C# Class HoudiniEngineUnity.HEU_PDGAssetLink

Inheritance: MonoBehaviour, ISerializationCallbackReceiver
Show file Open project: sideeffects/HoudiniEngineForUnity Class Usage Examples

Public Properties

Property Type Description
_repaintUIDelegate UpdateUIDelegate

Private Properties

Property Type Description
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

Public Methods

Method Description
CancelCook ( ) : void

Cancel the PDG cook of the currently selected TOP network

CookOutput ( ) : void

Cook the output TOP node of the currently selected TOP network.

CookTOPNode ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void

Cook the specified TOP node.

DirtyAll ( ) : void

Dirty the currently selected TOP network and clear all work item results.

DirtyTOPNode ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void

Dirty the specified TOP node and clear its work item results.

GetHAPISession ( ) : HoudiniEngineUnity.HEU_SessionBase
GetNonHiddenTOPNodes ( HoudiniEngineUnity.HEU_TOPNetworkData topNetwork ) : HEU_TOPNodeData>>.List
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.

OnBeforeSerialize ( ) : void
PauseCook ( ) : void

Pause the PDG cook of the currently selected TOP network

PopulateTOPNetworks ( ) : bool

Find all TOP networks from linked HDA, as well as the TOP nodes within, and populate internal state.

Refresh ( ) : void

Refresh this object's internal state by querying and populating TOP network and nodes from linked HDA.

RepaintUI ( ) : void
Reset ( ) : void

Reset all TOP network and node state. Should be done after the linked HDA has rebuilt.

SelectTOPNetwork ( int newIndex ) : void

Set the TOP network at the given index as currently selected TOP network

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

Setup ( HEU_HoudiniAsset hdaAsset ) : void

Private Methods

Method Description
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.

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 OnSynced ) : void

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.

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.

NotifyAssetCooked ( HoudiniEngineUnity.HEU_ReloadEventData reloadEventData ) : void
OnDestroy ( ) : void
OnSyncComplete ( HEU_PDGCookedEventData Data ) : void
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.

PopulateFromHDA ( ) : void

Populate TOP data from linked HDA

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.

ResetTOPNetworkWorkItemTally ( HoudiniEngineUnity.HEU_TOPNetworkData topNetwork ) : void
SetupTopNetworkNames ( HoudiniEngineUnity.HEU_TOPNetworkData topNetwork ) : void
UpdateTOPNodeResultsVisibility ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void
UpdateWorkItemTally ( ) : void

Method Details

CancelCook() public method

Cancel the PDG cook of the currently selected TOP network
public CancelCook ( ) : void
return void

CookOutput() public method

Cook the output TOP node of the currently selected TOP network.
public CookOutput ( ) : void
return void

CookTOPNode() public method

Cook the specified TOP node.
public CookTOPNode ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void
topNode HoudiniEngineUnity.HEU_TOPNodeData
return void

DirtyAll() public method

Dirty the currently selected TOP network and clear all work item results.
public DirtyAll ( ) : void
return void

DirtyTOPNode() public method

Dirty the specified TOP node and clear its work item results.
public DirtyTOPNode ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : void
topNode HoudiniEngineUnity.HEU_TOPNodeData
return void

GetHAPISession() public method

public GetHAPISession ( ) : HoudiniEngineUnity.HEU_SessionBase
return HoudiniEngineUnity.HEU_SessionBase

GetNonHiddenTOPNodes() public method

public GetNonHiddenTOPNodes ( HoudiniEngineUnity.HEU_TOPNetworkData topNetwork ) : HEU_TOPNodeData>>.List
topNetwork HoudiniEngineUnity.HEU_TOPNetworkData
return HEU_TOPNodeData>>.List

GetSelectedTOPNetwork() public method

public GetSelectedTOPNetwork ( ) : HoudiniEngineUnity.HEU_TOPNetworkData
return HoudiniEngineUnity.HEU_TOPNetworkData

GetSelectedTOPNode() public method

public GetSelectedTOPNode ( ) : HoudiniEngineUnity.HEU_TOPNodeData
return HoudiniEngineUnity.HEU_TOPNodeData

GetTOPNetwork() public method

public GetTOPNetwork ( int index ) : HoudiniEngineUnity.HEU_TOPNetworkData
index int
return HoudiniEngineUnity.HEU_TOPNetworkData

GetTOPNetworkByName() public static method

public static GetTOPNetworkByName ( string name, List topNetworks ) : HoudiniEngineUnity.HEU_TOPNetworkData
name string
topNetworks List
return HoudiniEngineUnity.HEU_TOPNetworkData

GetTOPNode() public method

public GetTOPNode ( HAPI_NodeId nodeID ) : HoudiniEngineUnity.HEU_TOPNodeData
nodeID HAPI_NodeId
return HoudiniEngineUnity.HEU_TOPNodeData

GetTOPNodeByName() public static method

public static GetTOPNodeByName ( string name, List topNodes ) : HoudiniEngineUnity.HEU_TOPNodeData
name string
topNodes List
return HoudiniEngineUnity.HEU_TOPNodeData

GetTOPNodeStatus() public method

public GetTOPNodeStatus ( HoudiniEngineUnity.HEU_TOPNodeData topNode ) : string
topNode HoudiniEngineUnity.HEU_TOPNodeData
return string

OnAfterDeserialize() public method

Callback on scene load, or code refresh.
public OnAfterDeserialize ( ) : void
return void

OnBeforeSerialize() public method

public OnBeforeSerialize ( ) : void
return void

PauseCook() public method

Pause the PDG cook of the currently selected TOP network
public PauseCook ( ) : void
return void

PopulateTOPNetworks() public method

Find all TOP networks from linked HDA, as well as the TOP nodes within, and populate internal state.
public PopulateTOPNetworks ( ) : bool
return bool

Refresh() public method

Refresh this object's internal state by querying and populating TOP network and nodes from linked HDA.
public Refresh ( ) : void
return void

RepaintUI() public method

public RepaintUI ( ) : void
return void

Reset() public method

Reset all TOP network and node state. Should be done after the linked HDA has rebuilt.
public Reset ( ) : void
return void

SelectTOPNetwork() public method

Set the TOP network at the given index as currently selected TOP network
public SelectTOPNetwork ( int newIndex ) : void
newIndex int Index of the TOP network
return void

SelectTOPNode() public method

Set the TOP node at the given index in the given TOP network as currently selected TOP node
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

Setup() public method

public Setup ( HEU_HoudiniAsset hdaAsset ) : void
hdaAsset HEU_HoudiniAsset
return void

Property Details

_repaintUIDelegate public property

public UpdateUIDelegate _repaintUIDelegate
return UpdateUIDelegate