添加 可以生成image的camera的操作
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Content/Blueprints/BP_CameraCaptureActor.uasset
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Content/Blueprints/BP_CameraCaptureActor.uasset
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Plugins/CameraCapture/Source/CameraCaptureActor.cpp
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Plugins/CameraCapture/Source/CameraCaptureActor.cpp
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#include "CameraCaptureActor.h"
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#include "Components/SceneCaptureComponent2D.h"
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#include "Camera/CameraComponent.h"
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#include "Engine/TextureRenderTarget2D.h"
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#include "Engine/World.h"
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#include "HAL/PlatformFilemanager.h"
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#include "Misc/Paths.h"
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#include "Misc/FileHelper.h"
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#include "IImageWrapper.h"
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#include "IImageWrapperModule.h"
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#include "Modules/ModuleManager.h"
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#include "Async/Async.h"
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ACameraCaptureActor::ACameraCaptureActor()
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{
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PrimaryActorTick.bCanEverTick = true;
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}
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void ACameraCaptureActor::BeginPlay()
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{
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Super::BeginPlay();
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BuildViewCaptures();
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}
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void ACameraCaptureActor::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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if (!bCaptureEveryFrame) return;
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UpdateViewTransforms();
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CaptureViews();
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if (bGenerateAtlas)
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{
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GenerateAtlas();
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}
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}
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#if WITH_EDITOR
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void ACameraCaptureActor::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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// 任何关键参数变化都重建(避免 RT 尺寸/数量不匹配)
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BuildViewCaptures();
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}
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#endif
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void ACameraCaptureActor::BuildViewCaptures()
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{
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// Destroy old components
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for (USceneCaptureComponent2D* Comp : ViewCaptures)
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{
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if (Comp)
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{
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Comp->DestroyComponent();
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}
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}
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ViewCaptures.Empty();
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ViewRTs.Empty();
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AtlasRT = nullptr;
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if (ViewCount < 1) ViewCount = 1;
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if (ViewWidth < 16) ViewWidth = 16;
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if (ViewHeight < 16) ViewHeight = 16;
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// Recreate view captures
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for (int32 i = 0; i < ViewCount; ++i)
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{
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UTextureRenderTarget2D* RT = NewObject<UTextureRenderTarget2D>(this);
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RT->RenderTargetFormat = RTF_RGBA8;
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RT->ClearColor = FLinearColor::Black;
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RT->InitAutoFormat(ViewWidth, ViewHeight);
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RT->UpdateResourceImmediate(true);
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USceneCaptureComponent2D* Capture = NewObject<USceneCaptureComponent2D>(this);
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Capture->SetupAttachment(GetRootComponent());
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Capture->RegisterComponent();
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Capture->TextureTarget = RT;
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Capture->CaptureSource = ESceneCaptureSource::SCS_FinalColorLDR;
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Capture->bCaptureEveryFrame = false; // 手动触发
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Capture->bCaptureOnMovement = false;
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ViewCaptures.Add(Capture);
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ViewRTs.Add(RT);
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}
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// Atlas RT (optional)
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if (bGenerateAtlas)
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{
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if (AtlasGridX < 1) AtlasGridX = 1;
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if (AtlasGridY < 1) AtlasGridY = 1;
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AtlasRT = NewObject<UTextureRenderTarget2D>(this);
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AtlasRT->RenderTargetFormat = RTF_RGBA8;
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AtlasRT->ClearColor = FLinearColor::Black;
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AtlasRT->InitAutoFormat(ViewWidth * AtlasGridX, ViewHeight * AtlasGridY);
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AtlasRT->UpdateResourceImmediate(true);
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}
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}
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void ACameraCaptureActor::UpdateViewTransforms()
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{
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// 以本 Actor(CameraActor)的 transform 为中心
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const FVector Center = GetActorLocation();
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const FRotator Rot = GetActorRotation();
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const FVector Right = Rot.Quaternion().GetRightVector();
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// FOV 从主 CameraComponent 取
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float FOV = 90.f;
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if (UCameraComponent* Cam = GetCameraComponent())
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{
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FOV = Cam->FieldOfView;
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}
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for (int32 i = 0; i < ViewCaptures.Num(); ++i)
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{
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if (!ViewCaptures[i]) continue;
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// 线性水平分布:居中对称
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const float Offset = (i - (ViewCount - 1) * 0.5f) * Baseline;
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const FVector Pos = Center + Right * Offset;
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ViewCaptures[i]->SetWorldLocationAndRotation(Pos, Rot);
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ViewCaptures[i]->FOVAngle = FOV;
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}
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}
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void ACameraCaptureActor::CaptureViews()
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{
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for (USceneCaptureComponent2D* Capture : ViewCaptures)
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{
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if (Capture)
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{
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Capture->CaptureScene();
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}
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}
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}
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static void FlipVertical(TArray<FColor>& Pixels, int32 W, int32 H)
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{
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for (int32 Row = 0; Row < H / 2; ++Row)
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{
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const int32 A = Row * W;
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const int32 B = (H - 1 - Row) * W;
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for (int32 Col = 0; Col < W; ++Col)
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{
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Swap(Pixels[A + Col], Pixels[B + Col]);
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}
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}
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}
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void ACameraCaptureActor::GenerateAtlas()
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{
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if (!AtlasRT) return;
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// 这里做一个“可编译的基础版”:CPU 拼合 AtlasPixels,并(可选)保存到磁盘
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// 注意:把像素写回 AtlasRT 需要更底层的 RHI/渲染线程操作;高性能版我建议改成 GPU Blit。
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const int32 AtlasW = AtlasRT->SizeX;
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const int32 AtlasH = AtlasRT->SizeY;
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TArray<FColor> AtlasPixels;
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AtlasPixels.SetNumZeroed(AtlasW * AtlasH);
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const int32 MaxViews = FMath::Min(ViewCount, AtlasGridX * AtlasGridY);
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for (int32 i = 0; i < MaxViews; ++i)
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{
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UTextureRenderTarget2D* RT = ViewRTs.IsValidIndex(i) ? ViewRTs[i] : nullptr;
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if (!RT) continue;
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FTextureRenderTargetResource* Res = RT->GameThread_GetRenderTargetResource();
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if (!Res) continue;
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TArray<FColor> Pixels;
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Pixels.SetNumUninitialized(ViewWidth * ViewHeight);
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FReadSurfaceDataFlags ReadFlags(RCM_UNorm);
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ReadFlags.SetLinearToGamma(true);
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if (!Res->ReadPixels(Pixels, ReadFlags)) continue;
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FlipVertical(Pixels, ViewWidth, ViewHeight);
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const int32 GX = i % AtlasGridX;
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const int32 GY = i / AtlasGridX;
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const int32 DstX0 = GX * ViewWidth;
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const int32 DstY0 = GY * ViewHeight;
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for (int32 y = 0; y < ViewHeight; ++y)
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{
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const int32 DstY = DstY0 + y;
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if (DstY < 0 || DstY >= AtlasH) continue;
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const int32 SrcRow = y * ViewWidth;
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const int32 DstRow = DstY * AtlasW;
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for (int32 x = 0; x < ViewWidth; ++x)
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{
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const int32 DstX = DstX0 + x;
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if (DstX < 0 || DstX >= AtlasW) continue;
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AtlasPixels[DstRow + DstX] = Pixels[SrcRow + x];
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}
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}
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}
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// ✅ 如果你需要“输出到目录”,这里就直接把 AtlasPixels 编码写盘
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// (你也可以加开关:bDumpAtlasToDisk)
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const FString OutDir = FPaths::Combine(FPaths::ProjectSavedDir(), TEXT("CameraCapture"));
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IPlatformFile& PF = FPlatformFileManager::Get().GetPlatformFile();
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if (!PF.DirectoryExists(*OutDir)) PF.CreateDirectoryTree(*OutDir);
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const FString FullPath = FPaths::Combine(
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OutDir,
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FString::Printf(TEXT("atlas_%010lld.png"), (int64)GFrameCounter)
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);
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auto EncodeAndWrite = [AtlasPixels = MoveTemp(AtlasPixels), AtlasW, AtlasH, FullPath]()
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{
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IImageWrapperModule& ImageWrapperModule =
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FModuleManager::LoadModuleChecked<IImageWrapperModule>(TEXT("ImageWrapper"));
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TSharedPtr<IImageWrapper> Wrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG);
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if (!Wrapper.IsValid()) return;
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if (!Wrapper->SetRaw(AtlasPixels.GetData(), AtlasPixels.Num() * sizeof(FColor),
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AtlasW, AtlasH, ERGBFormat::BGRA, 8))
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{
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return;
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}
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const TArray64<uint8>& Compressed = Wrapper->GetCompressed();
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TArray<uint8> Bytes;
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Bytes.Append(Compressed.GetData(), (int32)Compressed.Num());
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FFileHelper::SaveArrayToFile(Bytes, *FullPath);
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};
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// 基础版默认异步写盘,避免卡
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Async(EAsyncExecution::ThreadPool, MoveTemp(EncodeAndWrite));
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}
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Plugins/CameraCapture/Source/CameraCaptureActor.h
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Plugins/CameraCapture/Source/CameraCaptureActor.h
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#pragma once
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#include "CoreMinimal.h"
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#include "Camera/CameraActor.h"
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#include "CameraCaptureActor.generated.h"
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UENUM(BlueprintType)
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enum class EViewDistribution : uint8
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{
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LinearHorizontal UMETA(DisplayName = "Linear Horizontal"),
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Circular UMETA(DisplayName = "Circular")
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};
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UCLASS()
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class CAMERACAPTURE_API ACameraCaptureActor : public ACameraActor
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{
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GENERATED_BODY()
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public:
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ACameraCaptureActor();
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// ===== 多视图参数 =====
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MultiView")
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int32 ViewCount = 9;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MultiView")
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float Baseline = 5.0f; // cm
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MultiView")
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EViewDistribution Distribution = EViewDistribution::LinearHorizontal;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MultiView")
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int32 ViewWidth = 1024;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MultiView")
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int32 ViewHeight = 1024;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MultiView")
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bool bCaptureEveryFrame = true;
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// Atlas
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Atlas")
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bool bGenerateAtlas = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Atlas")
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int32 AtlasGridX = 3;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Atlas")
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int32 AtlasGridY = 3;
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protected:
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virtual void BeginPlay() override;
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virtual void Tick(float DeltaSeconds) override;
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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private:
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void BuildViewCaptures();
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void UpdateViewTransforms();
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void CaptureViews();
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void GenerateAtlas();
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private:
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UPROPERTY(Transient)
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TArray<class USceneCaptureComponent2D*> ViewCaptures;
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UPROPERTY(Transient)
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TArray<class UTextureRenderTarget2D*> ViewRTs;
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UPROPERTY(Transient)
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class UTextureRenderTarget2D* AtlasRT;
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};
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// Copyright 2026 (c) Jupiter. All Rights Reserved.
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using UnrealBuildTool;
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using System.Collections.Generic;
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using System.Collections.Generic;
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// Copyright 2026 (c) Jupiter. All Rights Reserved.
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using UnrealBuildTool;
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// Copyright 2026 (c) Jupiter. All Rights Reserved.
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CameraCaptureDemo.h"
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#include "CameraCaptureDemo.h"
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#include "Modules/ModuleManager.h"
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#include "Modules/ModuleManager.h"
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// Copyright 2026 (c) Jupiter. All Rights Reserved.
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#pragma once
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// Copyright 2026 (c) Jupiter. All Rights Reserved.
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using UnrealBuildTool;
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using System.Collections.Generic;
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using System.Collections.Generic;
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