EM_Task/UnrealEd/Private/ThumbnailRendering/PhysicsAssetThumbnailRenderer.cpp

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2026-02-13 16:18:33 +08:00
// 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"
UPhysicsAssetThumbnailRenderer::UPhysicsAssetThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
ThumbnailScene = nullptr;
}
void UPhysicsAssetThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
{
UPhysicsAsset* PhysicsAsset = Cast<UPhysicsAsset>(Object);
if (PhysicsAsset != nullptr)
{
if (ThumbnailScene == nullptr)
{
ThumbnailScene = new FPhysicsAssetThumbnailScene();
}
ThumbnailScene->SetPhysicsAsset(PhysicsAsset);
FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(RenderTarget, ThumbnailScene->GetScene(), FEngineShowFlags(ESFIM_Game))
.SetWorldTimes(FApp::GetCurrentTime() - GStartTime, FApp::GetDeltaTime(), FApp::GetCurrentTime() - GStartTime)
.SetAdditionalViewFamily(bAdditionalViewFamily));
ViewFamily.EngineShowFlags.DisableAdvancedFeatures();
ViewFamily.EngineShowFlags.MotionBlur = 0;
ViewFamily.EngineShowFlags.LOD = 0;
ThumbnailScene->GetView(&ViewFamily, X, Y, Width, Height);
RenderViewFamily(Canvas, &ViewFamily);
ThumbnailScene->SetPhysicsAsset(nullptr);
}
}
void UPhysicsAssetThumbnailRenderer::BeginDestroy()
{
if (ThumbnailScene != nullptr)
{
delete ThumbnailScene;
ThumbnailScene = nullptr;
}
Super::BeginDestroy();
}