Files
UnrealEngine/Engine/Source/Editor/UnrealEd/Private/ThumbnailRendering/AnimBlueprintThumbnailRenderer.cpp
2025-05-18 13:04:45 +08:00

69 lines
2.2 KiB
C++

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