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RapyutaSimulationPlugins
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Execute Init/Run/Continue Sim type-specific operations (Data synthesizer/collection or Robot operations, etc. or compound) with #ARRSceneInstance. More...
#include <RRSceneDirector.h>


Public Member Functions | |
| ARRSceneDirector () | |
| bool | HasSceneInitialized () |
| virtual bool | HasOperationCompleted (bool bIsLogged=false) |
Public Member Functions inherited from ARRBaseActor | |
| ARRBaseActor () | |
| Construct a new ARRBaseActor object. More... | |
| ARRBaseActor (const FObjectInitializer &ObjectInitializer) | |
| Construct a new ARRBaseActor object. More... | |
| void | SetupDefaultBase () |
| Initialize default components being configurable in child BP classes. More... | |
| void | SetEntityModelName (const FString &InEntityModelName) |
| bool | IsDataSynthEntity () const |
| template<typename TActorSpawnInfo > | |
| bool | InitializeWithSpawnInfo (const TActorSpawnInfo &InActorInfo) |
| ACTOR INTIALIZING GENERAL INFO (Unique name, mesh list, material list, etc.) More... | |
| virtual bool | HasInitialized (bool bIsLogged=false) const |
| virtual void | Reset () |
| Rest. Calls #ActorInfo::ClearMeshInfo. More... | |
| void | SetTickEnabled (bool bInIsTickEnabled) |
| Use URRUObjectUtils::SetupActorTick. More... | |
| virtual void | GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override |
| Returns the properties used for network replication, this needs to be overridden by all actor classes with native. More... | |
Public Attributes | |
| int32 | OperationBatchId = 0 |
| FString | SceneName |
| APostProcessVolume * | MainPostProcessVolume = nullptr |
| ARRCamera * | SceneCamera = nullptr |
| FOnSpawnedActorsSettled | OnSpawnedActorsSettled |
| double | DataCollectionTimeStamp = 0.f |
| TArray< int32 > | SceneEntityMaskValueList |
Public Attributes inherited from ARRBaseActor | |
| TSharedPtr< FRRActorSpawnInfo > | ActorInfo = nullptr |
| ARRGameState * | RRGameState = nullptr |
| Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More... | |
| URRGameSingleton * | RRGameSingleton = nullptr |
| Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More... | |
| ARRGameMode * | RRGameMode = nullptr |
| Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More... | |
| ARRPlayerController * | RRPlayerController = nullptr |
| Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More... | |
| int8 | SceneInstanceId = URRActorCommon::DEFAULT_SCENE_INSTANCE_ID |
| URRActorCommon * | ActorCommon = nullptr |
| FString | EntityUniqueName |
| Actually Object's Name is also unique as noted by UE, but we just do not want to rely on it. More... | |
| FString | EntityModelName |
| FTimerHandle | GenericTimerHandle |
Protected Member Functions | |
| virtual bool | Initialize () override |
| Call TryInitializeOperation() repeatedly. More... | |
| virtual bool | InitializeOperation () |
| Start (Initialize + Run) Operation. More... | |
| virtual void | RunOperation () |
| Called inside from InitializeOperation and SpawnActors(). More... | |
| virtual void | ContinueOperation (bool bIsLastOperationSuccessful, bool bContinueRGBRandomizing) |
| virtual void | OnDataCollectionPhaseDone (bool bIsFinalDataCollectingPhase) |
| virtual void | EndSceneInstance () |
| virtual void | DoDataCollecting () |
| virtual void | SpawnActors () |
| virtual void | ResetScene () |
Protected Member Functions inherited from ARRBaseActor | |
| virtual void | PreInitializeComponents () override |
| Set #GameMode #GameState #GameSingleton #PlayerController. More... | |
| virtual void | PrintSimConfig () const |
| Print class members' values configured in RapyutaSimSettings.ini. More... | |
| virtual void | DoGlobalConfig () |
| Globally config custom setups (eg. Exec() cmds) applied for all instances of this class. More... | |
Protected Attributes | |
| FTimerHandle | InitializationTimerHandle |
| FTimerHandle | DataCollectionTimerHandle |
| uint8 | bIsDataCollecting: 1 |
| uint8 | bIsOperating: 1 |
| int32 | OperationBatchLoopLeft = 0 |
Private Member Functions | |
| void | TryInitializeOperation () |
| Initialize Scene by InitializeOperation() or exit with timeout. More... | |
Private Attributes | |
| FDateTime | LastTimeStamp |
| uint8 | bSceneInitialized: 1 |
Additional Inherited Members | |
Static Public Attributes inherited from ARRBaseActor | |
| static TMap< UClass *, TUniquePtr< std::once_flag > > | OnceFlagList |
| [std::once_flag] also applies even in case of consecutive PIE runs, More... | |
| static std::once_flag | OnceFlag |
| Used for class having single-branch child classes (linear inheritance tree) More... | |
| static int8 | SSceneInstanceId |
Execute Init/Run/Continue Sim type-specific operations (Data synthesizer/collection or Robot operations, etc. or compound) with #ARRSceneInstance.
| ARRSceneDirector::ARRSceneDirector | ( | ) |
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inlineprotectedvirtual |
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protectedvirtual |
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virtual |
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inline |
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overrideprotectedvirtual |
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protectedvirtual |
Start (Initialize + Run) Operation.
Get #RRActorCommon, ScneneCamera, MainPostProcessVolume, and RunOperation().
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protectedvirtual |
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protectedvirtual |
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protectedvirtual |
Called inside from InitializeOperation and SpawnActors().
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inlineprotectedvirtual |
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private |
Initialize Scene by InitializeOperation() or exit with timeout.
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protected |
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protected |
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private |
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protected |
| double ARRSceneDirector::DataCollectionTimeStamp = 0.f |
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protected |
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private |
| APostProcessVolume* ARRSceneDirector::MainPostProcessVolume = nullptr |
| FOnSpawnedActorsSettled ARRSceneDirector::OnSpawnedActorsSettled |
| int32 ARRSceneDirector::OperationBatchId = 0 |
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protected |
| ARRCamera* ARRSceneDirector::SceneCamera = nullptr |
| TArray<int32> ARRSceneDirector::SceneEntityMaskValueList |
| FString ARRSceneDirector::SceneName |
1.8.17