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C++ UPaperSprite::GetSourceTexture方法代码示例

本文整理汇总了C++中UPaperSprite::GetSourceTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ UPaperSprite::GetSourceTexture方法的具体用法?C++ UPaperSprite::GetSourceTexture怎么用?C++ UPaperSprite::GetSourceTexture使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UPaperSprite的用法示例。


在下文中一共展示了UPaperSprite::GetSourceTexture方法的3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: ConvertMarqueeToSourceTextureSpace

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2: UpdateRelatedSpritesList

// Find all related sprites (not including self)
void FSpriteEditorViewportClient::UpdateRelatedSpritesList()
{
	UPaperSprite* Sprite = GetSpriteBeingEdited();
	UTexture2D* Texture = Sprite->GetSourceTexture();
	if (Texture != nullptr)
	{
		FARFilter Filter;
		Filter.ClassNames.Add(UPaperSprite::StaticClass()->GetFName());
		const FString TextureString = FAssetData(Texture).GetExportTextName();
		const FName SourceTexturePropName(TEXT("SourceTexture"));
		Filter.TagsAndValues.Add(SourceTexturePropName, TextureString);
		FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
		TArray<FAssetData> SpriteAssetData;
		AssetRegistryModule.Get().GetAssets(Filter, SpriteAssetData);

		FAssetData CurrentAssetData(Sprite);

		RelatedSprites.Empty();
		for (int32 i = 0; i < SpriteAssetData.Num(); ++i)
		{
			FAssetData& SpriteAsset = SpriteAssetData[i];
			if (SpriteAsset == Sprite)
			{
				continue;
			}

			const FString* SourceUVString = SpriteAsset.TagsAndValues.Find("SourceUV");
			const FString* SourceDimensionString = SpriteAsset.TagsAndValues.Find("SourceDimension");
			FVector2D SourceUV, SourceDimension;
			if (SourceUVString != nullptr && SourceDimensionString != nullptr)
			{
				if (SourceUV.InitFromString(*SourceUVString) && SourceDimension.InitFromString(*SourceDimensionString))
				{
					FRelatedSprite RelatedSprite;
					RelatedSprite.AssetData = SpriteAsset;
					RelatedSprite.SourceUV = SourceUV;
					RelatedSprite.SourceDimension = SourceDimension;
					
					RelatedSprites.Add(RelatedSprite);
				}
			}
		}
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:45,代码来源:SpriteEditorViewportClient.cpp

示例3: 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


注:本文中的UPaperSprite::GetSourceTexture方法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。