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2025-05-18 13:04:45 +08:00

1369 lines
42 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DatasmithSketchUpComponent.h"
#include "DatasmithSketchUpExportContext.h"
#include "DatasmithSketchUpMaterial.h"
#include "DatasmithSketchUpMetadata.h"
#include "DatasmithSketchUpString.h"
#include "DatasmithSketchUpSummary.h"
#include "DatasmithSketchUpUtils.h"
// SketchUp SDK.
#include "DatasmithSketchUpSDKBegins.h"
#include "SketchUpAPI/model/component_definition.h"
#include "SketchUpAPI/model/drawing_element.h"
#include "SketchUpAPI/model/entities.h"
#include <SketchUpAPI/model/entity.h>
#include "SketchUpAPI/model/group.h"
#include "SketchUpAPI/model/layer.h"
#include "SketchUpAPI/model/location.h"
#include "SketchUpAPI/model/model.h"
#include "SketchUpAPI/model/component_instance.h"
#include "SketchUpAPI/geometry/transformation.h"
#include "SketchUpAPI/geometry/vector3d.h"
#if !defined(SKP_SDK_2019) && !defined(SKP_SDK_2020)
#include "SketchUpAPI/model/layer_folder.h"
#endif
#include "DatasmithSceneExporter.h"
#include "DatasmithSketchUpSDKCeases.h"
#include "IDatasmithSceneElements.h"
#include "DatasmithSceneFactory.h"
#include "DatasmithUtils.h"
#include "Algo/Compare.h"
#include "Misc/Paths.h"
#define REMOVE_MESHES_WHEN_INVISIBLE
using namespace DatasmithSketchUp;
void FDefinition::ParseNode(FExportContext& Context, FNodeOccurence& Node)
{
// Process child nodes
// Convert the SketchUp normal component instances into sub-hierarchies of Datasmith actors.
for (SUComponentInstanceRef SComponentInstanceRef : GetEntities().GetComponentInstances())
{
TSharedPtr<FComponentInstance> ComponentInstance = Context.ComponentInstances.AddComponentInstance(*this, SComponentInstanceRef);
if (ComponentInstance.IsValid())
{
FNodeOccurence& ChildNode = ComponentInstance->CreateNodeOccurrence(Context, Node);
ComponentInstance->ParseNode(Context, ChildNode);
}
}
// Convert the SketchUp group component instances into sub-hierarchies of Datasmith actors.
for (SUGroupRef SGroupRef : GetEntities().GetGroups())
{
SUComponentInstanceRef SComponentInstanceRef = SUGroupToComponentInstance(SGroupRef);
TSharedPtr<FComponentInstance> ComponentInstance = Context.ComponentInstances.AddComponentInstance(*this, SComponentInstanceRef);
if (ComponentInstance.IsValid())
{
FNodeOccurence& ChildNode = ComponentInstance->CreateNodeOccurrence(Context, Node);
ComponentInstance->ParseNode(Context, ChildNode);
}
}
for (SUImageRef ImageRef : GetEntities().GetImages())
{
TSharedPtr<FImage> Image = Context.Images.AddImage(*this, ImageRef);
if (Image.IsValid())
{
Image->CreateNodeOccurrence(Context, Node);
}
}
}
// Update mesh actors of an entiry with Entities(that is model or component instance)
void FEntityWithEntities::UpdateOccurrenceMeshActors(FExportContext& Context, FNodeOccurence& Node)
{
FDefinition* EntityDefinition = GetDefinition();
DatasmithSketchUp::FEntitiesGeometry* EntitiesGeometry = EntityDefinition->GetEntities().EntitiesGeometry.Get();
if (!EntitiesGeometry)
{
return;
}
FEntitiesGeometry::FExportedGeometry& ExportedGeometry = EntitiesGeometry->GetOccurrenceExportedGeometry(Node);
Node.MeshActors.Reset(ExportedGeometry.GetMeshCount());
FString ComponentActorName = Node.GetActorName();
for (int32 MeshIndex = 0; MeshIndex < ExportedGeometry.GetMeshCount(); ++MeshIndex)
{
FString MeshActorName = FString::Printf(TEXT("%ls_%d"), *ComponentActorName, MeshIndex + 1); // Count meshes/mesh actors from 1
// Create a Datasmith mesh actor for the Datasmith mesh element.
TSharedPtr<IDatasmithMeshActorElement> DMeshActorPtr = FDatasmithSceneFactory::CreateMeshActor(*MeshActorName);
Node.MeshActors.Add(DMeshActorPtr);
// Add the Datasmith actor component depth tag.
// We use component depth + 1 to factor in the added Datasmith scene root once imported in Unreal.
FString ComponentDepthTag = FString::Printf(TEXT("SU.DEPTH.%d"), Node.Depth + 1);
DMeshActorPtr->AddTag(*ComponentDepthTag);
// Add the Datasmith actor component definition GUID tag.
FString DefinitionGUIDTag = FString::Printf(TEXT("SU.GUID.%ls"), *EntityDefinition->GetSketchupSourceGUID());
DMeshActorPtr->AddTag(*DefinitionGUIDTag);
// Add the Datasmith actor component instance path tag.
FString InstancePathTag = ComponentActorName.Replace(TEXT("SU"), TEXT("SU.PATH.0")).Replace(TEXT("_"), TEXT("."));
DMeshActorPtr->AddTag(*InstancePathTag);
// ADD_TRACE_LINE(TEXT("Actor %ls: %ls %ls %ls"), *MeshActorLabel, *ComponentDepthTag, *DefinitionGUIDTag, *InstancePathTag);
// Set the Datasmith mesh element used by the mesh actor.
DMeshActorPtr->SetStaticMeshPathName(ExportedGeometry.GetMeshElementName(MeshIndex));
}
}
void FNodeOccurence::UpdateVisibility(FExportContext& Context)
{
if (bPropertiesInvalidated)
{
Entity.UpdateOccurrenceLayer(Context, *this);
}
if (bVisibilityInvalidated || bPropertiesInvalidated)
{
Entity.UpdateOccurrenceVisibility(Context, *this);
bVisibilityInvalidated = false;
}
for (FNodeOccurence* ChildNode : Children)
{
ChildNode->UpdateVisibility(Context);
}
}
void FNodeOccurence::UpdateTransformations(FExportContext& Context)
{
if (bPropertiesInvalidated)
{
Entity.UpdateOccurrenceTransformation(Context, *this);
}
for (FNodeOccurence* ChildNode : Children)
{
ChildNode->UpdateTransformations(Context);
}
}
void FNodeOccurence::Update(FExportContext& Context)
{
// todo: Is it possible not to traverse whole scene when only part of it changes?
// - one way is to collect all nodes that need to be updated
// - the other - only topmost invalidated nodes. and them traverse from them only, not from the top.
// E.g. when a node is invalidated - traverse its subtree to invalidate all the nodes below. Also when a node is invalidated check
// its parent - if its not invalidated this means any ancestor is not invalidated. This way complexity would be O(n) where n is number of nodes that need update, not number of all nodes
if (bMeshActorsInvalidated)
{
Entity.ResetOccurrenceActors(Context, *this);
if (bVisible)
{
Entity.UpdateOccurrenceMeshActors(Context, *this);
}
bMeshActorsInvalidated = false;
}
if (bPropertiesInvalidated)
{
if (bVisible)
{
Entity.UpdateOccurrence(Context, *this);
}
bPropertiesInvalidated = false;
}
for (FNodeOccurence* ChildNode : Children)
{
ChildNode->Update(Context);
}
}
void FNodeOccurence::InvalidateProperties()
{
if (bPropertiesInvalidated)
{
// if node is invalidated no need to traverse further - it's already done
return;
}
bPropertiesInvalidated = true;
// todo: register invalidated?
for (FNodeOccurence* Child : Children)
{
Child->InvalidateProperties();
}
}
void FNodeOccurence::InvalidateMeshActors()
{
bMeshActorsInvalidated = true;
}
FString FNodeOccurence::GetActorName()
{
return DatasmithActorName;
}
FString FNodeOccurence::GetActorLabel()
{
return DatasmithActorLabel;
}
void FNodeOccurence::RemoveOccurrence(FExportContext& Context)
{
// RemoveOccurrence is called from Entity only(i.e. it doesn't remove occurrence from the Entity itself, it's done there)
if (MaterialOverride)
{
MaterialOverride->UnregisterInstance(Context, this);
}
if (ParentNode)
{
ParentNode->Children.Remove(this);
}
// Usually child component instances are removed in proper order - children first. Nut grouping entities
// has this weird behavior that containing component removed without cleaning its children. Test case:
// Group an instance and some other entity(e.g. face) and then convert group to component
// then converted group is removed without other events for its children
// Probably this is because those 'children' are actually entities in the group's definition
// And Group entity itself is just an instance of its definition(just like ComponentInstance)
// So that Group definition content is not changed and that definition just receives another instance
for (FNodeOccurence* Child : Children.Array())
{
Child->RemoveOccurrence(Context);
}
Entity.ResetOccurrenceActors(Context, *this);
Entity.DeleteOccurrence(Context, this);
}
void FNodeOccurence::ResetMetadataElement(FExportContext& Context)
{
// Create a Datasmith metadata element for the SketckUp component instance metadata definition.
FString MetadataElementName = FString::Printf(TEXT("%ls_DATA"), DatasmithActorElement->GetName());
if (!DatasmithMetadataElement.IsValid())
{
DatasmithMetadataElement = FDatasmithSceneFactory::CreateMetaData(*MetadataElementName);
DatasmithMetadataElement->SetAssociatedElement(DatasmithActorElement);
Context.DatasmithScene->AddMetaData(DatasmithMetadataElement);
}
else
{
DatasmithMetadataElement->SetName(*MetadataElementName);
}
DatasmithMetadataElement->SetLabel(*GetActorLabel());
DatasmithMetadataElement->ResetProperties();
}
bool FNodeOccurence::SetVisibility(bool bValue)
{
bool bChanged = bVisible != bValue;
bVisible = bValue;
return bChanged;
}
void FNodeOccurence::RemoveDatasmithActorHierarchy(FExportContext& Context)
{
if (!DatasmithActorElement)
{
// Hierarchy already removed(or wasn't created)
return;
}
// Remove depth-first
for (FNodeOccurence* ChildNode : Children)
{
ChildNode->RemoveDatasmithActorHierarchy(Context);
}
Entity.ResetOccurrenceActors(Context, *this);
}
void FNodeOccurence::ResetNodeActors(FExportContext& Context)
{
FNodeOccurence& Node = *this;
// Remove old mesh actors
// todo: reuse old mesh actors (also can keep instances when removing due to say hidden)
if (Node.DatasmithActorElement)
{
// Check if component used an actor to combine mesh and child nodes under it
// todo: just add flag for code clearness?
bool bHasActor = Node.MeshActors.IsEmpty() || (Node.DatasmithActorElement != Node.MeshActors[0]);
if (bHasActor)
{
// In this case detach all the children before removing actor from the parent/scene
// note: DatasmithScene::RemoveActor has only two ways to remove children - relocating then to Scene root or deleting hierarchy
int32 ChildCount = Node.DatasmithActorElement->GetChildrenCount();
// Remove last child each time to optimize array elements relocation
for(int32 ChildIndex = ChildCount-1; ChildIndex >= 0; --ChildIndex)
{
Node.DatasmithActorElement->RemoveChild(Node.DatasmithActorElement->GetChild(ChildIndex));
}
}
if (const TSharedPtr<IDatasmithActorElement>& ParentActor = Node.DatasmithActorElement->GetParentActor())
{
ParentActor->RemoveChild(Node.DatasmithActorElement);
}
else
{
Context.DatasmithScene->RemoveActor(Node.DatasmithActorElement, EDatasmithActorRemovalRule::RemoveChildren);
}
Node.DatasmithActorElement.Reset();
if (DatasmithMetadataElement)
{
Context.DatasmithScene->RemoveMetaData(DatasmithMetadataElement);
}
DatasmithMetadataElement.Reset();
}
Node.MeshActors.Reset();
}
FModelDefinition::FModelDefinition(SUModelRef InModel) : Model(InModel)
{
}
void FModelDefinition::Parse(FExportContext& Context)
{
SUEntitiesRef EntitiesRef = SU_INVALID;
// Retrieve the SketchUp model entities.
SUModelGetEntities(Model, &EntitiesRef);
Entities = Context.EntitiesObjects.AddEntities(*this, EntitiesRef);
}
void FModelDefinition::UpdateGeometry(FExportContext& Context)
{
Entities->UpdateGeometry(Context, {Context.RootNode.Get()}, {});
}
void FModelDefinition::UpdateMetadata(FExportContext& Context)
{
}
void FModelDefinition::InvalidateInstancesGeometry(FExportContext& Context)
{
Context.Model->InvalidateEntityGeometry();
}
void FModelDefinition::InvalidateInstancesMetadata(FExportContext& Context)
{
}
void FModelDefinition::FillOccurrenceActorMetadata(FNodeOccurence& Node)
{
}
FString FModelDefinition::GetSketchupSourceName()
{
FString SketchupSourceName = SuGetString(SUModelGetName, Model);
if (SketchupSourceName.IsEmpty())
{
SketchupSourceName = TEXT("SketchUp_Model");
}
return SketchupSourceName;
}
FString FModelDefinition::GetSketchupSourceId()
{
return GetSketchupSourceGUID();
}
bool FModelDefinition::UpdateModel(FExportContext& Context)
{
// SketchUp API has no notification of Geolocation change so retrieve it every time and compare to check if we need to set DirectLink update
FVector GeolocationDatasmith = Context.DatasmithScene->GetGeolocation();
FVector2d Geolocation(GeolocationDatasmith);
FVector2d GeolocationNew = Geolocation;
SULocationRef Location = SU_INVALID;
if (SU_ERROR_NONE == SUModelGetLocation(Model, &Location))
{
double Latitude = 0;
double Longitude = 0;
SULocationGetLatLong(Location, &Latitude, &Longitude);
GeolocationNew = FVector2d(Latitude, Longitude);
}
if ((Geolocation - GeolocationNew).IsNearlyZero(1e-10))
{
return false;
}
Context.DatasmithScene->SetGeolocationLatitude(GeolocationNew.X);
Context.DatasmithScene->SetGeolocationLongitude(GeolocationNew.Y);
return true;
}
FString FModelDefinition::GetSketchupSourceGUID()
{
return TEXT("MODEL");
}
void FModelDefinition::AddInstance(FExportContext& Context, TSharedPtr<FComponentInstance> Instance)
{
FNodeOccurence& ChildNode = Instance->CreateNodeOccurrence(Context, *Context.RootNode);
Instance->ParseNode(Context, ChildNode);
}
void FModelDefinition::AddImage(FExportContext& Context, TSharedPtr<FImage> Image)
{
Image->CreateNodeOccurrence(Context, *Context.RootNode);
}
FComponentDefinition::FComponentDefinition(
SUComponentDefinitionRef InComponentDefinitionRef)
: ComponentDefinitionRef(InComponentDefinitionRef)
{
}
FComponentDefinition::~FComponentDefinition()
{
}
void FComponentDefinition::Parse(FExportContext& Context)
{
SUEntitiesRef EntitiesRef = SU_INVALID;
// Retrieve the SketchUp component definition entities.
SUComponentDefinitionGetEntities(ComponentDefinitionRef, &EntitiesRef); // we can ignore the returned SU_RESULT
Entities = Context.EntitiesObjects.AddEntities(*this, EntitiesRef);
// Get the component ID of the SketckUp component definition.
SketchupSourceID = DatasmithSketchUpUtils::GetComponentID(ComponentDefinitionRef);
// Retrieve the SketchUp component definition behavior in the rendering scene.
SUComponentBehavior SComponentBehavior;
SUComponentDefinitionGetBehavior(ComponentDefinitionRef, &SComponentBehavior); // we can ignore the returned SU_RESULT
// Get whether or not the source SketchUp component behaves like a billboard.
bSketchupSourceFaceCamera = SComponentBehavior.component_always_face_camera;
bIsCutOpening = SComponentBehavior.component_cuts_opening;
}
void FComponentInstance::SetupActor(FExportContext& Context, FNodeOccurence& Node)
{
FComponentDefinition& EntityDefinition = *(FComponentDefinition *)GetDefinition();
// Add the Datasmith actor component depth tag.
// We use component depth + 1 to factor in the added Datasmith scene root once imported in Unreal.
FString ComponentDepthTag = FString::Printf(TEXT("SU.DEPTH.%d"), Node.Depth);
Node.DatasmithActorElement->AddTag(*ComponentDepthTag);
// Add the Datasmith actor component definition GUID tag.
FString DefinitionGUIDTag = FString::Printf(TEXT("SU.GUID.%ls"), *GetDefinition()->GetSketchupSourceGUID());
Node.DatasmithActorElement->AddTag(*DefinitionGUIDTag);
// Add the Datasmith actor component instance path tag.
FString InstancePathTag = Node.GetActorName().Replace(TEXT("SU"), TEXT("SU.PATH.0")).Replace(TEXT("_"), TEXT("."));
Node.DatasmithActorElement->AddTag(*InstancePathTag);
// Add the Datasmith actor component instance face camera tag when required.
if (EntityDefinition.bSketchupSourceFaceCamera)
{
Node.DatasmithActorElement->AddTag(TEXT("SU.BEHAVIOR.FaceCamera"));
}
if (Node.ParentNode->DatasmithActorElement)
{
Node.ParentNode->DatasmithActorElement->AddChild(Node.DatasmithActorElement);
}
else
{
Context.DatasmithScene->AddActor(Node.DatasmithActorElement);
}
}
void FComponentDefinition::UpdateGeometry(FExportContext& Context)
{
// Some occurrences geometry should have its transformation baked into exported mesh, when that transformation can't be converted to UE(i.e. shear transform)
TArray<FNodeOccurence*> NodesToInstance;
TArray<FNodeOccurence*> NodesToBake;
for (FComponentInstance* Instance: Instances)
{
// todo: might add check to ComponentInstance visibility
for (FNodeOccurence* NodeOccurence: Instance->Occurrences)
{
if (NodeOccurence->bVisible)
{
if (NodeOccurence->bTransformSupportedByUE)
{
NodesToInstance.Add(NodeOccurence);
}
else
{
NodesToBake.Add(NodeOccurence);
}
}
}
}
Entities->UpdateGeometry(Context, NodesToInstance, NodesToBake);
}
void FComponentDefinition::UpdateMetadata(FExportContext& Context)
{
ParsedMetadata = MakeUnique<FMetadata>(SUComponentDefinitionToEntity(ComponentDefinitionRef));;
}
void FComponentInstance::BuildNodeNames(FNodeOccurence& Node)
{
// Get the SketckUp component instance persistent ID.
int64 SketchupPersistentID = Node.Entity.GetPersistentId();
Node.DatasmithActorName = FString::Printf(TEXT("%ls_%lld"), *Node.ParentNode->GetActorName(), SketchupPersistentID);
FString EntityName = Node.Entity.GetEntityName();
Node.DatasmithActorLabel = FDatasmithUtils::SanitizeObjectName(EntityName.IsEmpty() ? GetDefinition()->GetSketchupSourceName() : EntityName);
}
void FComponentDefinition::InvalidateInstancesGeometry(FExportContext& Context)
{
// todo: keep all instances or encapsulate enumeration(duplicated) of FComponentInstance
size_t InstanceCount = 0;
SUComponentDefinitionGetNumInstances(ComponentDefinitionRef, &InstanceCount);
TArray<SUComponentInstanceRef> InstanceRefs;
InstanceRefs.Init(SU_INVALID, InstanceCount);
SUComponentDefinitionGetInstances(ComponentDefinitionRef, InstanceCount, InstanceRefs.GetData(), &InstanceCount);
InstanceRefs.SetNum(InstanceCount);
for (const SUComponentInstanceRef& InstanceRef : InstanceRefs)
{
Context.ComponentInstances.InvalidateComponentInstanceGeometry(DatasmithSketchUpUtils::GetComponentInstanceID(InstanceRef));
}
}
void FComponentDefinition::InvalidateInstancesMetadata(FExportContext& Context)
{
// todo: keep all instances or incapsulate enumeration(duplicated) of FComponentInstance
size_t InstanceCount = 0;
SUComponentDefinitionGetNumInstances(ComponentDefinitionRef, &InstanceCount);
TArray<SUComponentInstanceRef> InstanceRefs;
InstanceRefs.Init(SU_INVALID, InstanceCount);
SUComponentDefinitionGetInstances(ComponentDefinitionRef, InstanceCount, InstanceRefs.GetData(), &InstanceCount);
InstanceRefs.SetNum(InstanceCount);
for (const SUComponentInstanceRef& InstanceRef : InstanceRefs)
{
Context.ComponentInstances.InvalidateComponentInstanceMetadata(DatasmithSketchUpUtils::GetComponentInstanceID(InstanceRef));
}
}
void FComponentDefinition::FillOccurrenceActorMetadata(FNodeOccurence& Node)
{
if (ParsedMetadata)
{
ParsedMetadata->AddMetadata(Node.DatasmithMetadataElement);
}
}
FString FComponentDefinition::GetSketchupSourceName()
{
// Retrieve the SketchUp component definition name.
return SuGetString(SUComponentDefinitionGetName, ComponentDefinitionRef);
}
FString FComponentDefinition::GetSketchupSourceId()
{
// Although SUEntityGetPersistentID implemented since SU 2017 it returns valid Id for ComponentDefinitions
// only since SU 2020.1 (even though SUEntityGetPersistentID docs states SUComponentDefinitionRef 'supported' from 2017)
// see https://github.com/SketchUp/api-issue-tracker/issues/314
#ifndef SKP_SDK_2019
// Use Entity PersistentID - this one is persistent(between sessions) for model file and doesn't change when definition is modified(e.g. geometry edited)
int64_t EntityPid = 0;
if (SUEntityGetPersistentID(SUComponentDefinitionToEntity(ComponentDefinitionRef), &EntityPid) == SU_ERROR_NONE)
{
if (ensure(EntityPid != 0))
{
return FString::Printf(TEXT("%llx"), EntityPid);
}
}
#endif
return FMD5::HashAnsiString(*GetSketchupSourceGUID());
}
FString FComponentDefinition::GetSketchupSourceGUID()
{
// Retrieve the SketchUp component definition IFC GUID.
return SuGetString(SUComponentDefinitionGetGuid, ComponentDefinitionRef);
}
void FComponentDefinition::LinkComponentInstance(FComponentInstance* ComponentInstance)
{
Instances.Add(ComponentInstance);
}
void FComponentDefinition::UnlinkComponentInstance(FComponentInstance* ComponentInstance)
{
Instances.Remove(ComponentInstance);
}
void FComponentDefinition::RemoveComponentDefinition(FExportContext& Context)
{
// Remove ComponentDefinition that doesn't have tracked instances
ensure(!Instances.Num());
// todo: might better keep in the Definition's Entities all ComponentInstanceIDs of the tracked entities
// this way we don't need to check whether we are tracking them (inside RemoveComponentInstance)
for (SUComponentInstanceRef ComponentInstanceRef : GetEntities().GetComponentInstances())
{
Context.ComponentInstances.RemoveComponentInstance(
DatasmithSketchUpUtils::GetComponentID(ComponentDefinitionRef),
DatasmithSketchUpUtils::GetComponentInstanceID(ComponentInstanceRef));
}
for (SUGroupRef GroupRef : GetEntities().GetGroups())
{
Context.ComponentInstances.RemoveComponentInstance(
DatasmithSketchUpUtils::GetComponentID(ComponentDefinitionRef),
DatasmithSketchUpUtils::GetGroupID(GroupRef));
}
Context.Materials.UnregisterGeometry(GetEntities().EntitiesGeometry.Get());
Context.EntitiesObjects.UnregisterEntities(GetEntities());
}
void FComponentDefinition::AddInstance(FExportContext& Context, TSharedPtr<FComponentInstance> Instance)
{
for (FComponentInstance* ParentInstance : Instances)
{
for (FNodeOccurence* ParentOccurrence : ParentInstance->Occurrences)
{
FNodeOccurence& ChildNode = Instance->CreateNodeOccurrence(Context, *ParentOccurrence);
Instance->ParseNode(Context, ChildNode);
}
}
}
void FComponentDefinition::AddImage(FExportContext& Context, TSharedPtr<FImage> Image)
{
for (FComponentInstance* ParentInstance : Instances)
{
for (FNodeOccurence* ParentOccurrence : ParentInstance->Occurrences)
{
// todo: remove djupcacation with FComponentDefinition::AddInstance
Image->CreateNodeOccurrence(Context, *ParentOccurrence);
}
}
}
void FEntityWithEntities::UpdateOccurrence(FExportContext& Context, FNodeOccurence& Node)
{
if (Node.MaterialOverride)
{
Node.MaterialOverride->UnregisterInstance(Context, &Node);
}
FString EffectiveLayerName = SuGetString(SULayerGetName, Node.EffectiveLayerRef);
FDefinition* EntityDefinition = GetDefinition();
DatasmithSketchUp::FEntitiesGeometry& EntitiesGeometry = *EntityDefinition->GetEntities().EntitiesGeometry;
// Set the effective inherited material ID.
if (!GetAssignedMaterial(Node.InheritedMaterialID))
{
Node.InheritedMaterialID = Node.ParentNode->InheritedMaterialID;
}
FEntitiesGeometry::FExportedGeometry& ExportedGeometry = EntitiesGeometry.GetOccurrenceExportedGeometry(Node);
FString MeshActorLabel = Node.GetActorLabel();
// Update Datasmith Mesh Actors
for (int32 MeshIndex = 0; MeshIndex < Node.MeshActors.Num(); ++MeshIndex)
{
const TSharedPtr<IDatasmithMeshActorElement>& MeshActor = Node.MeshActors[MeshIndex];
MeshActor->SetLabel(*MeshActorLabel);
MeshActor->SetLayer(*FDatasmithUtils::SanitizeObjectName(EffectiveLayerName));
// Update Override(Inherited) Material
// todo: set inherited material only on mesh actors that have faces with default material, right now setting on every mesh, hot harmful but excessive
if (ExportedGeometry.IsMeshUsingInheritedMaterial(MeshIndex))
{
Context.Materials.SetMeshActorOverrideMaterial(Node, EntitiesGeometry, MeshActor);
}
}
}
FNodeOccurence& FEntity::CreateNodeOccurrence(FExportContext& Context, FNodeOccurence& ParentNode)
{
FNodeOccurence* Occurrence = new FNodeOccurence(&ParentNode, *this);
ParentNode.Children.Add(Occurrence);
Occurrences.Add(Occurrence);
return *Occurrence;
}
void FEntity::DeleteOccurrence(FExportContext& Context, FNodeOccurence* Node)
{
EntityOccurrenceVisible(Node, false);
Occurrences.Remove(Node);
delete Node;
}
void FEntity::RemoveOccurrences(FExportContext& Context)
{
TArray<FNodeOccurence*> OccurencesCopy = Occurrences; // Copy RemoveOccurrence modifies the array
for (FNodeOccurence* Occurrence : OccurencesCopy)
{
Occurrence->RemoveOccurrence(Context);
}
}
void FEntity::UpdateEntityGeometry(FExportContext& Context)
{
if (bGeometryInvalidated)
{
InvalidateOccurrencesGeometry(Context);
bGeometryInvalidated = false;
}
}
void FEntity::UpdateEntityProperties(FExportContext& Context)
{
if (bPropertiesInvalidated)
{
// We can't just update Occurrence properties
// When transform changes each node needs its parent transform to be already calculated
// So we postpone occurrence nodes updates until we do update with respect to hierarchy(top first)
InvalidateOccurrencesProperties(Context);
UpdateMetadata(Context);
bPropertiesInvalidated = false;
}
}
void FEntity::EntityOccurrenceVisible(FNodeOccurence* Node, bool bVisible)
{
if (bVisible)
{
VisibleNodes.Add(Node);
}
else
{
if (VisibleNodes.Contains(Node))
{
VisibleNodes.Remove(Node);
}
}
}
void FEntity::SetParentDefinition(FExportContext& Context, FDefinition* InParent)
{
if (!IsParentDefinition(InParent)) // Changing parent
{
// If we are re-parenting(i.e. entity was previously owned by another Definition - this happens
// when say a ComponentInstance was selected in UI and "Make Group" was performed.
if (Parent)
{
RemoveOccurrences(Context);
Occurrences.Reset(); // Clear occurrences - RemoveOccurrences doesn't do it(not needed during ComponentInstance removal)
}
Parent = InParent;
}
}
void FEntityWithEntities::EntityOccurrenceVisible(FNodeOccurence* Node, bool bVisible)
{
Super::EntityOccurrenceVisible(Node, bVisible);
GetDefinition()->EntityVisible(this, VisibleNodes.Num() > 0);
}
FComponentInstance::FComponentInstance(SUEntityRef InEntityRef, FComponentDefinition& InDefinition)
: Super(InEntityRef)
, Definition(InDefinition)
{}
FComponentInstance::~FComponentInstance()
{
}
FDefinition* FComponentInstance::GetDefinition()
{
return &Definition;
}
bool FComponentInstance::GetAssignedMaterial(FMaterialIDType& MaterialId)
{
SUComponentInstanceRef ComponentInstanceRef = GetComponentInstanceRef();
SUMaterialRef MaterialRef = DatasmithSketchUpUtils::GetMaterial(ComponentInstanceRef);
// Set the effective inherited material ID.
if (SUIsValid(MaterialRef))
{
// Get the material ID of the SketckUp component instance material.
MaterialId = DatasmithSketchUpUtils::GetMaterialID(MaterialRef);
return true;
}
return false;
}
void FComponentInstance::UpdateOccurrenceTransformation(FExportContext& Context, FNodeOccurence& Node)
{
// Compute the world transform of the SketchUp component instance.
SUTransformation LocalTransform;
SUComponentInstanceGetTransform(GetComponentInstanceRef(), &LocalTransform);
SUTransformation WorldTransform;
SUTransformationMultiply(&Node.ParentNode->WorldTransformSource, &LocalTransform, &WorldTransform);
bool bTransformChanged = !DatasmithSketchUpUtils::CompareSUTransformations(WorldTransform, Node.WorldTransformSource);
// if the component's transform has changed, in some situations
// we might need to invalidate the parent component geometry as well
if(bTransformChanged)
{
FComponentDefinition* CompDef = static_cast<FComponentDefinition*>(GetDefinition());
if(CompDef && CompDef->bIsCutOpening)
{
Parent->InvalidateDefinitionGeometry();
}
}
Node.WorldTransformSource = WorldTransform;
Node.WorldTransform = WorldTransform;
auto GetNodePath = [&Node]()
{
TArray<FString> NamePath;
for (const FNodeOccurence* N = &Node; N; N = N->ParentNode)
{
NamePath.Insert(N->Entity.GetEntityLabel(), 0);
}
return FString::Join(NamePath, TEXT("_"));
};
FVector Translation{};
FQuat Rotation{};
FVector Scale{};
FVector Shear{};
bool bTransformSupportedByUE = true;
if (DatasmithSketchUpUtils::DecomposeTransform(LocalTransform, Translation, Rotation, Scale, Shear))
{
if (!Shear.IsNearlyZero())
{
bTransformSupportedByUE = false;
DatasmithSketchUpUtils::ToRuby::LogWarn(
FString::Printf(TEXT("Entity '%s' has shear in local transform"), *GetNodePath()));
}
}
else
{
DatasmithSketchUpUtils::ToRuby::LogWarn(
FString::Printf(TEXT("Entity %s has zero scaling"), *GetNodePath()));
}
if (DatasmithSketchUpUtils::DecomposeTransform(Node.WorldTransform, Translation, Rotation, Scale, Shear))
{
if (!Shear.IsNearlyZero())
{
bTransformSupportedByUE = false;
DatasmithSketchUpUtils::ToRuby::LogWarn(
FString::Printf(TEXT("Entity %s has shear in world transform"), *GetNodePath()));
}
// Non-uniform with children not supported as children might be rotated and this would skew them
// todo: worth checking down the subtree for actual rotation present to support these edge cases without extra mesh export!
else if (!Scale.IsUniform() && !Node.Children.IsEmpty())
{
bTransformSupportedByUE = false;
DatasmithSketchUpUtils::ToRuby::LogWarn(
FString::Printf(TEXT("Entity %s has non-uniform scaling in world transform"), *GetNodePath()));
}
}
else
{
DatasmithSketchUpUtils::ToRuby::LogWarn(
FString::Printf(TEXT("Entity %s has zero scaling"), *GetNodePath()));
}
bTransformSupportedByUE = bTransformSupportedByUE && Node.ParentNode->bTransformSupportedByUE;
if (!bTransformSupportedByUE)
{
SUTransformation ActorTransform;
SUTransformation MeshActorWorldTransform;
SUTransformation BakeTransform;
DatasmithSketchUpUtils::SplitTransform(Node.WorldTransformSource, ActorTransform, MeshActorWorldTransform, BakeTransform);
Node.WorldTransform = ActorTransform;
Node.MeshActorWorldTransform = MeshActorWorldTransform;
Node.BakeTransform = BakeTransform;
}
// If node's transform is not supported by UE(therefore it was baked/needs baking into mesh)
// and transform itself was changed this means that geometry should be re-exported(as exported geometry was baked with old transform)
bool bNeedInvalidateBakedGeometry =
(static_cast<bool>(Node.bTransformSupportedByUE) != bTransformSupportedByUE)
|| (!Node.bTransformSupportedByUE && bTransformChanged);
Node.bTransformSupportedByUE = bTransformSupportedByUE;
if (bNeedInvalidateBakedGeometry)
{
GetDefinition()->InvalidateDefinitionGeometry();
}
}
void FComponentInstance::UpdateOccurrence(FExportContext& Context, FNodeOccurence& Node)
{
if (FDefinition* EntityDefinition = GetDefinition())
{
BuildNodeNames(Node);
}
// Set the actor label used in the Unreal UI.
Node.DatasmithActorElement->SetLabel(*Node.GetActorLabel());
// Retrieve the SketchUp component instance effective layer name.
FString SEffectiveLayerName;
SEffectiveLayerName = SuGetString(SULayerGetName, Node.EffectiveLayerRef);
// Set the Datasmith actor layer name.
Node.DatasmithActorElement->SetLayer(*FDatasmithUtils::SanitizeObjectName(SEffectiveLayerName));
// Set the Datasmith actor world transform.
DatasmithSketchUpUtils::SetActorTransform(Node.DatasmithActorElement, Node.WorldTransform);
Node.ResetMetadataElement(Context);// todo: can enable/disable metadata export by toggling this code
FillOccurrenceActorMetadata(Node);
// Update Datasmith Mesh Actors
for (int32 MeshIndex = 0; MeshIndex < Node.MeshActors.Num(); ++MeshIndex)
{
const TSharedPtr<IDatasmithMeshActorElement>& MeshActor = Node.MeshActors[MeshIndex];
if (Node.bTransformSupportedByUE)
{
// Set mesh actor transform after node transform
MeshActor->SetScale(Node.DatasmithActorElement->GetScale());
MeshActor->SetRotation(Node.DatasmithActorElement->GetRotation());
MeshActor->SetTranslation(Node.DatasmithActorElement->GetTranslation());
}
else
{
DatasmithSketchUpUtils::SetActorTransform(MeshActor, Node.MeshActorWorldTransform);
}
}
Super::UpdateOccurrence(Context, Node);
}
int64 FComponentInstance::GetPersistentId()
{
SUComponentInstanceRef ComponentInstanceRef = GetComponentInstanceRef();
return DatasmithSketchUpUtils::GetComponentPID(ComponentInstanceRef);
}
FString FComponentInstance::GetEntityName()
{
SUComponentInstanceRef InSComponentInstanceRef = GetComponentInstanceRef();
FString SComponentInstanceName;
return SuGetString(SUComponentInstanceGetName, InSComponentInstanceRef);
}
FString FComponentInstance::GetEntityLabel()
{
FString EntityName = GetEntityName();
return EntityName.IsEmpty() ? GetDefinition()->GetSketchupSourceName() : EntityName;
}
void FComponentInstance::UpdateMetadata(FExportContext& Context)
{
ParsedMetadata = MakeUnique<FMetadata>(SUComponentInstanceToEntity(GetComponentInstanceRef()));
}
void FComponentInstance::UpdateEntityProperties(FExportContext& Context)
{
if (bPropertiesInvalidated)
{
// todo: update metadata here
}
FEntity::UpdateEntityProperties(Context);
}
void FComponentInstance::UpdateOccurrenceMeshActors(FExportContext& Context, FNodeOccurence& Node)
{
BuildNodeNames(Node);
FEntityWithEntities::UpdateOccurrenceMeshActors(Context, Node);
if (Node.Children.IsEmpty() && !Node.MeshActors.IsEmpty()) // Don't make extra actor when geometry node has no children
{
TSharedPtr<IDatasmithMeshActorElement> MeshActor = Node.MeshActors[0];
Node.DatasmithActorElement = MeshActor;
SetupActor(Context, Node);
}
else
{
Node.DatasmithActorElement = FDatasmithSceneFactory::CreateActor(*Node.GetActorName());
SetupActor(Context, Node);
for (TSharedPtr<IDatasmithMeshActorElement> MeshActor : Node.MeshActors)
{
Node.DatasmithActorElement->AddChild(MeshActor);
}
for (FNodeOccurence* Child: Node.Children)
{
if (Child->DatasmithActorElement)
{
Node.DatasmithActorElement->AddChild(Child->DatasmithActorElement);
}
}
}
}
void FComponentInstance::ResetOccurrenceActors(FExportContext& Context, FNodeOccurence& Node)
{
Node.ResetNodeActors(Context);
}
void FComponentInstance::ParseNode(FExportContext& Context, FNodeOccurence& Node)
{
FDefinition* EntityDefinition = GetDefinition();
if (!EntityDefinition)
{
return;
}
EntityDefinition->ParseNode(Context, Node);
}
void FComponentInstance::InvalidateOccurrencesGeometry(FExportContext& Context)
{
for (FNodeOccurence* Node : Occurrences)
{
Node->InvalidateMeshActors();
// Should invalidate transform to trigger transform update for mesh actors
// todo: can simplify this
// - separate Transform invalidation from other properties? If it should give any improvement?
// - or just update mesh actors transforms? we can't do it here though as transform can be invalidated by ancestors change later when occurrences are updated
// - add another flag to invalidate just mesh actors properties and update them separately
Node->InvalidateProperties();
}
}
void FComponentInstance::InvalidateOccurrencesProperties(FExportContext& Context)
{
// When ComponentInstance is modified we need to determine if its visibility might have changed foremost
// because this determines whether corresponding node would exist in the Datasmith scene
// Two things affect this - Hidden instance flag and layer(tag):
bool bNewHidden = false;
SUDrawingElementRef DrawingElementRef = SUComponentInstanceToDrawingElement(GetComponentInstanceRef());
SUDrawingElementGetHidden(DrawingElementRef, &bNewHidden);
SUDrawingElementGetLayer(DrawingElementRef, &LayerRef);
bool bNewLayerVisible = Context.Layers.IsLayerVisible(LayerRef);
if (bHidden != bNewHidden || bLayerVisible != bNewLayerVisible)
{
bHidden = bNewHidden;
bLayerVisible = bNewLayerVisible;
for (FNodeOccurence* Node : Occurrences)
{
Node->bVisibilityInvalidated = true;
}
}
for (FNodeOccurence* Node : Occurrences)
{
Node->InvalidateProperties();
}
}
FComponentInstanceIDType FComponentInstance::GetComponentInstanceId()
{
return DatasmithSketchUpUtils::GetComponentInstanceID(GetComponentInstanceRef());
}
SUComponentInstanceRef FComponentInstance::GetComponentInstanceRef()
{
return SUComponentInstanceFromEntity(EntityRef);
}
void FComponentInstance::FillOccurrenceActorMetadata(FNodeOccurence& Node)
{
if (!Node.DatasmithMetadataElement)
{
return;
}
//SUTransformation SComponentInstanceWorldTransform = DatasmithSketchUpUtils::GetComponentInstanceTransform(GetComponentInstanceRef(), Node.ParentNode->WorldTransform);
//double Volume;
//SUComponentInstanceComputeVolume(GetComponentInstanceRef(), &SComponentInstanceWorldTransform, &Volume);
// Add original instance/component names to metadata
TSharedPtr<IDatasmithKeyValueProperty> EntityName = FDatasmithSceneFactory::CreateKeyValueProperty(TEXT("Instance"));
EntityName->SetValue(*GetEntityName());
Node.DatasmithMetadataElement->AddProperty(EntityName);
TSharedPtr<IDatasmithKeyValueProperty> DefinitionName = FDatasmithSceneFactory::CreateKeyValueProperty(TEXT("Definition"));
DefinitionName->SetValue(*GetDefinition()->GetSketchupSourceName());
Node.DatasmithMetadataElement->AddProperty(DefinitionName);
TSharedPtr<IDatasmithKeyValueProperty> DefinitionIdName = FDatasmithSceneFactory::CreateKeyValueProperty(TEXT("DefinitionIdName"));
DefinitionIdName->SetValue(*GetDefinition()->GetSketchupSourceId());
Node.DatasmithMetadataElement->AddProperty(DefinitionIdName);
// Add instance metadata
if (ParsedMetadata)
{
ParsedMetadata->AddMetadata(Node.DatasmithMetadataElement);
}
// Add definition metadata
GetDefinition()->FillOccurrenceActorMetadata(Node);
}
void FImageCollection::LayerModified(FEntityIDType LayerId)
{
for (const TPair<FEntityIDType, TSharedPtr<FImage>>& IdImage : Images)
{
TSharedPtr<FImage> Image = IdImage.Value;
if (SUIsValid(Image->LayerRef) && (LayerId == DatasmithSketchUpUtils::GetEntityID(SULayerToEntity(Image->LayerRef))))
{
Image->InvalidateEntityProperties();
}
}
}
void FComponentInstance::UpdateOccurrenceLayer(FExportContext& Context, FNodeOccurence& Node)
{
Node.EffectiveLayerRef = DatasmithSketchUpUtils::GetEffectiveLayer(GetComponentInstanceRef(), Node.ParentNode->EffectiveLayerRef);
}
void FComponentInstance::UpdateOccurrenceVisibility(FExportContext& Context, FNodeOccurence& Node)
{
bool bEffectiveLayerVisible = Context.Layers.IsLayerVisible(Node.EffectiveLayerRef);
// Parent node, component instance and layer - all should be visible to have node visible
bool bVisibilityChanged = Node.SetVisibility(Node.ParentNode->bVisible && !bHidden && bEffectiveLayerVisible);
EntityOccurrenceVisible(&Node, Node.bVisible);
if (Node.bVisible)
{
Node.InvalidateProperties();
Node.InvalidateMeshActors();
}
else
{
// Making component instance occurrence invisible needs to invalidate geometry export
// for different reasons: this occurrence could have its own baked mesh, it could be a single used of an instanced mesh
GetDefinition()->InvalidateDefinitionGeometry();
Node.RemoveDatasmithActorHierarchy(Context);
}
for (FNodeOccurence* ChildNode : Node.Children)
{
// Invalidate Visibility for child nodes when parent's was changed
// as visibility is hierarchical so children should update even
// if they weren't invalidated directly
ChildNode->bVisibilityInvalidated |= bVisibilityChanged;
}
}
void FComponentInstance::RemoveComponentInstance(FExportContext& Context)
{
Definition.EntityVisible(this, false);
Definition.UnlinkComponentInstance(this);
RemoveOccurrences(Context);
// If there's no Instances of this removed ComponentInstance we need to stop tracking Definition's Entities
// Details:
// SketchUp api doesn't fire event for those child Entities although they are effectively removed from Model
// Sketchup.active_model.definitions.purge_unused will deallocate those dangling Entities leaving references invalid
// Although SU API tries to notify about this but fails e.g. DefinitionObserver.onComponentInstanceRemoved/onEraseEntity passes already deleted Entity making this callback useless
if (!Definition.Instances.Num())
{
Definition.RemoveComponentDefinition(Context);
}
}
FModel::FModel(FModelDefinition& InDefinition) : Super(SU_INVALID), Definition(InDefinition)
{
}
FDefinition* FModel::GetDefinition()
{
return &Definition;
}
bool FModel::GetAssignedMaterial(FMaterialIDType& MaterialId)
{
MaterialId = FMaterial::INHERITED_MATERIAL_ID;
return true;
}
int64 FModel::GetPersistentId()
{
return 0;
}
FString FModel::GetEntityName()
{
return "";
}
FString FModel::GetEntityLabel()
{
return "";
}
void FModel::UpdateOccurrenceLayer(FExportContext& Context, FNodeOccurence&)
{
}
void FModel::InvalidateOccurrencesGeometry(FExportContext& Context)
{
Context.RootNode->InvalidateMeshActors();
Context.RootNode->InvalidateProperties();
}
void FModel::InvalidateOccurrencesProperties(FExportContext& Context)
{
Context.RootNode->InvalidateProperties();
}
void FModel::UpdateOccurrenceVisibility(FExportContext& Context, FNodeOccurence& Node)
{
Node.SetVisibility(true);
EntityOccurrenceVisible(&Node, true);
}
void FModel::UpdateMetadata(FExportContext& Context)
{
}
void FModel::UpdateOccurrenceMeshActors(FExportContext& Context, FNodeOccurence& Node)
{
FEntityWithEntities::UpdateOccurrenceMeshActors(Context, Node);
for (TSharedPtr<IDatasmithMeshActorElement> MeshActor : Node.MeshActors)
{
Context.DatasmithScene->AddActor(MeshActor);
}
}
void FModel::ResetOccurrenceActors(FExportContext& Context, FNodeOccurence& Node)
{
// Model actors are MeshActors added to DatasmithScene root
for (TSharedPtr<IDatasmithMeshActorElement> MeshActor : Node.MeshActors)
{
Context.DatasmithScene->RemoveActor(MeshActor, EDatasmithActorRemovalRule::RemoveChildren);
}
}
FDefinition::FDefinition(): bMeshesAdded(false)
, bGeometryInvalidated(true)
, bPropertiesInvalidated(true)
{}
FDefinition::~FDefinition()
{}
void FDefinition::EntityVisible(FEntity* Entity, bool bVisible)
{
if (bVisible)
{
VisibleEntities.Add(Entity);
}
else
{
if (VisibleEntities.Contains(Entity))
{
VisibleEntities.Remove(Entity);
}
}
}
void FDefinition::UpdateDefinition(FExportContext& Context)
{
if (VisibleEntities.Num())
{
if (bGeometryInvalidated)
{
UpdateGeometry(Context);
InvalidateInstancesGeometry(Context); // Make sure instances keep up with definition changes
bMeshesAdded = false;
bGeometryInvalidated = false;
}
if (bPropertiesInvalidated)
{
// Currently SketchUp has no Observer for Component Definition attributes.
// So this code is only executed on export
// todo: implement attributes sync once api is available
UpdateMetadata(Context);
InvalidateInstancesMetadata(Context); // Make sure instances keep up with definition changes
bPropertiesInvalidated = false;
}
if (!bMeshesAdded)
{
GetEntities().AddMeshesToDatasmithScene(Context);
bMeshesAdded = true;
}
}
else
{
if (bMeshesAdded)
{
// Without references meshes will be cleaned from datasmith scene
// bMeshesAdded = false; // todo: SceneCleanUp - do maintenance myself?
GetEntities().RemoveMeshesFromDatasmithScene(Context);
bMeshesAdded = false;
}
}
}