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mesh preview
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@@ -5,6 +5,7 @@
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#include "os/os.h"
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#include "scene/resources/material.h"
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#include "scene/resources/sample.h"
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#include "scene/resources/mesh.h"
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bool EditorTexturePreviewPlugin::handles(const String& p_type) const {
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@@ -662,3 +663,114 @@ EditorSamplePreviewPlugin::EditorSamplePreviewPlugin() {
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}
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///////////////////////////////////////////////////////////////////////////
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bool EditorMeshPreviewPlugin::handles(const String& p_type) const {
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return ObjectTypeDB::is_type(p_type,"Mesh"); //any Mesh
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}
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Ref<Texture> EditorMeshPreviewPlugin::generate(const RES& p_from) {
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Ref<Mesh> mesh = p_from;
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ERR_FAIL_COND_V(mesh.is_null(),Ref<Texture>());
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VS::get_singleton()->instance_set_base(mesh_instance,mesh->get_rid());
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AABB aabb= mesh->get_aabb();
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Vector3 ofs = aabb.pos + aabb.size*0.5;
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aabb.pos-=ofs;
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Transform xform;
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xform.basis=Matrix3().rotated(Vector3(0,1,0),Math_PI*0.125);
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xform.basis = Matrix3().rotated(Vector3(1,0,0),-Math_PI*0.125)*xform.basis;
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AABB rot_aabb = xform.xform(aabb);
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float m = MAX(rot_aabb.size.x,rot_aabb.size.y)*0.5;
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if (m==0)
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return Ref<Texture>();
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m=1.0/m;
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m*=0.5;
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//print_line("scale: "+rtos(m));
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xform.basis.scale(Vector3(m,m,m));
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xform.origin=-xform.basis.xform(ofs); //-ofs*m;
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xform.origin.z-=rot_aabb.size.z*2;
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VS::get_singleton()->instance_set_transform(mesh_instance,xform);
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VS::get_singleton()->viewport_queue_screen_capture(viewport);
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VS::get_singleton()->viewport_set_render_target_update_mode(viewport,VS::RENDER_TARGET_UPDATE_ONCE); //once used for capture
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// print_line("queue capture!");
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Image img;
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int timeout=1000;
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while(timeout) {
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//print_line("try capture?");
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OS::get_singleton()->delay_usec(10);
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img = VS::get_singleton()->viewport_get_screen_capture(viewport);
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if (!img.empty())
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break;
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timeout--;
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}
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//print_line("captured!");
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VS::get_singleton()->instance_set_base(mesh_instance,RID());
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int thumbnail_size = EditorSettings::get_singleton()->get("file_dialog/thumbnail_size");
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img.resize(thumbnail_size,thumbnail_size);
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Ref<ImageTexture> ptex = Ref<ImageTexture>( memnew( ImageTexture ));
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ptex->create_from_image(img,0);
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return ptex;
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}
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EditorMeshPreviewPlugin::EditorMeshPreviewPlugin() {
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scenario = VS::get_singleton()->scenario_create();
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viewport = VS::get_singleton()->viewport_create();
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VS::get_singleton()->viewport_set_as_render_target(viewport,true);
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VS::get_singleton()->viewport_set_render_target_update_mode(viewport,VS::RENDER_TARGET_UPDATE_DISABLED);
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VS::get_singleton()->viewport_set_scenario(viewport,scenario);
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VS::ViewportRect vr;
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vr.x=0;
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vr.y=0;
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vr.width=128;
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vr.height=128;
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VS::get_singleton()->viewport_set_rect(viewport,vr);
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camera = VS::get_singleton()->camera_create();
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VS::get_singleton()->viewport_attach_camera(viewport,camera);
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VS::get_singleton()->camera_set_transform(camera,Transform(Matrix3(),Vector3(0,0,3)));
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// VS::get_singleton()->camera_set_perspective(camera,45,0.1,10);
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VS::get_singleton()->camera_set_orthogonal(camera,1.0,0.01,1000.0);
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light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
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light_instance = VS::get_singleton()->instance_create2(light,scenario);
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VS::get_singleton()->instance_set_transform(light_instance,Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
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light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
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VS::get_singleton()->light_set_color(light2,VS::LIGHT_COLOR_DIFFUSE,Color(0.7,0.7,0.7));
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VS::get_singleton()->light_set_color(light2,VS::LIGHT_COLOR_SPECULAR,Color(0.0,0.0,0.0));
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light_instance2 = VS::get_singleton()->instance_create2(light2,scenario);
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VS::get_singleton()->instance_set_transform(light_instance2,Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
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// sphere = VS::get_singleton()->mesh_create();
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mesh_instance = VS::get_singleton()->instance_create();
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VS::get_singleton()->instance_set_scenario(mesh_instance,scenario);
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}
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EditorMeshPreviewPlugin::~EditorMeshPreviewPlugin() {
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//VS::get_singleton()->free(sphere);
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VS::get_singleton()->free(mesh_instance);
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VS::get_singleton()->free(viewport);
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VS::get_singleton()->free(light);
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VS::get_singleton()->free(light_instance);
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VS::get_singleton()->free(light2);
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VS::get_singleton()->free(light_instance2);
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VS::get_singleton()->free(camera);
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VS::get_singleton()->free(scenario);
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}
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