RapyutaSimulationPlugins
Public Member Functions | Public Attributes | Protected Member Functions | List of all members
ARRCamera Class Reference

Standalone camera actor which can be placed in the level with #UCameraComponent. More...

#include <RRCamera.h>

Inheritance diagram for ARRCamera:
Inheritance graph
[legend]
Collaboration diagram for ARRCamera:
Collaboration graph
[legend]

Public Member Functions

 ARRCamera ()
 
virtual bool Initialize () override
 Set #GameMode #GameState #GameSingleton #PlayerController. More...
 
void LookAt (const FVector &InTargetLocation, const FVector &InTargetNormal, const FVector2f &InDistanceRange, const FVector2f &InHeightRange, const FVector2f &InAngleRange, bool bMoveToNearTarget)
 
void LookAt (const FVector &InTargetLocation, bool bMoveToNearTarget)
 
template<typename T >
void LookAt (const TArray< T * > &InTargetActors, bool bMoveToNearTarget)
 
template<typename T >
void LookAt (const TArray< TArray< T * >> &InTargetActorGroups, bool bMoveToNearTarget)
 
void RandomizeFoV ()
 
void RandomizePose (const FVector &InBaseLocation, bool bIsRandomLocationOnly)
 
float GetDistanceToFloor () const
 
template<typename T >
float GetDistanceToActorsGroup (const TArray< T * > &InActors) const
 
template<typename T >
float GetDistanceToActorGroupList (const TArray< TArray< T * >> &InActorGroups) const
 
float GetFocalLength () const
 
- 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

UCameraComponent * CameraComponent = nullptr
 
FRRCameraProperties CameraProperties
 
- Public Attributes inherited from ARRBaseActor
TSharedPtr< FRRActorSpawnInfoActorInfo = nullptr
 
ARRGameStateRRGameState = nullptr
 Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More...
 
URRGameSingletonRRGameSingleton = nullptr
 Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More...
 
ARRGameModeRRGameMode = nullptr
 Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More...
 
ARRPlayerControllerRRPlayerController = nullptr
 Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More...
 
int8 SceneInstanceId = URRActorCommon::DEFAULT_SCENE_INSTANCE_ID
 
URRActorCommonActorCommon = 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 void PrintSimConfig () const override
 Print class members' values configured in RapyutaSimSettings.ini. More...
 
- Protected Member Functions inherited from ARRBaseActor
virtual void PreInitializeComponents () override
 Set #GameMode #GameState #GameSingleton #PlayerController. More...
 
virtual void DoGlobalConfig ()
 Globally config custom setups (eg. Exec() cmds) applied for all instances of this class. More...
 

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
 

Detailed Description

Standalone camera actor which can be placed in the level with #UCameraComponent.

UCLASS(config = RapyutaSimSettings)

Constructor & Destructor Documentation

◆ ARRCamera()

ARRCamera::ARRCamera ( )

Member Function Documentation

◆ GetDistanceToActorGroupList()

template<typename T >
float ARRCamera::GetDistanceToActorGroupList ( const TArray< TArray< T * >> &  InActorGroups) const
inline

◆ GetDistanceToActorsGroup()

template<typename T >
float ARRCamera::GetDistanceToActorsGroup ( const TArray< T * > &  InActors) const
inline

◆ GetDistanceToFloor()

float ARRCamera::GetDistanceToFloor ( ) const

◆ GetFocalLength()

float ARRCamera::GetFocalLength ( ) const
inline

◆ Initialize()

virtual bool ARRCamera::Initialize ( )
overridevirtual

Set #GameMode #GameState #GameSingleton #PlayerController.

(NOTE) This method, if being called, could only go with a RRGameMode-inheriting game mode setup!

Currently, ARRROS2GameMode & ARRGameMode are separate ones.

& Maps of ARRROS2GameMode do NOT YET have actors invoking this method.

It is up to the Child class, [Initialize()] could be run inside [BeginPlay()] or some place else in advance!

ALSO, DUE TO BEING VIRTUAL, CANNOT BE MERGED WITH [InitializeWithSpawnInfo()]

Returns
true
false

Reimplemented from ARRBaseActor.

◆ LookAt() [1/4]

void ARRCamera::LookAt ( const FVector &  InTargetLocation,
bool  bMoveToNearTarget 
)

◆ LookAt() [2/4]

void ARRCamera::LookAt ( const FVector &  InTargetLocation,
const FVector &  InTargetNormal,
const FVector2f &  InDistanceRange,
const FVector2f &  InHeightRange,
const FVector2f &  InAngleRange,
bool  bMoveToNearTarget 
)
inline

◆ LookAt() [3/4]

template<typename T >
void ARRCamera::LookAt ( const TArray< T * > &  InTargetActors,
bool  bMoveToNearTarget 
)
inline

◆ LookAt() [4/4]

template<typename T >
void ARRCamera::LookAt ( const TArray< TArray< T * >> &  InTargetActorGroups,
bool  bMoveToNearTarget 
)
inline

◆ PrintSimConfig()

virtual void ARRCamera::PrintSimConfig ( ) const
overrideprotectedvirtual

Print class members' values configured in RapyutaSimSettings.ini.

Reimplemented from ARRBaseActor.

◆ RandomizeFoV()

void ARRCamera::RandomizeFoV ( )

◆ RandomizePose()

void ARRCamera::RandomizePose ( const FVector &  InBaseLocation,
bool  bIsRandomLocationOnly 
)

Member Data Documentation

◆ CameraComponent

UCameraComponent* ARRCamera::CameraComponent = nullptr

◆ CameraProperties

FRRCameraProperties ARRCamera::CameraProperties

The documentation for this class was generated from the following file: