NVIDIA DeepLearning Dataset Synthesizer (NDDS)
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DRSceneManager.h
1 /*
2 * Copyright (c) 2018, NVIDIA CORPORATION. All rights reserved.
3 *
4 * NVIDIA CORPORATION and its licensors retain all intellectual property
5 * and proprietary rights in and to this software, related documentation
6 * and any modifications thereto. Any use, reproduction, disclosure or
7 * distribution of this software and related documentation without an express
8 * license agreement from NVIDIA CORPORATION is strictly prohibited.
9 */
10 
11 #pragma once
12 
13 #include "GameFramework/Actor.h"
14 #include "DomainRandomizationDNNPCH.h"
15 #include "NVSceneManager.h"
16 #include "DRSceneManager.generated.h"
17 
18 /**
19  * The new actor which get annotated and have its info captured and exported
20  */
21  /// @cond DOXYGEN_SUPPRESSED_CODE
22 UCLASS(Blueprintable, ClassGroup = (NVIDIA), Config=Engine, HideCategories = (Replication, Tick, Tags, Input, Actor, Rendering))
23 /// @endcond DOXYGEN_SUPPRESSED_CODE
24 class DOMAINRANDOMIZATIONDNN_API ADRSceneManager : public ANVSceneManager
25 {
26  GENERATED_BODY()
27 
28 public:
29  ADRSceneManager(const FObjectInitializer& ObjectInitializer);
30 
31 protected:
32  virtual void PostLoad() override;
33  virtual void BeginPlay() override;
34  virtual void UpdateSettingsFromCommandLine() override;
35  virtual void SetupSceneInternal() override;
36 
37 #if WITH_EDITORONLY_DATA
38  virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
39 #endif //WITH_EDITORONLY_DATA
40 
41 protected: // Editor properties
42  // Reference to the actor that manage the training actors
43  UPROPERTY(EditInstanceOnly)
44  class AGroupActorManager* GroupActorManager;
45 
46  UPROPERTY(EditInstanceOnly)
47  class AGroupActorManager* NoiseActorManager;
48 
49 protected: // Transient properties
50  UPROPERTY(Transient)
51  bool bIsReady;
52 };