// 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" #include UE_INLINE_GENERATED_CPP_BY_NAME(PhysicsAssetThumbnailRenderer) UPhysicsAssetThumbnailRenderer::UPhysicsAssetThumbnailRenderer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { ThumbnailScene = nullptr; } bool UPhysicsAssetThumbnailRenderer::CanVisualizeAsset(UObject* Object) { if (!Super::CanVisualizeAsset(Object)) { return false; } UPhysicsAsset* PhysicsAsset = Cast(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(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(); }