Created image write on async thread
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@ -29,7 +29,11 @@ public class LuckyDataTransfer : ModuleRules
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"WebSockets",
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"Json",
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"JsonUtilities",
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"ImageWriteQueue"
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"ImageWriteQueue",
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"FunctionalTesting",
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"RenderCore",
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"RHI",
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"RHICore"
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// ... add other public dependencies that you statically link with here ...
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}
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);
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@ -41,7 +45,8 @@ public class LuckyDataTransfer : ModuleRules
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore", "ImageWriteQueue",
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"SlateCore",
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"ImageWriteQueue"
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// ... add private dependencies that you statically link with here ...
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}
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);
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@ -2,18 +2,45 @@
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#include "LuckyDataTransferSubsystem.h"
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#include "AutomationBlueprintFunctionLibrary.h"
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#include "ImageUtils.h"
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#include "RenderingThread.h"
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#include "RenderUtils.h"
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#include "RenderGraphUtils.h"
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#include "RHI.h"
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#include "RHICommandList.h"
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#include "ImageWriteQueue.h"
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#include "ImageWriteTask.h"
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#include "ImagePixelData.h"
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#include "JsonUtilities.h"
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#include "JsonObjectConverter.h"
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#include "ReviewComments.h"
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#include "WebSocketsModule.h"
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#include "Kismet/KismetStringLibrary.h"
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#include "Camera/CameraActor.h"
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#include "Camera/CameraComponent.h"
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#include "Components/SceneCaptureComponent2D.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetRenderingLibrary.h"
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#include "Slate/SceneViewport.h"
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#include "Virtualization/VirtualizationTypes.h"
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ULuckyDataTransferSubsystem::ULuckyDataTransferSubsystem()
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{
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}
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void ULuckyDataTransferSubsystem::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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if (UGameInstance* GI = GetWorld()->GetGameInstance())
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{
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}
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}
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void ULuckyDataTransferSubsystem::Deinitialize()
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@ -123,6 +150,12 @@ FPayload ULuckyDataTransferSubsystem::InterpretData(const FString& Message)
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return Payload;
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}
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void IncomingMessage(const FString& Message)
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{
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const FString outMessage = Message.IsEmpty() ? TEXT("no valid message") : Message;
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UE_LOG(LogTemp, Warning, TEXT("Incoming message: %s"), *outMessage);
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}
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void ULuckyDataTransferSubsystem::CommandReady(const FPayload& Payload)
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{
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if (OnCommandReady.IsBound())
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@ -137,6 +170,12 @@ bool ULuckyDataTransferSubsystem::MakeObservationPayload(const FObservationPaylo
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return CreateJsonPayload_Observation(Data);
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}
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FString ULuckyDataTransferSubsystem::CreateCaptureSessionID()
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{
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SessionID = FGuid::NewGuid().ToString().Left(5);
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return SessionID;
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}
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bool ULuckyDataTransferSubsystem::CreateJsonPayload_Observation(const FObservationPayload& Data)
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{
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bool bSuccess = false;
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@ -150,4 +189,99 @@ bool ULuckyDataTransferSubsystem::CreateJsonPayload_Observation(const FObservati
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}
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return bSuccess;
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}
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void ULuckyDataTransferSubsystem::RegisterSensor(ALuckySensorPawnBase* Sensor)
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{
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if (IsValid(Sensor))
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{
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SensorPawns.Add(Sensor);
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}
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}
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bool ULuckyDataTransferSubsystem::WriteImageToDisk(const FString& inPath, const double Timestamp, const FString& Comment)
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{
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if (SessionID.IsEmpty())
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{
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UE_LOG(LogTemp, Warning, TEXT("The Capture Session ID is empty"));
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return false;
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}
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FString Path = inPath.IsEmpty() ? TEXT("C:/LuckyRobotsImages") : inPath;
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if (!SensorPawns.IsEmpty())
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{
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for (const ALuckySensorPawnBase* Sensor : SensorPawns)
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{
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if (IsValid(Sensor) && Sensor->SensorInfo.bActive && Sensor->GetCamera() && Sensor->GetCaptureComponent())
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{
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FString Robot = TEXT("Robot_Name");
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FString Episode = SessionID;
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ENQUEUE_RENDER_COMMAND(ReadPixelsAsync)([Sensor, Path, Timestamp, Comment, Episode](FRHICommandListImmediate& RHICmdList)
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{
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FTextureResource* Resource = Sensor->RenderTarget->GetResource();
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FRHITexture* ResourceRHI = Resource->GetTexture2DRHI();
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TArray<FColor> OutPixels;
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if (ensure(ResourceRHI))
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{
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OutPixels.SetNum(Resource->GetSizeX() * Resource->GetSizeY());
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RHICmdList.ReadSurfaceData(
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ResourceRHI,
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FIntRect(0, 0, Resource->GetSizeX(), Resource->GetSizeY()),
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OutPixels,
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FReadSurfaceDataFlags()
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);
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UE_LOG(LogTemp, Warning, TEXT("Logged pixels: %d"), OutPixels.Num())
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FImageWriteTask* ImageTask = new FImageWriteTask();
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if (Path.Right(1) == "/")
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{
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//Path = Path.Left(Path.Len() - 1);
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}
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FString Robot = TEXT("Robot_Name");
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const FString Filename = FString::Printf(
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TEXT("%s/%s/%s/%s/%s_%s_%s_%d"),
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*Path,
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*Robot,
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*Episode,
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*Sensor->SensorInfo.Name,
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*Robot,
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*Sensor->SensorInfo.Name,
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*Comment,
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FMath::Floor<int32>(Timestamp * 1000)
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);
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//UE_LOG(LogTemp, Warning, TEXT("Evan requested a longer string describing the inner workings of the following string which describes in great detail the file path for the image you've just written to disk. It is: %s"), *Filename);
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ImageTask->Format = EImageFormat::PNG;
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ImageTask->Filename = Filename;
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ImageTask->PixelData = MakeUnique<TImagePixelData<FColor>>(FIntPoint(Sensor->RenderTarget->GetSurfaceWidth(), Sensor->RenderTarget->GetSurfaceHeight()), TArray64<FColor>(OutPixels));
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ImageTask->bOverwriteFile = true;
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ImageTask->CompressionQuality = (int32)EImageCompressionQuality::Default;
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//Add to write queue (async)
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FModuleManager::LoadModuleChecked<IImageWriteQueueModule>("ImageWriteQueue").GetWriteQueue().Enqueue(TUniquePtr<IImageWriteTaskBase>(ImageTask));
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ImageTask->OnCompleted = [](bool bSuccess) {
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UE_LOG(LogTemp, Warning, TEXT("Image write completed: %s"), bSuccess ? TEXT("Success") : TEXT("Failed"));
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};
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return true;
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}
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return false;
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});
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}
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}
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}
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return false;
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}
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@ -0,0 +1,57 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LuckySensorPawnBase.h"
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#include "Camera/CameraComponent.h"
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#include "Components/SceneCaptureComponent2D.h"
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#include "Engine/TextureRenderTarget2D.h"
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#include "GameFramework/SpringArmComponent.h"
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// Sets default values
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ALuckySensorPawnBase::ALuckySensorPawnBase()
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{
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// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
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SpringArm->bDoCollisionTest = false;
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RootComponent = SpringArm;
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Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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Camera->SetupAttachment(SpringArm);
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Camera->SetRelativeTransform(FTransform());
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CaptureComponent = CreateDefaultSubobject<USceneCaptureComponent2D>(TEXT("CameraComponent"));
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CaptureComponent->SetupAttachment(RootComponent);
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RenderTarget = CreateDefaultSubobject<UTextureRenderTarget2D>(TEXT("RenderTarget"));
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RenderTarget->UpdateResourceImmediate(true);
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RenderTarget->ResizeTarget(1, 1);
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CaptureComponent->CaptureSource = SCS_FinalColorLDR;
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}
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// Called when the game starts or when spawned
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void ALuckySensorPawnBase::BeginPlay()
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{
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CaptureComponent->TextureTarget = RenderTarget;
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Super::BeginPlay();
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}
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// Called every frame
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void ALuckySensorPawnBase::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void ALuckySensorPawnBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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@ -4,7 +4,7 @@
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#include "CoreMinimal.h"
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#include "IWebSocket.h"
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//#include "LuckyWriteThread.h"
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#include "LuckySensorPawnBase.h"
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#include "ObservationData.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "LuckyDataTransferSubsystem.generated.h"
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@ -107,7 +107,26 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Websocket")
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bool MakeObservationPayload(const FObservationPayload& Data);
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//---------------------------------------------------------//
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//---Image Capture----------------------------------------//
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UFUNCTION(BlueprintCallable, Category = "Websocket")
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FString CreateCaptureSessionID();
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UPROPERTY(BlueprintReadOnly, Category = "Websocket")
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FString SessionID;
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UPROPERTY(BlueprintReadWrite, Category = "Capture")
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TMap<FString, ACameraActor*> ActiveCameras;
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UPROPERTY(BlueprintReadWrite, Category = "Capture")
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TArray<ALuckySensorPawnBase*> SensorPawns;
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UFUNCTION(BlueprintCallable, Category = "Capture")
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void RegisterSensor(ALuckySensorPawnBase* Sensor);
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UFUNCTION(BlueprintCallable, Meta = (AutoCreateRefTerm = "Path, Comment"), Category = "Capture")
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bool WriteImageToDisk(const FString& Path, const double Timestamp, const FString& Comment);
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//-------------------------------------------------------//
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protected:
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//LuckyWriteThread* WriteThread = nullptr;
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};
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@ -0,0 +1,75 @@
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// 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 "Camera/CameraActor.h"
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#include "GameFramework/Pawn.h"
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#include "Components/SceneCaptureComponent2D.h"
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#include "Engine/TextureRenderTarget2D.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "LuckySensorPawnBase.generated.h"
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USTRUCT(BlueprintType)
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struct FSensorInfo
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{
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GENERATED_USTRUCT_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sensor")
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FString Name = FString();
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sensor")
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FVector Anchor = FVector::ZeroVector;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sensor")
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float Distance = 0.f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sensor")
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FRotator Rotation = FRotator::ZeroRotator;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sensor")
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bool bActive = false;
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};
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UCLASS()
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class LUCKYDATATRANSFER_API ALuckySensorPawnBase : public APawn
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{
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GENERATED_BODY()
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public:
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// Sets default values for this pawn's properties
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ALuckySensorPawnBase();
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sensor")
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FSensorInfo SensorInfo = FSensorInfo();
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UFUNCTION(BlueprintCallable, Category="Sensor")
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UCameraComponent* GetCamera() const { return Camera; }
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sensor")
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UTextureRenderTarget2D* RenderTarget = nullptr;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sensor")
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USceneCaptureComponent2D* CaptureComponent = nullptr;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sensor")
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USpringArmComponent* SpringArm = nullptr;
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UFUNCTION(BlueprintCallable, Category="Sensor")
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USceneCaptureComponent2D* GetCaptureComponent() const { return CaptureComponent; }
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sensor")
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UCameraComponent* Camera = nullptr;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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};
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