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