C# 클래스 HoudiniEngineUnity.HEU_PDGAssetLink

상속: MonoBehaviour, ISerializationCallbackReceiver
파일 보기 프로젝트 열기: sideeffects/HoudiniEngineForUnity 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
_repaintUIDelegate UpdateUIDelegate

Private Properties

프로퍼티 타입 설명
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

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

CancelCook() 공개 메소드

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

CookOutput() 공개 메소드

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

CookTOPNode() 공개 메소드

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

DirtyAll() 공개 메소드

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

DirtyTOPNode() 공개 메소드

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

GetHAPISession() 공개 메소드

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

GetNonHiddenTOPNodes() 공개 메소드

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

GetSelectedTOPNetwork() 공개 메소드

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

GetSelectedTOPNode() 공개 메소드

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

GetTOPNetwork() 공개 메소드

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

GetTOPNetworkByName() 공개 정적인 메소드

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

GetTOPNode() 공개 메소드

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

GetTOPNodeByName() 공개 정적인 메소드

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

GetTOPNodeStatus() 공개 메소드

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

OnAfterDeserialize() 공개 메소드

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

OnBeforeSerialize() 공개 메소드

public OnBeforeSerialize ( ) : void
리턴 void

PauseCook() 공개 메소드

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

PopulateTOPNetworks() 공개 메소드

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

Refresh() 공개 메소드

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

RepaintUI() 공개 메소드

public RepaintUI ( ) : void
리턴 void

Reset() 공개 메소드

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

SelectTOPNetwork() 공개 메소드

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
리턴 void

SelectTOPNode() 공개 메소드

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
리턴 void

Setup() 공개 메소드

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

프로퍼티 상세

_repaintUIDelegate 공개적으로 프로퍼티

public UpdateUIDelegate _repaintUIDelegate
리턴 UpdateUIDelegate