Compare commits
14 Commits
Noah_DataT
...
main
Author | SHA1 | Date | |
---|---|---|---|
507fb88756 | |||
|
7148f14b0d | ||
7d383871b8 | |||
|
59377bdd4f | ||
|
6e35f6bcff | ||
|
5ee0e40e6f | ||
|
2207cfbba0 | ||
|
a9cd14ae7f | ||
|
d311284050 | ||
568d67d04f | |||
|
a3347489bc | ||
|
5cc5b232cb | ||
|
8dc892b9fa | ||
22e2b0a419 |
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -111,7 +111,12 @@ template <typename ComponentType> void AMujocoVolumeActor::AssignComponentsToArr
|
||||
|
||||
void AMujocoVolumeActor::InitializeMujoco()
|
||||
{
|
||||
if (!Options)
|
||||
InitializeMujocoScene_WithContactExclusion(TMap<FString, FString>{});
|
||||
}
|
||||
|
||||
void AMujocoVolumeActor::InitializeMujocoScene_WithContactExclusion(const TMap<FString, FString>& ContactExclusion)
|
||||
{
|
||||
if (!Options)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@ -149,7 +154,7 @@ void AMujocoVolumeActor::InitializeMujoco()
|
||||
}
|
||||
|
||||
TUniquePtr<FMujocoXmlGenerator> Generator = MakeUnique<FMujocoXmlGenerator>();
|
||||
TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(Options, Objects, ExportFilename);
|
||||
TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(Options, Objects, ExportFilename, ContactExclusion);
|
||||
|
||||
FString XmlString;
|
||||
tinyxml2::XMLPrinter Printer;
|
||||
@ -164,6 +169,8 @@ void AMujocoVolumeActor::InitializeMujoco()
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO Here we should check for mujoco dll if we are on windows and LOG an error if there is not + gently quit the game
|
||||
|
||||
std::array<char, 1024> ErrMsg{};
|
||||
MujocoModel = MakeMujocoModelPtr(mj_loadXML(TCHAR_TO_ANSI(*ExportFilename), nullptr, ErrMsg.data(), ErrMsg.size()));
|
||||
if (!MujocoModel)
|
||||
@ -196,6 +203,12 @@ void AMujocoVolumeActor::InitializeMujoco()
|
||||
}
|
||||
}
|
||||
|
||||
mjData_& AMujocoVolumeActor::GetMujocoData() const
|
||||
{
|
||||
check(MujocoData.IsValid());
|
||||
return *MujocoData.Get();
|
||||
}
|
||||
|
||||
void AMujocoVolumeActor::SetActuatorValue(const FString& ActuatorName, double Value)
|
||||
{
|
||||
if (MujocoModel)
|
||||
@ -391,11 +404,13 @@ void AMujocoVolumeActor::Tick(float DeltaTime)
|
||||
{
|
||||
if (MujocoData)
|
||||
{
|
||||
mj_step(MujocoModel.Get(), MujocoData.Get());
|
||||
|
||||
for (int32 Frame = 0; Frame < FrameSkip; ++Frame)
|
||||
// Default SimStepsPerGameFrame = 16 x 1ms for roughly 60FPS
|
||||
// If ticks are strictly 16.666 ms then simulation will lag behind UE clock
|
||||
// Anyway, we need a proper synchronisation between UE and Sim times - probably using TempoTime?
|
||||
for (int32 SimStep = 0; SimStep < SimStepsPerGameFrame; ++SimStep)
|
||||
{
|
||||
mj_step(MujocoModel.Get(), MujocoData.Get());
|
||||
PostPhysicStepDelegate.ExecuteIfBound(MujocoData->time);
|
||||
}
|
||||
|
||||
for (int32 i = 1; i < BodyComponents.Num(); ++i)
|
||||
|
@ -1255,7 +1255,11 @@ bool FMujocoXmlGenerator::ParseActorAsset(AActor* Actor, tinyxml2::XMLElement* R
|
||||
return true;
|
||||
}
|
||||
|
||||
TUniquePtr<tinyxml2::XMLDocument> FMujocoXmlGenerator::GenerateMujocoXml(const TObjectPtr<UMujocoExportOptions>& ExportOptions, const TArray<UObject*>& Objects, const FString& ExportFilename)
|
||||
TUniquePtr<tinyxml2::XMLDocument> FMujocoXmlGenerator::GenerateMujocoXml(
|
||||
const TObjectPtr<UMujocoExportOptions>& ExportOptions,
|
||||
const TArray<UObject*>& Objects,
|
||||
const FString& ExportFilename,
|
||||
TMap<FString, FString> ContactExclusion)
|
||||
{
|
||||
TUniquePtr<tinyxml2::XMLDocument> Doc = MakeUnique<tinyxml2::XMLDocument>();
|
||||
Doc->InsertFirstChild(Doc->NewDeclaration("xml version=\"1.0\" encoding=\"utf-8\""));
|
||||
@ -1268,6 +1272,30 @@ TUniquePtr<tinyxml2::XMLDocument> FMujocoXmlGenerator::GenerateMujocoXml(const T
|
||||
Root->InsertEndChild(Doc->NewElement("equality"));
|
||||
Root->InsertEndChild(Doc->NewElement("tendon"));
|
||||
Root->InsertEndChild(Doc->NewElement("actuator"));
|
||||
|
||||
// TODO Refacto using property from the MujocoActor aka the robot
|
||||
// TODO Maybe using a ParentObject as parameter which holds that information?
|
||||
// TODO Need actor refactoring anyway - Merge Pawn and Mujoco Actor?
|
||||
if (!ContactExclusion.IsEmpty())
|
||||
{
|
||||
Root->InsertEndChild(Doc->NewElement("contact"));
|
||||
|
||||
for (auto& [Body1, Body2] : ContactExclusion)
|
||||
{
|
||||
// Don't add empty strings to the map please!
|
||||
if (Body1.IsEmpty() || Body2.IsEmpty()) continue;
|
||||
|
||||
// Create the contact exclusion - formatted as (SO100 example)
|
||||
// <exclude body1="Body_Base" body2="Body_Rotation_Pitch"/>
|
||||
const auto Exclude = Doc->NewElement("exclude");
|
||||
Exclude->SetAttribute("body1", TCHAR_TO_ANSI(*Body1));
|
||||
Exclude->SetAttribute("body2", TCHAR_TO_ANSI(*Body2));
|
||||
|
||||
// Add exclusion to the contact tag
|
||||
Root->FirstChildElement("contact")->InsertEndChild(Exclude);
|
||||
}
|
||||
}
|
||||
|
||||
if (ExportOptions->bAddSkyBox)
|
||||
{
|
||||
tinyxml2::XMLElement* TextureElement = AssetRoot->GetDocument()->NewElement("texture");
|
||||
|
@ -21,11 +21,44 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnMujocoCompileBegin);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMujocoCompileError, FString, Error);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnMujocoCompileSuccess);
|
||||
|
||||
// To be called after mj_step
|
||||
DECLARE_DELEGATE_OneParam(FPostPhysicUpdate, float);
|
||||
|
||||
|
||||
UCLASS(Blueprintable, BlueprintType)
|
||||
class LUCKYMUJOCO_API AMujocoVolumeActor : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
AMujocoVolumeActor();
|
||||
|
||||
|
||||
/**
|
||||
* Initialize the sim scene in headless mujoco
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Mujoco")
|
||||
void InitializeMujoco();
|
||||
|
||||
|
||||
/**
|
||||
* Initialize the sim scene in headless mujoco with a list of contact exclusion
|
||||
* @param ContactExclusion a list of pairs that should be patched in the xml file for contact exclusion (no friction, no collision)
|
||||
* TODO Can't use a default empty map as parameter in blueprints? We shouldn't need to have 2 functions
|
||||
* TODO ContactExclusion should be stored as a property of MujocoActor and not passed in the scene init
|
||||
* TODO This require to cast the Actor in addition to the components list
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Mujoco")
|
||||
void InitializeMujocoScene_WithContactExclusion(const TMap<FString, FString>& ContactExclusion);
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
||||
virtual void PostRegisterAllComponents() override;
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
virtual void PostInitializeComponents() override;
|
||||
|
||||
private:
|
||||
TMujocoModelPtr MujocoModel;
|
||||
TMujocoDataPtr MujocoData;
|
||||
|
||||
@ -50,16 +83,11 @@ class LUCKYMUJOCO_API AMujocoVolumeActor : public AActor
|
||||
UPROPERTY(Transient, VisibleAnywhere, Category = "Mujoco | Debug")
|
||||
TArray<TSoftObjectPtr<UMujocoTendonComponent>> TendonComponents;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Mujoco")
|
||||
void InitializeMujoco();
|
||||
|
||||
template <typename ComponentType> void AssignComponentsToArray(UWorld* World, TArray<TSoftObjectPtr<ComponentType>>& ComponentArray);
|
||||
|
||||
public:
|
||||
AMujocoVolumeActor();
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation", meta = (Min = 0, Max = 100, ClampMin = 0, ClampMax = 100))
|
||||
int32 FrameSkip = 0;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation", meta = (Min = 1, Max = 100, ClampMin = 0, ClampMax = 100))
|
||||
int32 SimStepsPerGameFrame = 16;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Mujoco")
|
||||
TObjectPtr<UBillboardComponent> SpriteComponent;
|
||||
@ -76,6 +104,33 @@ public:
|
||||
UPROPERTY(BlueprintAssignable, Category = "Mujoco | Events")
|
||||
FOnMujocoCompileSuccess OnMujocoCompileSuccess;
|
||||
|
||||
/**
|
||||
* Access MuJoCo scene options and data (e.g. Simulation time) - This is mutable, be careful
|
||||
* @return mjData_ - Full access to mujoco scene options and data
|
||||
*/
|
||||
mjData_& GetMujocoData() const;
|
||||
|
||||
// ---------------------------
|
||||
// ------- POST UPDATE -------
|
||||
// ---------------------------
|
||||
private:
|
||||
FPostPhysicUpdate PostPhysicStepDelegate;
|
||||
public:
|
||||
/**
|
||||
* Register a delegate to be executed after mj_step, useful to fine control actuators
|
||||
* @param Object - The Class to call
|
||||
* @param Func - The Function to call - takes a float as parameter which is the current simulation timestamp
|
||||
*/
|
||||
template<typename UserClass>
|
||||
void BindPostPhysicStepDelegate(UserClass* Object, void (UserClass::*Func)(float))
|
||||
{
|
||||
PostPhysicStepDelegate.BindUObject(Object, Func);
|
||||
}
|
||||
|
||||
|
||||
// -------------------------
|
||||
// ------- ACTUATORS -------
|
||||
// -------------------------
|
||||
UFUNCTION(BlueprintCallable, Category = "Mujoco")
|
||||
void SetActuatorValue(const FString& ActuatorName, double Value);
|
||||
|
||||
@ -94,6 +149,9 @@ public:
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mujoco")
|
||||
FVector2D GetActuatorRangeByIndex(int32 ActuatorIndex) const;
|
||||
|
||||
// ----------------------
|
||||
// ------- JOINTS -------
|
||||
// ----------------------
|
||||
UFUNCTION(BlueprintCallable, Category = "Mujoco")
|
||||
void SetJointValue(const FString& JointName, double Value);
|
||||
|
||||
@ -105,16 +163,4 @@ public:
|
||||
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mujoco")
|
||||
double GetJointValueByIndex(int32 JointIndex) const;
|
||||
|
||||
|
||||
virtual void PostRegisterAllComponents() override;
|
||||
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
virtual void PostInitializeComponents() override;
|
||||
|
||||
protected:
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
||||
};
|
||||
|
@ -307,13 +307,13 @@ struct LUCKYMUJOCO_API FMujocoOptions
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/** Override TimeStep setting. When enabled, the default value (0.002) is applied. */
|
||||
/** Override TimeStep setting. When enabled, the default value (0.001) is applied. */
|
||||
UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (InlineEditConditionToggle))
|
||||
bool bOverrideTimeStep = false;
|
||||
|
||||
/** Simulation time step in seconds. */
|
||||
UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (Attribute = "timestep", EditCondition = "bOverrideTimeStep", ClampMin = 0.0001, ClampMax = 0.01, UIMin = 0.0001, UIMax = 0.01))
|
||||
float TimeStep = 0.002f;
|
||||
float TimeStep = 0.001f; // Default to 1ms
|
||||
|
||||
/** Override API Rate setting. */
|
||||
UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (InlineEditConditionToggle))
|
||||
|
@ -35,6 +35,19 @@ class LUCKYMUJOCO_API FMujocoXmlGenerator
|
||||
|
||||
TMap<FString, TSoftObjectPtr<UObject>> ObjectMap;
|
||||
|
||||
public:
|
||||
TUniquePtr<tinyxml2::XMLDocument> GenerateMujocoXml(const TObjectPtr<UMujocoExportOptions>& ExportOptions, const TArray<UObject*>& Objects, const FString& ExportFilename);
|
||||
public:
|
||||
|
||||
/**
|
||||
* Generate the XML file used by the MuJoCo headless scene representing the physics simulation
|
||||
* @param ExportOptions TODO - What they can be?
|
||||
* @param Objects Actors and Components to be added to the scene
|
||||
* @param ExportFilename pretty much that
|
||||
* @param ContactExclusion a list of pairs that should be patched in the xml file for contact exclusion (no friction, no collision)
|
||||
* TODO ContactExclusion should be stored as a property of MujocoActor and not passed in the scene init
|
||||
*/
|
||||
TUniquePtr<tinyxml2::XMLDocument> GenerateMujocoXml(
|
||||
const TObjectPtr<UMujocoExportOptions>& ExportOptions,
|
||||
const TArray<UObject*>& Objects,
|
||||
const FString& ExportFilename,
|
||||
TMap<FString, FString> ContactExclusion);
|
||||
};
|
@ -141,8 +141,8 @@ public:
|
||||
CancelButton->SetEnabled(false);
|
||||
RequestDestroyWindow();
|
||||
|
||||
TUniquePtr<FMujocoXmlGenerator> Generator = MakeUnique<FMujocoXmlGenerator>();
|
||||
TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(ExportOptions, Objects, ExportFilename);
|
||||
const TUniquePtr<FMujocoXmlGenerator> Generator = MakeUnique<FMujocoXmlGenerator>();
|
||||
const TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(ExportOptions, Objects, ExportFilename, TMap<FString, FString>{});
|
||||
|
||||
FString XmlString;
|
||||
tinyxml2::XMLPrinter Printer;
|
||||
|
@ -19,7 +19,8 @@ public class LuckyWorldV2 : ModuleRules
|
||||
"SocketIOClient",
|
||||
"VaRest",
|
||||
"SIOJson",
|
||||
"NavigationSystem"
|
||||
"NavigationSystem",
|
||||
"RenderCore"
|
||||
});
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(new string[] { });
|
||||
|
180
Source/LuckyWorldV2/Private/LRRenderUtilLibrary.cpp
Normal file
180
Source/LuckyWorldV2/Private/LRRenderUtilLibrary.cpp
Normal file
@ -0,0 +1,180 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#include "LRRenderUtilLibrary.h"
|
||||
|
||||
#include "Components/SceneCaptureComponent2D.h"
|
||||
#include "Engine/TextureRenderTarget2D.h"
|
||||
#include "Kismet/KismetRenderingLibrary.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "Engine/World.h"
|
||||
|
||||
void ULRRenderUtilLibrary::SetupSceneCaptureForMesh(
|
||||
USceneCaptureComponent2D* SceneCapture,
|
||||
UStaticMeshComponent* MeshComp,
|
||||
TEnumAsByte<enum ESceneCaptureSource> CaptureSource)
|
||||
{
|
||||
if (!SceneCapture || !MeshComp)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("SetupSceneCaptureForMesh: Invalid SceneCapture or MeshComp"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (!MeshComp->IsValidLowLevel())
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("SetupSceneCaptureForMesh: MeshComp is not valid"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Set the scene capture to focus on the mesh
|
||||
SceneCapture->ShowOnlyComponent(MeshComp);
|
||||
|
||||
SceneCapture->CaptureSource = CaptureSource;
|
||||
SceneCapture->bCaptureEveryFrame = false;
|
||||
SceneCapture->bCaptureOnMovement = false;
|
||||
SceneCapture->FOVAngle = 90.f;
|
||||
|
||||
// Set a solid background color
|
||||
SceneCapture->CompositeMode = ESceneCaptureCompositeMode::SCCM_Overwrite;
|
||||
|
||||
// Ensure we have a valid texture target
|
||||
if (SceneCapture->TextureTarget)
|
||||
{
|
||||
SceneCapture->TextureTarget->ClearColor = FLinearColor::Transparent;
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("SetupSceneCaptureForMesh: TextureTarget is null"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Adjust the transform to frame the mesh
|
||||
FVector MeshBounds = MeshComp->Bounds.BoxExtent;
|
||||
FVector MeshOrigin = MeshComp->Bounds.Origin;
|
||||
|
||||
// Calculate the camera distance based on mesh size
|
||||
float MaxExtent = FMath::Max3(MeshBounds.X, MeshBounds.Y, MeshBounds.Z);
|
||||
float CameraDistance = MaxExtent * 2.5f; // Adjusted to ensure mesh fits in view
|
||||
|
||||
// Calculate the camera location - position from front of mesh (+X axis)
|
||||
FVector CameraLocation = MeshOrigin + FVector(CameraDistance, 0.f, 0.f);
|
||||
|
||||
// Calculate the camera rotation to look at mesh center
|
||||
FRotator CameraRotation = (MeshOrigin - CameraLocation).Rotation();
|
||||
|
||||
SceneCapture->SetWorldLocationAndRotation(CameraLocation, CameraRotation);
|
||||
|
||||
// Register component to make sure it will render
|
||||
if (!SceneCapture->IsRegistered())
|
||||
{
|
||||
SceneCapture->RegisterComponent();
|
||||
}
|
||||
}
|
||||
|
||||
UTextureRenderTarget2D* ULRRenderUtilLibrary::CaptureMeshToRenderTarget(
|
||||
UStaticMeshComponent* MeshComp,
|
||||
const FVector2D& ImageSize,
|
||||
UObject* WorldContextObject,
|
||||
TEnumAsByte<enum ESceneCaptureSource> CaptureSource)
|
||||
{
|
||||
if (!MeshComp || !WorldContextObject || !WorldContextObject->GetWorld())
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("CaptureMeshToRenderTarget: Invalid parameters"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Create a render target with proper size
|
||||
UTextureRenderTarget2D* RenderTarget = UKismetRenderingLibrary::CreateRenderTarget2D(
|
||||
WorldContextObject,
|
||||
FMath::Max(32, static_cast<int32>(ImageSize.X)),
|
||||
FMath::Max(32, static_cast<int32>(ImageSize.Y)),
|
||||
ETextureRenderTargetFormat::RTF_RGBA8);
|
||||
|
||||
if (!RenderTarget)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("CaptureMeshToRenderTarget: Failed to create render target"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Create a temporary actor to hold the scene capture component
|
||||
AActor* TempActor = WorldContextObject->GetWorld()->SpawnActor<AActor>();
|
||||
if (!TempActor)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("CaptureMeshToRenderTarget: Failed to spawn temporary actor"));
|
||||
return RenderTarget;
|
||||
}
|
||||
|
||||
// Create a root component if it doesn't exist
|
||||
if (!TempActor->GetRootComponent())
|
||||
{
|
||||
USceneComponent* RootComponent = NewObject<USceneComponent>(TempActor, TEXT("RootComponent"));
|
||||
TempActor->SetRootComponent(RootComponent);
|
||||
RootComponent->RegisterComponent();
|
||||
}
|
||||
|
||||
// Create and set up scene capture component
|
||||
USceneCaptureComponent2D* SceneCapture = NewObject<USceneCaptureComponent2D>(TempActor);
|
||||
if (SceneCapture)
|
||||
{
|
||||
SceneCapture->RegisterComponent();
|
||||
SceneCapture->AttachToComponent(TempActor->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
|
||||
SceneCapture->TextureTarget = RenderTarget;
|
||||
|
||||
// Setup the scene capture
|
||||
SetupSceneCaptureForMesh(SceneCapture, MeshComp, CaptureSource);
|
||||
|
||||
// Clear the render target
|
||||
UKismetRenderingLibrary::ClearRenderTarget2D(WorldContextObject, RenderTarget, FLinearColor::Transparent);
|
||||
|
||||
// Disable post-processing effects
|
||||
SceneCapture->PostProcessSettings.bOverride_AutoExposureMethod = true;
|
||||
SceneCapture->PostProcessSettings.AutoExposureMethod = EAutoExposureMethod::AEM_Manual;
|
||||
SceneCapture->PostProcessSettings.bOverride_AutoExposureBias = true;
|
||||
SceneCapture->PostProcessSettings.AutoExposureBias = 1.0f;
|
||||
SceneCapture->PostProcessSettings.bOverride_BloomIntensity = true;
|
||||
SceneCapture->PostProcessSettings.BloomIntensity = 0.0f;
|
||||
|
||||
// Trigger a one-time capture
|
||||
SceneCapture->CaptureScene();
|
||||
|
||||
// Force the GPU to complete rendering
|
||||
FlushRenderingCommands();
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("CaptureMeshToRenderTarget: Failed to create scene capture component"));
|
||||
}
|
||||
|
||||
// Clean up the temporary actor
|
||||
TempActor->Destroy();
|
||||
|
||||
return RenderTarget;
|
||||
}
|
||||
|
||||
bool ULRRenderUtilLibrary::CaptureSceneNow(USceneCaptureComponent2D* SceneCapture)
|
||||
{
|
||||
if (!SceneCapture || !SceneCapture->IsValidLowLevel())
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("CaptureSceneNow: Invalid scene capture component"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!SceneCapture->TextureTarget)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("CaptureSceneNow: Scene capture has no texture target"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Ensure component is registered
|
||||
if (!SceneCapture->IsRegistered())
|
||||
{
|
||||
SceneCapture->RegisterComponent();
|
||||
}
|
||||
|
||||
// Trigger the capture
|
||||
SceneCapture->CaptureScene();
|
||||
|
||||
// Force the GPU to complete rendering
|
||||
FlushRenderingCommands();
|
||||
|
||||
return true;
|
||||
}
|
57
Source/LuckyWorldV2/Public/LRRenderUtilLibrary.h
Normal file
57
Source/LuckyWorldV2/Public/LRRenderUtilLibrary.h
Normal file
@ -0,0 +1,57 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "LRRenderUtilLibrary.generated.h"
|
||||
|
||||
class USceneCaptureComponent2D;
|
||||
class UTextureRenderTarget2D;
|
||||
class UStaticMeshComponent;
|
||||
|
||||
/**
|
||||
* Utility library for capturing and rendering objects in the Lucky Robots system
|
||||
*/
|
||||
UCLASS(BlueprintType, Blueprintable)
|
||||
class LUCKYWORLDV2_API ULRRenderUtilLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Captures a static mesh component to a render target texture
|
||||
* @param MeshComp The static mesh component to capture
|
||||
* @param ImageSize The size of the output image
|
||||
* @param WorldContextObject The world context
|
||||
* @param CaptureSource The type of data to capture (default is BaseColor)
|
||||
* @return The rendered texture
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Lucky Robots|Render Utilities")
|
||||
static UTextureRenderTarget2D* CaptureMeshToRenderTarget(
|
||||
UStaticMeshComponent* MeshComp,
|
||||
const FVector2D& ImageSize,
|
||||
|
||||
UObject* WorldContextObject,
|
||||
TEnumAsByte<enum ESceneCaptureSource> CaptureSource = ESceneCaptureSource::SCS_BaseColor);
|
||||
|
||||
/**
|
||||
* Sets up a scene capture component to focus on a specific mesh
|
||||
* @param SceneCapture The scene capture component to set up
|
||||
* @param MeshComp The static mesh component to focus on
|
||||
* @param CaptureSource The type of data to capture (default is BaseColor)
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Lucky Robots|Render Utilities")
|
||||
static void SetupSceneCaptureForMesh(
|
||||
USceneCaptureComponent2D* SceneCapture,
|
||||
UStaticMeshComponent* MeshComp,
|
||||
TEnumAsByte<enum ESceneCaptureSource> CaptureSource = ESceneCaptureSource::SCS_BaseColor);
|
||||
|
||||
/**
|
||||
* Captures the current view of a scene capture component to its render target
|
||||
* @param SceneCapture The scene capture component to trigger
|
||||
* @return Success status
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Lucky Robots|Render Utilities")
|
||||
static bool CaptureSceneNow(USceneCaptureComponent2D* SceneCapture);
|
||||
};
|
Loading…
x
Reference in New Issue
Block a user