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

63 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ThumbnailRendering/SkeletalMeshThumbnailRenderer.h"
#include "Misc/App.h"
#include "ShowFlags.h"
#include "SceneView.h"
#include "Engine/SkeletalMesh.h"
#include "ThumbnailHelpers.h"
USkeletalMeshThumbnailRenderer::USkeletalMeshThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void USkeletalMeshThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
{
USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(Object);
TSharedRef<FSkeletalMeshThumbnailScene> ThumbnailScene = ThumbnailSceneCache.EnsureThumbnailScene(Object);
if(SkeletalMesh)
{
ThumbnailScene->SetSkeletalMesh(SkeletalMesh);
}
AddAdditionalPreviewSceneContent(Object, ThumbnailScene->GetWorld());
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->SetSkeletalMesh(nullptr);
}
EThumbnailRenderFrequency USkeletalMeshThumbnailRenderer::GetThumbnailRenderFrequency(UObject* Object) const
{
USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(Object);
return SkeletalMesh && SkeletalMesh->GetResourceForRendering()
? EThumbnailRenderFrequency::Realtime
: EThumbnailRenderFrequency::OnPropertyChange;
}
bool USkeletalMeshThumbnailRenderer::CanVisualizeAsset(UObject* Object)
{
if (!Super::CanVisualizeAsset(Object))
{
return false;
}
USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(Object);
const bool bValidRenderData = SkeletalMesh && SkeletalMesh->IsReadyToRenderInThumbnail();
return bValidRenderData;
}
void USkeletalMeshThumbnailRenderer::BeginDestroy()
{
ThumbnailSceneCache.Clear();
Super::BeginDestroy();
}