コード例 #1
0
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;
	}
}
コード例 #2
0
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;

	GWarn->EndSlowTask();
	return true;
}
コード例 #3
0
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;
	}
}