67 lines
2.3 KiB
C++
67 lines
2.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "AI/PickAndPlaceManager.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "LuckyWorldFunctions.generated.h"
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/**
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*
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*/
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UCLASS()
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class LUCKYMUJOCO_API ULuckyWorldFunctions : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/**
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* Get the pick and place manager.
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* @param WorldContextObject - The world context owner.
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* @return - The first pick and place manager.
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*/
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UFUNCTION(BlueprintCallable,Category = "LuckyWorld|PickAndPlace", meta = (WorldContext = "WorldContextObject"))
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static APickAndPlaceManager* GetPickAndPlaceManager(UObject* WorldContextObject);
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/**
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* Save a render target (texture target from scene capture component 2D) to disk.
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* @param RenderTarget - The render target to save to disk.
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* @param Filename - The path for the file.
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* @param bAsPNG - If true, we write as a png.
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* @param bFlipVertically - If true, we will flip the pixels.
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* @return - True if saved.
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*/
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UFUNCTION(BlueprintCallable,Category = "LuckyWorld|Utils|Images")
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static bool SaveRenderTargetToDisk(UTextureRenderTarget2D* RenderTarget, const FString& Filename, bool bAsPNG = true, bool bFlipVertically = false);
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/**
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* Save a texture to disk.
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* @param Texture - The texure to save to disk.
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* @param Filename - The path for the file.
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* @param bAsPNG - If true, we write as a png.
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* @param bFlipVertically - If true, we will flip the pixels.
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* @return - True if saved.
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*/
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UFUNCTION(BlueprintCallable,Category = "LuckyWorld|Utils|Images")
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static bool SaveTextureToDisk(UTexture2D* Texture, const FString& Filename, bool bAsPNG = true, bool bFlipVertically = true);
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/**
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* Convert a TMap<FString,FString> to a json struct.
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* @param InMap - The Map to convert to a string.
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* @return - The JSON string.
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*/
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UFUNCTION(BlueprintPure,Category = "LuckyWorld|Utils", meta = (BlueprintAutocast, CompactNodeTitle = "->"))
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static FString ConvertMapToJsonString(const TMap<FString, FString>& InMap);
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/**
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* Convert a FVector to a json struct.
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* @param Vector - The Vector to convert to a string.
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* @return - The JSON string.
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*/
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UFUNCTION(BlueprintPure,Category = "LuckyWorld|Utils", meta = (BlueprintAutocast, CompactNodeTitle = "->"))
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static FString FVectorToJsonString(const FVector& Vector);
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};
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