9 #include "GameFramework/Actor.h" 10 #include "Components/PrimitiveComponent.h" 16 #include "Tagger.generated.h" 38 static void TagActor(
const AActor &
Actor,
bool bTagForSemanticSegmentation);
47 static void TagActorsInLevel(UWorld &World,
bool bTagForSemanticSegmentation);
49 static void TagActorsInLevel(ULevel &Level,
bool bTagForSemanticSegmentation);
59 static void GetTagsOfTaggedActor(
const AActor &Actor, TSet<crp::CityObjectLabel> &Tags);
64 return (Tag == GetTagOfTaggedComponent(Component));
78 const FString
Path = Object->GetPathName();
79 TArray<FString> StringArray;
80 Path.ParseIntoArray(StringArray, TEXT(
"/"),
false);
96 virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
override;
101 UPROPERTY(Category =
"Tagger", EditAnywhere)
102 bool bTriggerTagObjects = false;
104 UPROPERTY(Category = "Tagger", EditAnywhere)
105 bool bTagForSemanticSegmentation = false;
static crp::CityObjectLabel GetLabelByPath(const T *Object)
Method that computes the label corresponding to an specific object using the folder path in which it ...
std::vector< cg::Location > Path
static crp::CityObjectLabel GetTagOfTaggedComponent(const UPrimitiveComponent &Component)
Retrieve the tag of an already tagged component.
carla::SharedPtr< cc::Actor > Actor
Sets actors' custom depth stencil value for semantic segmentation according to their meshes...
static bool MatchComponent(const UPrimitiveComponent &Component, crp::CityObjectLabel Tag)
Return true if Component has been tagged with the given Tag.