技术方向可行
使用鼠标轨迹生成偏移应用到材质上实现扭曲技术可行
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@ -2,8 +2,7 @@ local DataTableUtils = require("Utils.DataTableUtils")
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local ESlateVisibility = import("ESlateVisibility")
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local ESlateVisibility = import("ESlateVisibility")
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local SlateBlueprintLibrary = import("SlateBlueprintLibrary")
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local SlateBlueprintLibrary = import("SlateBlueprintLibrary")
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local WidgetLayoutLibrary = import("WidgetLayoutLibrary")
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local WidgetLayoutLibrary = import("WidgetLayoutLibrary")
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local BusyGamePlayLibrary = import("BusyGamePlayLibrary")
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--- @class PreCookCenterWidget
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--- @class PreCookCenterWidget
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--- @field ImgContainer table
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--- @field ImgContainer table
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@ -33,6 +32,8 @@ function PreCookCenterWidget:OnInitialized()
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-- self.BtnMain.OnClicked:Add(function()
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-- self.BtnMain.OnClicked:Add(function()
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-- print("onclicked")
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-- print("onclicked")
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-- end)
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-- end)
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self.DataTexture = BusyGamePlayLibrary.CreateTextureBuffer(self)
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end
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end
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function PreCookCenterWidget:Construct()
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function PreCookCenterWidget:Construct()
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@ -69,7 +70,6 @@ end
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local function UpdateOldMouseTrack(old_mouse_tracks, delta_time)
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local function UpdateOldMouseTrack(old_mouse_tracks, delta_time)
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local new_mouse_tracks = {}
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local new_mouse_tracks = {}
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-- local new_track = {x=fixed_x, y=fixed_y, remain=1.0}
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for _, track in pairs(old_mouse_tracks) do
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for _, track in pairs(old_mouse_tracks) do
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track.remain = track.remain - delta_time
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track.remain = track.remain - delta_time
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if track.remain > 0 then
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if track.remain > 0 then
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@ -79,15 +79,6 @@ local function UpdateOldMouseTrack(old_mouse_tracks, delta_time)
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return new_mouse_tracks
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return new_mouse_tracks
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end
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end
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--- 将鼠标的轨迹坐标规范到以起始点到终点所连直线为x轴的坐标系下
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local function NormalizeTrackParam(mouse_tracks)
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end
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--- 根据指定点坐标,求解三次样条参数
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local function GetSplineParams(normalize_params)
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end
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local function UpdateCutMaskByTracks(widget, mouse_tracks)
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local function UpdateCutMaskByTracks(widget, mouse_tracks)
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local FVector2D = import("Vector2D")
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local FVector2D = import("Vector2D")
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@ -108,32 +99,59 @@ local function UpdateCutMaskByTracks(widget, mouse_tracks)
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render_transform.Scale = scale
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render_transform.Scale = scale
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render_transform.Translation = translation
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render_transform.Translation = translation
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render_transform.Angle = (math.atan(delta_y, delta_x) / (2 * math.pi)) * 360
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render_transform.Angle = (math.atan(delta_y, delta_x) / (2 * math.pi)) * 360
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-- render_transform.Scale = FVector2D(mask_length / 512, 1)
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print(render_transform.Angle, math.atan(delta_y, delta_x))
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widget:SetRenderTransform(render_transform)
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widget:SetRenderTransform(render_transform)
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--[[
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/** The amount to translate the widget in slate units */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Transform, meta=( Delta = "1" ))
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FVector2D Translation;
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/** The scale to apply to the widget */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Transform, meta=( UIMin = "-5", UIMax = "5", Delta = "0.05" ))
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FVector2D Scale;
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/** The amount to shear the widget in slate units */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Transform, meta=( UIMin = "-89", ClampMin = "-89", UIMax = "89", ClampMax = "89", Delta = "1" ))
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FVector2D Shear;
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/** The angle in degrees to rotate */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Transform, meta=( UIMin = "-180", UIMax = "180", Delta = "1" ))
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float Angle;
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]]
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end
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end
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--- 从起点到终点画一条线,以这条线为新的x坐标轴,将所有的点坐标映射到新坐标系下
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local function TransformCurveToEndpointAxes(points)
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local A = points[1]
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local B = points[#points]
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-- 计算向量AB
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local dx = B.X - A.X
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local dy = B.Y - A.Y
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local len = math.sqrt(dx * dx + dy * dy)
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if len == 0 then
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return {}
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-- error("Start and end points are the same, cannot define X-axis.")
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end
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-- 计算X轴单位向量
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local ux = dx / len
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local uy = dy / len
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-- 计算Y轴单位向量(逆时针旋转90度)
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local vx = -uy
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local vy = ux
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-- 映射所有点到新坐标系
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local new_points = {}
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for i, point in ipairs(points) do
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local apx = point.X - A.X
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local apy = point.Y - A.Y
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local new_x = apx * ux + apy * uy -- 点积与X轴单位向量
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local new_y = apx * vx + apy * vy -- 点积与Y轴单位向量
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new_points[i] = {X = new_x, Y = new_y}
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end
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return new_points
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end
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--- 将曲线的Y坐标规范到(-0.5,0.5)的范围内,供材质使用
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local function NormalizeCurveYToHalfRange(points)
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if #points < 2 then return end
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local length = points[#points].X - points[1].X
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for _, point in pairs(points) do
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point.Y = - point.Y / length -- 临时加个取反
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point.X = point.X / length
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end
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return points
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end
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function PreCookCenterWidget:Tick(geometry, delta_time)
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function PreCookCenterWidget:Tick(geometry, delta_time)
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local size = SlateBlueprintLibrary.GetLocalSize(geometry)
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local size = SlateBlueprintLibrary.GetLocalSize(geometry)
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local cursor_pos = WidgetLayoutLibrary.GetMousePositionOnViewport(self)
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local cursor_pos = WidgetLayoutLibrary.GetMousePositionOnViewport(self)
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@ -148,28 +166,26 @@ function PreCookCenterWidget:Tick(geometry, delta_time)
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end
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end
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-- 计算样条参数
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-- 计算样条参数
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local normalize_params = NormalizeTrackParam(mouse_tracks)
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if #mouse_tracks > 2 then
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local A, B, C, D = GetSplineParams(normalize_params) -- Ax^3 + Bx^2 + Cx + D
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local transformed_tracks = TransformCurveToEndpointAxes(mouse_tracks)
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local normalize_tracks = NormalizeCurveYToHalfRange(transformed_tracks)
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-- 计算划痕位置
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local offsets = {}
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for _, track in pairs(normalize_tracks) do
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table.insert(offsets, track.Y)
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end
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BusyGamePlayLibrary.UpdateTextureBuffer(self.DataTexture, offsets)
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local mi = self.ImgMask:GetDynamicMaterial()
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mi:SetTextureParameterValue("Param", self.DataTexture)
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mi:SetScalarParameterValue("VertexCount", #offsets)
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mi:SetScalarParameterValue("SourceWidth", 512)
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UpdateCutMaskByTracks(self.ImgMask, mouse_tracks)
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UpdateCutMaskByTracks(self.ImgMask, mouse_tracks)
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end
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self.mouse_tracks = mouse_tracks
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self.mouse_tracks = mouse_tracks
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-- print(fixed_x, fixed_y, #self.mouse_tracks)
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end
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end
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-- function PreCookCenterWidget:LuaMouseButtonDown()
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-- print("on mouse button down")
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-- end
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-- function PreCookCenterWidget:LuaMouseButtonUp()
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-- print("on mouse button up")
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-- end
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return Class(nil, nil, PreCookCenterWidget)
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return Class(nil, nil, PreCookCenterWidget)
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@ -83,9 +83,26 @@ bool UBusyGamePlayLibrary::GetCookMaterialStateConfig(const FName& RowName, FBus
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return GetTableConfig<FBusyCookMaterialStateConfig>(TEXT("CookMaterialStateConfig"), RowName, RowData);
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return GetTableConfig<FBusyCookMaterialStateConfig>(TEXT("CookMaterialStateConfig"), RowName, RowData);
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}
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}
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FLuaBPVar UBusyGamePlayLibrary::TestTable(const FName& RowName){
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FLuaBPVar UBusyGamePlayLibrary::CreateTextureBuffer(UObject* WorldContextObject){
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UDataTable* Table = UBusyGamePlayLibrary::GetGameDataTable("CookMaterialStateConfig");
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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auto Config = Table->FindRow<FTableRowBase>(RowName, "", true);
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auto DataTexture = UTexture2D::CreateTransient(512, 1, PF_R32_FLOAT);
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DataTexture->Filter = TF_Trilinear;
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return FLuaBPVar();
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DataTexture->AddressX = TA_Clamp;
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DataTexture->AddressY = TA_Clamp;
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DataTexture->UpdateResource();
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return ULuaBlueprintLibrary::CreateVarFromObject(WorldContextObject, DataTexture);
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}
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void UBusyGamePlayLibrary::UpdateTextureBuffer(UTexture2D *DataTexture, TArray<float> FloatData){
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD>д<EFBFBD><D0B4>
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DataTexture->GetPlatformData()->Mips[0];
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FTexture2DMipMap& Mip = DataTexture->GetPlatformData()->Mips[0];
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void* Data = Mip.BulkData.Lock(LOCK_READ_WRITE);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݸ<EFBFBD><DDB8>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD><EFBFBD>
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FMemory::Memcpy(Data, FloatData.GetData(), FloatData.Num() * sizeof(float));
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Mip.BulkData.Unlock();
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DataTexture->UpdateResource();
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}
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}
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@ -60,6 +60,10 @@ public:
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static bool GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData);
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static bool GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData);
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure)
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static FLuaBPVar TestTable(const FName& RowName);
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static FLuaBPVar CreateTextureBuffer(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable)
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static void UpdateTextureBuffer(UTexture2D* DataTexture, TArray<float> FloatData);
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};
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};
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