For storing entity info in advance for the Logging task.
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#include <RRActorCommon.h>
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| | FRREntityLogInfo () |
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| | FRREntityLogInfo (TArray< AActor * > InEntities, const FString &InGroupModelName, const FString &InGroupName, const FString &InSegMaskDepthStencilStr, const uint64 InSceneId) |
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For storing entity info in advance for the Logging task.
This might have been updated at the moment of Logging.
USTRUCT()
◆ FRREntityLogInfo() [1/2]
| FRREntityLogInfo::FRREntityLogInfo |
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inline |
◆ FRREntityLogInfo() [2/2]
| FRREntityLogInfo::FRREntityLogInfo |
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TArray< AActor * > |
InEntities, |
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const FString & |
InGroupModelName, |
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const FString & |
InGroupName, |
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const FString & |
InSegMaskDepthStencilStr, |
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const uint64 |
InSceneId |
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inline |
◆ BBVertices2D
| TArray<FVector2D> FRREntityLogInfo::BBVertices2D |
Bounding box 2D vertices of the whole group, as projected onto camera.
UPROPERTY()
◆ BBVertices3DInCamera
| TArray<FVector> FRREntityLogInfo::BBVertices3DInCamera |
Bounding box 3D vertices of the whole group in camera coordinate.
UPROPERTY()
◆ BBVertices3DInWorld
| TArray<FVector> FRREntityLogInfo::BBVertices3DInWorld |
Bounding box 3D vertices of the whole group in world coordinate.
UPROPERTY()
◆ Entities
| TArray<AActor*> FRREntityLogInfo::Entities |
◆ GroupModelName
| FString FRREntityLogInfo::GroupModelName |
◆ GroupName
| FString FRREntityLogInfo::GroupName |
◆ SceneId
| uint64 FRREntityLogInfo::SceneId = 0 |
Id of the current scene entities group belong to.
UPROPERTY()
◆ SegMaskDepthStencilStr
| FString FRREntityLogInfo::SegMaskDepthStencilStr |
Segmentation mask custom depth stencil hexa values in string format.
UPROPERTY()
◆ WorldTransform
| FTransform FRREntityLogInfo::WorldTransform = FTransform::Identity |
World transform of the whole entities group.
UPROPERTY()
The documentation for this struct was generated from the following file:
- /home/docs/checkouts/readthedocs.org/user_builds/rapyutasimulationplugins/checkouts/devel/Source/RapyutaSimulationPlugins/Public/Core/RRActorCommon.h