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UnrealEngine/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Blueprints/DisplayClusterBlueprintContainers.h
2025-05-18 13:04:45 +08:00

81 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "StereoRendering.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "DisplayClusterBlueprintContainers.generated.h"
USTRUCT()
struct DISPLAYCLUSTER_API FDisplayClusterViewportContext
{
GENERATED_BODY()
public:
// Viewport Name
UPROPERTY(EditAnywhere, Category = "NDisplay")
FString ViewportID;
// Location on a backbuffer.
UPROPERTY(EditAnywhere, Category = "NDisplay")
FIntPoint RectLocation = FIntPoint::ZeroValue;
// Size on a backbuffer.
UPROPERTY(EditAnywhere, Category = "NDisplay")
FIntPoint RectSize = FIntPoint::ZeroValue;
// Camera view location
UPROPERTY(EditAnywhere, Category = "NDisplay")
FVector ViewLocation = FVector::ZeroVector;
// Camera view rotation
UPROPERTY(EditAnywhere, Category = "NDisplay")
FRotator ViewRotation = FRotator::ZeroRotator;
// Camera projection Matrix
UPROPERTY(EditAnywhere, Category = "NDisplay")
FMatrix ProjectionMatrix = FMatrix::Identity;
// Rendering status for this viewport (Overlay and other configuration rules can disable rendering for this viewport.)
UPROPERTY(EditAnywhere, Category = "NDisplay")
bool bIsRendering = true;
};
USTRUCT()
struct DISPLAYCLUSTER_API FDisplayClusterViewportStereoContext
{
GENERATED_BODY()
public:
// Viewport Name
UPROPERTY(EditAnywhere, Category = "NDisplay")
FString ViewportID;
// Location on a backbuffer.
UPROPERTY(EditAnywhere, Category = "NDisplay")
FIntPoint RectLocation = FIntPoint::ZeroValue;
// Size on a backbuffer.
UPROPERTY(EditAnywhere, Category = "NDisplay")
FIntPoint RectSize = FIntPoint::ZeroValue;
// Camera view location
UPROPERTY(EditAnywhere, Category = "NDisplay")
TArray<FVector> ViewLocation;
// Camera view rotation
UPROPERTY(EditAnywhere, Category = "NDisplay")
TArray<FRotator> ViewRotation;
// Camera projection Matrix
UPROPERTY(EditAnywhere, Category = "NDisplay")
TArray<FMatrix> ProjectionMatrix;
// Rendering status for this viewport (Overlay and other configuration rules can disable rendering for this viewport.)
UPROPERTY(EditAnywhere, Category = "NDisplay")
bool bIsRendering = true;
};