NVIDIA DeepLearning Dataset Synthesizer (NDDS)
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RandomLightComponent_SpotLight.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 "DomainRandomizationDNNPCH.h"
14 #include "RandomComponentBase.h"
15 #include "DRUtils.h"
16 #include "RandomLightComponent.h"
17 #include "RandomLightComponent_SpotLight.generated.h"
18 
19 /**
20 * Randomize the properties of the owner actor's light components
21 * NOTE: This is not a LightComponent, it modify other light components
22 */
23 /// @cond DOXYGEN_SUPPRESSED_CODE
24 UCLASS(Blueprintable, ClassGroup = (NVIDIA), meta = (BlueprintSpawnableComponent))
25 /// @endcond DOXYGEN_SUPPRESSED_CODE
26 class DOMAINRANDOMIZATIONDNN_API URandomLightComponent_SpotLight : public URandomLightComponent
27 {
28  GENERATED_BODY()
29 
30 public:
32 
33 protected: // Editor properties
34  UPROPERTY(EditAnywhere, Category = "Randomization", meta = (InlineEditConditionToggle))
35  bool bShouldModifyInnerConeAngle;
36 
37  UPROPERTY(EditAnywhere, Category = "Randomization", meta = (EditCondition = "bShouldModifyInnerConeAngle"))
38  FFloatInterval InnerConeAngleRange;
39 
40  UPROPERTY(EditAnywhere, Category = "Randomization", meta = (InlineEditConditionToggle))
41  bool bShouldModifyOuterConeAngle;
42 
43  UPROPERTY(EditAnywhere, Category = "Randomization", meta = (EditCondition = "bShouldModifyOuterConeAngle"))
44  FFloatInterval OuterConeAngleRange;
45 
46 protected:
47  void OnRandomization_Implementation() override;
48 };