初始提交: UE5.3项目基础框架
This commit is contained in:
@ -0,0 +1,52 @@
|
||||
// Copyright 2020-2024 CesiumGS, Inc. and Contributors
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Cesium3DTileset.h"
|
||||
#include "CesiumGltfPointsComponent.h"
|
||||
#include "CesiumGltfPointsSceneProxy.h"
|
||||
|
||||
/**
|
||||
* This is used by Cesium3DTilesets to propagate their settings to any glTF
|
||||
* points components it parents.
|
||||
*/
|
||||
class FCesiumGltfPointsSceneProxyUpdater {
|
||||
public:
|
||||
/** Updates proxies with new tileset settings. Must be called from a game
|
||||
* thread. */
|
||||
static void UpdateSettingsInProxies(ACesium3DTileset* Tileset) {
|
||||
if (!IsValid(Tileset) || !IsInGameThread()) {
|
||||
return;
|
||||
}
|
||||
|
||||
TInlineComponentArray<UCesiumGltfPointsComponent*> ComponentArray;
|
||||
Tileset->GetComponents<UCesiumGltfPointsComponent>(ComponentArray);
|
||||
|
||||
// Used to pass tileset data updates to render thread
|
||||
TArray<FCesiumGltfPointsSceneProxy*> SceneProxies;
|
||||
TArray<FCesiumGltfPointsSceneProxyTilesetData> ProxyTilesetData;
|
||||
|
||||
for (UCesiumGltfPointsComponent* PointsComponent : ComponentArray) {
|
||||
FCesiumGltfPointsSceneProxy* PointsProxy =
|
||||
static_cast<FCesiumGltfPointsSceneProxy*>(
|
||||
PointsComponent->SceneProxy);
|
||||
if (PointsProxy) {
|
||||
SceneProxies.Add(PointsProxy);
|
||||
}
|
||||
|
||||
FCesiumGltfPointsSceneProxyTilesetData TilesetData;
|
||||
TilesetData.UpdateFromComponent(PointsComponent);
|
||||
ProxyTilesetData.Add(TilesetData);
|
||||
}
|
||||
|
||||
// Update tileset data
|
||||
ENQUEUE_RENDER_COMMAND(TransferCesium3DTilesetSettingsToPointsProxies)
|
||||
([SceneProxies,
|
||||
ProxyTilesetData](FRHICommandListImmediate& RHICmdList) mutable {
|
||||
// Iterate over proxies and update their data
|
||||
for (int32 i = 0; i < SceneProxies.Num(); i++) {
|
||||
SceneProxies[i]->UpdateTilesetData(ProxyTilesetData[i]);
|
||||
}
|
||||
});
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user