AI3DHConnector Class Reference

instant3Dhub: AI3DHConnector Class Reference
instant3Dhub

#include "I3DHConnector.h"

+ Inheritance diagram for AI3DHConnector:
+ Collaboration diagram for AI3DHConnector:

Detailed Description

The HubConnector is the central actor for communication with an instant3Dhub instance in your network.

Public Member Functions

TSharedPtr< FI3DHConnectorAPIGetAPI () const
 
void AddNetworkCredentialCookie (const FString &CookieKey, const FString &CookieValue)
 
void RemoveNetworkCredentialCookie (const FString &CookieKey)
 
void AddNetworkCredentialToken (const FString &TokenKey, const FString &TokenValue)
 
void RemoveNetworkCredentialToken (const FString &TokenKey)
 
const TMap< FString, FString > & GetNetworkCredentialCookies () const
 
const TMap< FString, FString > & GetNetworkCredentialTokens () const
 
void ConnectToHub (const FString &HubURL, const FString &SessionId)
 
void ConnectToHubWithOptions (const FString &HubURL, const FI3DHConnectOptions &Options)
 
void Disconnect ()
 
bool IsDisconnected () const
 
bool IsEstablishingConnectionToHub () const
 
bool IsConnectedToHub () const
 
FString GetHubURL () const
 
FString GetSessionId () const
 
FMatrix GetOriginToWorldTransform () const
 
FMatrix GetWorldToOriginTransform () const
 
AActorGetOriginActor ()
 
const AActorGetOriginActor () const
 
TArray< int32 > GetClipPlanes ()
 
AActorFindClipPlaneActor (int32 ClipPlaneId)
 
AActorGetMainClipPlaneActor ()
 
UMaterialInterfaceGetDrawingMaterial (FLinearColor Color)
 
class AI3DHDrawingFindDrawingActor (int DrawingHandle)
 
void SetClipDrawingsByClipPlane (const bool bClipDrawingsByClipPlaneEnabled)
 
bool GetClipDrawingsByClipPlane ()
 
int32 GetGlobalRootNodeId ()
 
TArray< int32 > GetSelection ()
 
bool GetWorldTransformWithAuthority (const FI3DHTransformAuthorityHandle TransformAuthorityHandle, int NodeId, FMatrix &OutWorldTransform)
 
void SetWorldTransformWithAuthority (const FI3DHTransformAuthorityHandle TransformAuthorityHandle, int NodeId, const FMatrix &WorldTransform)
 
void ReleaseTransformAuthority (const FI3DHTransformAuthorityHandle TransformAuthorityHandle)
 
bool IsTransformAuthorityActive (const FI3DHTransformAuthorityHandle TransformAuthorityHandle) const
 

Public Attributes

FConnectedDelegate OnConnectedDelegate
 
FConnectErrorDelegate OnConnectErrorDelegate
 
FDisconnectedDelegate OnDisconnectedDelegate
 
FClipPlaneCreatedDelegate OnClipPlaneCreatedDelegate
 
FClipPlaneRemovedDelegate OnClipPlaneRemovedDelegate
 
float ClipPlaneSyncHz = 1.0
 
TSubclassOf< AActorClipPlaneActorClass = nullptr
 
TObjectPtr< UMaterialInterfaceDrawingBaseMaterial {nullptr}
 
float DrawingSyncHz = 1.0
 

Protected Attributes

TObjectPtr< class UMaterialParameterCollectionI3DHParameterCollection = nullptr
 
TSubclassOf< AI3DHGeometryGeometryActorClass
 
bool bSpawnedGeometryCastsShadow = false
 
int MaxComponentsCreatedPerTick = 2
 
int32 TargetedTrianglesOnComponentsWithVisibility = 10000000
 
float ViewSyncHz = 5.0
 
TObjectPtr< USceneComponentRootComponentConnector
 

Member Function Documentation

◆ GetOriginActor() [1/2]

AActor * AI3DHConnector::GetOriginActor ( )
inline
Returns
Returns the Origin Actor which currently is the connector itself.

◆ GetOriginActor() [2/2]

const AActor * AI3DHConnector::GetOriginActor ( ) const
inline
Returns
Returns the Origin Actor which currently is the connector itself.

◆ GetOriginToWorldTransform()

FMatrix AI3DHConnector::GetOriginToWorldTransform ( ) const

Gets origin to world transform.

Returns
The origin to world transform.
See also
Coordinate Systems

◆ GetWorldToOriginTransform()

FMatrix AI3DHConnector::GetWorldToOriginTransform ( ) const

Gets world to origin transform.

Returns
The world to origin transform.
See also
Coordinate Systems

Member Data Documentation

◆ I3DHParameterCollection

TObjectPtr<class UMaterialParameterCollection> AI3DHConnector::I3DHParameterCollection = nullptr
protected

Material parameter collection used for Hub features such as clipping plane.

This should be set to the plugins MaterialParameterCollection to work.

◆ TargetedTrianglesOnComponentsWithVisibility

int32 AI3DHConnector::TargetedTrianglesOnComponentsWithVisibility = 10000000
protected

A target budget for the number of triangles accumulated over all components concurrently visible in the scene.

Parts that are visible in the current frame (according to the remote culler) are always shown, but currently out of view / occluded parts are kept visible within the remaining budget.


The documentation for this class was generated from the following file: