40 lines
1.3 KiB
C++
40 lines
1.3 KiB
C++
// Copyright® 2015-2023 PICO Technology Co., Ltd. All rights reserved.
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// This plugin incorporates portions of the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere.
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// Unreal® Engine, Copyright 1998 – 2023, Epic Games, Inc. All rights reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "ProceduralMeshComponent.h"
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#include "PICO_MRTypes.h"
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#include "PICO_SpatialMeshComponent.generated.h"
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UCLASS(hidecategories = (Object, LOD), meta = (BlueprintSpawnableComponent), ClassGroup = Rendering)
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class USpatialMeshComponentPICO : public UProceduralMeshComponent
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{
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GENERATED_BODY()
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public:
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USpatialMeshComponentPICO(const FObjectInitializer& ObjectInitializer);
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UFUNCTION(BlueprintPure, Category = "PICO|MR")
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ESemanticLabelPICO GetSemanticByIndex(int32 Index);
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void AddIndexToSemanticLabel(int32 Index,ESemanticLabelPICO SceneLabel);
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void SetUpdateTime(uint64 Time);
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int64 GetUpdateTime() const;
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TArray<int32> GetCachedIndices() { return CachedIndices; };
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bool IsEqualWithCached(TArray<int32>& Indices);
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void SetCachedIndices(const TArray<int32>& Indices) {CachedIndices = Indices; };
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protected:
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TMap<int32,ESemanticLabelPICO> IndexToAnchorSceneLabelMap; //Index ->SceneLabel
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uint64 LastUpdateTime = 0;
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TArray<int32> CachedIndices;
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}; |