VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRHMD/Private/OculusXRSceneCaptureCubemap.h

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// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OculusXRHMDPrivate.h"
#include "UObject/ObjectMacros.h"
#include "Tickable.h"
#include "OculusXRSceneCaptureCubemap.generated.h"
//-------------------------------------------------------------------------------------------------
// UOculusXRSceneCaptureCubemap
//-------------------------------------------------------------------------------------------------
class USceneCaptureComponent2D;
UCLASS()
class UOculusXRSceneCaptureCubemap : public UObject, public FTickableGameObject
{
GENERATED_BODY()
public:
UOculusXRSceneCaptureCubemap();
virtual void Tick(float DeltaTime) override;
virtual bool IsTickable() const override
{
return CaptureComponents.Num() != 0 && Stage != None;
}
virtual bool IsTickableWhenPaused() const override
{
return IsTickable();
}
virtual TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(USceneCapturer, STATGROUP_Tickables);
}
// init capture params and start
void StartCapture(UWorld* World, uint32 InCaptureBoxSideRes, EPixelFormat InFormat = EPixelFormat::PF_A16B16G16R16);
// sets offset for the capture, in UU, relatively to current player 0 location
void SetOffset(FVector InOffset) { CaptureOffset = InOffset; }
// overrides player's 0 orientation for the capture.
void SetInitialOrientation(const FQuat& InOrientation) { OverriddenOrientation = InOrientation; }
// overrides player's 0 location for the capture.
void SetInitialLocation(FVector InLocation) { OverriddenLocation = InLocation; }
bool IsFinished() const { return Stage == Finished; }
bool IsCapturing() const { return Stage == Capturing || Stage == SettingPos; }
#if !UE_BUILD_SHIPPING
static void CaptureCubemapCommandHandler(const TArray<FString>& Args, UWorld* World, FOutputDevice& Ar);
#endif // UE_BUILD_SHIPPING
private:
enum EStage
{
None,
SettingPos,
Capturing,
Finished
} Stage;
UPROPERTY()
TArray<USceneCaptureComponent2D*> CaptureComponents;
uint32 CaptureBoxSideRes;
EPixelFormat CaptureFormat;
FString OutputDir;
FVector OverriddenLocation; // overridden location of the capture, world coordinates, UU
FQuat OverriddenOrientation; // overridden orientation of the capture. Full orientation is used (not only yaw, like with player's rotation).
FVector CaptureOffset; // offset relative to current player's 0 location
};