C# 클래스 HoudiniEngineUnity.HEU_AttributesStore

Contains all the attributes for an editable node (part). Addtionally contains attribute-editing tools data such as temporary mesh and collider.
상속: ScriptableObject
파일 보기 프로젝트 열기: sideeffects/HoudiniEngineForUnity 1 사용 예제들

공개 메소드들

메소드 설명
AddAttributeValueFloat ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
AddAttributeValueInt ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
AreAttributesDirty ( ) : bool
CopyAttributeValuesTo ( destAttrStore ) : void
CreateAttribute ( string attributeName, HoudiniEngineUnity.HAPI_AttributeInfo &attributeInfo ) : HEU_AttributeData
DestroyAllData ( HEU_HoudiniAsset asset ) : void
DisablePaintCollider ( ) : void
EnablePaintCollider ( ) : void
FillAttribute ( HEU_AttributeData attributeData, HEU_ToolsInfo sourceTools ) : void
GetAttributeData ( int index ) : HEU_AttributeData
GetAttributeData ( string name ) : HEU_AttributeData
GetAttributeNames ( ) : List
GetAttributeSetValueFunction ( HEU_AttributeData.AttributeType attrType, HEU_ToolsInfo.PaintMergeMode paintMergeMode ) : SetAttributeValueFunc
GetPaintMeshCollider ( ) : MeshCollider
GetPositionAttributeValues ( Array &positionArray ) : void
GetVertexIndices ( Array &indices ) : void
HasColorAttribute ( ) : bool
HasDirtyAttributes ( ) : bool
HasMeshForPainting ( ) : bool
HidePaintMesh ( ) : void
IsEquivalentTo ( other ) : bool
IsValidStore ( HoudiniEngineUnity.HEU_SessionBase session ) : bool
MultiplyAttributeValueFloat ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
MultiplyAttributeValueInt ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
PaintAttribute ( HEU_AttributeData attributeData, HEU_ToolsInfo sourceTools, int attributeIndex, float paintFactor, SetAttributeValueFunc setAttrFunc ) : void
RefreshUpstreamInputs ( HoudiniEngineUnity.HEU_SessionBase session ) : void

This reverts local modifcations, refresh upstream inputs, and cooks the editable node. This ensures that the node will use the latest upstream input data before applying its own changes.

ReplaceAttributeValueFloat ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
ReplaceAttributeValueInt ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
SetAttributeDataDirty ( HEU_AttributeData attributeData ) : void
SetAttributeEditValueFloat ( HEU_AttributeData attributeData, int startIndex, Array values ) : void
SetAttributeEditValueInt ( HEU_AttributeData attributeData, int startIndex, Array values ) : void
SetAttributeEditValueString ( HEU_AttributeData attributeData, int startIndex, Array values ) : void
SetAttributeValueString ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
SetupMeshAndMaterials ( HEU_HoudiniAsset asset, HAPI_PartType partType, GameObject outputGameObject ) : void
ShowPaintMesh ( ) : void
SubtractAttributeValueFloat ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
SubtractAttributeValueInt ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
SyncAllAttributesFrom ( HoudiniEngineUnity.HEU_SessionBase session, HEU_HoudiniAsset asset, HAPI_NodeId geoID, HoudiniEngineUnity.HAPI_PartInfo &partInfo, GameObject outputGameObject ) : void
SyncDirtyAttributesToHoudini ( HoudiniEngineUnity.HEU_SessionBase session ) : void
UploadAttributeViaMeshInput ( HoudiniEngineUnity.HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partID ) : bool

비공개 메소드들

메소드 설명
GetAttributesList ( HoudiniEngineUnity.HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partID, List attributesList, HAPI_AttributeOwner ownerType, int attributeCount ) : void
PopulateAttributeData ( HoudiniEngineUnity.HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partID, HEU_AttributeData attributeData, HoudiniEngineUnity.HAPI_AttributeInfo &attributeInfo ) : void
SetAttributeDataSyncd ( HEU_AttributeData attributeData ) : void
UpdateAttribute ( HoudiniEngineUnity.HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partID, HEU_AttributeData attributeData ) : void
UpdateAttributeList ( HoudiniEngineUnity.HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partID, List attributeDataList ) : void

메소드 상세

AddAttributeValueFloat() 공개 정적인 메소드

public static AddAttributeValueFloat ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
attributeData HEU_AttributeData
targetIndex int
sourceTools HEU_ToolsInfo
sourceIndex int
factor float
리턴 void

AddAttributeValueInt() 공개 정적인 메소드

public static AddAttributeValueInt ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
attributeData HEU_AttributeData
targetIndex int
sourceTools HEU_ToolsInfo
sourceIndex int
factor float
리턴 void

AreAttributesDirty() 공개 메소드

public AreAttributesDirty ( ) : bool
리턴 bool

CopyAttributeValuesTo() 공개 메소드

public CopyAttributeValuesTo ( destAttrStore ) : void
리턴 void

CreateAttribute() 공개 메소드

public CreateAttribute ( string attributeName, HoudiniEngineUnity.HAPI_AttributeInfo &attributeInfo ) : HEU_AttributeData
attributeName string
attributeInfo HoudiniEngineUnity.HAPI_AttributeInfo
리턴 HEU_AttributeData

DestroyAllData() 공개 메소드

public DestroyAllData ( HEU_HoudiniAsset asset ) : void
asset HEU_HoudiniAsset
리턴 void

DisablePaintCollider() 공개 메소드

public DisablePaintCollider ( ) : void
리턴 void

EnablePaintCollider() 공개 메소드

public EnablePaintCollider ( ) : void
리턴 void

FillAttribute() 공개 메소드

public FillAttribute ( HEU_AttributeData attributeData, HEU_ToolsInfo sourceTools ) : void
attributeData HEU_AttributeData
sourceTools HEU_ToolsInfo
리턴 void

GetAttributeData() 공개 메소드

public GetAttributeData ( int index ) : HEU_AttributeData
index int
리턴 HEU_AttributeData

GetAttributeData() 공개 메소드

public GetAttributeData ( string name ) : HEU_AttributeData
name string
리턴 HEU_AttributeData

GetAttributeNames() 공개 메소드

public GetAttributeNames ( ) : List
리턴 List

GetAttributeSetValueFunction() 공개 정적인 메소드

public static GetAttributeSetValueFunction ( HEU_AttributeData.AttributeType attrType, HEU_ToolsInfo.PaintMergeMode paintMergeMode ) : SetAttributeValueFunc
attrType HEU_AttributeData.AttributeType
paintMergeMode HEU_ToolsInfo.PaintMergeMode
리턴 SetAttributeValueFunc

GetPaintMeshCollider() 공개 메소드

public GetPaintMeshCollider ( ) : MeshCollider
리턴 MeshCollider

GetPositionAttributeValues() 공개 메소드

public GetPositionAttributeValues ( Array &positionArray ) : void
positionArray Array
리턴 void

GetVertexIndices() 공개 메소드

public GetVertexIndices ( Array &indices ) : void
indices Array
리턴 void

HasColorAttribute() 공개 메소드

public HasColorAttribute ( ) : bool
리턴 bool

HasDirtyAttributes() 공개 메소드

public HasDirtyAttributes ( ) : bool
리턴 bool

HasMeshForPainting() 공개 메소드

public HasMeshForPainting ( ) : bool
리턴 bool

HidePaintMesh() 공개 메소드

public HidePaintMesh ( ) : void
리턴 void

IsEquivalentTo() 공개 메소드

public IsEquivalentTo ( other ) : bool
리턴 bool

IsValidStore() 공개 메소드

public IsValidStore ( HoudiniEngineUnity.HEU_SessionBase session ) : bool
session HoudiniEngineUnity.HEU_SessionBase
리턴 bool

MultiplyAttributeValueFloat() 공개 정적인 메소드

public static MultiplyAttributeValueFloat ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
attributeData HEU_AttributeData
targetIndex int
sourceTools HEU_ToolsInfo
sourceIndex int
factor float
리턴 void

MultiplyAttributeValueInt() 공개 정적인 메소드

public static MultiplyAttributeValueInt ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
attributeData HEU_AttributeData
targetIndex int
sourceTools HEU_ToolsInfo
sourceIndex int
factor float
리턴 void

PaintAttribute() 공개 메소드

public PaintAttribute ( HEU_AttributeData attributeData, HEU_ToolsInfo sourceTools, int attributeIndex, float paintFactor, SetAttributeValueFunc setAttrFunc ) : void
attributeData HEU_AttributeData
sourceTools HEU_ToolsInfo
attributeIndex int
paintFactor float
setAttrFunc SetAttributeValueFunc
리턴 void

RefreshUpstreamInputs() 공개 메소드

This reverts local modifcations, refresh upstream inputs, and cooks the editable node. This ensures that the node will use the latest upstream input data before applying its own changes.
public RefreshUpstreamInputs ( HoudiniEngineUnity.HEU_SessionBase session ) : void
session HoudiniEngineUnity.HEU_SessionBase
리턴 void

ReplaceAttributeValueFloat() 공개 정적인 메소드

public static ReplaceAttributeValueFloat ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
attributeData HEU_AttributeData
targetIndex int
sourceTools HEU_ToolsInfo
sourceIndex int
factor float
리턴 void

ReplaceAttributeValueInt() 공개 정적인 메소드

public static ReplaceAttributeValueInt ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
attributeData HEU_AttributeData
targetIndex int
sourceTools HEU_ToolsInfo
sourceIndex int
factor float
리턴 void

SetAttributeDataDirty() 공개 정적인 메소드

public static SetAttributeDataDirty ( HEU_AttributeData attributeData ) : void
attributeData HEU_AttributeData
리턴 void

SetAttributeEditValueFloat() 공개 정적인 메소드

public static SetAttributeEditValueFloat ( HEU_AttributeData attributeData, int startIndex, Array values ) : void
attributeData HEU_AttributeData
startIndex int
values Array
리턴 void

SetAttributeEditValueInt() 공개 정적인 메소드

public static SetAttributeEditValueInt ( HEU_AttributeData attributeData, int startIndex, Array values ) : void
attributeData HEU_AttributeData
startIndex int
values Array
리턴 void

SetAttributeEditValueString() 공개 정적인 메소드

public static SetAttributeEditValueString ( HEU_AttributeData attributeData, int startIndex, Array values ) : void
attributeData HEU_AttributeData
startIndex int
values Array
리턴 void

SetAttributeValueString() 공개 정적인 메소드

public static SetAttributeValueString ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
attributeData HEU_AttributeData
targetIndex int
sourceTools HEU_ToolsInfo
sourceIndex int
factor float
리턴 void

SetupMeshAndMaterials() 공개 메소드

public SetupMeshAndMaterials ( HEU_HoudiniAsset asset, HAPI_PartType partType, GameObject outputGameObject ) : void
asset HEU_HoudiniAsset
partType HAPI_PartType
outputGameObject GameObject
리턴 void

ShowPaintMesh() 공개 메소드

public ShowPaintMesh ( ) : void
리턴 void

SubtractAttributeValueFloat() 공개 정적인 메소드

public static SubtractAttributeValueFloat ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
attributeData HEU_AttributeData
targetIndex int
sourceTools HEU_ToolsInfo
sourceIndex int
factor float
리턴 void

SubtractAttributeValueInt() 공개 정적인 메소드

public static SubtractAttributeValueInt ( HEU_AttributeData attributeData, int targetIndex, HEU_ToolsInfo sourceTools, int sourceIndex, float factor ) : void
attributeData HEU_AttributeData
targetIndex int
sourceTools HEU_ToolsInfo
sourceIndex int
factor float
리턴 void

SyncAllAttributesFrom() 공개 메소드

public SyncAllAttributesFrom ( HoudiniEngineUnity.HEU_SessionBase session, HEU_HoudiniAsset asset, HAPI_NodeId geoID, HoudiniEngineUnity.HAPI_PartInfo &partInfo, GameObject outputGameObject ) : void
session HoudiniEngineUnity.HEU_SessionBase
asset HEU_HoudiniAsset
geoID HAPI_NodeId
partInfo HoudiniEngineUnity.HAPI_PartInfo
outputGameObject GameObject
리턴 void

SyncDirtyAttributesToHoudini() 공개 메소드

public SyncDirtyAttributesToHoudini ( HoudiniEngineUnity.HEU_SessionBase session ) : void
session HoudiniEngineUnity.HEU_SessionBase
리턴 void

UploadAttributeViaMeshInput() 공개 메소드

public UploadAttributeViaMeshInput ( HoudiniEngineUnity.HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partID ) : bool
session HoudiniEngineUnity.HEU_SessionBase
geoID HAPI_NodeId
partID HAPI_PartId
리턴 bool