AddTexture
(
Texture
)
|
Signature
void UMRUKPassthroughCameraAccessSubsystem::AddTexture(class UMRUKPassthroughCameraAccessTexture *Texture) Parameters Texture: class UMRUKPassthroughCameraAccessTexture *Returns void |
Deinitialize
()
|
Signature
virtual void UMRUKPassthroughCameraAccessSubsystem::Deinitialize() override Returns void |
GetCameraIntrinsics
(
Eye
)
|
Get the camera intrinsics.
Signature
FMRUKCameraIntrinsics UMRUKPassthroughCameraAccessSubsystem::GetCameraIntrinsics(EMRUKCameraEye Eye) const Parameters Eye: EMRUKCameraEyeReturns FMRUKCameraIntrinsics |
GetCameraPose
(
Eye
, OutPosition
, OutOrientation
)
|
Get the pose of the camera.
Signature
void UMRUKPassthroughCameraAccessSubsystem::GetCameraPose(EMRUKCameraEye Eye, FVector &OutPosition, FQuat &OutOrientation) Parameters Returns void |
GetSupportedResolutions
(
CameraEye
)
|
Get a list of all supported resolutions.
Signature
TArray< FVector2D > UMRUKPassthroughCameraAccessSubsystem::GetSupportedResolutions(EMRUKCameraEye CameraEye) Parameters CameraEye: EMRUKCameraEyeReturns TArray< FVector2D > |
GetTimestamp
(
Eye
)
|
Timestamp associated with the latest camera image.
Signature
FDateTime UMRUKPassthroughCameraAccessSubsystem::GetTimestamp(EMRUKCameraEye Eye) const Parameters Eye: EMRUKCameraEyeReturns FDateTime |
Initialize
(
Collection
)
|
Signature
virtual void UMRUKPassthroughCameraAccessSubsystem::Initialize(FSubsystemCollectionBase &Collection) override Parameters Collection: FSubsystemCollectionBase &Returns void |
Play
(
Width
, Height
, MaxFramerate
, CameraEye
)
|
Start the passthrough camera for the given eye.
Signature
bool UMRUKPassthroughCameraAccessSubsystem::Play(int &Width, int &Height, int MaxFramerate, EMRUKCameraEye CameraEye) Parameters Returns bool |
RemoveTexture
(
Texture
)
|
Signature
void UMRUKPassthroughCameraAccessSubsystem::RemoveTexture(class UMRUKPassthroughCameraAccessTexture *Texture) Parameters Texture: class UMRUKPassthroughCameraAccessTexture *Returns void |
Stop
(
CameraEye
)
|
Stop the passthrough camera for the given eye.
Signature
void UMRUKPassthroughCameraAccessSubsystem::Stop(EMRUKCameraEye CameraEye) Parameters CameraEye: EMRUKCameraEyeReturns void |
ViewportPointToWorldSpaceRay
(
Eye
, ViewportPoint
, OutPosition
, OutDirection
)
|
Constructs a ray in world space that points to the given point in passthrough camera space.
Signature
void UMRUKPassthroughCameraAccessSubsystem::ViewportPointToWorldSpaceRay(EMRUKCameraEye Eye, FVector2D ViewportPoint, FVector &OutPosition, FVector &OutDirection) Parameters Returns void |
WorldToViewportPoint
(
Eye
, WorldPosition
)
|
Converts the world position into the passthrough camera space.
Signature
FVector2D UMRUKPassthroughCameraAccessSubsystem::WorldToViewportPoint(EMRUKCameraEye Eye, FVector WorldPosition) Parameters Eye: EMRUKCameraEyeWorldPosition: FVectorReturns FVector2D |