() &&
ensure(!Factory->GetDisplayName().IsEmpty()))
{
AssetTools.RegisterAssetTypeActions(MakeShareable(new FConverterActions(Factory->SupportedClass, SpeckleAssetCategoryBit)));
}
// Create FConverterActions for USpeckleConverter types
if ( Class->ImplementsInterface(USpeckleConverter::StaticClass())
&& !Class->HasAnyClassFlags(CLASS_Abstract))
{
AssetTools.RegisterAssetTypeActions(MakeShareable(new FConverterActions(Class, SpeckleAssetCategoryBit)));
}
}
AssetTools.RegisterAssetTypeActions(MakeShareable(new FConverterActions(USpeckleConverter::StaticClass(), SpeckleAssetCategoryBit)));
}
#endif
@@ -1,11 +1,13 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
/**
*
* Asset action for ISpeckleConverter implementors.
*/
class FConverterActions : public FAssetTypeActions_Base
{
@@ -1,62 +1,31 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Factories/Factory.h"
#include "Conversion/Converters/ProceduralMeshConverter.h"
#include "Conversion/Converters/StaticMeshConverter.h"
#include "Conversion/Converters/PointCloudConverter.h"
#include "ConverterFactory.generated.h"
/**
* This class is designed to reduce the boiler plate required to define a UFactory for ISpeckleTypeConverter types.
*
* For each ISpeckleTypeConverter we want to appear in the "Create Advanced Asset" context menu
* A class definition : UConverterFactory should be created (see below examples)
*
* A FConverterAction : FAssetTypeActions_Base instance will automatically be created by
* FSpeckleUnrealEditorModule::StartupModule for each class definition : UConverterFactory.
* So we don't need to worry about manually registering the SupportedClass types with FAssetToolsModule.
* Factory for ISpeckleConverter classes to appear in the asset creation context menu.
*/
UCLASS(abstract)
UCLASS()
class SPECKLEUNREALEDITOR_API UConverterFactory : public UFactory
{
GENERATED_BODY()
protected:
explicit UConverterFactory(UClass* SupportedClass);
public:
UConverterFactory() : Super() {}
UPROPERTY(EditAnywhere, Category="Speckle|Factories", meta = (MustImplement = USpeckleConverter))
UClass* ConverterClass;
UConverterFactory();
virtual uint32 GetMenuCategories() const override;
virtual bool ConfigureProperties() override;
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
};
UCLASS()
class SPECKLEUNREALEDITOR_API UStaticMeshConverterFactory : public UConverterFactory
{
GENERATED_BODY()
public:
UStaticMeshConverterFactory() : Super( UStaticMeshConverter::StaticClass() ) { }
};
UCLASS()
class SPECKLEUNREALEDITOR_API UProceduralMeshConverterFactory : public UConverterFactory
{
GENERATED_BODY()
public:
UProceduralMeshConverterFactory() : Super( UProceduralMeshConverter::StaticClass() ) { }
};
UCLASS()
class SPECKLEUNREALEDITOR_API UPointCloudConverterFactory : public UConverterFactory
{
GENERATED_BODY()
public:
UPointCloudConverterFactory() : Super( UPointCloudConverter::StaticClass() ) { }
};
virtual FText GetDisplayName() const override;
};
@@ -0,0 +1,67 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ClassViewerModule.h"
#include "ClassViewerFilter.h"
/**
* Class filter for classes that implement a given interface
* based on FPropertyEditorClassFilter
*/
class FInterfaceClassFilter : public IClassViewerFilter
{
public:
/** The meta class for the property that classes must be a child-of. */
const UClass* ClassPropertyMetaClass;
/** The interface that must be implemented. */
const UClass* InterfaceThatMustBeImplemented;
/** Whether or not abstract classes are allowed. */
bool bAllowAbstract;
/** Classes that can be picked */
TArray<UClass*> AllowedClassFilters;
/** Classes that can't be picked */
TArray<UClass*> DisallowedClassFilters;
virtual bool IsClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const UClass* InClass, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs ) override
{
return IsClassAllowedHelper(InClass);
}
virtual bool IsUnloadedClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const TSharedRef< const IUnloadedBlueprintData > InBlueprint, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs) override
{
return IsClassAllowedHelper(InBlueprint);
}
private:
template <typename TClass>
bool IsClassAllowedHelper(TClass InClass)
{
bool bMatchesFlags = !InClass->HasAnyClassFlags(CLASS_Hidden | CLASS_HideDropDown | CLASS_Deprecated) &&
(bAllowAbstract || !InClass->HasAnyClassFlags(CLASS_Abstract));
if (bMatchesFlags && InClass->IsChildOf(ClassPropertyMetaClass)
&& (!InterfaceThatMustBeImplemented || InClass->ImplementsInterface(InterfaceThatMustBeImplemented)))
{
auto PredicateFn = [InClass](const UClass* Class)
{
return InClass->IsChildOf(Class);
};
if (DisallowedClassFilters.FindByPredicate(PredicateFn) == nullptr &&
(AllowedClassFilters.Num() == 0 || AllowedClassFilters.FindByPredicate(PredicateFn) != nullptr))
{
return true;
}
}
return false;
}
};
@@ -1,15 +1,19 @@
// Copyright Epic Games, Inc. All Rights Reserved.
// Copyright 2022 AEC Systems, Licensed under the Apache License, Version 2.0
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FSpeckleUnrealEditorModule : public IModuleInterface
{
#if WITH_EDITOR
#if WITH_EDITORONLY_DATA
protected:
uint32 SpeckleAssetCategoryBit = 0;
#endif
#if WITH_EDITOR
public:
virtual uint32 GetSpeckleAssetCategory() const;
#endif
@@ -24,7 +24,7 @@ public class SpeckleUnrealEditor : ModuleRules
new string[]
{
"Core",
"Http",
"HTTP",
"Json",
"JsonUtilities",
"UnrealEd",
+7 -5
View File
@@ -1,15 +1,15 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "0.0.1",
"FriendlyName": "SpeckleUnreal",
"VersionName": "2.5.2",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the MIT license, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "",
"SupportURL": "",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
@@ -18,12 +18,14 @@
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default"
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac", "IOS", "Android" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit"
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [