NVIDIA DeepLearning Dataset Synthesizer (NDDS)
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ANVSceneManager Class Reference
+ Inheritance diagram for ANVSceneManager:
+ Collaboration diagram for ANVSceneManager:

Public Member Functions

 ANVSceneManager (const FObjectInitializer &ObjectInitializer)
 Use SpawnActor() to create this instance. More...
 
ENVSceneManagerState GetState () const
 Get scene capturing state. More...
 
void ResetState ()
 if state is CAPTURED, this change the state to READY. More...
 

Static Public Member Functions

static ANVSceneManagerGetANVSceneManagerPtr ()
 Get singleton this instance. After lifecycle "PostInitializeComponents" is finished, this method is available. More...
 

Public Attributes

FNVObjectSegmentation_Class ObjectClassSegmentation
 
FNVObjectSegmentation_Instance ObjectInstanceSegmentation
 

Protected Member Functions

virtual void BeginPlay () override
 
void FocusNextMarker ()
 
bool IsAllSceneCaptured () const
 
virtual void OnCapturingCompleted (ANVSceneCapturerActor *SceneCapturer, bool bIsSucceeded)
 
virtual void PostInitializeComponents () override
 
virtual void PreInitializeComponents () override
 
void SetupScene ()
 
virtual void SetupSceneInternal ()
 
virtual void UpdateSettingsFromCommandLine ()
 

Protected Attributes

bool bAutoExitAfterExportingComplete
 If true, this exporter will automatically shutdown the game after it finish exporting. More...
 
bool bCaptureAtAllMarkers
 
bool bIsActive
 Whether this scene manager actively change the scene or not. More...
 
bool bUseMarkerNameAsPostfix
 
int32 CurrentMarkerIndex
 
AActor * CurrentSceneMarker
 
FNVSceneManger_SetupCompleted OnSetupCompleted
 
TArray< FString > SceneCaptureExportDirNames
 
TArray< class
ANVSceneCapturerActor * > 
SceneCapturers
 Keep track of all the scene capturers in the map. More...
 
ENVSceneManagerState SceneManagerState
 
TArray< AActor * > SceneMarkers
 List of anchors for point-of-interests. More...
 

Detailed Description

Actor representing the scene to be annotated and have its info captured and exported. Although multiple instances can be created, only one can be active for scene capturing at a time. All other instances' 'bIsActive' property will be disabled when capturing starts.

Definition at line 54 of file NVSceneManager.h.

Constructor & Destructor Documentation

ANVSceneManager::ANVSceneManager ( const FObjectInitializer &  ObjectInitializer)

Use SpawnActor() to create this instance.

Member Function Documentation

static ANVSceneManager* ANVSceneManager::GetANVSceneManagerPtr ( )
static

Get singleton this instance. After lifecycle "PostInitializeComponents" is finished, this method is available.

ENVSceneManagerState ANVSceneManager::GetState ( ) const

Get scene capturing state.

void ANVSceneManager::ResetState ( )

if state is CAPTURED, this change the state to READY.

Member Data Documentation

bool ANVSceneManager::bAutoExitAfterExportingComplete
protected

If true, this exporter will automatically shutdown the game after it finish exporting.

Definition at line 113 of file NVSceneManager.h.

bool ANVSceneManager::bIsActive
protected

Whether this scene manager actively change the scene or not.

Definition at line 102 of file NVSceneManager.h.

TArray<class ANVSceneCapturerActor*> ANVSceneManager::SceneCapturers
protected

Keep track of all the scene capturers in the map.

Definition at line 124 of file NVSceneManager.h.

TArray<AActor*> ANVSceneManager::SceneMarkers
protected

List of anchors for point-of-interests.

Definition at line 106 of file NVSceneManager.h.


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