C# Class HoudiniEngineUnity.HEU_PDGAssetLink

Inheritance: MonoBehaviour, ISerializationCallbackReceiver
Afficher le fichier Open project: sideeffects/HoudiniEngineForUnity Class Usage Examples

Méthodes publiques

Свойство Type Description
_repaintUIDelegate UpdateUIDelegate

Private Properties

Свойство 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

Méthodes publiques

Méthode 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

Méthode 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 méthode

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

CookOutput() public méthode

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

CookTOPNode() public méthode

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

DirtyAll() public méthode

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

DirtyTOPNode() public méthode

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

GetHAPISession() public méthode

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

GetNonHiddenTOPNodes() public méthode

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

GetSelectedTOPNetwork() public méthode

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

GetSelectedTOPNode() public méthode

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

GetTOPNetwork() public méthode

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

GetTOPNetworkByName() public static méthode

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

GetTOPNode() public méthode

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

GetTOPNodeByName() public static méthode

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

GetTOPNodeStatus() public méthode

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

OnAfterDeserialize() public méthode

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

OnBeforeSerialize() public méthode

public OnBeforeSerialize ( ) : void
Résultat void

PauseCook() public méthode

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

PopulateTOPNetworks() public méthode

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

Refresh() public méthode

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

RepaintUI() public méthode

public RepaintUI ( ) : void
Résultat void

Reset() public méthode

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

SelectTOPNetwork() public méthode

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
Résultat void

SelectTOPNode() public méthode

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
Résultat void

Setup() public méthode

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

Property Details

_repaintUIDelegate public_oe property

public UpdateUIDelegate _repaintUIDelegate
Résultat UpdateUIDelegate