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authorJulian Eisel <julian@blender.org>2020-12-14 14:48:16 +0300
committerJulian Eisel <julian@blender.org>2020-12-14 15:17:57 +0300
commit4b0396695c622d1ac8669600fa820e80b1f0979f (patch)
tree0d7938ad051d727be476b416e40869a90e87731b /source/blender/editors/include/ED_view3d.h
parent732d0b458b6f9024b285747a643cacb128888b8c (diff)
UI/Assets: Support generating object preview images
Object previews are really helpful for visual data-block selection, like asset browsing. Having them be generative should also be quite handy and should work well enough in many, if not most cases. What this does is simple: * Place the object (actually a deep copy of it, for thread safety) in a virtual .blend into an empty scene/view-layer. * Add a camera, point it towards the front of the object, assuming that means pointing towards its +Y axis. * Use "Camera Fit Frame to Selected" logic to put the object into frame. * Create a threaded off-screen render. Of course, such an automatic preview will not work in all situations. E.g. it currently does a bad job capturing a single plane. We could add options for more advanced automatic previews, but probably custom previews is more important, which I committed already (812ea9184221). Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1 project milestone on developer.blender.org. Reviewed as part of https://developer.blender.org/D9719. Reviewed by: Bastien Montagne, Brecht Van Lommel
Diffstat (limited to 'source/blender/editors/include/ED_view3d.h')
-rw-r--r--source/blender/editors/include/ED_view3d.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 596533406c3..13687bf0450 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -141,6 +141,11 @@ void ED_view3d_to_object(const struct Depsgraph *depsgraph,
const float quat[4],
const float dist);
+bool ED_view3d_camera_to_view_selected(struct Main *bmain,
+ struct Depsgraph *depsgraph,
+ const struct Scene *scene,
+ struct Object *camera_ob);
+
void ED_view3d_lastview_store(struct RegionView3D *rv3d);
/* Depth buffer */