74 lines
2.8 KiB
C++
74 lines
2.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "GeometryCacheThumbnailScene.h"
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#include "ThumbnailRendering/SceneThumbnailInfo.h"
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#include "GeometryCache.h"
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#include "GeometryCacheComponent.h"
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#include "GeometryCacheActor.h"
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FGeometryCacheThumbnailScene::FGeometryCacheThumbnailScene()
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{
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bForceAllUsedMipsResident = false;
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// Create preview actor
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// checked
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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SpawnInfo.bNoFail = true;
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SpawnInfo.ObjectFlags = RF_Transient;
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PreviewActor = GetWorld()->SpawnActor<AGeometryCacheActor>(SpawnInfo);
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PreviewActor->GetGeometryCacheComponent()->SetMobility(EComponentMobility::Movable);
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PreviewActor->SetActorEnableCollision(false);
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}
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void FGeometryCacheThumbnailScene::SetGeometryCache(UGeometryCache* GeometryCache)
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{
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PreviewActor->GetGeometryCacheComponent()->SetGeometryCache(GeometryCache);
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if (GeometryCache)
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{
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FTransform MeshTransform = FTransform::Identity;
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PreviewActor->SetActorLocation(FVector(0, 0, 0), false);
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PreviewActor->GetGeometryCacheComponent()->UpdateBounds();
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// Center the mesh at the world origin then offset to put it on top of the plane
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const float BoundsZOffset = GetBoundsZOffset(PreviewActor->GetGeometryCacheComponent()->Bounds);
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PreviewActor->SetActorLocation(-PreviewActor->GetGeometryCacheComponent()->Bounds.Origin + FVector(0, 0, BoundsZOffset), false);
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PreviewActor->GetGeometryCacheComponent()->RecreateRenderState_Concurrent();
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}
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}
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void FGeometryCacheThumbnailScene::GetViewMatrixParameters(const float InFOVDegrees, FVector& OutOrigin, float& OutOrbitPitch, float& OutOrbitYaw, float& OutOrbitZoom) const
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{
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check(PreviewActor);
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check(PreviewActor->GetGeometryCacheComponent());
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check(PreviewActor->GetGeometryCacheComponent()->GeometryCache);
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const float HalfFOVRadians = FMath::DegreesToRadians<float>(InFOVDegrees) * 0.5f;
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// Add extra size to view slightly outside of the sphere to compensate for perspective
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const float HalfMeshSize = static_cast<float>(PreviewActor->GetGeometryCacheComponent()->Bounds.SphereRadius * 1.15);
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const float BoundsZOffset = GetBoundsZOffset(PreviewActor->GetGeometryCacheComponent()->Bounds);
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const float TargetDistance = HalfMeshSize / FMath::Tan(HalfFOVRadians);
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USceneThumbnailInfo* ThumbnailInfo = Cast<USceneThumbnailInfo>(PreviewActor->GetGeometryCacheComponent()->GeometryCache->ThumbnailInfo);
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if (ThumbnailInfo)
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{
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if (TargetDistance + ThumbnailInfo->OrbitZoom < 0)
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{
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ThumbnailInfo->OrbitZoom = -TargetDistance;
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}
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}
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else
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{
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ThumbnailInfo = USceneThumbnailInfo::StaticClass()->GetDefaultObject<USceneThumbnailInfo>();
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}
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OutOrigin = FVector(0, 0, -BoundsZOffset);
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OutOrbitPitch = ThumbnailInfo->OrbitPitch;
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OutOrbitYaw = ThumbnailInfo->OrbitYaw;
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OutOrbitZoom = TargetDistance + ThumbnailInfo->OrbitZoom;
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}
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