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

88 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ThumbnailRendering/SkeletonThumbnailRenderer.h"
#include "AssetToolsModule.h"
#include "Misc/App.h"
#include "ShowFlags.h"
#include "SceneView.h"
#include "Animation/Skeleton.h"
#include "Engine/SkeletalMesh.h"
#include "ThumbnailHelpers.h"
USkeletonThumbnailRenderer::USkeletonThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
bool USkeletonThumbnailRenderer::CanVisualizeAsset(UObject* Object)
{
//The const version of GetPreviewMesh function simply return the preview mesh, it wont verify the skeleton compatibility.
//If we are not compiling call the function that are verifying the compatibility.
const USkeleton* ConstSkeleton = Cast<USkeleton>(Object);
USkeletalMesh* SkeletalMesh = ConstSkeleton->GetPreviewMesh();
if (!SkeletalMesh || !SkeletalMesh->IsCompiling())
{
USkeleton* Skeleton = Cast<USkeleton>(Object);
//This case can stall this thread (GameThread) since it will verify this skeleton compatibility with the preview skeletal mesh.
//If the skeletal mesh is compiling a wait until compile will happen when doing USkeletalMesh::GetSkeleton()
constexpr bool bFindIfNotSet = true;
SkeletalMesh = Skeleton->GetPreviewMesh(bFindIfNotSet);
}
//Only visualize thumbnail if the skeletal mesh preview exist and is not compiling and have valid render data
return (SkeletalMesh && SkeletalMesh->IsReadyToRenderInThumbnail());
}
void USkeletonThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
{
USkeleton* Skeleton = Cast<USkeleton>(Object);
TSharedRef<FSkeletalMeshThumbnailScene> ThumbnailScene = ThumbnailSceneCache.EnsureThumbnailScene(Object);
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
const TSharedPtr<IAssetTypeActions> AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(USkeleton::StaticClass()).Pin();
ThumbnailScene->SetDrawDebugSkeleton(true, AssetTypeActions->GetTypeColor());
if(Skeleton)
{
constexpr bool bFindIfNotSet = true;
if(USkeletalMesh* SkeletalMesh = Skeleton->GetPreviewMesh(bFindIfNotSet))
{
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 USkeletonThumbnailRenderer::GetThumbnailRenderFrequency(UObject* Object) const
{
USkeleton* Skeleton = Cast<USkeleton>(Object);
if(Skeleton)
{
if(USkeletalMesh* SkeletalMesh = Skeleton->GetPreviewMesh())
{
return SkeletalMesh->GetResourceForRendering() != nullptr
? EThumbnailRenderFrequency::Realtime
: EThumbnailRenderFrequency::OnPropertyChange;
}
}
return EThumbnailRenderFrequency::OnPropertyChange;
}
void USkeletonThumbnailRenderer::BeginDestroy()
{
ThumbnailSceneCache.Clear();
Super::BeginDestroy();
}