Cesium for Unreal 2.13.2
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CesiumPointCloudShading.h
Go to the documentation of this file.
1// Copyright 2020-2024 CesiumGS, Inc. and Contributors
2
3#pragma once
4
5#include "CoreMinimal.h"
6
7#include "CesiumPointCloudShading.generated.h"
8
9/**
10 * Options for adjusting how point clouds are rendered using 3D Tiles.
11 */
12USTRUCT(BlueprintType)
13struct CESIUMRUNTIME_API FCesiumPointCloudShading {
14 GENERATED_USTRUCT_BODY()
15
16 /**
17 * Whether or not to perform point attenuation. Attenuation controls the size
18 * of the points rendered based on the geometric error of their tile.
19 */
20 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Cesium")
21 bool Attenuation = false;
22
23 /**
24 * The scale to be applied to the tile's geometric error before it is used
25 * to compute attenuation. Larger values will result in larger points.
26 */
27 UPROPERTY(
28 EditAnywhere,
29 BlueprintReadWrite,
30 Category = "Cesium",
31 meta = (ClampMin = 0.0))
32 float GeometricErrorScale = 1.0f;
33
34 /**
35 * The maximum point attenuation in pixels. If this is zero, the
36 * Cesium3DTileset's maximumScreenSpaceError will be used as the maximum point
37 * attenuation.
38 */
39 UPROPERTY(
40 EditAnywhere,
41 BlueprintReadWrite,
42 Category = "Cesium",
43 meta = (ClampMin = 0.0))
44 float MaximumAttenuation = 0.0f;
45
46 /**
47 * The average base resolution for the dataset in meters. For example,
48 * a base resolution of 0.05 assumes an original capture resolution of
49 * 5 centimeters between neighboring points.
50 *
51 * This is used in place of geometric error when the tile's geometric error is
52 * 0. If this value is zero, each tile with a geometric error of 0 will have
53 * its geometric error approximated instead.
54 */
55 UPROPERTY(
56 EditAnywhere,
57 BlueprintReadWrite,
58 Category = "Cesium",
59 meta = (ClampMin = 0.0))
60 float BaseResolution = 0.0f;
61
62 bool
63 operator==(const FCesiumPointCloudShading& OtherPointCloudShading) const {
64 return Attenuation == OtherPointCloudShading.Attenuation &&
65 GeometricErrorScale == OtherPointCloudShading.GeometricErrorScale &&
66 MaximumAttenuation == OtherPointCloudShading.MaximumAttenuation &&
67 BaseResolution == OtherPointCloudShading.BaseResolution;
68 }
69
70 bool
71 operator!=(const FCesiumPointCloudShading& OtherPointCloudShading) const {
72 return !(*this == OtherPointCloudShading);
73 }
74};
Options for adjusting how point clouds are rendered using 3D Tiles.
bool operator!=(const FCesiumPointCloudShading &OtherPointCloudShading) const
bool Attenuation
Whether or not to perform point attenuation.