本文整理汇总了C++中UPaperSprite::Modify方法的典型用法代码示例。如果您正苦于以下问题:C++ UPaperSprite::Modify方法的具体用法?C++ UPaperSprite::Modify怎么用?C++ UPaperSprite::Modify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类UPaperSprite
的用法示例。
在下文中一共展示了UPaperSprite::Modify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: BeginTransaction
void FSpriteEditorViewportClient::BeginTransaction(const FText& SessionName)
{
if (ScopedTransaction == nullptr)
{
ScopedTransaction = new FScopedTransaction(SessionName);
UPaperSprite* Sprite = GetSpriteBeingEdited();
Sprite->Modify();
}
}
示例2: PerformImport
bool FPaperJsonSpriteSheetImporter::PerformImport(const FString& LongPackagePath, EObjectFlags Flags, UPaperSpriteSheet* SpriteSheet)
{
FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
GWarn->BeginSlowTask(NSLOCTEXT("Paper2D", "PaperJsonImporterFactory_ImportingSprites", "Importing Sprite Frame"), true, true);
for (int32 FrameIndex = 0; FrameIndex < Frames.Num(); ++FrameIndex)
{
GWarn->StatusUpdate(FrameIndex, Frames.Num(), NSLOCTEXT("Paper2D", "PaperJsonImporterFactory_ImportingSprites", "Importing Sprite Frames"));
// Check for user canceling the import
if (GWarn->ReceivedUserCancel())
{
break;
}
const FSpriteFrame& Frame = Frames[FrameIndex];
// Create a package for the frame
const FString TargetSubPath = LongPackagePath + TEXT("/Frames");
UObject* OuterForFrame = nullptr; // @TODO: Use this if we don't want them to be individual assets - Flipbook;
// Create a frame in the package
UPaperSprite* TargetSprite = nullptr;
if (bIsReimporting)
{
TargetSprite = FindExistingSprite(Frame.FrameName.ToString());
}
if (TargetSprite == nullptr)
{
const FString SanitizedFrameName = ObjectTools::SanitizeObjectName(Frame.FrameName.ToString());
const FString TentativePackagePath = PackageTools::SanitizePackageName(TargetSubPath + TEXT("/") + SanitizedFrameName);
FString DefaultSuffix;
FString AssetName;
FString PackageName;
AssetToolsModule.Get().CreateUniqueAssetName(TentativePackagePath, DefaultSuffix, /*out*/ PackageName, /*out*/ AssetName);
// Create a unique package name and asset name for the frame
if (OuterForFrame == nullptr)
{
// Create a package for the frame
OuterForFrame = CreatePackage(nullptr, *PackageName);
}
// Create the asset
TargetSprite = NewObject<UPaperSprite>(OuterForFrame, *AssetName, Flags);
FAssetRegistryModule::AssetCreated(TargetSprite);
}
TargetSprite->Modify();
FSpriteAssetInitParameters SpriteInitParams;
SpriteInitParams.Texture = ImageTexture;
if (NormalMapTexture != nullptr)
{
// Put the normal map into the additional textures array and ask for a lit material instead of unlit
SpriteInitParams.AdditionalTextures.Add(NormalMapTexture);
}
SpriteInitParams.Offset = Frame.SpritePosInSheet;
SpriteInitParams.Dimension = Frame.SpriteSizeInSheet;
GetDefault<UPaperImporterSettings>()->ApplySettingsForSpriteInit(/*inout*/ SpriteInitParams, (NormalMapTexture != nullptr) ? ESpriteInitMaterialLightingMode::ForceLit : ESpriteInitMaterialLightingMode::Automatic);
TargetSprite->InitializeSprite(SpriteInitParams);
if (Frame.bRotated)
{
TargetSprite->SetRotated(true);
}
if (Frame.bTrimmed)
{
TargetSprite->SetTrim(Frame.bTrimmed, Frame.SpriteSourcePos, Frame.ImageSourceSize);
}
// Set up pivot on object based on Texture Packer json
ESpritePivotMode::Type PivotType = GetBestPivotType(Frame.Pivot);
FVector2D TextureSpacePivotPoint = FVector2D::ZeroVector;
if (PivotType == ESpritePivotMode::Custom)
{
TextureSpacePivotPoint.X = Frame.SpritePosInSheet.X - Frame.SpriteSourcePos.X + Frame.ImageSourceSize.X * Frame.Pivot.X;
TextureSpacePivotPoint.Y = Frame.SpritePosInSheet.Y - Frame.SpriteSourcePos.Y + Frame.ImageSourceSize.Y * Frame.Pivot.Y;
}
TargetSprite->SetPivotMode(PivotType, TextureSpacePivotPoint);
// Create the entry in the animation
SpriteSheet->SpriteNames.Add(Frame.FrameName.ToString());
SpriteSheet->Sprites.Add(TargetSprite);
TargetSprite->PostEditChange();
}
SpriteSheet->TextureName = ImageName;
SpriteSheet->Texture = ImageTexture;
SpriteSheet->NormalMapTextureName = ComputedNormalMapName;
SpriteSheet->NormalMapTexture = NormalMapTexture;
//.........这里部分代码省略.........
示例3: HandleAssetChangedEvent
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.........