当前位置: 首页>>代码示例>>C++>>正文


C++ UPaperSprite类代码示例

本文整理汇总了C++中UPaperSprite的典型用法代码示例。如果您正苦于以下问题:C++ UPaperSprite类的具体用法?C++ UPaperSprite怎么用?C++ UPaperSprite使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了UPaperSprite类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GetSpriteBeingEdited

void FSpriteEditorViewportClient::EndTransaction()
{
	if (bManipulationDirtiedSomething)
	{
		UPaperSprite* Sprite = GetSpriteBeingEdited();

		if (IsInSourceRegionEditMode())
		{
			// Snap to pixel grid at the end of the drag
			Sprite->SourceUV.X = FMath::Max(FMath::RoundToFloat(Sprite->SourceUV.X), 0.0f);
			Sprite->SourceUV.Y = FMath::Max(FMath::RoundToFloat(Sprite->SourceUV.Y), 0.0f);
			Sprite->SourceDimension.X = FMath::Max(FMath::RoundToFloat(Sprite->SourceDimension.X), 0.0f);
			Sprite->SourceDimension.Y = FMath::Max(FMath::RoundToFloat(Sprite->SourceDimension.Y), 0.0f);
		}

		Sprite->PostEditChange();
	}
	
	bManipulationDirtiedSomething = false;

	if (ScopedTransaction != nullptr)
	{
		delete ScopedTransaction;
		ScopedTransaction = nullptr;
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:26,代码来源:SpriteEditorViewportClient.cpp

示例2: QueryPaintableTextures

void FMeshPaintSpriteAdapter::QueryPaintableTextures(int32 MaterialIndex, int32& OutDefaultIndex, TArray<struct FPaintableTexture>& InOutTextureList)
{
	UPaperSprite* Sprite = SpriteComponent->GetSprite();
	checkSlow(Sprite != nullptr);

	// Grab the sprite texture first
	int32 ForceIndex = INDEX_NONE;
	if (UTexture2D* SourceTexture = Sprite->GetBakedTexture())
	{
		FPaintableTexture PaintableTexture(SourceTexture, 0);
		ForceIndex = InOutTextureList.AddUnique(PaintableTexture);
	}

	// Grab the additional textures next
	FAdditionalSpriteTextureArray AdditionalTextureList;
	Sprite->GetBakedAdditionalSourceTextures(/*out*/ AdditionalTextureList);
	for (UTexture* AdditionalTexture : AdditionalTextureList)
	{
		if (AdditionalTexture != nullptr)
		{
			FPaintableTexture PaintableTexture(AdditionalTexture, 0);
			InOutTextureList.AddUnique(AdditionalTexture);
		}
	}

	// Now ask the material
	DefaultQueryPaintableTextures(MaterialIndex, SpriteComponent, OutDefaultIndex, InOutTextureList);

	if (ForceIndex != INDEX_NONE)
	{
		OutDefaultIndex = ForceIndex;
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:33,代码来源:MeshPaintSpriteAdapter.cpp

示例3: FactoryCreateNew

UObject* UPaperSpriteFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
	UPaperSprite* NewSprite = ConstructObject<UPaperSprite>(Class, InParent, Name, Flags);

	NewSprite->InitializeSprite(InitialTexture);

	return NewSprite;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:PaperSpriteFactory.cpp

示例4: FScopedTransaction

void FSpriteEditorViewportClient::BeginTransaction(const FText& SessionName)
{
	if (ScopedTransaction == nullptr)
	{
		ScopedTransaction = new FScopedTransaction(SessionName);

		UPaperSprite* Sprite = GetSpriteBeingEdited();
		Sprite->Modify();
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:10,代码来源:SpriteEditorViewportClient.cpp

示例5: check

bool FSpriteEditorViewportClient::ConvertMarqueeToSourceTextureSpace(/*out*/ FIntPoint& OutStartPos, /*out*/ FIntPoint& OutDimension)
{
	FSpriteGeometryEditMode* GeometryEditMode = ModeTools->GetActiveModeTyped<FSpriteGeometryEditMode>(FSpriteGeometryEditMode::EM_SpriteGeometry);
	check(GeometryEditMode);
	const FVector2D MarqueeStartPos = GeometryEditMode->GetMarqueeStartPos();
	const FVector2D MarqueeEndPos = GeometryEditMode->GetMarqueeEndPos();

	bool bSuccessful = false;
	UPaperSprite* Sprite = SourceTextureViewComponent->GetSprite();
	UTexture2D* SpriteSourceTexture = Sprite->GetSourceTexture();
	if (SpriteSourceTexture != nullptr)
	{
		// Calculate world space positions
		FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(Viewport, GetScene(), EngineShowFlags));
		FSceneView* View = CalcSceneView(&ViewFamily);
		const FVector StartPos = View->PixelToWorld(MarqueeStartPos.X, MarqueeStartPos.Y, 0);
		const FVector EndPos = View->PixelToWorld(MarqueeEndPos.X, MarqueeEndPos.Y, 0);

		// Convert to source texture space to work out the pixels dragged
		FVector2D TextureSpaceStartPos = Sprite->ConvertWorldSpaceToTextureSpace(StartPos);
		FVector2D TextureSpaceEndPos = Sprite->ConvertWorldSpaceToTextureSpace(EndPos);

		if (TextureSpaceStartPos.X > TextureSpaceEndPos.X)
		{
			Swap(TextureSpaceStartPos.X, TextureSpaceEndPos.X);
		}
		if (TextureSpaceStartPos.Y > TextureSpaceEndPos.Y)
		{
			Swap(TextureSpaceStartPos.Y, TextureSpaceEndPos.Y);
		}

		const FIntPoint SourceTextureSize(SpriteSourceTexture->GetImportedSize());
		const int32 SourceTextureWidth = SourceTextureSize.X;
		const int32 SourceTextureHeight = SourceTextureSize.Y;
		
		FIntPoint TSStartPos;
		TSStartPos.X = FMath::Clamp<int32>((int32)TextureSpaceStartPos.X, 0, SourceTextureWidth - 1);
		TSStartPos.Y = FMath::Clamp<int32>((int32)TextureSpaceStartPos.Y, 0, SourceTextureHeight - 1);

		FIntPoint TSEndPos;
		TSEndPos.X = FMath::Clamp<int32>((int32)TextureSpaceEndPos.X, 0, SourceTextureWidth - 1);
		TSEndPos.Y = FMath::Clamp<int32>((int32)TextureSpaceEndPos.Y, 0, SourceTextureHeight - 1);

		const FIntPoint TextureSpaceDimensions = TSEndPos - TSStartPos;
		if ((TextureSpaceDimensions.X > 0) || (TextureSpaceDimensions.Y > 0))
		{
			OutStartPos = TSStartPos;
			OutDimension = TextureSpaceDimensions;
			bSuccessful = true;
		}
	}

	return bSuccessful;
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:54,代码来源:SpriteEditorViewportClient.cpp

示例6: operator

		// Sort predicate operator
		bool operator()(UPaperSprite& LHS, UPaperSprite& RHS) const
		{
			FString LeftString;
			int32 LeftNumber;
			ExtractSpriteNumber(LHS.GetName(), /*out*/ LeftString, /*out*/ LeftNumber);

			FString RightString;
			int32 RightNumber;
			ExtractSpriteNumber(RHS.GetName(), /*out*/ RightString, /*out*/ RightNumber);

			return (LeftString == RightString) ? (LeftNumber < RightNumber) : (LeftString < RightString);
		}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:13,代码来源:PaperFlipbookHelpers.cpp

示例7: EndTransaction

void FSpriteEditorViewportClient::NotifySpriteBeingEditedHasChanged()
{
	//@TODO: Ideally we do this before switching
	EndTransaction();

	// Refresh the viewport in case we were not in realtime mode
	Invalidate();

	// Update components to know about the new sprite being edited
	UPaperSprite* Sprite = GetSpriteBeingEdited();

	RenderSpriteComponent->SetSprite(Sprite);
	UpdateSourceTextureSpriteFromSprite(Sprite);

	InternalActivateNewMode(CurrentMode);

	//@TODO: Only do this if the sprite isn't visible (may consider doing a flashing pulse around the source region rect?)
	RequestFocusOnSelection(/*bInstant=*/ true);

	if (Sprite != nullptr)
	{
		// Create and display a notification about the new sprite being edited
		const FText NotificationErrorText = FText::Format(LOCTEXT("SwitchingToSprite", "Editing {0}"), FText::AsCultureInvariant(Sprite->GetName()));
		FNotificationInfo Info(NotificationErrorText);
		Info.ExpireDuration = 2.0f;
		FSlateNotificationManager::Get().AddNotification(Info);
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:28,代码来源:SpriteEditorViewportClient.cpp

示例8: CreateNewSprite

UPaperSprite* UHGGifFactory::CreateNewSprite(UTexture2D* InitialTexture, UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
	UPaperSprite* NewSprite = NewObject<UPaperSprite>(InParent, Class, Name, Flags | RF_Transactional);
	if (NewSprite && InitialTexture)
	{
		FSpriteAssetInitParameters SpriteInitParams;
		SpriteInitParams.SetTextureAndFill(InitialTexture);

		const UPaperImporterSettings* ImporterSettings = GetDefault<UPaperImporterSettings>();

		ImporterSettings->ApplySettingsForSpriteInit(SpriteInitParams, ESpriteInitMaterialLightingMode::Automatic);
		NewSprite->InitializeSprite(SpriteInitParams);
	}

	return NewSprite;
}
开发者ID:SeongHoJu,项目名称:HGGifImporter,代码行数:16,代码来源:HGGifFactory.cpp

示例9: FactoryCreateNew

UObject* UPaperSpriteFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
	UPaperSprite* NewSprite = NewObject<UPaperSprite>(InParent, Class, Name, Flags | RF_Transactional);

	FSpriteAssetInitParameters SpriteInitParams;
	SpriteInitParams.bNewlyCreated = true;
	if (bUseSourceRegion)
	{
		SpriteInitParams.Texture = InitialTexture;
		SpriteInitParams.Offset = InitialSourceUV;
		SpriteInitParams.Dimension = InitialSourceDimension;
	}
	else
	{
		SpriteInitParams.SetTextureAndFill(InitialTexture);
	}
	NewSprite->InitializeSprite(SpriteInitParams);

	return NewSprite;
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:20,代码来源:PaperSpriteFactory.cpp

示例10: check

void FSingleTileEditorViewportClient::SetTileIndex(int32 InTileIndex)
{
	const int32 OldTileIndex = TileBeingEditedIndex;
	const bool bNewIndexValid = (InTileIndex >= 0) && (InTileIndex < TileSet->GetTileCount());
	TileBeingEditedIndex = bNewIndexValid ? InTileIndex : INDEX_NONE;

	FSpriteGeometryEditMode* GeometryEditMode = ModeTools->GetActiveModeTyped<FSpriteGeometryEditMode>(FSpriteGeometryEditMode::EM_SpriteGeometry);
	check(GeometryEditMode);
	FSpriteGeometryCollection* GeomToEdit = nullptr;
	
	if (TileBeingEditedIndex != INDEX_NONE)
	{
		if (FPaperTileMetadata* Metadata = TileSet->GetMutableTileMetadata(InTileIndex))
		{
			GeomToEdit = &(Metadata->CollisionData);
		}
	}

	// Tell the geometry editor about the new tile (if it exists)
	GeometryEditMode->SetGeometryBeingEdited(GeomToEdit, /*bAllowCircles=*/ true, /*bAllowSubtractivePolygons=*/ false);

	// Update the visual representation
	UPaperSprite* DummySprite = nullptr;
	if (TileBeingEditedIndex != INDEX_NONE)
	{
		DummySprite = NewObject<UPaperSprite>();
 		DummySprite->SpriteCollisionDomain = ESpriteCollisionMode::None;
 		DummySprite->PivotMode = ESpritePivotMode::Center_Center;
 		DummySprite->CollisionGeometry.GeometryType = ESpritePolygonMode::SourceBoundingBox;
 		DummySprite->RenderGeometry.GeometryType = ESpritePolygonMode::SourceBoundingBox;

		FSpriteAssetInitParameters SpriteReinitParams;

		SpriteReinitParams.Texture = TileSet->GetTileSheetTexture();

		//@TODO: Should analyze the texture (*at a higher level, not per tile click!*) to pick the correct material
		FVector2D UV;
		TileSet->GetTileUV(TileBeingEditedIndex, /*out*/ UV);
		SpriteReinitParams.Offset = FIntPoint((int32)UV.X, (int32)(UV.Y));
		SpriteReinitParams.Dimension = TileSet->GetTileSize();
		SpriteReinitParams.SetPixelsPerUnrealUnit(1.0f);
		DummySprite->InitializeSprite(SpriteReinitParams);
	}
	PreviewTileSpriteComponent->SetSprite(DummySprite);

	// Update the default geometry bounds
	const FVector2D HalfTileSize(TileSet->GetTileSize().X * 0.5f, TileSet->GetTileSize().Y * 0.5f);
	FBox2D DesiredBounds(ForceInitToZero);
	DesiredBounds.Min = -HalfTileSize;
	DesiredBounds.Max = HalfTileSize;
	GeometryEditMode->SetNewGeometryPreferredBounds(DesiredBounds);

	// Zoom to fit when we start editing a tile and weren't before, but leave it alone if we just changed tiles, in case they zoomed in or out further
	if ((TileBeingEditedIndex != INDEX_NONE) && (OldTileIndex == INDEX_NONE))
	{
		RequestFocusOnSelection(/*bInstant=*/ true);
	}

	// Trigger a details panel customization rebuild
	OnSingleTileIndexChanged.Broadcast(TileBeingEditedIndex, OldTileIndex);

	// Redraw the viewport
	Invalidate();
}
开发者ID:aovi,项目名称:UnrealEngine4,代码行数:64,代码来源:SingleTileEditorViewportClient.cpp

示例11: check

void FPaperSpriteSheetAssetTypeActions::ExecuteCreateFlipbooks(TArray<TWeakObjectPtr<UPaperSpriteSheet>> Objects)
{	
	for (int SpriteSheetIndex = 0; SpriteSheetIndex < Objects.Num(); ++SpriteSheetIndex)
	{
		UPaperSpriteSheet* SpriteSheet = Objects[SpriteSheetIndex].Get();
		if (SpriteSheet != nullptr)
		{
			const FString PackagePath = FPackageName::GetLongPackagePath(SpriteSheet->GetOutermost()->GetPathName());

			FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
			FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
			
			check(SpriteSheet->SpriteNames.Num() == SpriteSheet->Sprites.Num());
			bool useSpriteNames = (SpriteSheet->SpriteNames.Num() == SpriteSheet->Sprites.Num());

			// Create a list of sprites and sprite names to feed into paper flipbook helpers
			TMap<FString, TArray<UPaperSprite*> > SpriteFlipbookMap;

			{
				TArray<UPaperSprite*> Sprites;
				TArray<FString> SpriteNames;

				for (int SpriteIndex = 0; SpriteIndex < SpriteSheet->Sprites.Num(); ++SpriteIndex)
				{
					auto SpriteAssetPtr = SpriteSheet->Sprites[SpriteIndex];
					FStringAssetReference SpriteStringRef = SpriteAssetPtr.ToStringReference();
					UPaperSprite* Sprite = nullptr;
					if (!SpriteStringRef.ToString().IsEmpty())
					{
						Sprite = Cast<UPaperSprite>(StaticLoadObject(UPaperSprite::StaticClass(), nullptr, *SpriteStringRef.ToString(), nullptr, LOAD_None, nullptr));
					}
					if (Sprite != nullptr)
					{
						const FString SpriteName = useSpriteNames ? SpriteSheet->SpriteNames[SpriteIndex] : Sprite->GetName();
						Sprites.Add(Sprite);
						SpriteNames.Add(SpriteName);
					}
				}

				FPaperFlipbookHelpers::ExtractFlipbooksFromSprites(/*out*/ SpriteFlipbookMap, Sprites, SpriteNames);
			}

			// Create one flipbook for every grouped flipbook name
			if (SpriteFlipbookMap.Num() > 0)
			{
				UPaperFlipbookFactory* FlipbookFactory = NewObject<UPaperFlipbookFactory>();

				GWarn->BeginSlowTask(NSLOCTEXT("Paper2D", "Paper2D_CreateFlipbooks", "Creating flipbooks from selection"), true, true);

				int Progress = 0;
				int TotalProgress = SpriteFlipbookMap.Num();
				TArray<UObject*> ObjectsToSync;
				for (auto It : SpriteFlipbookMap)
				{
					GWarn->UpdateProgress(Progress++, TotalProgress);

					const FString& FlipbookName = It.Key;
					TArray<UPaperSprite*>& Sprites = It.Value;

					const FString TentativePackagePath = PackageTools::SanitizePackageName(PackagePath + TEXT("/") + FlipbookName);
					FString DefaultSuffix;
					FString AssetName;
					FString PackageName;
					AssetToolsModule.Get().CreateUniqueAssetName(TentativePackagePath, DefaultSuffix, /*out*/ PackageName, /*out*/ AssetName);

					FlipbookFactory->KeyFrames.Empty();
					for (int32 SpriteIndex = 0; SpriteIndex < Sprites.Num(); ++SpriteIndex)
					{
						FPaperFlipbookKeyFrame* KeyFrame = new (FlipbookFactory->KeyFrames) FPaperFlipbookKeyFrame();
						KeyFrame->Sprite = Sprites[SpriteIndex];
						KeyFrame->FrameRun = 1;
					}

					if (UObject* NewAsset = AssetToolsModule.Get().CreateAsset(AssetName, PackagePath, UPaperFlipbook::StaticClass(), FlipbookFactory))
					{
						ObjectsToSync.Add(NewAsset);
					}

					if (GWarn->ReceivedUserCancel())
					{
						break;
					}
				}

				GWarn->EndSlowTask();

				if (ObjectsToSync.Num() > 0)
				{
					ContentBrowserModule.Get().SyncBrowserToAssets(ObjectsToSync);
				}
			}
		}
	}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:94,代码来源:PaperSpriteSheetAssetTypeActions.cpp

示例12: new

void FPaperAtlasGenerator::HandleAssetChangedEvent(UPaperSpriteAtlas* Atlas)
{
	Atlas->MaxWidth = FMath::Clamp(Atlas->MaxWidth, 16, 4096);
	Atlas->MaxHeight = FMath::Clamp(Atlas->MaxHeight, 16, 4096);

	// Find all sprites that reference the atlas and force them loaded
	FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));

	TArray<FAssetData> AssetList;
	TMultiMap<FName, FString> TagsAndValues;
	TagsAndValues.Add(TEXT("AtlasGroupGUID"), Atlas->AtlasGUID.ToString(EGuidFormats::Digits));
	AssetRegistryModule.Get().GetAssetsByTagValues(TagsAndValues, AssetList);

	TIndirectArray<FSingleTexturePaperAtlas> AtlasGenerators;

	// Start off with one page
	new (AtlasGenerators) FSingleTexturePaperAtlas(Atlas->MaxWidth, Atlas->MaxHeight);

	for (const FAssetData& SpriteRef : AssetList)
	{
		if (UPaperSprite* Sprite = Cast<UPaperSprite>(SpriteRef.GetAsset()))
		{
			//@TODO: Use the tight bounds instead of the source bounds
			const FVector2D SpriteSizeFloat = Sprite->GetSourceSize();
			const FIntPoint SpriteSize(FMath::TruncToInt(SpriteSizeFloat.X), FMath::TruncToInt(SpriteSizeFloat.Y));

			if (Sprite->GetSourceTexture() == nullptr)
			{
				UE_LOG(LogPaper2DEditor, Error, TEXT("Sprite %s has no source texture and cannot be packed"), *(Sprite->GetPathName()));
				continue;
			}

			//@TODO: Take padding into account (push this into the generator)
			if ((SpriteSize.X > Atlas->MaxWidth) || (SpriteSize.Y >= Atlas->MaxHeight))
			{
				// This sprite cannot ever fit into an atlas page
				UE_LOG(LogPaper2DEditor, Error, TEXT("Sprite %s (%d x %d) can never fit into atlas %s (%d x %d) due to maximum page size restrictions"),
					*(Sprite->GetPathName()),
					SpriteSize.X,
					SpriteSize.Y,
					*(Atlas->GetPathName()),
					Atlas->MaxWidth,
					Atlas->MaxHeight);
			}
			else
			{
				const FAtlasedTextureSlot* Slot = nullptr;

				// Does it fit in any existing pages?
				for (auto& Generator : AtlasGenerators)
				{
					Slot = Generator.AddSprite(Sprite);

					if (Slot != nullptr)
					{
						break;
					}
				}

				if (Slot == nullptr)
				{
					// Doesn't fit in any current pages, make a new one
					FSingleTexturePaperAtlas* NewGenerator = new (AtlasGenerators) FSingleTexturePaperAtlas(Atlas->MaxWidth, Atlas->MaxHeight);
					Slot = NewGenerator->AddSprite(Sprite);
				}

				if (Slot != nullptr)
				{
					UE_LOG(LogPaper2DEditor, Warning, TEXT("Allocated %s to (%d,%d)"), *(Sprite->GetPathName()), Slot->X, Slot->Y);
				}
				else
				{
					// ERROR: Didn't fit into a brand new page, maybe padding was wrong
					UE_LOG(LogPaper2DEditor, Error, TEXT("Failed to allocate %s into a brand new page"), *(Sprite->GetPathName()));
				}
			}
		}
	}

	// Turn the generators back into textures
	Atlas->GeneratedTextures.Empty(AtlasGenerators.Num());
	for (int32 GeneratorIndex = 0; GeneratorIndex < AtlasGenerators.Num(); ++GeneratorIndex)
	{
		FSingleTexturePaperAtlas& AtlasPage = AtlasGenerators[GeneratorIndex];

		UTexture2D* Texture = NewNamedObject<UTexture2D>(Atlas, NAME_None, RF_Public);
		Atlas->GeneratedTextures.Add(Texture);

		AtlasPage.CopyToTexture(Texture);

		// Now update the baked data for all the sprites to point there
		for (auto& SpriteToSlot : AtlasPage.SpriteToSlotMap)
		{
			UPaperSprite* Sprite = SpriteToSlot.Key;
			Sprite->Modify();
			const FAtlasedTextureSlot* Slot = SpriteToSlot.Value;
			Sprite->BakedSourceTexture = Texture;
			Sprite->BakedSourceUV = FVector2D(Slot->X, Slot->Y);
			Sprite->RebuildRenderData();
		}
//.........这里部分代码省略.........
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:101,代码来源:PaperAtlasGenerator.cpp

示例13: UpdateSourceTextureSpriteFromSprite

void FSpriteEditorViewportClient::UpdateSourceTextureSpriteFromSprite(UPaperSprite* SourceSprite)
{
	UPaperSprite* TargetSprite = SourceTextureViewComponent->GetSprite();
	check(TargetSprite);

	if (SourceSprite != nullptr)
	{
		if ((SourceSprite->GetSourceTexture() != TargetSprite->GetSourceTexture()) || (TargetSprite->PixelsPerUnrealUnit != SourceSprite->PixelsPerUnrealUnit))
		{
			FComponentReregisterContext ReregisterSprite(SourceTextureViewComponent);

			FSpriteAssetInitParameters SpriteReinitParams;

			SpriteReinitParams.SetTextureAndFill(SourceSprite->SourceTexture);
			SpriteReinitParams.DefaultMaterialOverride = SourceSprite->DefaultMaterial;
			SpriteReinitParams.AlternateMaterialOverride = SourceSprite->AlternateMaterial;
			SpriteReinitParams.SetPixelsPerUnrealUnit(SourceSprite->PixelsPerUnrealUnit);
			TargetSprite->InitializeSprite(SpriteReinitParams);

			RequestFocusOnSelection(/*bInstant=*/ true);
		}


		// Position the sprite for the mode its meant to be in
		FVector2D CurrentPivotPosition;
		ESpritePivotMode::Type CurrentPivotMode = TargetSprite->GetPivotMode(/*out*/CurrentPivotPosition);

		FVector Translation(1.0f * PaperAxisZ);
		if (IsInSourceRegionEditMode())
		{
			if (CurrentPivotMode != ESpritePivotMode::Bottom_Left)
			{
				TargetSprite->SetPivotMode(ESpritePivotMode::Bottom_Left, FVector2D::ZeroVector);
				TargetSprite->PostEditChange();
			}
			SourceTextureViewComponent->SetSpriteColor(FLinearColor::White);
			SourceTextureViewComponent->SetWorldTransform(FTransform(Translation));
		}
		else
		{
			const FVector2D PivotPosition = SourceSprite->GetPivotPosition();
			if (CurrentPivotMode != ESpritePivotMode::Custom || CurrentPivotPosition != PivotPosition)
			{
				TargetSprite->SetPivotMode(ESpritePivotMode::Custom, PivotPosition);
				TargetSprite->PostEditChange();
			}

			// Tint the source texture darker to help distinguish the two
			SourceTextureViewComponent->SetSpriteColor(SpriteEditingConstants::SourceTextureDarkTintColor);

			const bool bRotated = SourceSprite->IsRotatedInSourceImage();
			if (bRotated)
			{
				FQuat Rotation(PaperAxisZ, FMath::DegreesToRadians(90.0f));
				SourceTextureViewComponent->SetWorldTransform(FTransform(Rotation, Translation));
			}
			else
			{
				SourceTextureViewComponent->SetWorldTransform(FTransform(Translation));
			}
		}
	}
	else
	{
		// No source sprite, so don't draw the target either
		TargetSprite->SourceTexture = nullptr;
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:68,代码来源:SpriteEditorViewportClient.cpp

示例14: SourceTextureSpaceToWorldSpace

FVector FSpriteEditorViewportClient::SourceTextureSpaceToWorldSpace(const FVector2D& SourcePoint) const
{
	UPaperSprite* Sprite = SourceTextureViewComponent->GetSprite();
	return Sprite->ConvertTextureSpaceToWorldSpace(SourcePoint);
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:5,代码来源:SpriteEditorViewportClient.cpp

示例15: NameForErrors

UObject* USpriterImporterFactory::FactoryCreateText(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, const TCHAR* Type, const TCHAR*& Buffer, const TCHAR* BufferEnd, FFeedbackContext* Warn)
{
	Flags |= RF_Transactional;

	FEditorDelegates::OnAssetPreImport.Broadcast(this, InClass, InParent, InName, Type);

 	FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
 
 	bool bLoadedSuccessfully = true;
 
 	const FString CurrentFilename = UFactory::GetCurrentFilename();
 	FString CurrentSourcePath;
 	FString FilenameNoExtension;
 	FString UnusedExtension;
 	FPaths::Split(CurrentFilename, CurrentSourcePath, FilenameNoExtension, UnusedExtension);
 
 	const FString LongPackagePath = FPackageName::GetLongPackagePath(InParent->GetOutermost()->GetPathName());
 
 	const FString NameForErrors(InName.ToString());
 	const FString FileContent(BufferEnd - Buffer, Buffer);
 	TSharedPtr<FJsonObject> DescriptorObject = ParseJSON(FileContent, NameForErrors);

	UPaperSpriterImportData* Result = nullptr;
 
	// Parse the file 
	FSpriterSCON DataModel;
	if (DescriptorObject.IsValid())
	{
		DataModel.ParseFromJSON(DescriptorObject, NameForErrors, /*bSilent=*/ false, /*bPreParseOnly=*/ false);
	}

	// Create the new 'hub' asset and convert the data model over
	if (DataModel.IsValid())
	{
		const bool bSilent = false;

		Result = NewObject<UPaperSpriterImportData>(InParent, InName, Flags);
		Result->Modify();

		//@TODO: Do some things here maybe?
		Result->ImportedData = DataModel;


		// Import the assets in the folders
		for (const FSpriterFolder& Folder : DataModel.Folders)
		{
			for (const FSpriterFile& File : Folder.Files)
			{
				const FString RelativeFilename = File.Name.Replace(TEXT("\\"), TEXT("/"), ESearchCase::CaseSensitive);
				const FString SourceSpriterFilePath = FPaths::Combine(*CurrentSourcePath, *RelativeFilename);

				FString RelativeDestPath;
				FString JustFilename;
				FString JustExtension;
				FPaths::Split(RelativeFilename, /*out*/ RelativeDestPath, /*out*/ JustFilename, /*out*/ JustExtension);

				if (File.FileType == ESpriterFileType::Sprite)
				{
					const FString TargetTexturePath = LongPackagePath / TEXT("Textures") / RelativeDestPath;
					const FString TargetSpritePath = LongPackagePath / TEXT("Sprites") / RelativeDestPath;

					// Import the texture
					UTexture2D* ImportedTexture = ImportTexture(SourceSpriterFilePath, TargetTexturePath);

					if (ImportTexture == nullptr)
					{
						SPRITER_IMPORT_ERROR(TEXT("Failed to import texture '%s' while importing '%s'"), *SourceSpriterFilePath, *CurrentFilename);
					}

					// Create a sprite from it
					UPaperSprite* ImportedSprite = CastChecked<UPaperSprite>(CreateNewAsset(UPaperSprite::StaticClass(), TargetSpritePath, JustFilename, Flags));

					const ESpritePivotMode::Type PivotMode = ConvertNormalizedPivotPointToPivotMode(File.PivotX, File.PivotY);
					const double PivotInPixelsX = File.Width * File.PivotX;
					const double PivotInPixelsY = File.Height * File.PivotY;

					ImportedSprite->SetPivotMode(PivotMode, FVector2D((float)PivotInPixelsX, (float)PivotInPixelsY));

					FSpriteAssetInitParameters SpriteInitParams;
					SpriteInitParams.SetTextureAndFill(ImportedTexture);
					GetDefault<UPaperImporterSettings>()->ApplySettingsForSpriteInit(SpriteInitParams);
					SpriteInitParams.SetPixelsPerUnrealUnit(1.0f);
					ImportedSprite->InitializeSprite(SpriteInitParams);
				}
				else if (File.FileType == ESpriterFileType::Sound)
				{
					// Import the sound
					const FString TargetAssetPath = LongPackagePath / RelativeDestPath;
					UObject* ImportedSound = ImportAsset(SourceSpriterFilePath, TargetAssetPath);
				}
				else if (File.FileType != ESpriterFileType::INVALID)
				{
					ensureMsgf(false, TEXT("Importer was not updated when a new entry was added to ESpriterFileType"));
				}
					// 		TMap<FString, class UTexture2D*> ImportedTextures;
					// 		TMap<FString, class UPaperSprite> ImportedSprites;

			}
		}

//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:SpriterImporterFactory.cpp


注:本文中的UPaperSprite类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。