Plot3D.h 3.95 KB
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// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "PointCloud.h"
#include "PointCloudActor.h"
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#include "Runtime/Engine/Classes/Curves/CurveVector.h"
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#include "Plot3D.generated.h"

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UENUM(BlueprintType)		//"BlueprintType" is essential to include
enum class EAxisType : uint8
{
	X,Y,Z,U,V,W,LengthUVW,Count
};

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UCLASS()
class IMMERSIVEANALYTICS_API APlot3D : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	APlot3D();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

private:
	void InitPoints();
	void InitCloud();
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	FColor CalculateColorOfPoint(int32 Index, float Min, float Max);
	void RebuildCloud();
	FVector CalculateWorldLocOfPoint(FPointCloudPoint* Point);

	UPROPERTY(Category = PointCloudActor, VisibleAnywhere, BlueprintReadOnly, meta = (ExposeFunctionCategories = "Rendering,Components|PointCloud", AllowPrivateAccess = "true"))
	class UPointCloudComponent* PointCloudComponent;
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public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
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	TArray<FPointCloudPoint> Points;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	TArray<float> U;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	TArray<float> V;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	TArray<float> W;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	TArray<float> Length;

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	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MinLength;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MaxLength;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MinX;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MaxX;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MinY;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MaxY;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MinZ;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MaxZ;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MinU;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MaxU;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MinV;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MaxV;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MinW;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	float MaxW;

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	UPROPERTY(EditDefaultsOnly, Category = Plot3D)
	UCurveVector* TransferFunction;

	UPROPERTY(Category = Plot3D, VisibleAnywhere, BlueprintReadOnly)
	UPointCloud *PointCloud;

	UPROPERTY(Category = Plot3D, EditAnywhere)
	bool OverridePointCount;

	UPROPERTY(Category = Plot3D, EditAnywhere)
	int32 PointCount;

	UFUNCTION(BlueprintCallable)
	void BrushPoints(TArray<int32> PointIndexes, bool Add, bool Rebuild);

	UFUNCTION(BlueprintCallable)
	void BrushPoint(int32 PointIndex, bool Add);

	UFUNCTION(BlueprintCallable)
	void ResetPoints(bool Rebuild);

	UFUNCTION(BlueprintCallable)
	void InvertPoints(bool Rebuild);

	UFUNCTION(BlueprintCallable)
	void AddFilter_Planes(FVector Normal, FVector Location, bool UseTwoPlanes, FVector NormalLeft, FVector LocationLeft, bool Add, bool Rebuild, bool Invert);

	UFUNCTION(BlueprintCallable)
	void AddFilter_ValueRange(EAxisType XType, float XMin, float XMax, EAxisType YType, float YMin, float YMax, bool Add, bool Rebuild);

	UFUNCTION(BlueprintCallable)
	void AddFilter_Box(FTransform Transform, FVector Extent, bool Add, bool Rebuild);

	UFUNCTION(BlueprintCallable)
	void AddFilter_Sphere(FVector Location, float Radius, bool Add, bool Rebuild);
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	class UPointCloudComponent* GetPointCloudComponent() const { return PointCloudComponent; }
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};