| UObjectBase
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Module |
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Header |
/Engine/Plugins/Enterprise/LidarPointCloud/Source/LidarPointCloudRuntime/Public/LidarPointCloudComponent.h |
Include |
#include "LidarPointCloudComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Rendering, ShowCategories=(Rendering),
HideCategories=(Object, LOD, Physics, Activation, Materials, Cooking, Input, HLOD, Mobile),
Meta=(BlueprintSpawnableComponent))
class ULidarPointCloudComponent : public UMeshComponent
Component that allows you to render specified point cloud section
Name | Description | ||
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bDrawNodeBounds |
Enabling this will cause the visible nodes to render their bounds. |
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bUseFrustumCulling |
If enabled, points outside of the visible frustum will not be rendered. |
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ClassificationColors |
Used with the Classification source. Maps the given classification ID to a color. |
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ColorSource |
Specifies which source to use for point colors. |
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ColorTint |
Specifies the tint to apply to the points. |
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Contrast |
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ElevationColorBottom |
Specifies the bottom color of the elevation-based gradient. |
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ElevationColorTop |
Specifies the top color of the elevation-based gradient. |
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Gain |
Affects the emissive strength of the color. Useful to create Bloom and light bleed effects. |
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Gamma |
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float |
GapFillingStrength |
If set to > 0, it attempts to close gaps between points. |
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float |
IntensityInfluence |
Specifies the influence of Intensity data, if available, on the overall color. |
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MaxDepth |
Maximum Depth to which the nodes should be rendered. -1 to disable. |
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MinDepth |
Minimum Depth from which the nodes should be rendered. 0 to disable. |
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Offset |
Applied additively, 0 being neutral. |
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PointOrientation |
Affects the orientation of points. |
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float |
PointSize |
Use to tweak the size of the points. Set to 0 to switch to 1 pixel points. |
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float |
PointSizeBias |
Larger values will help mask LOD transition areas, but too large values will lead to loss of detail. |
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Saturation |
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ScalingMethod |
Determines how the points will be scaled |
Name | Description | |
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ULidarPointCloudComponent() |
Name | Description | ||
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AddReferencedObjects ( |
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ApplyColorToFirstPointByRay |
Applies the given color to the first point hit by the given ray |
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ApplyColorToFirstPointByRay ( |
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ApplyColorToPointsByRay |
Applies the given color to all points hit by the given ray |
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ApplyColorToPointsByRay ( |
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ApplyColorToPointsInBox |
Applies the given color to all points within the box |
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ApplyColorToPointsInBox |
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ApplyColorToPointsInSphere |
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ApplyColorToPointsInSphere |
Applies the given color to all points within the sphere |
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ApplyRenderingParameters() |
Applies specified rendering parameters (Brightness, Saturation, etc) to the selected material |
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ExecuteActionOnFirstPointByRay ( |
Executes the provided action on the first point hit by the given ray. |
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ExecuteActionOnPointsByRay ( |
Executes the provided action on each of the points hit by the given ray. |
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ExecuteActionOnPointsInBox |
Executes the provided action on each of the points within the given box. |
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ExecuteActionOnPointsInBox |
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ExecuteActionOnPointsInSphere |
Executes the provided action on each of the points within the given sphere. |
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ExecuteActionOnPointsInSphere |
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GetOwningViewportClient() |
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ULidarPointC... |
GetPointCloud() |
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ELidarPointC... |
GetPointShape() |
Returns the current Point Shape |
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GetPointsInBox ( |
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GetPointsInBox ( |
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GetPointsInBox ( |
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GetPointsInBox ( |
Populates the array with the list of points within the given box. |
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GetPointsInBoxAsCopies ( |
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GetPointsInBoxAsCopies ( |
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GetPointsInBoxAsCopies |
Populates the array with copies of points within the given box. |
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GetPointsInSphere ( |
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GetPointsInSphere ( |
Populates the array with the list of points within the given sphere. |
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GetPointsInSphere ( |
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GetPointsInSphere ( |
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GetPointsInSphereAsCopies ( |
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GetPointsInSphereAsCopies ( |
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GetPointsInSphereAsCopies |
Populates the array with copies of points within the given sphere. |
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HasPointsByRay |
Returns true if there are any points hit by the given ray. |
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HasPointsByRay ( |
Returns true if there are any points hit by the given ray. |
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HasPointsInBox |
Returns true if there are any points within the given box. |
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HasPointsInBox |
Returns true if there are any points within the given box. |
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HasPointsInSphere |
Returns true if there are any points within the given sphere. |
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HasPointsInSphere |
Returns true if there are any points within the given sphere. |
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IsOwnedByEditor() |
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LineTraceMulti |
Performs a raycast test against the point cloud. |
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LineTraceMulti ( |
Performs a raycast test against the point cloud. |
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LineTraceMulti ( |
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FLidarPointC... |
LineTraceSingle ( |
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LineTraceSingle ( |
Performs a raycast test against the point cloud. Returns the pointer if hit or nullptr otherwise. |
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RemoveFirstPointByRay |
Removes the first point hit by the given ray |
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RemoveFirstPointByRay ( |
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RemovePointsByRay ( |
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RemovePointsByRay |
Removes all points hit by the given ray |
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RemovePointsInBox |
Removes all points within the given box |
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RemovePointsInBox |
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RemovePointsInSphere |
Removes all points within the given sphere |
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RemovePointsInSphere |
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SetPointCloud ( |
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SetPointShape ( |
Sets new Point Shape |
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SetVisibilityOfFirstPointByRay ( |
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SetVisibilityOfFirstPointByRay |
Sets visibility of the first point hit by the given ray. |
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SetVisibilityOfPointsByRay ( |
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SetVisibilityOfPointsByRay |
Sets visibility of points hit by the given ray. |
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SetVisibilityOfPointsInBox |
Sets visibility of points within the given box. |
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SetVisibilityOfPointsInBox |
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SetVisibilityOfPointsInSphere |
Sets visibility of points within the given sphere. |
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SetVisibilityOfPointsInSphere |
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ShouldRenderFacingNormals() |
Returns true if the component should be rendered facing normals |
Name | Description | ||
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UBodySetup &... |
GetBodySetup() |
Return the BodySetup to use for this PrimitiveComponent (single body case) |
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UMaterialInt... |
GetMaterial ( |
Returns the material used by the element at the specified index |
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GetNumMaterials() |
Return number of material elements in this primitive |
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SetMaterial ( |
Changes the material applied to an element of the mesh. |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditImport() |
Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditChange ( |
This is called when a property is about to be modified externally |