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

77 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ThumbnailRendering/PhysicsAssetThumbnailRenderer.h"
#include "Misc/App.h"
#include "ShowFlags.h"
#include "SceneView.h"
#include "PhysicsEngine/PhysicsAsset.h"
#include "ThumbnailHelpers.h"
#include "Engine/SkeletalMesh.h"
UPhysicsAssetThumbnailRenderer::UPhysicsAssetThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
ThumbnailScene = nullptr;
}
bool UPhysicsAssetThumbnailRenderer::CanVisualizeAsset(UObject* Object)
{
if (!Super::CanVisualizeAsset(Object))
{
return false;
}
UPhysicsAsset* PhysicsAsset = Cast<UPhysicsAsset>(Object);
if (!PhysicsAsset)
{
return false;
}
USkeletalMesh* SkeletalMesh = PhysicsAsset->PreviewSkeletalMesh.LoadSynchronous();
const bool bValidRenderData = SkeletalMesh && SkeletalMesh->IsReadyToRenderInThumbnail();
if (!bValidRenderData)
{
return false;
}
return true;
}
void UPhysicsAssetThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
{
UPhysicsAsset* PhysicsAsset = Cast<UPhysicsAsset>(Object);
if (PhysicsAsset)
{
USkeletalMesh* SkeletalMesh = PhysicsAsset->PreviewSkeletalMesh.LoadSynchronous();
const bool bValidRenderData = SkeletalMesh && SkeletalMesh->IsReadyToRenderInThumbnail();
if (!bValidRenderData)
{
return;
}
if (!ThumbnailScene)
{
ThumbnailScene = new FPhysicsAssetThumbnailScene();
}
ThumbnailScene->SetPhysicsAsset(PhysicsAsset);
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->SetPhysicsAsset(nullptr);
}
}
void UPhysicsAssetThumbnailRenderer::BeginDestroy()
{
if ( ThumbnailScene != nullptr )
{
delete ThumbnailScene;
ThumbnailScene = nullptr;
}
Super::BeginDestroy();
}