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3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 48178976ff | |||
| 8621559176 | |||
| 20f4c23a6e |
@@ -1,9 +1,6 @@
|
||||
# Prerequisites
|
||||
*.d
|
||||
|
||||
.idea/
|
||||
.vs/
|
||||
|
||||
# Compiled Object files
|
||||
*.slo
|
||||
*.lo
|
||||
@@ -34,15 +31,9 @@
|
||||
*.out
|
||||
*.app
|
||||
*.umap
|
||||
|
||||
# UE file types
|
||||
*.uasset filter=lfs diff=lfs merge=lfs -text
|
||||
*.umap filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
SpeckleUnrealProject/Binaries/
|
||||
SpeckleUnrealProject/Intermediate/
|
||||
SpeckleUnrealProject/Plugins/SpeckleUnreal/Binaries/
|
||||
SpeckleUnrealProject/Plugins/SpeckleUnreal/Intermediate/
|
||||
SpeckleUnrealProject/Saved/
|
||||
SpeckleUnrealProject/.vs/
|
||||
SpeckleUnrealProject/SpeckleUnrealProject.sln.DotSettings.user
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
"CurrentProjectSetting": "No Configurations"
|
||||
}
|
||||
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@@ -0,0 +1,8 @@
|
||||
{
|
||||
"ExpandedNodes": [
|
||||
"",
|
||||
"\\SpeckleUnreal",
|
||||
"\\SpeckleUnreal\\Source"
|
||||
],
|
||||
"PreviewInSolutionExplorer": false
|
||||
}
|
||||
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@@ -1,201 +1,21 @@
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
MIT License
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
Copyright (c) 2020 mobiusnode
|
||||
|
||||
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APPENDIX: How to apply the Apache License to your work.
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To apply the Apache License to your work, attach the following
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Copyright 2021 AEC Systems
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Unless required by applicable law or agreed to in writing, software
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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||||
@@ -1,18 +1,29 @@
|
||||
# Speckle Unreal
|
||||
# SpeckleUnreal
|
||||
|
||||
[](https://twitter.com/SpeckleSystems) [](https://speckle.community) [](https://speckle.systems) [](https://speckle.guide/dev/)
|
||||
[](https://github.com/mobiusnode/SpeckleUnreal) [](http://makeapullrequest.com)
|
||||
|
||||
Plugin for Unreal Engine 4 to import objects from Speckle v2.
|
||||
Our Team is developing a Speckle plugin and interoperability transport schema for UE4. Our goal is to enable Revit/Dynamo and Rhino/Grasshopper to send + receive geometry to UE4 for visualization. Our current priority is to establish and release a data sender (TO UE4). We’re also working on receiver methods, however our initial focus is on Rhino/Grasshopper to UE4 translation and the attachment of UE4-specific metadata to the core JSON ‘blobs’ in transport.
|
||||
|
||||
In this repository you will find the source code, assets and project settings of the SpeckleUnreal plugin for Unreal Engine app development (Unreal Engine 4.25.1 or newer recommended).
|
||||
|
||||
Screencast of an example: https://user-images.githubusercontent.com/2551138/114720093-61403e00-9d40-11eb-8045-6e8ca656554d.mp4
|
||||
# Useful Links
|
||||
Use the following links to access resources related to bug reporting, issues, feature requests, and general questions regarding SpeckleUnreal. Future releases may not contain these links & note.
|
||||
|
||||
## Speckle Unreal Server
|
||||
https://speckle.mobiusnode.io
|
||||
|
||||
## Discourse Forums (Bugs, Issues, etc.)
|
||||
https://discourse.mobiusnode.io
|
||||
|
||||
## SpeckleUnreal Slack Workspace
|
||||
https://speckle-works-unreal.slack.com
|
||||
|
||||
## YouTub Demo & Tutorial - Getting Started
|
||||
https://bit.ly/3ehHQE6
|
||||
|
||||
## NOTICE
|
||||
|
||||
* Tested on Windows, Unreal Engine v4.26 and Visual Studio Community 2019
|
||||
* Tested on Windows and MacOS and Linux.
|
||||
* Only displays meshes. Breps are converted using their display values.
|
||||
* Does not use the Speckle Kit workflow as conversions all happen in C++.
|
||||
|
||||
@@ -26,8 +37,20 @@ Screencast of an example: https://user-images.githubusercontent.com/2551138/1147
|
||||
|
||||
We will eventually look to distributing the plugin officially on the Unreal Engine Marketplace but for now you'll need to install the plugin manually like this.
|
||||
|
||||
## Credits
|
||||
Based off the original Unreal integration for Speckle v1 by Mark and Jak which can be found here: [https://github.com/mobiusnode/SpeckleUnreal](https://github.com/mobiusnode/SpeckleUnreal).
|
||||
---
|
||||
|
||||
https://user-images.githubusercontent.com/2551138/114720051-571e3f80-9d40-11eb-9099-d3394747a1d3.mp4
|
||||
## Roadmap
|
||||
|
||||
> Roadmap is subject to change. Last reviewed 10th of July 2020.
|
||||
|
||||
| Version | Defining Feature |
|
||||
| ------- | -------------------------------------------------------------------------------- |
|
||||
| ~0.1~ | ~First prototype release as Unreal Engine plugin~ |
|
||||
| 0.2 | New component workflow and custom materials assigned via inspector~ |
|
||||
| 0.3 | Spawn geometry in transform heirarchy based on layer data |
|
||||
| 0.4 | User login API, get Stream API and no dependency on a local install of Speckle |
|
||||
| 0.5 | Rendering Rule API |
|
||||
| 0.6 | Support Lines, Points, Numbers and Text|
|
||||
| 0.7 | Local caching of Speckle streams |
|
||||
| 0.8 | Implement Sender API |
|
||||
| 1.0 | Production ready (out of preview) |
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
|
||||
@@ -14,6 +14,3 @@ AppliedDefaultGraphicsPerformance=Maximum
|
||||
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
|
||||
RemoteServerName=
|
||||
|
||||
[/Script/EngineSettings.GameMapsSettings]
|
||||
GameDefaultMap=/Game/SpeckleScene.SpeckleScene
|
||||
|
||||
|
||||
@@ -1,70 +1,3 @@
|
||||
|
||||
|
||||
[/Script/EngineSettings.GeneralProjectSettings]
|
||||
ProjectID=F126DB004A50E31B2A69D284041A10E1
|
||||
|
||||
[/Script/UnrealEd.ProjectPackagingSettings]
|
||||
Build=IfProjectHasCode
|
||||
BuildConfiguration=PPBC_Development
|
||||
BuildTarget=
|
||||
StagingDirectory=(Path="C:/Users/migkotzidis_local/Desktop/SpeckleBuild")
|
||||
FullRebuild=False
|
||||
ForDistribution=False
|
||||
IncludeDebugFiles=False
|
||||
BlueprintNativizationMethod=Disabled
|
||||
bIncludeNativizedAssetsInProjectGeneration=False
|
||||
bExcludeMonolithicEngineHeadersInNativizedCode=False
|
||||
UsePakFile=True
|
||||
bUseIoStore=False
|
||||
bGenerateChunks=False
|
||||
bGenerateNoChunks=False
|
||||
bChunkHardReferencesOnly=False
|
||||
bForceOneChunkPerFile=False
|
||||
MaxChunkSize=0
|
||||
bBuildHttpChunkInstallData=False
|
||||
HttpChunkInstallDataDirectory=(Path="")
|
||||
PakFileCompressionFormats=
|
||||
PakFileAdditionalCompressionOptions=
|
||||
HttpChunkInstallDataVersion=
|
||||
IncludePrerequisites=True
|
||||
IncludeAppLocalPrerequisites=False
|
||||
bShareMaterialShaderCode=True
|
||||
bDeterministicShaderCodeOrder=False
|
||||
bSharedMaterialNativeLibraries=True
|
||||
ApplocalPrerequisitesDirectory=(Path="")
|
||||
IncludeCrashReporter=False
|
||||
InternationalizationPreset=English
|
||||
-CulturesToStage=en
|
||||
+CulturesToStage=en
|
||||
LocalizationTargetCatchAllChunkId=0
|
||||
bCookAll=False
|
||||
bCookMapsOnly=False
|
||||
bCompressed=False
|
||||
bSkipEditorContent=False
|
||||
bSkipMovies=False
|
||||
-IniKeyBlacklist=KeyStorePassword
|
||||
-IniKeyBlacklist=KeyPassword
|
||||
-IniKeyBlacklist=rsa.privateexp
|
||||
-IniKeyBlacklist=rsa.modulus
|
||||
-IniKeyBlacklist=rsa.publicexp
|
||||
-IniKeyBlacklist=aes.key
|
||||
-IniKeyBlacklist=SigningPublicExponent
|
||||
-IniKeyBlacklist=SigningModulus
|
||||
-IniKeyBlacklist=SigningPrivateExponent
|
||||
-IniKeyBlacklist=EncryptionKey
|
||||
-IniKeyBlacklist=IniKeyBlacklist
|
||||
-IniKeyBlacklist=IniSectionBlacklist
|
||||
+IniKeyBlacklist=KeyStorePassword
|
||||
+IniKeyBlacklist=KeyPassword
|
||||
+IniKeyBlacklist=rsa.privateexp
|
||||
+IniKeyBlacklist=rsa.modulus
|
||||
+IniKeyBlacklist=rsa.publicexp
|
||||
+IniKeyBlacklist=aes.key
|
||||
+IniKeyBlacklist=SigningPublicExponent
|
||||
+IniKeyBlacklist=SigningModulus
|
||||
+IniKeyBlacklist=SigningPrivateExponent
|
||||
+IniKeyBlacklist=EncryptionKey
|
||||
+IniKeyBlacklist=IniKeyBlacklist
|
||||
+IniKeyBlacklist=IniSectionBlacklist
|
||||
+MapsToCook=(FilePath="/Game/SpeckleScene")
|
||||
|
||||
|
||||
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|
Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 5.7 KiB |
-6
@@ -1,6 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "ISpeckleReceiver.h"
|
||||
|
||||
// Add default functionality here for any IISpeckleReceiver functions that are not pure virtual.
|
||||
-116
@@ -1,116 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "SpeckleRESTHandlerComponent.h"
|
||||
|
||||
// Sets default values for this component's properties
|
||||
USpeckleRESTHandlerComponent::USpeckleRESTHandlerComponent()
|
||||
{
|
||||
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
|
||||
// off to improve performance if you don't need them.
|
||||
PrimaryComponentTick.bCanEverTick = false;
|
||||
|
||||
// ...
|
||||
}
|
||||
|
||||
|
||||
// Called when the game starts
|
||||
void USpeckleRESTHandlerComponent::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
// cache speckleManager for runtime purposes
|
||||
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
|
||||
}
|
||||
|
||||
void USpeckleRESTHandlerComponent::ImportSpeckleObject(int CurrIndex)
|
||||
{
|
||||
|
||||
#if WITH_EDITOR
|
||||
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
|
||||
#endif
|
||||
|
||||
if(SpeckleManager)
|
||||
{
|
||||
auto Commits = SpeckleManager->ArrayOfCommits;
|
||||
// check if within bounds and import
|
||||
if(Commits.Num() > 0 && (CurrIndex <= Commits.Num() && CurrIndex >= 0))
|
||||
{
|
||||
const auto InputObjectRefID = Commits[CurrIndex].ReferenceObjectID;
|
||||
SpeckleManager->ObjectID = InputObjectRefID;
|
||||
SpeckleManager->ImportSpeckleObject();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("[SPECKLE LOG]: Speckle unreal commits array index out of bounds"));
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleRESTHandlerComponent::FetchListOfCommits(const FString& BranchName)
|
||||
{
|
||||
|
||||
#if WITH_EDITOR
|
||||
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
|
||||
#endif
|
||||
|
||||
if(SpeckleManager)
|
||||
{
|
||||
//FString PostPayload = "{\"query\": \"query{stream (id: \\\"" + SpeckleManager->StreamID + "\\\"){id name commits {totalCount cursor items {id referencedObject authorName message branchName} } }}\"}";
|
||||
FString PostPayload = "{\"query\": \"query{stream (id: \\\"" + SpeckleManager->StreamID + "\\\"){branch(name: \\\"" + BranchName + "\\\"){commits{items {id referencedObject authorName message branchName} } }}}\"}";
|
||||
TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse = [this](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{ SpeckleManager->OnCommitsItemsResponseReceived(Request, Response, bWasSuccessful); };
|
||||
|
||||
SpeckleManager->FetchStreamItems(PostPayload, HandleResponse);
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleRESTHandlerComponent::FetchListOfStreams()
|
||||
{
|
||||
#if WITH_EDITOR
|
||||
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
|
||||
#endif
|
||||
|
||||
if(SpeckleManager)
|
||||
{
|
||||
FString PostPayload = "{\"query\": \"query{user {streams(limit:20) {totalCount items {id name description}}}}\"}";
|
||||
TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse = [this](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{ SpeckleManager->OnStreamItemsResponseReceived(Request, Response, bWasSuccessful); };
|
||||
|
||||
SpeckleManager->FetchStreamItems(PostPayload, HandleResponse);
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleRESTHandlerComponent::FetchListOfBranches()
|
||||
{
|
||||
|
||||
#if WITH_EDITOR
|
||||
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
|
||||
#endif
|
||||
|
||||
if(SpeckleManager)
|
||||
{
|
||||
FString PostPayload = "{\"query\": \"query{\\n stream (id: \\\"" + SpeckleManager->StreamID + "\\\"){\\n id\\n name\\n branches{\\n totalCount\\n cursor\\n items{\\n id\\n name\\n description\\n}\\n }\\n }\\n}\"}";
|
||||
TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse = [this](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{ SpeckleManager->OnBranchesItemsResponseReceived(Request, Response, bWasSuccessful); };
|
||||
|
||||
SpeckleManager->FetchStreamItems(PostPayload, HandleResponse);
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleRESTHandlerComponent::FetchGlobals()
|
||||
{
|
||||
#if WITH_EDITOR
|
||||
SpeckleManager = Cast<ASpeckleUnrealManager>(GetOwner());
|
||||
#endif
|
||||
|
||||
if(SpeckleManager)
|
||||
{
|
||||
|
||||
FString PostPayload = "{\"query\": \"query{stream (id: \\\"" + SpeckleManager->StreamID + "\\\"){branch(name: \\\"" + "globals" + "\\\"){commits{totalCount items{referencedObject}}}}}\"}";
|
||||
TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse = [this](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{ SpeckleManager->OnGlobalStreamItemsResponseReceived(Request, Response, bWasSuccessful); };
|
||||
|
||||
SpeckleManager->FetchStreamItems(PostPayload, HandleResponse);
|
||||
}
|
||||
}
|
||||
|
||||
-5
@@ -1,5 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "SpeckleStructs.h"
|
||||
|
||||
+7
-3
@@ -2,15 +2,19 @@
|
||||
|
||||
#include "SpeckleUnreal.h"
|
||||
|
||||
IMPLEMENT_MODULE(FSpeckleUnrealModule, SpeckleUnreal)
|
||||
#define LOCTEXT_NAMESPACE "FSpeckleUnrealModule"
|
||||
|
||||
void FSpeckleUnrealModule::StartupModule()
|
||||
{
|
||||
|
||||
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
|
||||
}
|
||||
|
||||
void FSpeckleUnrealModule::ShutdownModule()
|
||||
{
|
||||
|
||||
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
|
||||
// we call this function before unloading the module.
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
|
||||
IMPLEMENT_MODULE(FSpeckleUnrealModule, SpeckleUnreal)
|
||||
+6
-3
@@ -3,13 +3,16 @@
|
||||
|
||||
#include "SpeckleUnrealLayer.h"
|
||||
|
||||
USpeckleUnrealLayer::USpeckleUnrealLayer()
|
||||
ASpeckleUnrealLayer::ASpeckleUnrealLayer()
|
||||
{
|
||||
|
||||
Scene = CreateDefaultSubobject<USceneComponent>("Root");
|
||||
RootComponent = Scene;
|
||||
}
|
||||
|
||||
void USpeckleUnrealLayer::Init(FString NewLayerName, int32 NewStartIndex, int32 NewObjectCount)
|
||||
void ASpeckleUnrealLayer::Init(FString NewLayerName, int32 NewStartIndex, int32 NewObjectCount)
|
||||
{
|
||||
SetActorLabel(NewLayerName);
|
||||
|
||||
LayerName = NewLayerName;
|
||||
LayerColor = FLinearColor(FMath::FRandRange(0, 1), FMath::FRandRange(0, 1), FMath::FRandRange(0, 1), 1);
|
||||
StartIndex = NewStartIndex;
|
||||
|
||||
+225
-545
@@ -1,22 +1,12 @@
|
||||
#include "SpeckleUnrealManager.h"
|
||||
#include "HttpManager.h"
|
||||
#include "UObject/ConstructorHelpers.h"
|
||||
#include "Dom/JsonObject.h"
|
||||
|
||||
// Sets default values
|
||||
ASpeckleUnrealManager::ASpeckleUnrealManager()
|
||||
{
|
||||
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleMaterial(TEXT("Material'/SpeckleUnreal/SpeckleMaterial.SpeckleMaterial'"));
|
||||
static ConstructorHelpers::FObjectFinder<UMaterial> SpeckleGlassMaterial(TEXT("Material'/SpeckleUnreal/SpeckleGlassMaterial.SpeckleGlassMaterial'"));
|
||||
|
||||
//When the object is constructed, Get the HTTP module
|
||||
Http = &FHttpModule::Get();
|
||||
// default conversion is millimeters to centimeters because streams tend to be in ml and unreal is in cm by defaults
|
||||
ScaleFactor = 0.1;
|
||||
World = AActor::GetWorld();
|
||||
|
||||
DefaultMeshOpaqueMaterial = SpeckleMaterial.Object;
|
||||
DefaultMeshTransparentMaterial = SpeckleGlassMaterial.Object;
|
||||
ScaleFactor = 0.1;
|
||||
}
|
||||
|
||||
// Called when the game starts or when spawned
|
||||
@@ -25,552 +15,242 @@ void ASpeckleUnrealManager::BeginPlay()
|
||||
Super::BeginPlay();
|
||||
|
||||
World = GetWorld();
|
||||
if (ImportAtRuntime)
|
||||
ImportSpeckleObject();
|
||||
GetStream();
|
||||
}
|
||||
|
||||
/*Import the Speckle object*/
|
||||
void ASpeckleUnrealManager::ImportSpeckleObject()
|
||||
void ASpeckleUnrealManager::SetUpGetRequest(TSharedRef<IHttpRequest> Request)
|
||||
{
|
||||
FString url = ServerUrl + "/objects/" + StreamID + "/" + ObjectID;
|
||||
|
||||
FHttpRequestRef Request = Http->CreateRequest();
|
||||
|
||||
Request->SetVerb("GET");
|
||||
Request->SetHeader("Accept", TEXT("text/plain"));
|
||||
Request->SetHeader("Authorization", "Bearer " + AuthToken);
|
||||
|
||||
Request->OnProcessRequestComplete().BindUObject(this, &ASpeckleUnrealManager::OnStreamTextResponseReceived);
|
||||
Request->SetURL(url);
|
||||
Request->ProcessRequest();
|
||||
}
|
||||
|
||||
void ASpeckleUnrealManager::OnStreamTextResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
|
||||
return;
|
||||
}
|
||||
auto responseCode = Response->GetResponseCode();
|
||||
if (responseCode != 200)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, FString::Printf(TEXT("Error response. Response code %d"), responseCode));
|
||||
return;
|
||||
}
|
||||
|
||||
FString response = Response->GetContentAsString();
|
||||
|
||||
// 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 (auto& line : lines)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, FString::Printf(TEXT("[Speckle] Converting %d objects..."), lineCount));
|
||||
|
||||
ImportObjectFromCache(SpeckleObjects[ObjectID]);
|
||||
|
||||
for (auto& m : CreatedSpeckleMeshes)
|
||||
{
|
||||
if (InProgressSpeckleMeshes.Contains(m.Key) && InProgressSpeckleMeshes[m.Key] == m.Value)
|
||||
continue;
|
||||
if (m.Value->Scene) // actors removed by the user in the editor have the Scene set to nullptr
|
||||
m.Value->Destroy();
|
||||
}
|
||||
|
||||
CreatedSpeckleMeshes = InProgressSpeckleMeshes;
|
||||
InProgressSpeckleMeshes.Empty();
|
||||
|
||||
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, FString::Printf(TEXT("[Speckle] Objects imported successfully. Created %d Actors"), CreatedSpeckleMeshes.Num()));
|
||||
}
|
||||
|
||||
ASpeckleUnrealMesh* ASpeckleUnrealManager::GetExistingMesh(const FString &objectId)
|
||||
{
|
||||
if (InProgressSpeckleMeshes.Contains(objectId))
|
||||
return InProgressSpeckleMeshes[objectId];
|
||||
|
||||
if(!CreatedSpeckleMeshes.Contains(objectId))
|
||||
return nullptr;
|
||||
ASpeckleUnrealMesh* meshActor = CreatedSpeckleMeshes[objectId];
|
||||
// Check if actor has been deleted by the user
|
||||
if (!meshActor || !meshActor->Scene)
|
||||
return nullptr;
|
||||
return meshActor;
|
||||
}
|
||||
|
||||
void ASpeckleUnrealManager::ImportObjectFromCache(const TSharedPtr<FJsonObject> speckleObj)
|
||||
{
|
||||
if (!speckleObj->HasField("speckle_type"))
|
||||
return;
|
||||
if (speckleObj->GetStringField("speckle_type") == "reference" && speckleObj->HasField("referencedId")) {
|
||||
TSharedPtr<FJsonObject> referencedObj;
|
||||
if (SpeckleObjects.Contains(speckleObj->GetStringField("referencedId")))
|
||||
ImportObjectFromCache(SpeckleObjects[speckleObj->GetStringField("referencedId")]);
|
||||
return;
|
||||
}
|
||||
if (!speckleObj->HasField("id"))
|
||||
return;
|
||||
FString objectId = speckleObj->GetStringField("id");
|
||||
FString speckleType = speckleObj->GetStringField("speckle_type");
|
||||
|
||||
// UE_LOG(LogTemp, Warning, TEXT("Importing object %s (type %s)"), *objectId, *speckleType);
|
||||
|
||||
if (speckleObj->GetStringField("speckle_type") == "Objects.Geometry.Mesh") {
|
||||
ASpeckleUnrealMesh* mesh = GetExistingMesh(objectId);
|
||||
if (!mesh)
|
||||
mesh = CreateMesh(speckleObj);
|
||||
InProgressSpeckleMeshes.Add(objectId, mesh);
|
||||
return;
|
||||
}
|
||||
|
||||
if (speckleObj->HasField("@displayMesh"))
|
||||
{
|
||||
UMaterialInterface* explicitMaterial = nullptr;
|
||||
if (speckleObj->HasField("renderMaterial"))
|
||||
explicitMaterial = CreateMaterial(speckleObj->GetObjectField("renderMaterial"));
|
||||
|
||||
// Check if the @displayMesh is an object or an array
|
||||
const TSharedPtr<FJsonObject> *meshObjPtr;
|
||||
const TArray<TSharedPtr<FJsonValue>> *meshArrayPtr;
|
||||
|
||||
if (speckleObj->TryGetObjectField("@displayMesh", meshObjPtr))
|
||||
{
|
||||
TSharedPtr<FJsonObject> meshObj = SpeckleObjects[(*meshObjPtr)->GetStringField("referencedId")];
|
||||
|
||||
ASpeckleUnrealMesh* mesh = GetExistingMesh(objectId);
|
||||
if (!mesh)
|
||||
mesh = CreateMesh(meshObj, explicitMaterial);
|
||||
InProgressSpeckleMeshes.Add(objectId, mesh);
|
||||
}
|
||||
else if (speckleObj->TryGetArrayField("@displayMesh", meshArrayPtr))
|
||||
{
|
||||
for (auto& meshObjValue : *meshArrayPtr)
|
||||
{
|
||||
FString meshId = meshObjValue->AsObject()->GetStringField("referencedId");
|
||||
FString unrealMeshKey = objectId + meshId;
|
||||
|
||||
ASpeckleUnrealMesh* mesh = GetExistingMesh(unrealMeshKey);
|
||||
if (!mesh)
|
||||
mesh = CreateMesh(SpeckleObjects[meshId], explicitMaterial);
|
||||
InProgressSpeckleMeshes.Add(unrealMeshKey, mesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Go recursively into all object fields (except @displayMesh)
|
||||
for (auto& kv : speckleObj->Values)
|
||||
{
|
||||
if (kv.Key == "@displayMesh")
|
||||
continue;
|
||||
|
||||
const TSharedPtr< FJsonObject > *subObjectPtr;
|
||||
if (kv.Value->TryGetObject(subObjectPtr))
|
||||
{
|
||||
ImportObjectFromCache(*subObjectPtr);
|
||||
continue;
|
||||
}
|
||||
|
||||
const TArray<TSharedPtr<FJsonValue>> *subArrayPtr;
|
||||
if (kv.Value->TryGetArray(subArrayPtr))
|
||||
{
|
||||
for (auto& arrayElement : *subArrayPtr)
|
||||
{
|
||||
const TSharedPtr<FJsonObject> *arraySubObjPtr;
|
||||
if (!arrayElement->TryGetObject(arraySubObjPtr))
|
||||
continue;
|
||||
ImportObjectFromCache(*arraySubObjPtr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
UMaterialInterface* ASpeckleUnrealManager::CreateMaterial(TSharedPtr<FJsonObject> obj)
|
||||
{
|
||||
if (obj->GetStringField("speckle_type") == "reference")
|
||||
obj = SpeckleObjects[obj->GetStringField("referencedId")];
|
||||
|
||||
int opacity;
|
||||
if (obj->TryGetNumberField("opacity", opacity)) {
|
||||
if (opacity < 1) {
|
||||
return DefaultMeshTransparentMaterial;
|
||||
}
|
||||
}
|
||||
return DefaultMeshOpaqueMaterial;
|
||||
}
|
||||
|
||||
ASpeckleUnrealMesh* ASpeckleUnrealManager::CreateMesh(TSharedPtr<FJsonObject> obj, UMaterialInterface* explicitMaterial)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("Creating mesh for object %s"), *obj->GetStringField("id"));
|
||||
|
||||
FString Units = obj->GetStringField("units");
|
||||
// unreal engine units are in cm by default but the conversion is editable by users so
|
||||
// this needs to be accounted for later.
|
||||
ScaleFactor = 1;
|
||||
if (Units == "meters" || Units == "metres" || Units == "m")
|
||||
ScaleFactor = 100;
|
||||
|
||||
if (Units == "centimeters" || Units == "centimetres" || Units == "cm")
|
||||
ScaleFactor = 1;
|
||||
|
||||
if (Units == "millimeters" || Units == "millimetres" || Units == "mm")
|
||||
ScaleFactor = 0.1;
|
||||
|
||||
if (Units == "yards" || Units == "yd")
|
||||
ScaleFactor = 91.4402757;
|
||||
|
||||
if (Units == "feet" || Units == "ft")
|
||||
ScaleFactor = 30.4799990;
|
||||
|
||||
if (Units == "inches" || Units == "in")
|
||||
ScaleFactor = 2.5399986;
|
||||
|
||||
// The following line can be used to debug large objects
|
||||
// ScaleFactor = ScaleFactor * 0.1;
|
||||
|
||||
FString verticesId = obj->GetArrayField("vertices")[0]->AsObject()->GetStringField("referencedId");
|
||||
FString facesId = obj->GetArrayField("faces")[0]->AsObject()->GetStringField("referencedId");
|
||||
|
||||
TArray<TSharedPtr<FJsonValue>> ObjectVertices = SpeckleObjects[verticesId]->GetArrayField("data");
|
||||
TArray<TSharedPtr<FJsonValue>> ObjectFaces = SpeckleObjects[facesId]->GetArrayField("data");
|
||||
|
||||
#if WITH_EDITOR
|
||||
World = GetWorld();
|
||||
#endif
|
||||
|
||||
if(World == nullptr)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, FString::Printf(TEXT("Null World")));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
AActor* ActorInstance = World->SpawnActor(MeshActor);
|
||||
ASpeckleUnrealMesh* MeshInstance = (ASpeckleUnrealMesh*)ActorInstance;
|
||||
|
||||
// attaches each speckleMesh under this actor (SpeckleManager)
|
||||
if(MeshInstance != nullptr)
|
||||
{
|
||||
MeshInstance->AttachToActor(this, FAttachmentTransformRules::KeepRelativeTransform);
|
||||
MeshInstance->SetOwner(this);
|
||||
}
|
||||
|
||||
TArray<FVector> ParsedVerticies;
|
||||
|
||||
for (size_t j = 0; j < ObjectVertices.Num(); j += 3)
|
||||
{
|
||||
ParsedVerticies.Add(FVector
|
||||
(
|
||||
(float)(ObjectVertices[j].Get()->AsNumber()) * -1,
|
||||
(float)(ObjectVertices[j + 1].Get()->AsNumber()),
|
||||
(float)(ObjectVertices[j + 2].Get()->AsNumber())
|
||||
) * ScaleFactor);
|
||||
}
|
||||
|
||||
//convert mesh faces into triangle array regardless of whether or not they are quads
|
||||
TArray<int32> ParsedTriangles;
|
||||
int32 j = 0;
|
||||
while (j < ObjectFaces.Num())
|
||||
{
|
||||
if (ObjectFaces[j].Get()->AsNumber() == 0)
|
||||
{
|
||||
//Triangles
|
||||
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
|
||||
j += 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Quads to triangles
|
||||
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
|
||||
|
||||
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 4].Get()->AsNumber());
|
||||
|
||||
j += 5;
|
||||
}
|
||||
}
|
||||
|
||||
// Material priority (low to high): DefaultMeshOpaqueMaterial, renderMaterial set on parent, renderMaterial set on mesh
|
||||
if (!explicitMaterial)
|
||||
explicitMaterial = DefaultMeshOpaqueMaterial;
|
||||
if (obj->HasField("renderMaterial"))
|
||||
explicitMaterial = CreateMaterial(obj->GetObjectField("renderMaterial"));
|
||||
|
||||
MeshInstance->SetMesh(ParsedVerticies, ParsedTriangles, explicitMaterial, FLinearColor::White);
|
||||
|
||||
// UE_LOG(LogTemp, Warning, TEXT("Added %d vertices and %d triangles"), ParsedVerticies.Num(), ParsedTriangles.Num());
|
||||
|
||||
return MeshInstance;
|
||||
}
|
||||
|
||||
void ASpeckleUnrealManager::OnCommitsItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
|
||||
return;
|
||||
}
|
||||
|
||||
auto responseCode = Response-> GetResponseCode();
|
||||
if (responseCode != 200)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red,
|
||||
FString::Printf(TEXT("Error response. Response code %d"), responseCode));
|
||||
return;
|
||||
}
|
||||
|
||||
FString response = Response->GetContentAsString();
|
||||
//Create a pointer to hold the json serialized data
|
||||
TSharedPtr<FJsonObject> JsonObject;
|
||||
//Create a reader pointer to read the json data
|
||||
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(response);
|
||||
|
||||
ArrayOfCommits.Empty();
|
||||
|
||||
//Deserialize the json data given Reader and the actual object to deserialize
|
||||
if (FJsonSerializer::Deserialize(Reader, JsonObject))
|
||||
{
|
||||
for(const auto& pair:JsonObject->Values)
|
||||
{
|
||||
auto CommitsArr = JsonObject->GetObjectField(TEXT("data"))
|
||||
->GetObjectField(TEXT("stream"))
|
||||
->GetObjectField(TEXT("branch"))
|
||||
->GetObjectField(TEXT("commits"))
|
||||
->GetArrayField(TEXT("items"));
|
||||
|
||||
for (auto commit : CommitsArr)
|
||||
{
|
||||
auto ObjID = commit->AsObject()->GetStringField("referencedObject");
|
||||
auto Message = commit->AsObject()->GetStringField("message");
|
||||
auto AuthorName = commit->AsObject()->GetStringField("authorName");
|
||||
auto BranchName = commit->AsObject()->GetStringField("branchName");
|
||||
auto Commit = FSpeckleCommit(ObjID, AuthorName, Message, BranchName);
|
||||
ArrayOfCommits.Add(Commit);
|
||||
}
|
||||
}
|
||||
}
|
||||
OnCommitsProcessed.Broadcast(ArrayOfCommits);
|
||||
}
|
||||
|
||||
void ASpeckleUnrealManager::OnBranchesItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
|
||||
return;
|
||||
}
|
||||
|
||||
auto responseCode = Response-> GetResponseCode();
|
||||
if (responseCode != 200)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red,
|
||||
FString::Printf(TEXT("Error response. Response code %d"), responseCode));
|
||||
return;
|
||||
}
|
||||
|
||||
FString response = Response->GetContentAsString();
|
||||
//Create a pointer to hold the json serialized data
|
||||
TSharedPtr<FJsonObject> JsonObject;
|
||||
//Create a reader pointer to read the json data
|
||||
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(response);
|
||||
|
||||
ArrayOfBranches.Empty();
|
||||
|
||||
//Deserialize the json data given Reader and the actual object to deserialize
|
||||
if (FJsonSerializer::Deserialize(Reader, JsonObject))
|
||||
{
|
||||
for(const auto& pair:JsonObject->Values)
|
||||
{
|
||||
auto BranchesArr = JsonObject->GetObjectField(TEXT("data"))
|
||||
->GetObjectField(TEXT("stream"))
|
||||
->GetObjectField(TEXT("branches"))
|
||||
->GetArrayField(TEXT("items"));
|
||||
|
||||
for (auto b : BranchesArr)
|
||||
{
|
||||
auto ID = b->AsObject()->GetStringField("id");
|
||||
auto Name = b->AsObject()->GetStringField("name");
|
||||
auto Description = b->AsObject()->GetStringField("description");
|
||||
auto Branch = FSpeckleBranch(ID, Name, Description);
|
||||
ArrayOfBranches.Add(Branch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OnBranchesProcessed.Broadcast(ArrayOfBranches);
|
||||
}
|
||||
|
||||
void ASpeckleUnrealManager::OnStreamItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response,
|
||||
bool bWasSuccessful)
|
||||
{
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
|
||||
return;
|
||||
}
|
||||
|
||||
auto responseCode = Response-> GetResponseCode();
|
||||
if (responseCode != 200)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red,
|
||||
FString::Printf(TEXT("Error response. Response code %d"), responseCode));
|
||||
return;
|
||||
}
|
||||
|
||||
FString response = Response->GetContentAsString();
|
||||
//Create a pointer to hold the json serialized data
|
||||
TSharedPtr<FJsonObject> JsonObject;
|
||||
//Create a reader pointer to read the json data
|
||||
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(response);
|
||||
|
||||
ArrayOfStreams.Empty();
|
||||
//Deserialize the json data given Reader and the actual object to deserialize
|
||||
if (FJsonSerializer::Deserialize(Reader, JsonObject))
|
||||
{
|
||||
for(const auto& pair:JsonObject->Values)
|
||||
{
|
||||
auto StreamsArr = JsonObject->GetObjectField(TEXT("data"))
|
||||
->GetObjectField(TEXT("user"))
|
||||
->GetObjectField(TEXT("streams"))
|
||||
->GetArrayField(TEXT("items"));
|
||||
|
||||
for (auto s : StreamsArr)
|
||||
{
|
||||
auto ID = s->AsObject()->GetStringField("id");
|
||||
auto Name = s->AsObject()->GetStringField("name");
|
||||
auto Description = s->AsObject()->GetStringField("description");
|
||||
auto Stream = FSpeckleStream(ID, Name, Description);
|
||||
ArrayOfStreams.Add(Stream);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OnStreamsProcessed.Broadcast(ArrayOfStreams);
|
||||
}
|
||||
|
||||
void ASpeckleUnrealManager::OnGlobalStreamItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response,
|
||||
bool bWasSuccessful)
|
||||
{
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed: " + Response->GetContentAsString());
|
||||
return;
|
||||
}
|
||||
|
||||
auto responseCode = Response-> GetResponseCode();
|
||||
if (responseCode != 200)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red,
|
||||
FString::Printf(TEXT("Error response. Response code %d"), responseCode));
|
||||
return;
|
||||
}
|
||||
|
||||
FString response = Response->GetContentAsString();
|
||||
//Create a pointer to hold the json serialized data
|
||||
TSharedPtr<FJsonObject> JsonObject;
|
||||
//Create a reader pointer to read the json data
|
||||
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(response);
|
||||
|
||||
auto RefObjectID = FString();
|
||||
|
||||
//Deserialize the json data given Reader and the actual object to deserialize
|
||||
if (FJsonSerializer::Deserialize(Reader, JsonObject))
|
||||
{
|
||||
for(const auto& pair:JsonObject->Values)
|
||||
{
|
||||
RefObjectID = JsonObject->GetObjectField(TEXT("data"))
|
||||
->GetObjectField(TEXT("stream"))
|
||||
->GetObjectField(TEXT("branch"))
|
||||
->GetObjectField("commits")
|
||||
->GetArrayField("items")[0]->AsObject()->GetStringField("referencedObject");
|
||||
}
|
||||
|
||||
TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> TempResponseHandler = [=](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{
|
||||
FString response = Response->GetContentAsString();
|
||||
TSharedPtr<FJsonObject> JsonObject;
|
||||
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(response);
|
||||
if (FJsonSerializer::Deserialize(Reader, JsonObject))
|
||||
{
|
||||
for(const auto& pair:JsonObject->Values)
|
||||
{
|
||||
auto GlobalObject = JsonObject->GetObjectField(TEXT("data"))
|
||||
->GetObjectField(TEXT("stream"))
|
||||
->GetObjectField(TEXT("object"))
|
||||
->GetObjectField(TEXT("data"));
|
||||
|
||||
auto Region = GlobalObject->GetStringField("Region");
|
||||
auto Lat = GlobalObject->GetNumberField("Latitude");
|
||||
auto Long = GlobalObject->GetNumberField("Longitude");
|
||||
FSpeckleGlobals Global = FSpeckleGlobals(RefObjectID, Region, static_cast<float>(Lat), static_cast<float>(Long));
|
||||
OnGlobalsProcessed.Broadcast(Global);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
FString PostPayload = "{\"query\": \"query{stream (id:\\\"" + StreamID + "\\\"){id name description object(id:\\\"" + RefObjectID + "\\\"){id data}}}\"}";
|
||||
FetchStreamItems(PostPayload, TempResponseHandler);
|
||||
}
|
||||
}
|
||||
|
||||
void ASpeckleUnrealManager::FetchStreamItems(FString PostPayload, TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse)
|
||||
{
|
||||
FString url = ServerUrl + "/graphql";
|
||||
|
||||
FHttpRequestRef Request = Http->CreateRequest();
|
||||
Request->SetVerb(TEXT("POST"));
|
||||
Request->SetHeader("Accept-Encoding", TEXT("gzip"));
|
||||
Request->SetHeader("Content-Type", TEXT("application/json"));
|
||||
Request->SetHeader("Accept", TEXT("application/json"));
|
||||
Request->SetHeader("DNT", TEXT("1"));
|
||||
Request->SetHeader("Origin", TEXT("https://speckle.xyz"));
|
||||
Request->SetHeader("Authorization", "Bearer " + AuthToken);
|
||||
Request->SetHeader("Authorization", AuthToken);
|
||||
}
|
||||
|
||||
Request->SetContentAsString(PostPayload);
|
||||
Request->OnProcessRequestComplete().BindLambda([=](
|
||||
FHttpRequestPtr request,
|
||||
FHttpResponsePtr response,
|
||||
bool success)
|
||||
{ HandleResponse(request, response, success); });
|
||||
/*Http call*/
|
||||
void ASpeckleUnrealManager::GetStream()
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, "Downloading: " + StreamID);
|
||||
|
||||
TSharedRef<IHttpRequest> Request = Http->CreateRequest();
|
||||
|
||||
SetUpGetRequest(Request);
|
||||
|
||||
Request->OnProcessRequestComplete().BindUObject(this, &ASpeckleUnrealManager::OnStreamResponseReceived);
|
||||
|
||||
//This is the url on which to process the request
|
||||
Request->SetURL(ServerUrl + "streams/" + StreamID);
|
||||
|
||||
Request->SetURL(url);
|
||||
Request->ProcessRequest();
|
||||
}
|
||||
|
||||
void ASpeckleUnrealManager::DeleteObjects()
|
||||
/*Assigned function on successfull http call*/
|
||||
void ASpeckleUnrealManager::OnStreamResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{
|
||||
for (auto& m : CreatedSpeckleMeshes)
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
if (m.Value->Scene)
|
||||
m.Value->Destroy();
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed");
|
||||
return;
|
||||
}
|
||||
|
||||
CreatedSpeckleMeshes.Empty();
|
||||
InProgressSpeckleMeshes.Empty();
|
||||
//Create a pointer to hold the json serialized data
|
||||
TSharedPtr<FJsonObject> ResponseJsonObject;
|
||||
|
||||
//Create a reader pointer to read the json data
|
||||
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
|
||||
|
||||
//Deserialize the json data given Reader and the actual object to deserialize
|
||||
if (FJsonSerializer::Deserialize(Reader, ResponseJsonObject))
|
||||
{
|
||||
//Get the value of the json object by field name
|
||||
FString ResponseMessage = ResponseJsonObject->GetStringField("message");
|
||||
TSharedPtr<FJsonObject> Stream = ResponseJsonObject->GetObjectField("resource");
|
||||
FString StreamName = Stream->GetStringField("name");
|
||||
FString StreamDescription = Stream->GetStringField("description");
|
||||
|
||||
FString Units = ResponseJsonObject->GetObjectField("baseProperties")->GetStringField("units").ToLower();
|
||||
|
||||
// unreal engine units are in cm by default but the conversion is editable by users so
|
||||
// this needs to be accounted for later.
|
||||
if (Units == "meters" || Units == "metres")
|
||||
ScaleFactor = 100;
|
||||
|
||||
if (Units == "centimeters" || Units == "centimetres")
|
||||
ScaleFactor = 1;
|
||||
|
||||
if (Units == "millimeters" || Units == "millimetres")
|
||||
ScaleFactor = 0.1;
|
||||
|
||||
if (Units == "yards")
|
||||
ScaleFactor = 91.4402757;
|
||||
|
||||
if (Units == "feet")
|
||||
ScaleFactor = 30.4799990;
|
||||
|
||||
if (Units == "inches")
|
||||
ScaleFactor = 2.5399986;
|
||||
|
||||
TArray<TSharedPtr<FJsonValue>> LayersInStream = Stream->GetArrayField("layers");
|
||||
SpeckleUnrealLayers = TArray<ASpeckleUnrealLayer*>();
|
||||
|
||||
for (size_t i = 0; i < LayersInStream.Num(); i++)
|
||||
{
|
||||
TSharedPtr<FJsonObject> LayerObject = LayersInStream[i]->AsObject();
|
||||
|
||||
FString LayerName = LayerObject->GetStringField("name");
|
||||
int32 StartIndex = LayerObject->GetIntegerField("startIndex");
|
||||
int32 ObjectCount = LayerObject->GetIntegerField("objectCount");
|
||||
|
||||
//USpeckleUnrealLayer NewLayer = USpeckleUnrealLayer(LayerName, StartIndex, ObjectCount);
|
||||
ASpeckleUnrealLayer* NewLayer = (ASpeckleUnrealLayer*)World->SpawnActor(ASpeckleUnrealLayer::StaticClass());
|
||||
NewLayer->Init(LayerName, StartIndex, ObjectCount);
|
||||
SpeckleUnrealLayers.Add(NewLayer);
|
||||
}
|
||||
|
||||
//Output it to the engine
|
||||
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, "Units: " + FString::SanitizeFloat(ScaleFactor));
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Green, "Status: " + ResponseMessage);
|
||||
GEngine->AddOnScreenDebugMessage(2, 5.0f, FColor::Green, "Name: " + StreamName);
|
||||
GEngine->AddOnScreenDebugMessage(3, 5.0f, FColor::Green, "Description: " + StreamDescription);
|
||||
|
||||
TArray<TSharedPtr<FJsonValue>> ObjectPlaceholderArray = Stream->GetArrayField("objects");
|
||||
|
||||
GetStreamObjects(ObjectPlaceholderArray.Num());
|
||||
}
|
||||
else
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Couldn't deserialize Json from stream response");
|
||||
GEngine->AddOnScreenDebugMessage(2, 10.0f, FColor::Red, Response->GetContentAsString());
|
||||
}
|
||||
}
|
||||
|
||||
void ASpeckleUnrealManager::GetStreamObjects(int32 objectCount)
|
||||
{
|
||||
int32 RequestLimit = 1;
|
||||
CurrentObjectIndex = 0;
|
||||
LayerIndex = 0;
|
||||
|
||||
for (size_t i = 0; i < objectCount; i += RequestLimit)
|
||||
{
|
||||
TSharedRef<IHttpRequest> Request = Http->CreateRequest();
|
||||
|
||||
SetUpGetRequest(Request);
|
||||
|
||||
Request->OnProcessRequestComplete().BindUObject(this, &ASpeckleUnrealManager::OnStreamObjectResponseReceived);
|
||||
|
||||
//This is the url on which to process the request
|
||||
Request->SetURL(ServerUrl + "streams/" + StreamID + "/objects?limit=" + FString::FromInt(RequestLimit) + "&offset=" + FString::FromInt(i));
|
||||
|
||||
Request->ProcessRequest();
|
||||
}
|
||||
}
|
||||
|
||||
void ASpeckleUnrealManager::OnStreamObjectResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Object Request failed");
|
||||
return;
|
||||
}
|
||||
|
||||
//Create a pointer to hold the json serialized data
|
||||
TSharedPtr<FJsonObject> ResponseJsonObject;
|
||||
|
||||
//Create a reader pointer to read the json data
|
||||
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
|
||||
|
||||
//Deserialize the json data given Reader and the actual object to deserialize
|
||||
if (FJsonSerializer::Deserialize(Reader, ResponseJsonObject))
|
||||
{
|
||||
|
||||
int32 Offset = FCString::Atoi (*Request->GetURLParameter("offset"));
|
||||
//Get the value of the json object by field name
|
||||
TArray<TSharedPtr<FJsonValue>> StreamObjects = ResponseJsonObject->GetArrayField("resources");
|
||||
|
||||
for (size_t i = 0; i < SpeckleUnrealLayers.Num(); i++)
|
||||
{
|
||||
if (Offset >= SpeckleUnrealLayers[i]->StartIndex)
|
||||
{
|
||||
if (Offset < (SpeckleUnrealLayers[i]->StartIndex + SpeckleUnrealLayers[i]->ObjectCount))
|
||||
LayerIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < StreamObjects.Num(); i++)
|
||||
{
|
||||
TSharedPtr<FJsonObject> StreamObject = StreamObjects[i].Get()->AsObject();
|
||||
|
||||
TSharedPtr<FJsonObject> ObjectToConvert = StreamObject;
|
||||
|
||||
FString objectType = ObjectToConvert->GetStringField("type");
|
||||
|
||||
if (objectType.ToLower().Contains("brep"))
|
||||
{
|
||||
ObjectToConvert = StreamObject->GetObjectField("displayValue");
|
||||
|
||||
objectType = ObjectToConvert->GetStringField("type");
|
||||
}
|
||||
|
||||
if (objectType.ToLower().Contains("mesh"))
|
||||
{
|
||||
AActor* ActorInstance = World->SpawnActor(MeshActor);
|
||||
ASpeckleUnrealMesh* MeshInstance = (ASpeckleUnrealMesh*)ActorInstance;
|
||||
|
||||
TArray<TSharedPtr<FJsonValue>> ObjectVertices = ObjectToConvert->GetArrayField("vertices");
|
||||
TArray<TSharedPtr<FJsonValue>> ObjectFaces = ObjectToConvert->GetArrayField("faces");
|
||||
|
||||
TArray<FVector> ParsedVerticies;
|
||||
|
||||
for (size_t j = 0; j < ObjectVertices.Num(); j += 3)
|
||||
{
|
||||
ParsedVerticies.Add(FVector
|
||||
(
|
||||
(float)(ObjectVertices[j].Get()->AsNumber()) * -1,
|
||||
(float)(ObjectVertices[j + 1].Get()->AsNumber()),
|
||||
(float)(ObjectVertices[j + 2].Get()->AsNumber())
|
||||
) * ScaleFactor);
|
||||
}
|
||||
|
||||
//convert mesh faces into triangle array regardless of whether or not they are quads
|
||||
TArray<int32> ParsedTriangles;
|
||||
int32 j = 0;
|
||||
while (j < ObjectFaces.Num())
|
||||
{
|
||||
if (ObjectFaces[j].Get()->AsNumber() == 0)
|
||||
{
|
||||
//Triangles
|
||||
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
|
||||
j += 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Quads to triangles
|
||||
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
|
||||
|
||||
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 4].Get()->AsNumber());
|
||||
|
||||
j += 5;
|
||||
}
|
||||
}
|
||||
|
||||
if (RandomColorsPerLayer)
|
||||
MeshInstance->SetMesh(ParsedVerticies, ParsedTriangles, DefaultMeshMaterial, SpeckleUnrealLayers[LayerIndex]->LayerColor);
|
||||
else
|
||||
MeshInstance->SetMesh(ParsedVerticies, ParsedTriangles, DefaultMeshMaterial, FLinearColor::White);
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("%d"), Offset);
|
||||
UE_LOG(LogTemp, Warning, TEXT("%s"), *SpeckleUnrealLayers[LayerIndex]->LayerName);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Couldn't deserialize Json from object response");
|
||||
GEngine->AddOnScreenDebugMessage(2, 10.0f, FColor::Red, Response->GetContentAsString());
|
||||
}
|
||||
}
|
||||
+2
-4
@@ -2,7 +2,6 @@
|
||||
|
||||
|
||||
#include "SpeckleUnrealMesh.h"
|
||||
#include "Materials/MaterialInstanceDynamic.h"
|
||||
|
||||
// Sets default values
|
||||
ASpeckleUnrealMesh::ASpeckleUnrealMesh()
|
||||
@@ -12,10 +11,9 @@ ASpeckleUnrealMesh::ASpeckleUnrealMesh()
|
||||
|
||||
ProceduralMesh = CreateDefaultSubobject<UProceduralMeshComponent>("Mesh");
|
||||
ProceduralMesh->SetupAttachment(RootComponent);
|
||||
|
||||
}
|
||||
|
||||
void ASpeckleUnrealMesh::SetMesh(const TArray<FVector> &Vertices, const TArray<int32> &Triangles, UMaterialInterface* Material, FLinearColor Color)
|
||||
void ASpeckleUnrealMesh::SetMesh(TArray<FVector> Vertices, TArray<int32> Triangles, UMaterialInterface* Material, FLinearColor Color)
|
||||
{
|
||||
ProceduralMesh->ClearAllMeshSections();
|
||||
|
||||
@@ -47,7 +45,7 @@ void ASpeckleUnrealMesh::SetMesh(const TArray<FVector> &Vertices, const TArray<i
|
||||
|
||||
UMaterialInstanceDynamic* DynMaterial = UMaterialInstanceDynamic::Create(Material, this);
|
||||
|
||||
DynMaterial->SetVectorParameterValue("BaseColor", FLinearColor::White);
|
||||
DynMaterial->SetVectorParameterValue("BaseColor", Color);
|
||||
|
||||
ProceduralMesh->SetMaterial(0, DynMaterial);
|
||||
}
|
||||
|
||||
+304
@@ -0,0 +1,304 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "SpeckleUnrealReceiver.h"
|
||||
|
||||
|
||||
// Sets default values
|
||||
USpeckleUnrealReceiver::USpeckleUnrealReceiver()
|
||||
{
|
||||
//When the object is constructed, Get the HTTP module
|
||||
Http = &FHttpModule::Get();
|
||||
// default conversion is millimeters to centimeters because streams tend to be in ml and unreal is in cm by defaults
|
||||
ScaleFactor = 0.1;
|
||||
}
|
||||
|
||||
void USpeckleUnrealReceiver::SetUpGetRequest(TSharedRef<IHttpRequest> Request)
|
||||
{
|
||||
Request->SetVerb("GET");
|
||||
Request->SetHeader("Content-Type", TEXT("application/json"));
|
||||
Request->SetHeader("Authorization", AuthToken);
|
||||
}
|
||||
|
||||
/*Http call*/
|
||||
void USpeckleUnrealReceiver::ReceiveStream()
|
||||
{
|
||||
World = GetWorld();
|
||||
|
||||
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, "Downloading: " + StreamID);
|
||||
|
||||
TSharedRef<IHttpRequest> Request = Http->CreateRequest();
|
||||
|
||||
SetUpGetRequest(Request);
|
||||
|
||||
Request->OnProcessRequestComplete().BindUObject(this, &USpeckleUnrealReceiver::OnStreamResponseReceived);
|
||||
|
||||
//This is the url on which to process the request
|
||||
Request->SetURL(ServerUrl + "streams/" + StreamID);
|
||||
|
||||
Request->ProcessRequest();
|
||||
}
|
||||
|
||||
/*Assigned function on successfull http call*/
|
||||
void USpeckleUnrealReceiver::OnStreamResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Stream Request failed");
|
||||
return;
|
||||
}
|
||||
|
||||
//Create a pointer to hold the json serialized data
|
||||
TSharedPtr<FJsonObject> ResponseJsonObject;
|
||||
|
||||
//Create a reader pointer to read the json data
|
||||
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
|
||||
|
||||
//Deserialize the json data given Reader and the actual object to deserialize
|
||||
if (FJsonSerializer::Deserialize(Reader, ResponseJsonObject))
|
||||
{
|
||||
//Get the value of the json object by field name
|
||||
FString ResponseMessage = ResponseJsonObject->GetStringField("message");
|
||||
TSharedPtr<FJsonObject> Stream = ResponseJsonObject->GetObjectField("resource");
|
||||
FString StreamName = Stream->GetStringField("name");
|
||||
FString StreamDescription = Stream->GetStringField("description");
|
||||
|
||||
FString Units = ResponseJsonObject->GetObjectField("baseProperties")->GetStringField("units").ToLower();
|
||||
|
||||
// unreal engine units are in cm by default but the conversion is editable by users so
|
||||
// this needs to be accounted for later.
|
||||
if (Units == "meters" || Units == "metres")
|
||||
ScaleFactor = 100;
|
||||
|
||||
if (Units == "centimeters" || Units == "centimetres")
|
||||
ScaleFactor = 1;
|
||||
|
||||
if (Units == "millimeters" || Units == "millimetres")
|
||||
ScaleFactor = 0.1;
|
||||
|
||||
if (Units == "yards")
|
||||
ScaleFactor = 91.4402757;
|
||||
|
||||
if (Units == "feet")
|
||||
ScaleFactor = 30.4799990;
|
||||
|
||||
if (Units == "inches")
|
||||
ScaleFactor = 2.5399986;
|
||||
|
||||
TArray<TSharedPtr<FJsonValue>> LayersInStream = Stream->GetArrayField("layers");
|
||||
SpeckleUnrealLayers = TArray<ASpeckleUnrealLayer*>();
|
||||
|
||||
for (size_t i = 0; i < LayersInStream.Num(); i++)
|
||||
{
|
||||
TSharedPtr<FJsonObject> LayerObject = LayersInStream[i]->AsObject();
|
||||
|
||||
ASpeckleUnrealLayer* NewLayer = (ASpeckleUnrealLayer*)World->SpawnActor(ASpeckleUnrealLayer::StaticClass());
|
||||
|
||||
FString LayerName = LayerObject->GetStringField("name");
|
||||
|
||||
if (LayerName.Contains("::"))
|
||||
{
|
||||
TArray<FString> Parsed = TArray<FString> ();
|
||||
int32 heirarchySize = LayerName.ParseIntoArray(Parsed, TEXT("::"), true);
|
||||
|
||||
LayerName = Parsed[heirarchySize - 1];
|
||||
FString ParentLayerName = Parsed[heirarchySize - 2];
|
||||
|
||||
for (size_t j = 0; j < SpeckleUnrealLayers.Num(); j++)
|
||||
{
|
||||
if (SpeckleUnrealLayers[j]->LayerName == ParentLayerName)
|
||||
{
|
||||
EAttachmentRule rule = EAttachmentRule();
|
||||
FAttachmentTransformRules rules = FAttachmentTransformRules(rule, false);
|
||||
NewLayer->AttachToActor(SpeckleUnrealLayers[j], rules);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
int32 StartIndex = LayerObject->GetIntegerField("startIndex");
|
||||
int32 ObjectCount = LayerObject->GetIntegerField("objectCount");
|
||||
|
||||
NewLayer->Init(LayerName, StartIndex, ObjectCount);
|
||||
SpeckleUnrealLayers.Add(NewLayer);
|
||||
}
|
||||
|
||||
//Output it to the engine
|
||||
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, "Units: " + FString::SanitizeFloat(ScaleFactor));
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Green, "Status: " + ResponseMessage);
|
||||
GEngine->AddOnScreenDebugMessage(2, 5.0f, FColor::Green, "Name: " + StreamName);
|
||||
GEngine->AddOnScreenDebugMessage(3, 5.0f, FColor::Green, "Description: " + StreamDescription);
|
||||
|
||||
TArray<TSharedPtr<FJsonValue>> ObjectPlaceholderArray = Stream->GetArrayField("objects");
|
||||
|
||||
GetStreamObjects(ObjectPlaceholderArray.Num());
|
||||
}
|
||||
else
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Couldn't deserialize Json from stream response");
|
||||
GEngine->AddOnScreenDebugMessage(2, 10.0f, FColor::Red, Response->GetContentAsString());
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleUnrealReceiver::GetStreamObjects(int32 objectCount)
|
||||
{
|
||||
ObjectsReceived = TArray<bool>();
|
||||
|
||||
int32 RequestLimit = 1;
|
||||
CurrentObjectIndex = 0;
|
||||
LayerIndex = 0;
|
||||
|
||||
for (size_t i = 0; i < objectCount; i += RequestLimit)
|
||||
{
|
||||
TSharedRef<IHttpRequest> Request = Http->CreateRequest();
|
||||
|
||||
SetUpGetRequest(Request);
|
||||
|
||||
Request->OnProcessRequestComplete().BindUObject(this, &USpeckleUnrealReceiver::OnStreamObjectResponseReceived);
|
||||
|
||||
//This is the url on which to process the request
|
||||
Request->SetURL(ServerUrl + "streams/" + StreamID + "/objects?limit=" + FString::FromInt(RequestLimit) + "&offset=" + FString::FromInt(i));
|
||||
|
||||
ObjectsReceived.Add(false);
|
||||
|
||||
Request->ProcessRequest();
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleUnrealReceiver::OnStreamObjectResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
|
||||
{
|
||||
int32 Offset = FCString::Atoi(*Request->GetURLParameter("offset"));
|
||||
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Object Request failed");
|
||||
return;
|
||||
}
|
||||
|
||||
//Create a pointer to hold the json serialized data
|
||||
TSharedPtr<FJsonObject> ResponseJsonObject;
|
||||
|
||||
//Create a reader pointer to read the json data
|
||||
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
|
||||
|
||||
//Deserialize the json data given Reader and the actual object to deserialize
|
||||
if (FJsonSerializer::Deserialize(Reader, ResponseJsonObject))
|
||||
{
|
||||
//Get the value of the json object by field name
|
||||
TArray<TSharedPtr<FJsonValue>> StreamObjects = ResponseJsonObject->GetArrayField("resources");
|
||||
|
||||
for (size_t i = 0; i < SpeckleUnrealLayers.Num(); i++)
|
||||
{
|
||||
if (Offset >= SpeckleUnrealLayers[i]->StartIndex)
|
||||
{
|
||||
if (Offset < (SpeckleUnrealLayers[i]->StartIndex + SpeckleUnrealLayers[i]->ObjectCount))
|
||||
LayerIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < StreamObjects.Num(); i++)
|
||||
{
|
||||
TSharedPtr<FJsonObject> StreamObject = StreamObjects[i].Get()->AsObject();
|
||||
|
||||
TSharedPtr<FJsonObject> ObjectToConvert = StreamObject;
|
||||
|
||||
FString objectType = ObjectToConvert->GetStringField("type");
|
||||
|
||||
if (objectType.ToLower().Contains("brep"))
|
||||
{
|
||||
ObjectToConvert = StreamObject->GetObjectField("displayValue");
|
||||
|
||||
objectType = ObjectToConvert->GetStringField("type");
|
||||
}
|
||||
|
||||
if (objectType.ToLower().Contains("mesh"))
|
||||
{
|
||||
EAttachmentRule rule = EAttachmentRule();
|
||||
FAttachmentTransformRules rules = FAttachmentTransformRules(rule, false);
|
||||
|
||||
ASpeckleUnrealMesh* MeshInstance = World->SpawnActor<ASpeckleUnrealMesh>(ASpeckleUnrealMesh::StaticClass());
|
||||
|
||||
TArray<TSharedPtr<FJsonValue>> ObjectVertices = ObjectToConvert->GetArrayField("vertices");
|
||||
TArray<TSharedPtr<FJsonValue>> ObjectFaces = ObjectToConvert->GetArrayField("faces");
|
||||
|
||||
TArray<FVector> ParsedVerticies;
|
||||
|
||||
for (size_t j = 0; j < ObjectVertices.Num(); j += 3)
|
||||
{
|
||||
ParsedVerticies.Add(FVector
|
||||
(
|
||||
(float)(ObjectVertices[j].Get()->AsNumber()) * -1,
|
||||
(float)(ObjectVertices[j + 1].Get()->AsNumber()),
|
||||
(float)(ObjectVertices[j + 2].Get()->AsNumber())
|
||||
) * ScaleFactor);
|
||||
}
|
||||
|
||||
//convert mesh faces into triangle array regardless of whether or not they are quads
|
||||
TArray<int32> ParsedTriangles;
|
||||
int32 j = 0;
|
||||
while (j < ObjectFaces.Num())
|
||||
{
|
||||
if (ObjectFaces[j].Get()->AsNumber() == 0)
|
||||
{
|
||||
//Triangles
|
||||
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
|
||||
j += 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Quads to triangles
|
||||
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 2].Get()->AsNumber());
|
||||
|
||||
ParsedTriangles.Add(ObjectFaces[j + 3].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 1].Get()->AsNumber());
|
||||
ParsedTriangles.Add(ObjectFaces[j + 4].Get()->AsNumber());
|
||||
|
||||
j += 5;
|
||||
}
|
||||
}
|
||||
|
||||
if (RandomColorsPerLayer)
|
||||
MeshInstance->SetMesh(ParsedVerticies, ParsedTriangles, DefaultMeshMaterial, SpeckleUnrealLayers[LayerIndex]->LayerColor);
|
||||
else
|
||||
MeshInstance->SetMesh(ParsedVerticies, ParsedTriangles, DefaultMeshMaterial, FLinearColor::White);
|
||||
|
||||
MeshInstance->AttachToActor(SpeckleUnrealLayers[LayerIndex], rules);
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("%d"), Offset);
|
||||
UE_LOG(LogTemp, Warning, TEXT("%s"), *SpeckleUnrealLayers[LayerIndex]->LayerName);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 5.0f, FColor::Red, "Couldn't deserialize Json from object response");
|
||||
GEngine->AddOnScreenDebugMessage(2, 10.0f, FColor::Red, Response->GetContentAsString());
|
||||
}
|
||||
|
||||
|
||||
ObjectsReceived[Offset] = true;
|
||||
}
|
||||
|
||||
float USpeckleUnrealReceiver::GetStreamProgress()
|
||||
{
|
||||
if (ObjectsReceived.Num() == 0)
|
||||
return 0;
|
||||
|
||||
float ProgressMade = 0;
|
||||
|
||||
for (size_t i = 0; i < ObjectsReceived.Num(); i++)
|
||||
{
|
||||
if (ObjectsReceived[i])
|
||||
ProgressMade++;
|
||||
}
|
||||
|
||||
return ProgressMade / ObjectsReceived.Num();
|
||||
}
|
||||
-8
@@ -1,8 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "SpeckleWidgetBase.h"
|
||||
#include "ISpeckleReceiver.h"
|
||||
|
||||
|
||||
|
||||
-32
@@ -1,32 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "SpeckleUnrealManager.h"
|
||||
#include "UObject/Interface.h"
|
||||
#include "ISpeckleReceiver.generated.h"
|
||||
|
||||
// This class does not need to be modified.
|
||||
UINTERFACE(MinimalAPI)
|
||||
class UISpeckleReceiver : public UInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
class SPECKLEUNREAL_API IISpeckleReceiver
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
// Add interface functions to this class. This is the class that will be inherited to implement this interface.
|
||||
public:
|
||||
virtual void ImportSpeckleObject(int CurrIndex) = 0;
|
||||
virtual void FetchListOfCommits(const FString& BranchName) = 0;
|
||||
virtual void FetchListOfStreams() = 0;
|
||||
virtual void FetchListOfBranches() = 0;
|
||||
virtual void FetchGlobals() = 0;
|
||||
};
|
||||
-44
@@ -1,44 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "ISpeckleReceiver.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "SpeckleRESTHandlerComponent.generated.h"
|
||||
|
||||
|
||||
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
|
||||
class SPECKLEUNREAL_API USpeckleRESTHandlerComponent : public UActorComponent, public IISpeckleReceiver
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// Sets default values for this component's properties
|
||||
USpeckleRESTHandlerComponent();
|
||||
|
||||
protected:
|
||||
// Called when the game starts
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Speckle REST")
|
||||
virtual void ImportSpeckleObject(int CurrIndex) override;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Speckle REST")
|
||||
virtual void FetchListOfCommits(const FString& BranchName) override;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Speckle REST")
|
||||
virtual void FetchListOfStreams() override;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Speckle REST")
|
||||
virtual void FetchListOfBranches() override;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Speckle REST")
|
||||
virtual void FetchGlobals() override;
|
||||
|
||||
UPROPERTY()
|
||||
ASpeckleUnrealManager* SpeckleManager;
|
||||
};
|
||||
-136
@@ -1,136 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/NoExportTypes.h"
|
||||
#include "SpeckleStructs.generated.h"
|
||||
|
||||
/*
|
||||
* Struct that holds all the properties required
|
||||
* from a speckle commit
|
||||
* received from GraphQL.
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct FSpeckleCommit
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString ReferenceObjectID;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString AuthorName;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString Message;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString BranchName;
|
||||
|
||||
FSpeckleCommit(){};
|
||||
|
||||
FSpeckleCommit(const FString& ReferenceObjectID, const FString& AuthorName, const FString& Message, const FString& BranchName)
|
||||
: ReferenceObjectID(ReferenceObjectID),
|
||||
AuthorName(AuthorName),
|
||||
Message(Message),
|
||||
BranchName(BranchName)
|
||||
{
|
||||
}
|
||||
|
||||
//Operators overloading
|
||||
|
||||
FORCEINLINE bool operator==(const FSpeckleCommit &Other) const
|
||||
{
|
||||
return ReferenceObjectID == Other.ReferenceObjectID;
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
* Struct that holds all the properties required
|
||||
* from a speckle Branch
|
||||
* received from GraphQL.
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct FSpeckleBranch
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString ID;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString Name;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString Description;
|
||||
|
||||
FSpeckleBranch(){};
|
||||
|
||||
FSpeckleBranch(const FString& ID, const FString& Name, const FString& Description):
|
||||
ID(ID), Name(Name), Description(Description){}
|
||||
};
|
||||
|
||||
/*
|
||||
* Struct that holds all the properties required
|
||||
* from a speckle Branch
|
||||
* received from GraphQL.
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct FSpeckleGlobals
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString ID;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString Region;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
float Latitude;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
float Longitude;
|
||||
|
||||
FSpeckleGlobals(): Latitude(0), Longitude(0)
|
||||
{
|
||||
};
|
||||
|
||||
FSpeckleGlobals(const FString& ID, const FString& Region, float Latitude, float Longitude)
|
||||
: ID(ID),
|
||||
Region(Region),
|
||||
Latitude(Latitude),
|
||||
Longitude(Longitude)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
* Struct that holds all the properties required
|
||||
* from a speckle Branch
|
||||
* received from GraphQL.
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct FSpeckleStream
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString ID;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString Name;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
FString Description;
|
||||
|
||||
FSpeckleStream(){};
|
||||
|
||||
FSpeckleStream(const FString& ID, const FString& Name, const FString& Description):
|
||||
ID(ID), Name(Name), Description(Description){}
|
||||
};
|
||||
|
||||
UENUM()
|
||||
enum ESpeckleItemType {Stream, Commit, Branch};
|
||||
+2
-1
@@ -3,12 +3,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
class FSpeckleUnrealModule : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
|
||||
/** IModuleInterface implementation */
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
};
|
||||
|
||||
+6
-3
@@ -3,18 +3,21 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/NoExportTypes.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "SpeckleUnrealLayer.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS(BlueprintType)
|
||||
class SPECKLEUNREAL_API USpeckleUnrealLayer : public UObject
|
||||
class SPECKLEUNREAL_API ASpeckleUnrealLayer : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(VisibleAnywhere)
|
||||
USceneComponent* Scene;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Speckle")
|
||||
FString LayerName;
|
||||
|
||||
@@ -27,7 +30,7 @@ public:
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Speckle")
|
||||
int32 ObjectCount;
|
||||
|
||||
USpeckleUnrealLayer();
|
||||
ASpeckleUnrealLayer();
|
||||
|
||||
void Init(FString NewLayerName, int32 NewStartIndex, int32 NewObjectCount);
|
||||
};
|
||||
|
||||
+21
-88
@@ -5,9 +5,9 @@
|
||||
|
||||
// json manipulation
|
||||
#include "Dom/JsonObject.h"
|
||||
// #include "Dom/JsonValue.h"
|
||||
// #include "Serialization/JsonReader.h"
|
||||
// #include "Serialization/JsonSerializer.h"
|
||||
#include "Dom/JsonValue.h"
|
||||
#include "Serialization/JsonReader.h"
|
||||
#include "Serialization/JsonSerializer.h"
|
||||
|
||||
// web requests
|
||||
#include "Runtime/Online/HTTP/Public/Http.h"
|
||||
@@ -15,78 +15,48 @@
|
||||
#include "SpeckleUnrealMesh.h"
|
||||
#include "SpeckleUnrealLayer.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "SpeckleStructs.h"
|
||||
#include "SpeckleUnrealManager.generated.h"
|
||||
|
||||
|
||||
UCLASS(BlueprintType, Blueprintable)
|
||||
UCLASS(BlueprintType)
|
||||
class SPECKLEUNREAL_API ASpeckleUnrealManager : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBranchesRequestProcessed, const TArray<FSpeckleBranch>&, BranchesList);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCommitsRequestProcessed, const TArray<FSpeckleCommit>&, CommitsList);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FStreamsRequestProcessed, const TArray<FSpeckleStream>&, StreamsList);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FGlobalsRequestProcessed, const FSpeckleGlobals&, GlobalsObject);
|
||||
|
||||
public:
|
||||
FHttpModule* Http;
|
||||
|
||||
/* The actual HTTP call */
|
||||
UFUNCTION(CallInEditor, Category = "Speckle")
|
||||
void ImportSpeckleObject();
|
||||
|
||||
UFUNCTION(CallInEditor, BlueprintCallable, Category = "Speckle")
|
||||
void DeleteObjects();
|
||||
|
||||
UFUNCTION()
|
||||
void GetStream();
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
FString ServerUrl
|
||||
{
|
||||
"https://speckle.xyz"
|
||||
FString ServerUrl {
|
||||
"https://hestia.speckle.works/api/"
|
||||
};
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
FString StreamID
|
||||
{
|
||||
FString StreamID {
|
||||
""
|
||||
};
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
FString ObjectID
|
||||
{
|
||||
""
|
||||
};
|
||||
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
FString AuthToken
|
||||
{
|
||||
FString AuthToken {
|
||||
""
|
||||
};
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
TSubclassOf<ASpeckleUnrealMesh> MeshActor
|
||||
{
|
||||
ASpeckleUnrealMesh::StaticClass()
|
||||
};
|
||||
TSubclassOf<ASpeckleUnrealMesh> MeshActor;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
UMaterialInterface* DefaultMeshOpaqueMaterial;
|
||||
UMaterialInterface* DefaultMeshMaterial;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
UMaterialInterface* DefaultMeshTransparentMaterial;
|
||||
bool RandomColorsPerLayer;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
bool ImportAtRuntime;
|
||||
TArray<ASpeckleUnrealLayer*> SpeckleUnrealLayers;
|
||||
|
||||
TArray<USpeckleUnrealLayer*> SpeckleUnrealLayers;
|
||||
|
||||
void OnStreamTextResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
void OnCommitsItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
void OnBranchesItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
void OnStreamItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
void OnGlobalStreamItemsResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
/*Assign this function to call when the GET request processes sucessfully*/
|
||||
void OnStreamResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
|
||||
// Sets default values for this actor's properties
|
||||
ASpeckleUnrealManager();
|
||||
@@ -94,55 +64,18 @@ public:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
UPROPERTY()
|
||||
TArray<FSpeckleCommit> ArrayOfCommits;
|
||||
|
||||
UPROPERTY()
|
||||
TArray<FSpeckleBranch> ArrayOfBranches;
|
||||
|
||||
UPROPERTY()
|
||||
TArray<FSpeckleStream> ArrayOfStreams;
|
||||
|
||||
void FetchStreamItems(FString PostPayload, TFunction<void(FHttpRequestPtr, FHttpResponsePtr , bool)> HandleResponse);
|
||||
|
||||
UPROPERTY(BlueprintAssignable, Category = "SpeckleEvents");
|
||||
FBranchesRequestProcessed OnBranchesProcessed;
|
||||
UPROPERTY(BlueprintAssignable, Category = "SpeckleEvents");
|
||||
FCommitsRequestProcessed OnCommitsProcessed;
|
||||
UPROPERTY(BlueprintAssignable, Category = "SpeckleEvents");
|
||||
FStreamsRequestProcessed OnStreamsProcessed;
|
||||
UPROPERTY(BlueprintAssignable, Category = "SpeckleEvents");
|
||||
FGlobalsRequestProcessed OnGlobalsProcessed;
|
||||
|
||||
protected:
|
||||
|
||||
UWorld* World;
|
||||
|
||||
float ScaleFactor;
|
||||
|
||||
TMap<FString, TSharedPtr<FJsonObject>> SpeckleObjects;
|
||||
TMap<FString, TSharedPtr<FJsonObject>> SpeckleCommits;
|
||||
|
||||
TMap<FString, ASpeckleUnrealMesh*> CreatedSpeckleMeshes;
|
||||
TMap<FString, ASpeckleUnrealMesh*> InProgressSpeckleMeshes;
|
||||
int32 LayerIndex;
|
||||
int32 CurrentObjectIndex;
|
||||
|
||||
ASpeckleUnrealMesh* GetExistingMesh(const FString &objectId);
|
||||
void SetUpGetRequest(TSharedRef<IHttpRequest> Request);
|
||||
|
||||
void ImportObjectFromCache(const TSharedPtr<FJsonObject> speckleObject);
|
||||
void GetStreamObjects(int32 objectCount);
|
||||
|
||||
UMaterialInterface* CreateMaterial(TSharedPtr<FJsonObject>);
|
||||
ASpeckleUnrealMesh* CreateMesh(TSharedPtr<FJsonObject>, UMaterialInterface *explicitMaterial = nullptr);
|
||||
|
||||
TArray<uint8> FStringToUint8(const FString& InString)
|
||||
{
|
||||
TArray<uint8> OutBytes;
|
||||
|
||||
// Handle empty strings
|
||||
if (InString.Len() > 0)
|
||||
{
|
||||
FTCHARToUTF8 Converted(*InString); // Convert to UTF8
|
||||
OutBytes.Append(reinterpret_cast<const uint8*>(Converted.Get()), Converted.Length());
|
||||
}
|
||||
return OutBytes;
|
||||
}
|
||||
void OnStreamObjectResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
};
|
||||
+1
-1
@@ -22,7 +22,7 @@ public:
|
||||
// Sets default values for this actor's properties
|
||||
ASpeckleUnrealMesh();
|
||||
|
||||
virtual void SetMesh(const TArray<FVector> &Vertices, const TArray<int32> &Triangles, UMaterialInterface* Material, FLinearColor Color);
|
||||
virtual void SetMesh(TArray<FVector> Vertices, TArray<int32> Triangles, UMaterialInterface* Material, FLinearColor Color);
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
|
||||
+91
@@ -0,0 +1,91 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
// logs
|
||||
#include "Engine/Engine.h"
|
||||
|
||||
// json manipulation
|
||||
#include "Dom/JsonObject.h"
|
||||
#include "Dom/JsonValue.h"
|
||||
#include "Serialization/JsonReader.h"
|
||||
#include "Serialization/JsonSerializer.h"
|
||||
|
||||
// web requests
|
||||
#include "Runtime/Online/HTTP/Public/Http.h"
|
||||
|
||||
#include "SpeckleUnrealMesh.h"
|
||||
#include "SpeckleUnrealLayer.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/NoExportTypes.h"
|
||||
#include "SpeckleUnrealReceiver.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS(BlueprintType)
|
||||
class SPECKLEUNREAL_API USpeckleUnrealReceiver : public UObject
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
FHttpModule* Http;
|
||||
|
||||
/* The actual HTTP call */
|
||||
UFUNCTION(BlueprintCallable, Category = "Speckle")
|
||||
void ReceiveStream();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Speckle")
|
||||
float GetStreamProgress();
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
FString ServerUrl {
|
||||
"https://hestia.speckle.works/api/"
|
||||
};
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
FString StreamID {
|
||||
""
|
||||
};
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
FString AuthToken {
|
||||
""
|
||||
};
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
TSubclassOf<ASpeckleUnrealMesh> MeshActor;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
UMaterialInterface* DefaultMeshMaterial;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speckle")
|
||||
bool RandomColorsPerLayer;
|
||||
|
||||
TArray<ASpeckleUnrealLayer*> SpeckleUnrealLayers;
|
||||
|
||||
/*Assign this function to call when the GET request processes sucessfully*/
|
||||
void OnStreamResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
|
||||
// Sets default values for this actor's properties
|
||||
USpeckleUnrealReceiver();
|
||||
|
||||
protected:
|
||||
|
||||
UWorld* World;
|
||||
|
||||
float ScaleFactor;
|
||||
|
||||
TArray<bool> ObjectsReceived;
|
||||
|
||||
int32 LayerIndex;
|
||||
int32 CurrentObjectIndex;
|
||||
|
||||
void SetUpGetRequest(TSharedRef<IHttpRequest> Request);
|
||||
|
||||
void GetStreamObjects(int32 objectCount);
|
||||
|
||||
void OnStreamObjectResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
};
|
||||
-20
@@ -1,20 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "SpeckleUnrealManager.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "SpeckleWidgetBase.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS(BlueprintType)
|
||||
class SPECKLEUNREAL_API USpeckleWidgetBase : public UUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
};
|
||||
+5
-7
@@ -29,13 +29,12 @@ public class SpeckleUnreal : ModuleRules
|
||||
"Http",
|
||||
"Json",
|
||||
"JsonUtilities",
|
||||
"ProceduralMeshComponent",
|
||||
"InputCore",
|
||||
"Slate",
|
||||
"SlateCore",
|
||||
"ProceduralMeshComponent"
|
||||
// ... add other public dependencies that you statically link with here ...
|
||||
}
|
||||
);
|
||||
|
||||
);
|
||||
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
@@ -43,7 +42,6 @@ public class SpeckleUnreal : ModuleRules
|
||||
"Engine",
|
||||
"Slate",
|
||||
"SlateCore",
|
||||
"UMG"
|
||||
// ... add private dependencies that you statically link with here ...
|
||||
}
|
||||
);
|
||||
|
||||
-20
@@ -1,20 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "FSpeckleEditorCommands.h"
|
||||
#include "Framework/Commands/Commands.h"
|
||||
|
||||
void FSpeckleEditorCommands::RegisterCommands()
|
||||
{
|
||||
//we meed to define a localized namespace even if its not used
|
||||
#define LOCTEXT_NAMESPACE ""
|
||||
|
||||
UI_COMMAND(
|
||||
SpeckleToolBarBtn,
|
||||
"SpeckleBtn",
|
||||
"Speckle Editor Button",
|
||||
EUserInterfaceActionType::Button,
|
||||
FInputGesture());
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
}
|
||||
-107
@@ -1,107 +0,0 @@
|
||||
|
||||
#include "FSpeckleUnrealEditorModule.h"
|
||||
|
||||
#include "EditorUtilityWidget.h"
|
||||
#include "SpeckleUnrealManager.h"
|
||||
#include "FSpeckleEditorCommands.h"
|
||||
|
||||
IMPLEMENT_MODULE(FSpeckleUnrealEditorModule, SpeckleUnrealEditor);
|
||||
|
||||
#define LOCTEXT_NAMESPACE "FSpeckleUnrealEditorModule"
|
||||
|
||||
void FSpeckleUnrealEditorModule::StartupModule()
|
||||
{
|
||||
FSpeckleEditorCommands::Register();
|
||||
TSharedPtr<FUICommandList> CommandList = MakeShareable(new FUICommandList());
|
||||
FSpeckleStyle::Initialize();
|
||||
|
||||
//map object to function
|
||||
CommandList->MapAction
|
||||
(
|
||||
FSpeckleEditorCommands::Get().SpeckleToolBarBtn,
|
||||
FExecuteAction::CreateRaw(this, &FSpeckleUnrealEditorModule::SpeckleButtonListener),
|
||||
FCanExecuteAction()
|
||||
);
|
||||
|
||||
//add to UE4 toolbar
|
||||
ToolbarExtender = MakeShareable(new FExtender());
|
||||
Extension = ToolbarExtender->AddToolBarExtension
|
||||
(
|
||||
"Misc",
|
||||
EExtensionHook::After,
|
||||
CommandList,
|
||||
FToolBarExtensionDelegate::CreateRaw(this,
|
||||
&FSpeckleUnrealEditorModule::AddToolbarExtension)
|
||||
);
|
||||
|
||||
FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
|
||||
LevelEditorModule.GetToolBarExtensibilityManager()->AddExtender(ToolbarExtender);
|
||||
}
|
||||
|
||||
void FSpeckleUnrealEditorModule::ShutdownModule()
|
||||
{
|
||||
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
|
||||
// we call this function before unloading the module.
|
||||
ToolbarExtender->RemoveExtension(Extension.ToSharedRef());
|
||||
Extension.Reset();
|
||||
ToolbarExtender.Reset();
|
||||
FSpeckleStyle::Shutdown();
|
||||
}
|
||||
|
||||
void FSpeckleUnrealEditorModule::SpeckleButtonListener()
|
||||
{
|
||||
if(SpeckleEditorWindow == nullptr)
|
||||
{
|
||||
//Start the editor Utility widget
|
||||
auto EditorUIClass = LoadClass<UEditorUtilityWidget>(nullptr,
|
||||
TEXT("EditorUtilityWidgetBlueprint'/SpeckleUnreal/EWBP_SpeckleEditorWindow.EWBP_SpeckleEditorWindow_C'"));
|
||||
|
||||
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
|
||||
|
||||
UWorld* World = GEditor->GetEditorWorldContext().World();
|
||||
check(World);
|
||||
auto CreatedUMGWidget = Cast<UEditorUtilityWidget>(CreateWidget(World, EditorUIClass));
|
||||
|
||||
// create new slate window
|
||||
SpeckleEditorWindow = SNew(SWindow)
|
||||
.AutoCenter(EAutoCenter::None)
|
||||
.IsInitiallyMaximized(false)
|
||||
.ClientSize(FVector2D(300,500))
|
||||
.SizingRule(ESizingRule::UserSized)
|
||||
.SupportsMaximize(false)
|
||||
.SupportsMinimize(true)
|
||||
.CreateTitleBar(true)
|
||||
.HasCloseButton(true)
|
||||
.MaxHeight(600)
|
||||
.MaxWidth(400);
|
||||
|
||||
// Use UMG in slate
|
||||
if(CreatedUMGWidget != nullptr)
|
||||
{
|
||||
SpeckleEditorWindow->SetContent(CreatedUMGWidget->TakeWidget());
|
||||
}
|
||||
|
||||
// Add Windows to slate app
|
||||
FSlateApplication & SlateApp = FSlateApplication::Get();
|
||||
if (MainFrameModule.GetParentWindow().IsValid())
|
||||
{
|
||||
SlateApp.AddWindow(SpeckleEditorWindow.ToSharedRef(), true);
|
||||
}
|
||||
|
||||
//Bind delegate when window is closed
|
||||
OnSpeckleWindowClosed.BindRaw(this, &FSpeckleUnrealEditorModule::OnEditorWindowClosed);
|
||||
SpeckleEditorWindow->SetOnWindowClosed(OnSpeckleWindowClosed);
|
||||
}
|
||||
else // if editor window already exists
|
||||
{
|
||||
SpeckleEditorWindow->BringToFront();
|
||||
}
|
||||
}
|
||||
|
||||
void FSpeckleUnrealEditorModule::OnEditorWindowClosed(const TSharedRef<SWindow>&)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("[SPECKLE LOG] :Speckle editor window closed"));
|
||||
SpeckleEditorWindow = nullptr;
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
-134
@@ -1,134 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "SpeckleEditorWidget.h"
|
||||
#include "Blueprint/WidgetTree.h"
|
||||
#include "Components/ComboBoxString.h"
|
||||
#include "Components/TextBlock.h"
|
||||
#include "ObjectEditorUtils.h"
|
||||
#include "Async/Async.h"
|
||||
#include "SpeckleUnreal/Public/SpeckleUnrealManager.h"
|
||||
|
||||
|
||||
void USpeckleEditorWidget::NativeConstruct()
|
||||
{
|
||||
//bind widgets. To make it work in the editor we search based on the WidgetTree.
|
||||
StreamName = Cast<UTextBlock>(WidgetTree->FindWidget(TEXT("Stream")));
|
||||
CommitsCBox = Cast<UComboBoxString>(WidgetTree->FindWidget(TEXT("CommitsBox")));
|
||||
BranchesCBox = Cast<UComboBoxString>(WidgetTree->FindWidget(TEXT("BranchesBox")));
|
||||
SelectedCommitText = Cast<UTextBlock>(WidgetTree->FindWidget(TEXT("SelectedCommit")));
|
||||
SpeckleManagersCBox = Cast<UComboBoxString>(WidgetTree->FindWidget(TEXT("SpeckleManagersBox")));
|
||||
SpeckleManagersCBox->OnSelectionChanged.AddDynamic(this, &USpeckleEditorWidget::SpeckleManagerSelectionListener);
|
||||
BranchesCBox->OnSelectionChanged.AddDynamic(this,&USpeckleEditorWidget::BranchesBoxSelectionListener);
|
||||
|
||||
//Grab all speckleManagers in the scene
|
||||
FindAllActors(GetWorld(), SpeckleManagers);
|
||||
|
||||
if(SpeckleManagers.Num() > 0)
|
||||
{
|
||||
CurrentSpeckleManager = SpeckleManagers[0];
|
||||
|
||||
//display speckle managers to combo box
|
||||
for(auto s : SpeckleManagers)
|
||||
{
|
||||
SpeckleManagersCBox->AddOption(s->GetName());
|
||||
}
|
||||
|
||||
SpeckleManagersCBox->SetSelectedOption(CurrentSpeckleManager->GetName());
|
||||
}
|
||||
else
|
||||
{
|
||||
if(GEngine)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(1, 10.0f, FColor::Red,
|
||||
"[SPECKLE LOG]: No available speckle managers in the scene. Place and reopen the window");
|
||||
}
|
||||
}
|
||||
|
||||
//Bind event handlers to fill in the received items.
|
||||
if(CurrentSpeckleManager != nullptr)
|
||||
{
|
||||
CurrentSpeckleManager->OnBranchesProcessed.AddDynamic(this, &USpeckleEditorWidget::SpeckleBranchesReceived);
|
||||
CurrentSpeckleManager->OnCommitsProcessed.AddDynamic(this, &USpeckleEditorWidget::SpeckleCommitsReceived);
|
||||
}
|
||||
|
||||
InitUI();
|
||||
}
|
||||
|
||||
void USpeckleEditorWidget::InitUI()
|
||||
{
|
||||
if(CurrentSpeckleManager)
|
||||
{
|
||||
StreamName->SetText(FText::FromString("Stream ID: " + CurrentSpeckleManager->StreamID));
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleEditorWidget::ImportSpeckleObject(UActorComponent* SpeckleActorComponent)
|
||||
{
|
||||
if(SpeckleActorComponent != nullptr)
|
||||
{
|
||||
const auto SpeckleReceiver = Cast<IISpeckleReceiver>(SpeckleActorComponent);
|
||||
if(SpeckleReceiver)
|
||||
{
|
||||
const auto CurrentIdx = CommitsCBox->FindOptionIndex(CommitsCBox->GetSelectedOption());
|
||||
SpeckleReceiver->ImportSpeckleObject(CurrentIdx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleEditorWidget::FetchSpeckleCommits(UActorComponent* SpeckleActorComponent)
|
||||
{
|
||||
if(SpeckleActorComponent != nullptr)
|
||||
{
|
||||
const auto SpeckleReceiver = Cast<IISpeckleReceiver>(SpeckleActorComponent);
|
||||
if(SpeckleReceiver)
|
||||
{
|
||||
SpeckleReceiver->FetchListOfCommits(SelectedBranch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleEditorWidget::SpeckleCommitsReceived(const TArray<FSpeckleCommit>& CommitsList)
|
||||
{
|
||||
CommitsCBox->ClearOptions();
|
||||
for (auto C : CommitsList)
|
||||
{
|
||||
CommitsCBox->AddOption(C.Message + " [" + C.AuthorName + "]");
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleEditorWidget::FetchSpeckleBranches(UActorComponent* SpeckleActorComponent)
|
||||
{
|
||||
if(SpeckleActorComponent != nullptr)
|
||||
{
|
||||
const auto SpeckleReceiver = Cast<IISpeckleReceiver>(SpeckleActorComponent);
|
||||
if(SpeckleReceiver)
|
||||
{
|
||||
SpeckleReceiver->FetchListOfBranches();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleEditorWidget::SpeckleBranchesReceived(const TArray<FSpeckleBranch>& BranchesList)
|
||||
{
|
||||
BranchesCBox->ClearOptions();
|
||||
for(auto b : BranchesList)
|
||||
{
|
||||
BranchesCBox->AddOption(b.Name);
|
||||
}
|
||||
|
||||
if(BranchesCBox->GetOptionCount() > 0)
|
||||
{
|
||||
BranchesCBox->SetSelectedOption("main");
|
||||
SelectedBranch = TEXT("main");
|
||||
}
|
||||
}
|
||||
|
||||
void USpeckleEditorWidget::SpeckleManagerSelectionListener(FString SelectedItem, ESelectInfo::Type SelectionType)
|
||||
{
|
||||
const int32 Idx = SpeckleManagersCBox->FindOptionIndex(SelectedItem);
|
||||
CurrentSpeckleManager = SpeckleManagers[Idx];
|
||||
|
||||
InitUI();
|
||||
}
|
||||
|
||||
-64
@@ -1,64 +0,0 @@
|
||||
#include "SpeckleStyle.h"
|
||||
#include "Slate/SlateGameResources.h"
|
||||
#include "FSpeckleUnrealEditorModule.h"
|
||||
#include "Styling/SlateStyleRegistry.h"
|
||||
#include "Interfaces/IPluginManager.h"
|
||||
|
||||
|
||||
#define IMAGE_BRUSH(RelativePath,...) FSlateImageBrush(FSpeckleStyle::InContent(RelativePath,".png"), __VA_ARGS__)
|
||||
|
||||
FString FSpeckleStyle::InContent(const FString& RelativePath, const ANSICHAR* Extension)
|
||||
{
|
||||
static FString ContentDir = IPluginManager::Get().FindPlugin(TEXT("SpeckleUnreal"))->GetContentDir();
|
||||
return (ContentDir / RelativePath) + Extension;
|
||||
}
|
||||
|
||||
TSharedPtr<FSlateStyleSet>FSpeckleStyle::SpeckleStyleSet = nullptr;
|
||||
|
||||
TSharedPtr<ISlateStyle> FSpeckleStyle::Get()
|
||||
{
|
||||
return SpeckleStyleSet;
|
||||
}
|
||||
|
||||
void FSpeckleStyle::Initialize()
|
||||
{
|
||||
// Only register once
|
||||
if (SpeckleStyleSet.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
SpeckleStyleSet = MakeShareable<FSlateStyleSet>(new FSlateStyleSet(GetStyleSetName()));
|
||||
|
||||
// Const icon sizes
|
||||
const FVector2D Icon16x16(16.0f, 16.0f);
|
||||
const FVector2D Icon20x20(20.0f, 20.0f);
|
||||
const FVector2D Icon24x24(24.0f, 24.0f);
|
||||
const FVector2D Icon40x40(40.0f, 40.0f);
|
||||
const FVector2D Icon48x48(48.0f, 48.0f);
|
||||
|
||||
//set menu/toolbar icon
|
||||
SpeckleStyleSet->Set("Speckle.MenuIcon", new IMAGE_BRUSH(TEXT("speckle_icon_64_64"), Icon40x40));
|
||||
|
||||
FSlateStyleRegistry::RegisterSlateStyle(*SpeckleStyleSet.Get());
|
||||
}
|
||||
|
||||
void FSpeckleStyle::Shutdown()
|
||||
{
|
||||
if (SpeckleStyleSet.IsValid())
|
||||
{
|
||||
FSlateStyleRegistry::UnRegisterSlateStyle(*SpeckleStyleSet.Get());
|
||||
ensure(SpeckleStyleSet.IsUnique());
|
||||
SpeckleStyleSet.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
FName FSpeckleStyle::GetStyleSetName()
|
||||
{
|
||||
static FName StyleSetName(TEXT("SpeckleStyle"));
|
||||
return StyleSetName;
|
||||
}
|
||||
|
||||
#undef IMAGE_BRUSH
|
||||
|
||||
|
||||
-26
@@ -1,26 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Framework/Commands/Commands.h"
|
||||
#include "EditorStyleSet.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
class FSpeckleEditorCommands : public TCommands<FSpeckleEditorCommands>
|
||||
{
|
||||
public:
|
||||
FSpeckleEditorCommands() : TCommands<FSpeckleEditorCommands>
|
||||
(
|
||||
FName(TEXT("Speckle Commands")),
|
||||
FText::FromString("Speckle Editor Commands"),
|
||||
NAME_None,
|
||||
FEditorStyle::GetStyleSetName()
|
||||
){};
|
||||
|
||||
virtual void RegisterCommands() override;
|
||||
|
||||
TSharedPtr<FUICommandInfo> SpeckleToolBarBtn;
|
||||
};
|
||||
-51
@@ -1,51 +0,0 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Modules/ModuleInterface.h"
|
||||
#include "LevelEditor.h"
|
||||
#include "SlateBasics.h"
|
||||
#include "Interfaces/IMainFrameModule.h"
|
||||
#include "FSpeckleEditorCommands.h"
|
||||
#include "SpeckleStyle.h"
|
||||
|
||||
class FSpeckleUnrealEditorModule : public IModuleInterface
|
||||
{
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
|
||||
// static inline FSpeckleUnrealEditorModule& Get() {
|
||||
// return FModuleManager::LoadModuleChecked<FSpeckleUnrealEditorModule>("SpeckleUnrealEditor");
|
||||
// }
|
||||
//
|
||||
// static inline bool IsAvailable() {
|
||||
// return FModuleManager::Get().IsModuleLoaded("SpeckleUnrealEditor");
|
||||
// }
|
||||
|
||||
TSharedPtr<FExtender> ToolbarExtender;
|
||||
TSharedPtr<const FExtensionBase> Extension;
|
||||
TSharedPtr<SWindow> SpeckleEditorWindow;
|
||||
FOnWindowClosed OnSpeckleWindowClosed;
|
||||
|
||||
void SpeckleButtonListener();
|
||||
|
||||
UFUNCTION()
|
||||
void OnEditorWindowClosed(const TSharedRef<SWindow>&);
|
||||
|
||||
void AddToolbarExtension(FToolBarBuilder &builder)
|
||||
{
|
||||
//FSlateIcon IconBrush = FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.ViewOptions", "LevelEditor.ViewOptions.Small");
|
||||
FSlateIcon IconBrush = FSlateIcon(FSpeckleStyle::GetStyleSetName(), "Speckle.MenuIcon");
|
||||
|
||||
builder.AddToolBarButton
|
||||
(
|
||||
FSpeckleEditorCommands::Get().SpeckleToolBarBtn,
|
||||
NAME_None,
|
||||
FText::FromString("Speckle"),
|
||||
FText::FromString("Click to open Speckle Window"),
|
||||
IconBrush,
|
||||
NAME_None
|
||||
);
|
||||
};
|
||||
};
|
||||
-95
@@ -1,95 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "EditorUtilityWidget.h"
|
||||
#include "EngineUtils.h"
|
||||
#include "SpeckleUnreal/Public/ISpeckleReceiver.h"
|
||||
#include "SpeckleEditorWidget.generated.h"
|
||||
|
||||
class ASpeckleUnrealManager;
|
||||
|
||||
|
||||
UCLASS()
|
||||
class USpeckleEditorWidget : public UEditorUtilityWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
protected:
|
||||
virtual void NativeConstruct() override;
|
||||
|
||||
public:
|
||||
// BUTTONS
|
||||
UPROPERTY()
|
||||
class UButton* ImportObjectButton;
|
||||
|
||||
UPROPERTY()
|
||||
UButton* FetchButton;
|
||||
|
||||
//TEXT BLOCKS
|
||||
UPROPERTY()
|
||||
class UTextBlock* StreamName;
|
||||
|
||||
UPROPERTY()
|
||||
class UTextBlock* SelectedCommitText;
|
||||
|
||||
//COMBO BOXES
|
||||
UPROPERTY()
|
||||
class UComboBoxString* BranchesCBox;
|
||||
|
||||
UPROPERTY()
|
||||
class UComboBoxString* CommitsCBox;
|
||||
|
||||
UPROPERTY()
|
||||
class UComboBoxString* SpeckleManagersCBox;
|
||||
|
||||
//FUNCTIONS
|
||||
void InitUI();
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void ImportSpeckleObject(UActorComponent* SpeckleReceiver);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void FetchSpeckleCommits(UActorComponent* SpeckleReceiver);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SpeckleCommitsReceived(const TArray<FSpeckleCommit>& CommitsList);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void FetchSpeckleBranches(UActorComponent* SpeckleReceiver);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SpeckleBranchesReceived(const TArray<FSpeckleBranch>& BranchesList);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SpeckleManagerSelectionListener(FString SelectedItem, ESelectInfo::Type SelectionType);
|
||||
|
||||
FString SelectedBranch;
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void BranchesBoxSelectionListener(FString SelectedItem, ESelectInfo::Type SelectionType)
|
||||
{
|
||||
SelectedBranch = SelectedItem;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void FindAllActors(UWorld* World, TArray<T*>& Out)
|
||||
{
|
||||
for (TActorIterator<T> It(World); It; ++It)
|
||||
{
|
||||
Out.Add(*It);
|
||||
}
|
||||
}
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSubclassOf<ASpeckleUnrealManager> SpeckleManagerClass;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
ASpeckleUnrealManager* CurrentSpeckleManager;
|
||||
|
||||
UPROPERTY()
|
||||
TArray<ASpeckleUnrealManager*> SpeckleManagers;
|
||||
|
||||
};
|
||||
-17
@@ -1,17 +0,0 @@
|
||||
#pragma once
|
||||
#include "SlateBasics.h"
|
||||
#include "SlateExtras.h"
|
||||
|
||||
class FSpeckleStyle
|
||||
{
|
||||
public:
|
||||
static void Initialize();
|
||||
static void Shutdown();
|
||||
static TSharedPtr< class ISlateStyle > Get();
|
||||
static FName GetStyleSetName();
|
||||
|
||||
private:
|
||||
static FString InContent(const FString& RelativePath, const ANSICHAR* Extension);
|
||||
private:
|
||||
static TSharedPtr<class FSlateStyleSet> SpeckleStyleSet;
|
||||
};
|
||||
-75
@@ -1,75 +0,0 @@
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class SpeckleUnrealEditor : ModuleRules
|
||||
{
|
||||
public SpeckleUnrealEditor(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
|
||||
PublicIncludePaths.AddRange(
|
||||
new string[] {
|
||||
// ... add public include paths required here ...
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
PrivateIncludePaths.AddRange(
|
||||
new string[] {
|
||||
// ... add other private include paths required here ...
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
PublicDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"Core",
|
||||
"Http",
|
||||
"Json",
|
||||
"JsonUtilities",
|
||||
"ProceduralMeshComponent",
|
||||
"InputCore",
|
||||
"Slate",
|
||||
"SlateCore",
|
||||
"MainFrame",
|
||||
"EditorStyle"
|
||||
}
|
||||
);
|
||||
|
||||
if (Target.bBuildEditor)
|
||||
{
|
||||
PublicDependencyModuleNames.AddRange(new string[]
|
||||
{
|
||||
"UnrealEd",
|
||||
});
|
||||
}
|
||||
|
||||
if (Target.Type == TargetType.Editor) // Is UBT building for Editor ?
|
||||
{
|
||||
PrivateDependencyModuleNames.Add("SpeckleUnreal");
|
||||
}
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"CoreUObject",
|
||||
"Engine",
|
||||
"Slate",
|
||||
"SlateCore",
|
||||
"Blutility",
|
||||
"Projects",
|
||||
"UMG",
|
||||
"UMGEditor"
|
||||
// ... add private dependencies that you statically link with here ...
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
DynamicallyLoadedModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
// ... add any modules that your module loads dynamically here ...
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -5,9 +5,9 @@
|
||||
"FriendlyName": "SpeckleUnreal",
|
||||
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the MIT license, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
|
||||
"Category": "AEC",
|
||||
"CreatedBy": "Speckle",
|
||||
"CreatedByURL": "https://speckle.systems/",
|
||||
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
|
||||
"CreatedBy": "Mobius Node",
|
||||
"CreatedByURL": "https://www.mobiusnode.io/",
|
||||
"DocsURL": "https://github.com/mobiusnode/SpeckleUnreal",
|
||||
"MarketplaceURL": "",
|
||||
"SupportURL": "",
|
||||
"CanContainContent": true,
|
||||
@@ -19,11 +19,6 @@
|
||||
"Name": "SpeckleUnreal",
|
||||
"Type": "Runtime",
|
||||
"LoadingPhase": "Default"
|
||||
},
|
||||
{
|
||||
"Name": "SpeckleUnrealEditor",
|
||||
"Type": "Editor",
|
||||
"LoadingPhase": "PostEngineInit"
|
||||
}
|
||||
],
|
||||
"Plugins": [
|
||||
|
||||
@@ -7,63 +7,81 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{94A6C6
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{8E2F6A87-1826-34F4-940C-CC23A48F9FE4}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{CE2AC9DC-3204-4D56-954E-856D5121C6CE}"
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{DE17FD13-E94F-4875-9509-F6023C8B5747}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SpeckleUnrealProject", "Intermediate\ProjectFiles\SpeckleUnrealProject.vcxproj", "{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}"
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SpeckleUnrealProject", "Intermediate\ProjectFiles\SpeckleUnrealProject.vcxproj", "{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}"
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visualizers", "Visualizers", "{1CCEC849-CC72-4C59-8C36-2F7C38706D4C}"
|
||||
ProjectSection(SolutionItems) = preProject
|
||||
..\..\..\Program Files\Epic Games\UE_4.26\Engine\Extras\VisualStudioDebugging\UE4.natvis = ..\..\..\Program Files\Epic Games\UE_4.26\Engine\Extras\VisualStudioDebugging\UE4.natvis
|
||||
..\..\..\Epic Games\UE_4.25\Engine\Extras\VisualStudioDebugging\UE4.natvis = ..\..\..\Epic Games\UE_4.25\Engine\Extras\VisualStudioDebugging\UE4.natvis
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
DebugGame Editor|Android = DebugGame Editor|Android
|
||||
DebugGame Editor|Win32 = DebugGame Editor|Win32
|
||||
DebugGame Editor|Win64 = DebugGame Editor|Win64
|
||||
DebugGame|Android = DebugGame|Android
|
||||
DebugGame|Win32 = DebugGame|Win32
|
||||
DebugGame|Win64 = DebugGame|Win64
|
||||
Development Editor|Android = Development Editor|Android
|
||||
Development Editor|Win32 = Development Editor|Win32
|
||||
Development Editor|Win64 = Development Editor|Win64
|
||||
Development|Android = Development|Android
|
||||
Development|Win32 = Development|Win32
|
||||
Development|Win64 = Development|Win64
|
||||
Shipping|Android = Shipping|Android
|
||||
Shipping|Win32 = Shipping|Win32
|
||||
Shipping|Win64 = Shipping|Win64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame Editor|Win32.ActiveCfg = Invalid|Win32
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame|Win32.ActiveCfg = DebugGame|Win32
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame|Win32.Build.0 = DebugGame|Win32
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame|Win64.ActiveCfg = DebugGame|x64
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.DebugGame|Win64.Build.0 = DebugGame|x64
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development Editor|Win32.ActiveCfg = Invalid|Win32
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development Editor|Win64.ActiveCfg = Development_Editor|x64
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development Editor|Win64.Build.0 = Development_Editor|x64
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development|Win32.ActiveCfg = Development|Win32
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development|Win32.Build.0 = Development|Win32
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development|Win64.ActiveCfg = Development|x64
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Development|Win64.Build.0 = Development|x64
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Shipping|Win32.ActiveCfg = Shipping|Win32
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Shipping|Win32.Build.0 = Shipping|Win32
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Shipping|Win64.ActiveCfg = Shipping|x64
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6}.Shipping|Win64.Build.0 = Shipping|x64
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame Editor|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development Editor|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Shipping|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame Editor|Android.ActiveCfg = Invalid|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame Editor|Win32.ActiveCfg = Invalid|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Android.ActiveCfg = Android_DebugGame|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Android.Build.0 = Android_DebugGame|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Win32.ActiveCfg = DebugGame|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Win32.Build.0 = DebugGame|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Win64.ActiveCfg = DebugGame|x64
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.DebugGame|Win64.Build.0 = DebugGame|x64
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development Editor|Android.ActiveCfg = Invalid|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development Editor|Win32.ActiveCfg = Invalid|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development Editor|Win64.ActiveCfg = Development_Editor|x64
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development Editor|Win64.Build.0 = Development_Editor|x64
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Android.ActiveCfg = Android_Development|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Android.Build.0 = Android_Development|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Win32.ActiveCfg = Development|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Win32.Build.0 = Development|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Win64.ActiveCfg = Development|x64
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Development|Win64.Build.0 = Development|x64
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Android.ActiveCfg = Android_Shipping|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Android.Build.0 = Android_Shipping|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Win32.ActiveCfg = Shipping|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Win32.Build.0 = Shipping|Win32
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Win64.ActiveCfg = Shipping|x64
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9}.Shipping|Win64.Build.0 = Shipping|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(NestedProjects) = preSolution
|
||||
{CE2AC9DC-3204-4D56-954E-856D5121C6CE} = {94A6C6F3-99B3-346E-9557-ABF9D4064DBD}
|
||||
{9DBAC0A8-8945-4AB3-AFB6-639C4EC5B2E6} = {8E2F6A87-1826-34F4-940C-CC23A48F9FE4}
|
||||
{DE17FD13-E94F-4875-9509-F6023C8B5747} = {94A6C6F3-99B3-346E-9557-ABF9D4064DBD}
|
||||
{A1185D9A-4D4D-4C9C-A9CD-D130F0A23FB9} = {8E2F6A87-1826-34F4-940C-CC23A48F9FE4}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"FileVersion": 3,
|
||||
"EngineAssociation": "4.26",
|
||||
"EngineAssociation": "4.25",
|
||||
"Category": "",
|
||||
"Description": "",
|
||||
"Modules": [
|
||||
|
||||
Reference in New Issue
Block a user