bmh/FlightSimulation/Plugins/CesiumForUnreal_5.4/Source/CesiumRuntime/Public/CesiumPropertyTextureProperty.h
2025-02-07 22:52:32 +08:00

843 lines
33 KiB
C++

// Copyright 2020-2024 CesiumGS, Inc. and Contributors
#pragma once
#include "CesiumMetadataValue.h"
#include "GenericPlatform/GenericPlatform.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include <CesiumGltf/KhrTextureTransform.h>
#include <CesiumGltf/PropertyTexturePropertyView.h>
#include <any>
#include <optional>
#include "CesiumPropertyTextureProperty.generated.h"
/**
* @brief Reports the status of a FCesiumPropertyTextureProperty. If the
* property texture property cannot be accessed, this briefly indicates why.
*/
UENUM(BlueprintType)
enum class ECesiumPropertyTexturePropertyStatus : uint8 {
/* The property texture property is valid. */
Valid = 0,
/* The property texture property is empty but has a specified default value.
*/
EmptyPropertyWithDefault,
/* The property texture property does not exist in the glTF, or the property
definition itself contains errors. */
ErrorInvalidProperty,
/* The data associated with the property texture property is malformed and
cannot be retrieved. */
ErrorInvalidPropertyData,
/* The type of this property texture property is not supported. */
ErrorUnsupportedProperty
};
/**
* @brief A blueprint-accessible wrapper for a property texture property from a
* glTF. Provides per-pixel access to metadata encoded in a property texture.
*/
USTRUCT(BlueprintType)
struct CESIUMRUNTIME_API FCesiumPropertyTextureProperty {
GENERATED_USTRUCT_BODY()
public:
FCesiumPropertyTextureProperty()
: _status(ECesiumPropertyTexturePropertyStatus::ErrorInvalidProperty),
_property(),
_valueType(),
_normalized(false) {}
template <typename T, bool Normalized>
FCesiumPropertyTextureProperty(
const CesiumGltf::PropertyTexturePropertyView<T, Normalized>& Property)
: _status(ECesiumPropertyTexturePropertyStatus::ErrorInvalidProperty),
_property(Property),
_valueType(),
_normalized(Normalized) {
switch (Property.status()) {
case CesiumGltf::PropertyTexturePropertyViewStatus::Valid:
_status = ECesiumPropertyTexturePropertyStatus::Valid;
break;
case CesiumGltf::PropertyTexturePropertyViewStatus::
EmptyPropertyWithDefault:
_status = ECesiumPropertyTexturePropertyStatus::EmptyPropertyWithDefault;
break;
case CesiumGltf::PropertyTexturePropertyViewStatus::
ErrorUnsupportedProperty:
_status = ECesiumPropertyTexturePropertyStatus::ErrorUnsupportedProperty;
return;
case CesiumGltf::PropertyTexturePropertyViewStatus::
ErrorInvalidPropertyTexture:
case CesiumGltf::PropertyTexturePropertyViewStatus::
ErrorNonexistentProperty:
case CesiumGltf::PropertyTexturePropertyViewStatus::ErrorTypeMismatch:
case CesiumGltf::PropertyTexturePropertyViewStatus::
ErrorComponentTypeMismatch:
case CesiumGltf::PropertyTexturePropertyViewStatus::ErrorArrayTypeMismatch:
case CesiumGltf::PropertyTexturePropertyViewStatus::
ErrorInvalidNormalization:
case CesiumGltf::PropertyTexturePropertyViewStatus::
ErrorNormalizationMismatch:
case CesiumGltf::PropertyTexturePropertyViewStatus::ErrorInvalidOffset:
case CesiumGltf::PropertyTexturePropertyViewStatus::ErrorInvalidScale:
case CesiumGltf::PropertyTexturePropertyViewStatus::ErrorInvalidMax:
case CesiumGltf::PropertyTexturePropertyViewStatus::ErrorInvalidMin:
case CesiumGltf::PropertyTexturePropertyViewStatus::ErrorInvalidNoDataValue:
case CesiumGltf::PropertyTexturePropertyViewStatus::
ErrorInvalidDefaultValue:
// The status was already set in the initializer list.
return;
default:
_status = ECesiumPropertyTexturePropertyStatus::ErrorInvalidPropertyData;
return;
}
_valueType = TypeToMetadataValueType<T>();
_normalized = Normalized;
}
const int64 getTexCoordSetIndex() const;
const CesiumGltf::Sampler* getSampler() const;
const CesiumGltf::ImageAsset* getImage() const;
const std::optional<CesiumGltf::KhrTextureTransform>
getTextureTransform() const;
private:
ECesiumPropertyTexturePropertyStatus _status;
std::any _property;
FCesiumMetadataValueType _valueType;
bool _normalized;
friend class UCesiumPropertyTexturePropertyBlueprintLibrary;
};
UCLASS()
class CESIUMRUNTIME_API UCesiumPropertyTexturePropertyBlueprintLibrary
: public UBlueprintFunctionLibrary {
GENERATED_BODY()
public:
/**
* Gets the status of the property texture property. If this property texture
* property is invalid in any way, this will briefly indicate why.
*
* @param Property The property texture property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static ECesiumPropertyTexturePropertyStatus GetPropertyTexturePropertyStatus(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Gets the best-fitting type for the property that is accessible from
* Blueprints. For the most precise representation of the values possible in
* Blueprints, you should retrieve it using this type.
*
* @param Property The property texture property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static ECesiumMetadataBlueprintType
GetBlueprintType(UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Gets the best-fitting Blueprints type for the elements in this property's
* array values. If the given property does not contain array values, this
* returns None.
*
* @param Property The property texture property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static ECesiumMetadataBlueprintType GetArrayElementBlueprintType(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Gets the type of the metadata value as defined in the
* EXT_structural_metadata extension. Many of these types are not accessible
* from Blueprints, but can be converted to a Blueprint-accessible type.
*
* @param Property The property texture property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FCesiumMetadataValueType
GetValueType(UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Gets the number of elements in an array of this property. Only
* applicable when the property is a fixed-length array type.
*
* @param Property The property texture property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static int64 GetArraySize(UPARAM(ref)
const FCesiumPropertyTextureProperty& Property);
/**
* Gets the glTF texture coordinate set index used by the property texture
* property. This is the index N corresponding to the "TEXCOORD_N" attribute
* on the glTF primitive that samples this texture.
*
* If the property texture property is invalid, this returns -1.
*
* @param Property The property texture property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static int64 GetGltfTextureCoordinateSetIndex(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Gets the UV channel containing the texture coordinate set that is used by
* the property texture property on the given component. This refers to the UV
* channel it uses on the primitive's static mesh, which is not necessarily
* equal to value of GetGltfTextureCoordinateSetIndex.
*
* This function may be used with FindCollisionUV to get the feature ID from a
* line trace hit. However, in order for this function to work, the feature ID
* texture should be listed under the CesiumFeaturesMetadataComponent of the
* owner Cesium3DTileset. Otherwise, its texture coordinate set may not be
* included in the Unreal mesh data. To avoid using
* CesiumFeaturesMetadataComponent, use GetFeatureIDFromHit instead.
*
* This returns -1 if the property texture property is invalid, or if the
* specified texture coordinate set is not present in the component's mesh
* data.
*
* @param Component The component to get the texture coordinate set from.
* @param Property The property texture property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static int64 GetUnrealUVChannel(
const UPrimitiveComponent* Component,
UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* @brief Get the channels array of this property. This contains the indices
* of the meaningful texel channels that will be used when sampling the
* property texture.
*
* @param Property The property texture property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static TArray<int64>
GetChannels(UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Attempts to retrieve the value at the given texture coordinates as an
* unsigned 8-bit integer.
*
* For numeric properties, the raw value for the given coordinates will be
* transformed by the property's normalization, scale, and offset before it is
* further converted. If the raw value is equal to the property's "no data"
* value, then the property's default value will be converted if possible. If
* the property-defined default value cannot be converted, or does not exist,
* then the user-defined default value is returned.
*
* Property values are converted as follows:
*
* - If the value is an integer between 0 and 255, it is returned as-is.
* - If the value is a floating-point number in the aforementioned range, it
* is truncated (rounded toward zero) and returned.
*
* In all other cases, the user-defined default value is returned. If the
* property texture property is somehow invalid, the user-defined default
* value is returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @param DefaultValue The default value to fall back on.
* @return The property value as a Byte.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static uint8 GetByte(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV,
uint8 DefaultValue = 0);
/**
* Attempts to retrieve the value at the given texture coordinates as a signed
* 32-bit integer.
*
* For numeric properties, the raw value for the given coordinates will be
* transformed by the property's normalization, scale, and offset before it is
* further converted. If the raw value is equal to the property's "no data"
* value, then the property's default value will be converted if
* possible. If the property-defined default value cannot be converted, or
* does not exist, then the user-defined default value is returned.
*
* Property values are converted as follows:
*
* - If the value is an integer between -2,147,483,648 and 2,147,483,647, it
* is returned as-is.
* - If the value is a floating-point number in the aforementioned range, it
* is truncated (rounded toward zero) and returned.
*
* In all other cases, the user-defined default value is returned. If the
* property texture property is somehow invalid, the user-defined default
* value is returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @param DefaultValue The default value to fall back on.
* @return The property value as an Integer.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static int32 GetInteger(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV,
int32 DefaultValue = 0);
/**
* Attempts to retrieve the value at the given texture coordinates as a
* single-precision floating-point number.
*
* For numeric properties, the raw value for the given coordinates will be
* transformed by the property's normalization, scale, and offset before it is
* further converted. If the raw value is equal to the property's "no data"
* value, then the property's default value will be converted if possible. If
* the property-defined default value cannot be converted, or does not exist,
* then the user-defined default value is returned.
*
* Property values are converted as follows:
*
* - If the value is already a single-precision floating-point
* number, it is returned as-is.
*
* - If the value is a scalar of any other type within the range of values
* that a single-precision float can represent, it is converted to its closest
* representation as a single-precision float and returned.
*
* In all other cases, the user-defined default value is returned. If the
* property texture property is somehow invalid, the user-defined default
* value is returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @param DefaultValue The default value to fall back on.
* @return The property value as a Float.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static float GetFloat(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV,
float DefaultValue = 0.0f);
/**
* Attempts to retrieve the value at the given texture coordinates as a
* double-precision floating-point number.
*
* For numeric properties, the raw value for the given coordinates will be
* transformed by the property's normalization, scale, and offset before it is
* further converted. If the raw value is equal to the property's "no data"
* value, then the property's default value will be converted if possible. If
* the property-defined default value cannot be converted, or does not exist,
* then the user-defined default value is returned.
*
* Property values are converted as follows:
*
* - If the value is a single- or double-precision floating-point number, it
* is returned as-is.
*
* - If the value is an integer, it is converted to the closest representable
* double-precision floating-point number.
*
* In all other cases, the user-defined default value is returned. If the
* property texture property is somehow invalid, the user-defined default
* value is returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @param DefaultValue The default value to fall back on.
* @return The property value as a Float.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static double GetFloat64(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV,
double DefaultValue = 0.0);
/**
* Attempts to retrieve the value at the given texture coordinates as a
* FIntPoint.
*
* For numeric properties, the raw value for the given coordinates will be
* transformed by the property's normalization, scale, and offset before it is
* further converted. If the raw value is equal to the property's "no data"
* value, then the property's default value will be converted if possible. If
* the property-defined default value cannot be converted, or does not exist,
* then the user-defined default value is returned.
*
* Property values are converted as follows:
*
* - If the value is a 2-dimensional vector, its components will be converted
* to 32-bit signed integers if possible.
*
* - If the value is a 3- or 4-dimensional vector, it will use the first two
* components to construct the FIntPoint.
*
* - If the value is a scalar that can be converted to a 32-bit signed
* integer, the resulting FIntPoint will have this value in both of its
* components.
*
* In all other cases, the user-defined default value is returned. In all
* vector cases, if any of the relevant components cannot be represented as a
* 32-bit signed, the default value is returned.
*
* If the property texture property is somehow invalid, the user-defined
* default value is returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @param DefaultValue The default value to fall back on.
* @return The property value as a FIntPoint.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FIntPoint GetIntPoint(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV,
const FIntPoint& DefaultValue);
/**
* Attempts to retrieve the value at the given texture coordinates as a
* FVector2D.
*
* For numeric properties, the raw value for the given coordinates will be
* transformed by the property's normalization, scale, and offset before it is
* further converted. If the raw value is equal to the property's "no data"
* value, then the property's default value will be converted if possible. If
* the property-defined default value cannot be converted, or does not exist,
* then the user-defined default value is returned.
*
* Property values are converted as follows:
*
* - If the value is a 2-dimensional vector, its components will be converted
* to double-precision floating-point numbers.
*
* - If the value is a 3- or 4-dimensional vector, it will use the first two
* components to construct the FVector2D.
*
* - If the value is a scalar that can be converted to a 32-bit signed
* integer, the resulting FVector2D will have this value in both of its
* components.
*
* In all other cases, the user-defined default value is returned. If the
* property texture property is somehow invalid, the user-defined default
* value is returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @param DefaultValue The default value to fall back on.
* @return The property value as a FVector2D.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FVector2D GetVector2D(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV,
const FVector2D& DefaultValue);
/**
* Attempts to retrieve the value at the given texture coordinates as a
* FIntVector.
*
* For numeric properties, the raw value for the given coordinates will be
* transformed by the property's normalization, scale, and offset before it is
* further converted. If the raw value is equal to the property's "no data"
* value, then the property's default value will be converted if possible. If
* the property-defined default value cannot be converted, or does not exist,
* then the user-defined default value is returned.
*
* Property values are converted as follows:
*
* - If the value is a 3-dimensional vector, its components will be converted
* to 32-bit signed integers if possible.
*
* - If the value is a 4-dimensional vector, it will use the first three
* components to construct the FIntVector.
*
* - If the value is a 2-dimensional vector, it will become the XY-components
* of the FIntVector. The Z component will be set to zero.
*
* - If the value is a scalar that can be converted to a 32-bit signed
* integer, the resulting FIntVector will have this value in all of its
* components.
*
* In all other cases, the user-defined default value is returned. In all
* vector cases, if any of the relevant components cannot be represented as a
* 32-bit signed integer, the default value is returned.
*
* If the property texture property is somehow invalid, the user-defined
* default value is returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @param DefaultValue The default value to fall back on.
* @return The property value as a FIntVector.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FIntVector GetIntVector(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV,
const FIntVector& DefaultValue);
/**
* Attempts to retrieve the value at the given texture coordinates as a
* FVector.
*
* For numeric properties, the raw value for the given coordinates will be
* transformed by the property's normalization, scale, and offset before it is
* further converted. If the raw value is equal to the property's "no data"
* value, then the property's default value will be converted if possible. If
* the property-defined default value cannot be converted, or does not exist,
* then the user-defined default value is returned.
*
* Property values are converted as follows:
*
* - If the value is a 3-dimensional vector, its components will be converted
* to double-precision floating-point numbers.
*
* - If the value is a 4-dimensional vector, a FVector containing the first
* three components will be returned.
*
* - If the value is a 2-dimensional vector, it will become the XY-components
* of the FVector. The Z-component will be set to zero.
*
* - If the value is a scalar, then the resulting FVector will have this value
* as a double-precision floating-point number in all of its components.
*
* In all other cases, the user-defined default value is returned. In all
* vector cases, if any of the relevant components cannot be represented as a
* single-precision float, the default value is returned.
*
* If the property texture property is somehow invalid, the user-defined
* default value is returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @param DefaultValue The default value to fall back on.
* @return The property value as a FVector.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FVector GetVector(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV,
const FVector& DefaultValue);
/**
* Attempts to retrieve the value at the given texture coordinates as a
* FVector4.
*
* For numeric properties, the raw value for the given coordinates will be
* transformed by the property's normalization, scale, and offset before it is
* further converted. If the raw value is equal to the property's "no data"
* value, then the property's default value will be converted if possible. If
* the property-defined default value cannot be converted, or does not exist,
* then the user-defined default value is returned.
*
* Property values are converted as follows:
*
* - If the value is a 4-dimensional vector, its components will be converted
* to double-precision floating-point numbers.
*
* - If the value is a 3-dimensional vector, it will become the XYZ-components
* of the FVector4. The W-component will be set to zero.
*
* - If the value is a 2-dimensional vector, it will become the XY-components
* of the FVector4. The Z- and W-components will be set to zero.
*
* - If the value is a scalar, then the resulting FVector4 will have this
* value as a double-precision floating-point number in all of its components.
*
* In all other cases, the user-defined default value is returned. If the
* property texture property is somehow invalid, the user-defined default
* value is returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @param DefaultValue The default value to fall back on.
* @return The property value as a FVector4.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FVector4 GetVector4(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV,
const FVector4& DefaultValue);
/**
* Attempts to retrieve the value for the given texture coordinates as a
* FCesiumPropertyArray. If the property is not an array type, this returns an
* empty array.
*
* For numeric array properties, the raw array value for a given coordinates
* will be transformed by the property's normalization, scale, and offset
* before it is further converted. If the raw value is equal to the property's
* "no data" value, then the property's default value will be converted if
* possible. If the property-defined default value cannot be converted, or
* does not exist, then the user-defined default value is returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @return The property value as a FCesiumPropertyArray.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FCesiumPropertyArray GetArray(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV);
/**
* Retrieves the value of the property for the given texture coordinates. This
* allows the value to be acted on more generically; its true value can be
* retrieved later as a specific Blueprints type.
*
* For numeric properties, the raw value for a given feature will be
* transformed by the property's normalization, scale, and offset before it is
* returned. If the raw value is equal to the property's "no data" value, an
* empty value will be returned. However, if the property itself specifies a
* default value, then the property-defined default value will be returned.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @return The property value.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FCesiumMetadataValue GetValue(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV);
/**
* Retrieves the raw value of the property for the given feature. This is the
* value of the property without normalization, offset, or scale applied.
*
* If this property specifies a "no data" value, and the raw value is equal to
* this "no data" value, the value is returned as-is.
*
* @param Property The property texture property.
* @param UV The texture coordinates.
* @return The raw property value.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FCesiumMetadataValue GetRawValue(
UPARAM(ref) const FCesiumPropertyTextureProperty& Property,
const FVector2D& UV);
/**
* Whether this property is normalized. Only applicable when this property
* has an integer component type.
*
* @param Property The property texture property.
* @return Whether this property is normalized.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static bool IsNormalized(UPARAM(ref)
const FCesiumPropertyTextureProperty& Property);
/**
* Gets the offset of this property. This can be defined by the class property
* that it implements, or overridden by the instance of the property itself.
*
* This is only applicable to properties with floating-point or normalized
* integer component types. If an offset is not defined or applicable, this
* returns an empty value.
*
* @param Property The property texture property.
* @return The offset of the property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FCesiumMetadataValue
GetOffset(UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Gets the scale of this property. This can be defined by the class property
* that it implements, or overridden by the instance of the property itself.
*
* This is only applicable to properties with floating-point or normalized
* integer component types. If a scale is not defined or applicable, this
* returns an empty value.
*
* @param Property The property texture property.
* @return The scale of the property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FCesiumMetadataValue
GetScale(UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Gets the minimum value of this property. This can be defined by the class
* property that it implements, or overridden by the instance of the property
* itself.
*
* This is only applicable to scalar, vecN and matN properties. It represents
* the component-wise minimum of all property values with normalization,
* offset, and scale applied. If a minimum value is not defined or
* applicable, this returns an empty value.
*
* @param Property The property texture property.
* @return The minimum value of the property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FCesiumMetadataValue
GetMinimumValue(UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Gets the maximum value of this property. This can be defined by the class
* property that it implements, or overridden by the instance of the property
* itself.
*
* This is only applicable to scalar, vecN and matN properties. It represents
* the component-wise maximum of all property values with normalization,
* offset, and scale applied. If a maximum value is not defined or applicable,
* this returns an empty value.
*
* @param Property The property texture property.
* @return The maximum value of the property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FCesiumMetadataValue
GetMaximumValue(UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Gets the "no data" value of this property, as defined by its class
* property. This value functions a sentinel value, indicating missing data
* wherever it appears. The value is compared against the property's raw data,
* without normalization, offset, or scale applied.
*
* This is not applicable to boolean properties. If a "no data" value is
* not defined or applicable, this returns an empty value.
*
* @param Property The property texture property.
* @return The "no data" value of the property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FCesiumMetadataValue
GetNoDataValue(UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
/**
* Gets the default value of this property, as defined by its class
* property. This default value is used use when encountering a "no data"
* value in the property.
*
* If a default value is not defined, this returns an empty value.
*
* @param Property The property texture property.
* @return The default value of the property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Category = "Cesium|Metadata|PropertyTextureProperty")
static FCesiumMetadataValue
GetDefaultValue(UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
PRAGMA_DISABLE_DEPRECATION_WARNINGS
/**
* @brief Get the string representing how the metadata is encoded into a
* pixel color. This is useful to unpack the correct order of the metadata
* components from the pixel color.
*
* @param Property The property texture property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Meta =
(DeprecatedFunction,
DeprecationMessage =
"Swizzles are no longer hardcoded in Unreal materials. To see what channels the property uses, use GetChannels instead."))
static FString GetSwizzle(UPARAM(ref)
const FCesiumPropertyTextureProperty& Property);
/**
* @brief Get the component count of this property. Since the metadata is
* encoded as pixel color, this is also the number of meaningful channels
* it will use.
*
* @param Property The property texture property.
*/
UFUNCTION(
BlueprintCallable,
BlueprintPure,
Meta =
(DeprecatedFunction,
DeprecationMessage =
"Use GetChannels to get the channels array of a property texture property instead."))
static int64
GetComponentCount(UPARAM(ref) const FCesiumPropertyTextureProperty& Property);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
};