RapyutaSimulationPlugins
Classes | Macros | Typedefs | Functions
RRActorCommon.h File Reference

Asset utils. More...

#include "CoreMinimal.h"
#include <mutex>
#include "Engine.h"
#include "Math/Color.h"
#include "Misc/Paths.h"
#include "logUtilities.h"
#include "RapyutaSimulationPlugins.h"
#include "RRActorCommon.generated.h"
Include dependency graph for RRActorCommon.h:
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Classes

struct  FRRStreamingLevelInfo
 
struct  FRRAsyncJob
 Async job info (task, job name, latest capture batch id) More...
 
struct  FRRAsyncJob::FRRSingleAsyncTask< TResult >
 
struct  FRRHomoMeshEntityGroup
 Group of homogeneous-mesh entities. More...
 
struct  FRREntityLogInfo
 For storing entity info in advance for the Logging task. More...
 
struct  FRRColorArray
 
struct  FRRActorSpawnInfo
 
class  URRActorCommon
 Scene instance's common object which houses Plugin-specific dynamic properties and implement objects-related API (Spawning, teleporting, etc.) More...
 
class  URRSceneInstance
 Scene Instance, Eg: ARRSceneDirector, a scene unit among many residing in the same level. More...
 

Macros

#define RAPYUTA_SIM_VERBOSE   (0)
 
#define RAPYUTA_SIM_DEBUG   (0)
 NOTES: These 2 DEBUG directives are used mainly for ref code annnotation, thus must NEVER be turned on here globally! More...
 
#define RAPYUTA_SIM_VISUAL_DEBUG   (0)
 
#define RAPYUTA_USE_SCENE_DIRECTOR   (0)
 
#define RAPYUTA_RUNTIME_MESH_ENTITY_USE_STATIC_MESH   (1)
 
#define RAPYUTA_RUNTIME_MESH_ENTITY_USE_PROCEDURAL_MESH   (!RAPYUTA_RUNTIME_MESH_ENTITY_USE_STATIC_MESH)
 

Typedefs

template<int8 InBitDepth>
using FRRColor = typename TChooseClass<(8==InBitDepth), FColor, typename TChooseClass<(16==InBitDepth), FFloat16Color, FLinearColor >::Result >::Result
 

Functions

 DECLARE_DELEGATE_TwoParams (FOnMeshActorFullyCreated, bool, ARRMeshActor *)
 

Detailed Description

Asset utils.

Todo:
add documentation

Macro Definition Documentation

◆ RAPYUTA_RUNTIME_MESH_ENTITY_USE_PROCEDURAL_MESH

#define RAPYUTA_RUNTIME_MESH_ENTITY_USE_PROCEDURAL_MESH   (!RAPYUTA_RUNTIME_MESH_ENTITY_USE_STATIC_MESH)

◆ RAPYUTA_RUNTIME_MESH_ENTITY_USE_STATIC_MESH

#define RAPYUTA_RUNTIME_MESH_ENTITY_USE_STATIC_MESH   (1)

◆ RAPYUTA_SIM_DEBUG

#define RAPYUTA_SIM_DEBUG   (0)

NOTES: These 2 DEBUG directives are used mainly for ref code annnotation, thus must NEVER be turned on here globally!

◆ RAPYUTA_SIM_VERBOSE

#define RAPYUTA_SIM_VERBOSE   (0)

◆ RAPYUTA_SIM_VISUAL_DEBUG

#define RAPYUTA_SIM_VISUAL_DEBUG   (0)

◆ RAPYUTA_USE_SCENE_DIRECTOR

#define RAPYUTA_USE_SCENE_DIRECTOR   (0)

Typedef Documentation

◆ FRRColor

template<int8 InBitDepth>
using FRRColor = typename TChooseClass<(8 == InBitDepth), FColor, typename TChooseClass<(16 == InBitDepth), FFloat16Color, FLinearColor>::Result>::Result

Function Documentation

◆ DECLARE_DELEGATE_TwoParams()

DECLARE_DELEGATE_TwoParams ( FOnMeshActorFullyCreated  ,
bool  ,
ARRMeshActor  
)