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