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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@ -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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}
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FLuaBPVar UBusyGamePlayLibrary::TestTable(const FName& RowName){
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UDataTable* Table = UBusyGamePlayLibrary::GetGameDataTable("CookMaterialStateConfig");
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auto Config = Table->FindRow<FTableRowBase>(RowName, "", true);
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return FLuaBPVar();
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FLuaBPVar UBusyGamePlayLibrary::CreateTextureBuffer(UObject* WorldContextObject){
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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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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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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