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UnrealEngine/Engine/Source/Runtime/LiveLinkInterface/Public/LiveLinkFrameInterpolationProcessor.h
2025-05-18 13:04:45 +08:00

71 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "LiveLinkRole.h"
#include "LiveLinkTypes.h"
#include "Templates/SubclassOf.h"
#include "LiveLinkFrameInterpolationProcessor.generated.h"
/**
* Information about the interpolation that was done
* Used to give some cues to the caller about what's happened
*/
struct FLiveLinkInterpolationInfo
{
/** Distance in seconds between expected evaluation time and newest sample */
float ExpectedEvaluationDistanceFromNewestSeconds;
/** Distance in seconds between expected evaluation time and oldest sample */
float ExpectedEvaluationDistanceFromOldestSeconds;
/** Frame indices interpolated between */
int32 FrameIndexA = INDEX_NONE;
int32 FrameIndexB = INDEX_NONE;
/** Whether sampling was done below our oldest sample */
bool bUnderflowDetected = false;
/** Whether interpolation point was above our newest sample */
bool bOverflowDetected = false;
};
/**
* Basic object to interpolate live link frames
* Inherit from it to do custom blending for your data type
* @note It can be called from any thread
*/
class ILiveLinkFrameInterpolationProcessorWorker
{
public:
virtual TSubclassOf<ULiveLinkRole> GetRole() const = 0;
virtual void Interpolate(double InTime, const FLiveLinkStaticDataStruct& InStaticData, const TArray<FLiveLinkFrameDataStruct>& InSourceFrames, FLiveLinkSubjectFrameData& OutBlendedFrame, FLiveLinkInterpolationInfo& OutInterpolationInfo) = 0;
virtual void Interpolate(const FQualifiedFrameTime& InTime, const FLiveLinkStaticDataStruct& InStaticData, const TArray<FLiveLinkFrameDataStruct>& InSourceFrames, FLiveLinkSubjectFrameData& OutBlendedFrame, FLiveLinkInterpolationInfo& OutInterpolationInfo) = 0;
};
/**
* Basic object to interpolate live link frames
* Inherit from it to do custom blending for your data type
* @note It can only be used on the Game Thread. See ILiveLinkFrameInterpolationProcessorWorker for the any thread implementation.
*/
UCLASS(Abstract, editinlinenew, ClassGroup = (LiveLink), MinimalAPI)
class ULiveLinkFrameInterpolationProcessor : public UObject
{
GENERATED_BODY()
public:
using FWorkerSharedPtr = TSharedPtr<ILiveLinkFrameInterpolationProcessorWorker, ESPMode::ThreadSafe>;
LIVELINKINTERFACE_API virtual TSubclassOf<ULiveLinkRole> GetRole() const PURE_VIRTUAL(ULiveLinkFrameInterpolationProcessor::GetFromRole, return TSubclassOf<ULiveLinkRole>(););
LIVELINKINTERFACE_API virtual FWorkerSharedPtr FetchWorker() PURE_VIRTUAL(ULiveLinkFrameInterpolationProcessor::FetchWorker, return FWorkerSharedPtr(););
};