69 lines
2.2 KiB
C++
69 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ThumbnailRendering/AnimBlueprintThumbnailRenderer.h"
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#include "ShowFlags.h"
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#include "SceneView.h"
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#include "Misc/App.h"
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#include "Animation/AnimBlueprint.h"
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#include "Animation/Skeleton.h"
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#include "Engine/SkeletalMesh.h"
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UAnimBlueprintThumbnailRenderer::UAnimBlueprintThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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bool UAnimBlueprintThumbnailRenderer::CanVisualizeAsset(UObject* Object)
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{
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UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Object);
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if (AnimBlueprint)
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{
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if (USkeleton* Skeleton = AnimBlueprint->TargetSkeleton)
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{
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USkeletalMesh* PreviewSkeletalMesh = Skeleton->GetAssetPreviewMesh(AnimBlueprint);
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if (PreviewSkeletalMesh == nullptr)
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{
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PreviewSkeletalMesh = Skeleton->FindCompatibleMesh();
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}
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if (PreviewSkeletalMesh && (PreviewSkeletalMesh->IsCompiling() || PreviewSkeletalMesh->GetResourceForRendering() == nullptr))
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{
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return false;
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}
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}
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}
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return AnimBlueprint && AnimBlueprint->BlueprintType != BPTYPE_Interface && !AnimBlueprint->bIsTemplate;
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}
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void UAnimBlueprintThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
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{
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UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Object);
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if (AnimBlueprint && AnimBlueprint->GeneratedClass)
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{
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TSharedRef<FAnimBlueprintThumbnailScene> ThumbnailScene = ThumbnailScenes.EnsureThumbnailScene(AnimBlueprint->GeneratedClass);
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if(ThumbnailScene->SetAnimBlueprint(AnimBlueprint))
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{
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FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(RenderTarget, ThumbnailScene->GetScene(), FEngineShowFlags(ESFIM_Game))
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.SetTime(UThumbnailRenderer::GetTime())
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.SetAdditionalViewFamily(bAdditionalViewFamily));
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ViewFamily.EngineShowFlags.DisableAdvancedFeatures();
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ViewFamily.EngineShowFlags.MotionBlur = 0;
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ViewFamily.EngineShowFlags.LOD = 0;
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RenderViewFamily(Canvas, &ViewFamily, ThumbnailScene->CreateView(&ViewFamily, X, Y, Width, Height));
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ThumbnailScene->SetAnimBlueprint(nullptr);
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}
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}
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}
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void UAnimBlueprintThumbnailRenderer::BeginDestroy()
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{
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ThumbnailScenes.Clear();
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Super::BeginDestroy();
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}
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