Property | Type | Description | |
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_repaintUIDelegate | UpdateUIDelegate |
Property | Type | Description | |
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Awake | void | ||
ClearAllTOPData | void | ||
ClearTOPNetworkWorkItemResults | void | ||
ClearTOPNodeWorkItemResults | void | ||
ClearWorkItemResult | void | ||
ClearWorkItemResultByID | void | ||
DestroyWorkItemResultData | void | ||
GetLoadRootTransform | Transform | ||
GetWorkResultByID | HoudiniEngineUnity.HEU_TOPWorkResult | ||
HandleInitialLoad | void | ||
LinkState_InternalToWrapper | HEU_LinkStateWrapper | ||
LinkState_WrapperToInternal | LinkState | ||
LoadResults | void | ||
NotifyAssetCooked | void | ||
NotifyAssetCooked | void | ||
NotifyAssetCooked | void | ||
OnDestroy | void | ||
OnSyncComplete | void | ||
OnTOPNodeFilterChanged | void | ||
OnTOPOutputFilterChanged | void | ||
ParseHEngineData | void | ||
PopulateFromHDA | void | ||
PopulateTOPNodes | bool | ||
ResetTOPNetworkWorkItemTally | void | ||
SetupTopNetworkNames | void | ||
UpdateTOPNodeResultsVisibility | void | ||
UpdateWorkItemTally | void |
Method | Description | |
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CancelCook ( ) : void |
Cancel the PDG cook of the currently selected TOP network
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CookOutput ( ) : void |
Cook the output TOP node of the currently selected TOP network.
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CookTOPNode ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void |
Cook the specified TOP node.
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DirtyAll ( ) : void |
Dirty the currently selected TOP network and clear all work item results.
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DirtyTOPNode ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void |
Dirty the specified TOP node and clear its work item results.
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GetHAPISession ( ) : HoudiniEngineUnity.HEU_SessionBase | ||
GetNonHiddenTOPNodes ( HoudiniEngineUnity.HEU_TOPNetworkData topNetwork ) : HEU_TOPNodeData>>.List |
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GetSelectedTOPNetwork ( ) : HoudiniEngineUnity.HEU_TOPNetworkData | ||
GetSelectedTOPNode ( ) : HoudiniEngineUnity.HEU_TOPNodeData | ||
GetTOPNetwork ( int index ) : HoudiniEngineUnity.HEU_TOPNetworkData | ||
GetTOPNetworkByName ( string name, List topNetworks ) : HoudiniEngineUnity.HEU_TOPNetworkData | ||
GetTOPNode ( HAPI_NodeId nodeID ) : HoudiniEngineUnity.HEU_TOPNodeData | ||
GetTOPNodeByName ( string name, List topNodes ) : HoudiniEngineUnity.HEU_TOPNodeData | ||
GetTOPNodeStatus ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : string | ||
OnAfterDeserialize ( ) : void |
Callback on scene load, or code refresh.
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OnBeforeSerialize ( ) : void | ||
PauseCook ( ) : void |
Pause the PDG cook of the currently selected TOP network
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PopulateTOPNetworks ( ) : bool |
Find all TOP networks from linked HDA, as well as the TOP nodes within, and populate internal state.
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Refresh ( ) : void |
Refresh this object's internal state by querying and populating TOP network and nodes from linked HDA.
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RepaintUI ( ) : void | ||
Reset ( ) : void |
Reset all TOP network and node state. Should be done after the linked HDA has rebuilt.
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SelectTOPNetwork ( int newIndex ) : void |
Set the TOP network at the given index as currently selected TOP network
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SelectTOPNode ( HoudiniEngineUnity.HEU_TOPNetworkData network, int newIndex ) : void |
Set the TOP node at the given index in the given TOP network as currently selected TOP node
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Setup ( HEU_HoudiniAsset hdaAsset ) : void |
Method | Description | |
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Awake ( ) : void | ||
ClearAllTOPData ( ) : void | ||
ClearTOPNetworkWorkItemResults ( HoudiniEngineUnity.HEU_TOPNetworkData topNetwork ) : void | ||
ClearTOPNodeWorkItemResults ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void | ||
ClearWorkItemResult ( HoudiniEngineUnity.HEU_TOPNodeData topNode, HoudiniEngineUnity.HEU_TOPWorkResult result ) : void | ||
ClearWorkItemResultByID ( HoudiniEngineUnity.HEU_TOPNodeData topNode, HAPI_PDG_WorkitemId workItemID ) : void | ||
DestroyWorkItemResultData ( HoudiniEngineUnity.HEU_TOPNodeData topNode, HoudiniEngineUnity.HEU_TOPWorkResult result ) : void | ||
GetLoadRootTransform ( ) : Transform | ||
GetWorkResultByID ( HoudiniEngineUnity.HEU_TOPNodeData topNode, HAPI_PDG_WorkitemId workItemID ) : HoudiniEngineUnity.HEU_TOPWorkResult | ||
HandleInitialLoad ( ) : void |
Register self with the global HEU_PDGAssetLink list.
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LinkState_InternalToWrapper ( LinkState linkState ) : HEU_LinkStateWrapper | ||
LinkState_WrapperToInternal ( HEU_LinkStateWrapper linkState ) : LinkState | ||
LoadResults ( HoudiniEngineUnity.HEU_SessionBase session, HoudiniEngineUnity.HEU_TOPNodeData topNode, HoudiniEngineUnity.HAPI_PDG_WorkitemInfo workItemInfo, Array resultInfos, HAPI_PDG_WorkitemId workItemID, HEU_SyncedEventData>.System.Action |
Load the geometry generated as results of the given work item, of the given TOP node. The load will be done asynchronously. Results must be tagged with 'file', and must have a file path, otherwise will not be loaded.
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NotifyAssetCooked ( HoudiniEngineUnity.HEU_CookedEventData cookedEventData ) : void | ||
NotifyAssetCooked ( HEU_HoudiniAsset asset, bool bSuccess, List generatedOutputs ) : void |
Callback when linked HDA has been cooked. Allows to trigger a PDG graph cook.
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NotifyAssetCooked ( HoudiniEngineUnity.HEU_ReloadEventData reloadEventData ) : void | ||
OnDestroy ( ) : void | ||
OnSyncComplete ( |
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OnTOPNodeFilterChanged ( string filter ) : void | ||
OnTOPOutputFilterChanged ( string filter ) : void | ||
ParseHEngineData ( HoudiniEngineUnity.HEU_SessionBase session, HAPI_NodeId topNodeID, HoudiniEngineUnity.HAPI_NodeInfo &nodeInfo, HoudiniEngineUnity.TOPNodeTags &nodeTags ) : void |
Helper to parse spare parm containing the filter key words.
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PopulateFromHDA ( ) : void |
Populate TOP data from linked HDA
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PopulateTOPNodes ( HoudiniEngineUnity.HEU_SessionBase session, HoudiniEngineUnity.HEU_TOPNetworkData topNetwork, Array topNodeIDs, bool useHEngineData ) : bool |
Given TOP nodes from a TOP network, populate internal state from each TOP node.
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ResetTOPNetworkWorkItemTally ( HoudiniEngineUnity.HEU_TOPNetworkData topNetwork ) : void | ||
SetupTopNetworkNames ( HoudiniEngineUnity.HEU_TOPNetworkData topNetwork ) : void | ||
UpdateTOPNodeResultsVisibility ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void | ||
UpdateWorkItemTally ( ) : void |
public CookTOPNode ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void | ||
topNode | HoudiniEngineUnity.HEU_TOPNodeData | |
return | void |
public DirtyTOPNode ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void | ||
topNode | HoudiniEngineUnity.HEU_TOPNodeData | |
return | void |
public GetHAPISession ( ) : HoudiniEngineUnity.HEU_SessionBase | ||
return | HoudiniEngineUnity.HEU_SessionBase |
public GetNonHiddenTOPNodes ( HoudiniEngineUnity.HEU_TOPNetworkData topNetwork ) : HEU_TOPNodeData>>.List |
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topNetwork | HoudiniEngineUnity.HEU_TOPNetworkData | |
return | HEU_TOPNodeData>>.List |
public GetSelectedTOPNetwork ( ) : HoudiniEngineUnity.HEU_TOPNetworkData | ||
return | HoudiniEngineUnity.HEU_TOPNetworkData |
public GetSelectedTOPNode ( ) : HoudiniEngineUnity.HEU_TOPNodeData | ||
return | HoudiniEngineUnity.HEU_TOPNodeData |
public GetTOPNetwork ( int index ) : HoudiniEngineUnity.HEU_TOPNetworkData | ||
index | int | |
return | HoudiniEngineUnity.HEU_TOPNetworkData |
public static GetTOPNetworkByName ( string name, List topNetworks ) : HoudiniEngineUnity.HEU_TOPNetworkData | ||
name | string | |
topNetworks | List | |
return | HoudiniEngineUnity.HEU_TOPNetworkData |
public GetTOPNode ( HAPI_NodeId nodeID ) : HoudiniEngineUnity.HEU_TOPNodeData | ||
nodeID | HAPI_NodeId | |
return | HoudiniEngineUnity.HEU_TOPNodeData |
public static GetTOPNodeByName ( string name, List topNodes ) : HoudiniEngineUnity.HEU_TOPNodeData | ||
name | string | |
topNodes | List | |
return | HoudiniEngineUnity.HEU_TOPNodeData |
public GetTOPNodeStatus ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : string | ||
topNode | HoudiniEngineUnity.HEU_TOPNodeData | |
return | string |
public SelectTOPNetwork ( int newIndex ) : void | ||
newIndex | int | Index of the TOP network |
return | void |
public SelectTOPNode ( HoudiniEngineUnity.HEU_TOPNetworkData network, int newIndex ) : void | ||
network | HoudiniEngineUnity.HEU_TOPNetworkData | Container TOP network |
newIndex | int | Index of the TOP node to be selected |
return | void |
public Setup ( HEU_HoudiniAsset hdaAsset ) : void | ||
hdaAsset | HEU_HoudiniAsset | |
return | void |