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-Some fixes to code completion.
-Fix getter in code completion being displayed when it shouldn't -Clean up preview generation for editors and exposed it as editor plugin
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@@ -150,91 +150,17 @@ void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library,
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//generate previews!
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if (1) {
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Vector<Ref<Mesh> > meshes;
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Vector<int> ids = p_library->get_item_list();
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RID vp = VS::get_singleton()->viewport_create();
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int size = EditorSettings::get_singleton()->get("editors/grid_map/preview_size");
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RID scenario = VS::get_singleton()->scenario_create();
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RID viewport = VS::get_singleton()->viewport_create();
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VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_ALWAYS);
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VS::get_singleton()->viewport_set_vflip(viewport, true);
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VS::get_singleton()->viewport_set_scenario(viewport, scenario);
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VS::get_singleton()->viewport_set_size(viewport, size, size);
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VS::get_singleton()->viewport_set_transparent_background(viewport, true);
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VS::get_singleton()->viewport_set_active(viewport, true);
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RID viewport_texture = VS::get_singleton()->viewport_get_texture(viewport);
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RID 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(Basis(), 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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RID light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
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RID 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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RID light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
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VS::get_singleton()->light_set_color(light2, 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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RID 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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RID mesh_instance = VS::get_singleton()->instance_create();
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VS::get_singleton()->instance_set_scenario(mesh_instance, scenario);
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EditorProgress ep("mlib", TTR("Creating Mesh Library"), ids.size());
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for (int i = 0; i < ids.size(); i++) {
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int id = ids[i];
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Ref<Mesh> mesh = p_library->get_item_mesh(id);
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if (!mesh.is_valid())
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continue;
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Rect3 aabb = mesh->get_aabb();
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print_line("aabb: " + aabb);
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Vector3 ofs = aabb.position + aabb.size * 0.5;
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aabb.position -= ofs;
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Transform xform;
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xform.basis = Basis().rotated(Vector3(0, 1, 0), -Math_PI * 0.25);
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xform.basis = Basis().rotated(Vector3(1, 0, 0), Math_PI * 0.25) * xform.basis;
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Rect3 rot_aabb = xform.xform(aabb);
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print_line("rot_aabb: " + rot_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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continue;
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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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RID inst = VS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
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VS::get_singleton()->instance_set_transform(inst, xform);
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ep.step(TTR("Thumbnail.."), i);
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Main::iteration();
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Main::iteration();
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Ref<Image> img = VS::get_singleton()->texture_get_data(viewport_texture);
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ERR_CONTINUE(!img.is_valid() || img->empty());
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Ref<ImageTexture> it(memnew(ImageTexture));
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it->create_from_image(img);
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p_library->set_item_preview(id, it);
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//print_line("loaded image, size: "+rtos(m)+" dist: "+rtos(dist)+" empty?"+itos(img.empty())+" w: "+itos(it->get_width())+" h: "+itos(it->get_height()));
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VS::get_singleton()->free(inst);
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meshes.push_back(p_library->get_item_mesh(ids[i]));
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}
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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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Vector<Ref<Texture> > textures = EditorInterface::get_singleton()->make_mesh_previews(meshes, EditorSettings::get_singleton()->get("editors/grid_map/preview_size"));
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for (int i = 0; i < ids.size(); i++) {
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p_library->set_item_preview(ids[i], textures[i]);
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}
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}
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}
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