Add Games File

This commit is contained in:
Ivan Anikin
2026-05-19 13:42:41 +07:00
parent 7908479e0c
commit 12e7e22c1a
3672 changed files with 125922 additions and 0 deletions
@@ -0,0 +1,33 @@
#include "VRM4UEditor.h"
#include "CoreMinimal.h"
#include "VRM4UEditorLog.h"
#include "Modules/ModuleManager.h"
#include "Internationalization/Internationalization.h"
#define LOCTEXT_NAMESPACE "VRM4UEditor"
DEFINE_LOG_CATEGORY(LogVRM4UEditor);
//////////////////////////////////////////////////////////////////////////
// FSpriterImporterModule
class FVRM4UEditorModule : public FDefaultModuleImpl
{
public:
virtual void StartupModule() override
{
}
virtual void ShutdownModule() override
{
}
};
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_MODULE(FVRM4UEditorModule, VRM4UEditor);
//////////////////////////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,14 @@
#pragma once
#include "CoreMinimal.h"
//#include "VRMImporterModule.h"
DECLARE_LOG_CATEGORY_EXTERN(LogVRM4UEditor, Verbose, All);
#define SPRITER_IMPORT_ERROR(FormatString, ...) \
if (!bSilent) { UE_LOG(LogVRM4UEditor, Warning, FormatString, __VA_ARGS__); }
#define SPRITER_IMPORT_WARNING(FormatString, ...) \
if (!bSilent) { UE_LOG(LogVRM4UEditor, Warning, FormatString, __VA_ARGS__); }
@@ -0,0 +1,14 @@
#pragma once
#include "CoreMinimal.h"
//#include "VRMImporterModule.h"
//DECLARE_LOG_CATEGORY_EXTERN(LogVRM4UEditor, Verbose, All);
//#define SPRITER_IMPORT_ERROR(FormatString, ...) \
// if (!bSilent) { UE_LOG(LogVRM4UEditor, Warning, FormatString, __VA_ARGS__); }
//#define SPRITER_IMPORT_WARNING(FormatString, ...) \
// if (!bSilent) { UE_LOG(LogVRM4UEditor, Warning, FormatString, __VA_ARGS__); }
@@ -0,0 +1,55 @@
// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
#include "VrmEditorBPFunctionLibrary.h"
#include "Engine/Engine.h"
#include "Logging/MessageLog.h"
#include "Engine/Canvas.h"
#if UE_VERSION_OLDER_THAN(4,26,0)
#include "AssetRegistryModule.h"
#else
#include "AssetRegistry/AssetRegistryModule.h"
#endif
#include "MovieScene.h"
#include "MovieSceneSequence.h"
#include "Sections/MovieSceneFloatSection.h"
//#include "VRM4U.h"
//OnGlobalTimeChanged
int UVrmEditorBPFunctionLibrary::EvaluateCurvesFromSequence(const UMovieSceneSequence* Seq, float FrameNo, TArray<FString>& names, TArray<float> &curves) {
names.Empty();
curves.Empty();
#if UE_VERSION_OLDER_THAN(4,26,0)
return 0;
#else
//if (Track == nullptr) return 0;
if (Seq == nullptr) return 0;
if (Seq->GetMovieScene() == nullptr) return 0;
TArray<UMovieSceneSection*> Sections = Seq->GetMovieScene()->GetAllSections();
//const auto &Sections = Track->GetAllSections();
for (UMovieSceneSection* Section : Sections){
UMovieSceneFloatSection* FloatSection = Cast<UMovieSceneFloatSection>(Section);
//UMovieSceneControlRigParameterSection* s = Cast<UMovieSceneControlRigParameterSection>(Section);
if (FloatSection == nullptr) {
continue;
}
const FMovieSceneFloatChannel& Channel = FloatSection->GetChannel();
float Value;
FFrameTime Time((int)(FMath::Floor(FrameNo)), FMath::Frac(FrameNo));
bool Success = Channel.Evaluate(Time, Value);
if (Success) {
curves.Add(Value);
names.Add(FloatSection->GetName());
}
}
return curves.Num();
#endif
}
@@ -0,0 +1,39 @@
// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Engine/EngineTypes.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Misc/EngineVersionComparison.h"
#include "VrmEditorBPFunctionLibrary.generated.h"
class UTextureRenderTarget2D;
class UMaterialInstanceConstant;
class UAnimationAsset;
class USkeleton;
/**
*
*/
UCLASS()
class VRM4UEDITOR_API UVrmEditorBPFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//UFUNCTION(BlueprintCallable,Category="VRM4U", meta = (DevelopmentOnly))
//static bool VRMBakeAnim(const USkeletalMeshComponent *skc, const FString &FilePath, const FString &AssetFileName);
//UFUNCTION(BlueprintCallable,Category="VRM4U")
//static void VRMTransMatrix(const FTransform &transform, TArray<FLinearColor> &matrix, TArray<FLinearColor> &matrix_inv);
//UFUNCTION(BlueprintPure, Category = "VRM4U")
//static void VRMGetMorphTargetList(const USkeletalMesh *target, TArray<FString> &morphTargetList);
UFUNCTION(BlueprintCallable, Category = "VRM4U")
static int EvaluateCurvesFromSequence(const UMovieSceneSequence* Seq, float FrameNo, TArray<FString>& names, TArray<float>& curves);
};
@@ -0,0 +1,49 @@
// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
using UnrealBuildTool;
public class VRM4UEditor : ModuleRules
{
public VRM4UEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"InputCore",
"EditorStyle",
"Engine",
"UnrealEd",
"Slate",
"SlateCore",
"MovieSceneCapture",
"MovieScene",
"MovieSceneTracks",
//"ControlRigEditor",
"VRM4U",
});
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetTools",
"AssetRegistry",
});
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"AssetTools",
"AssetRegistry"
});
PrivateIncludePaths.AddRange(
new string[] {
//"../Runtime/Renderer/Private",
});
}
}