diff options
author | Julian Eisel <julian@blender.org> | 2020-12-14 14:48:16 +0300 |
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committer | Julian Eisel <julian@blender.org> | 2020-12-14 15:17:57 +0300 |
commit | 4b0396695c622d1ac8669600fa820e80b1f0979f (patch) | |
tree | 0d7938ad051d727be476b416e40869a90e87731b /source/blender/editors/space_view3d/view3d_utils.c | |
parent | 732d0b458b6f9024b285747a643cacb128888b8c (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/space_view3d/view3d_utils.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_utils.c | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_utils.c b/source/blender/editors/space_view3d/view3d_utils.c index 1be9bd27c7a..2b7b8255068 100644 --- a/source/blender/editors/space_view3d/view3d_utils.c +++ b/source/blender/editors/space_view3d/view3d_utils.c @@ -1620,6 +1620,41 @@ void ED_view3d_to_object(const Depsgraph *depsgraph, BKE_object_apply_mat4_ex(ob, mat, ob_eval->parent, ob_eval->parentinv, true); } +bool ED_view3d_camera_to_view_selected(struct Main *bmain, + Depsgraph *depsgraph, + const Scene *scene, + Object *camera_ob) +{ + Object *camera_ob_eval = DEG_get_evaluated_object(depsgraph, camera_ob); + float co[3]; /* the new location to apply */ + float scale; /* only for ortho cameras */ + + if (BKE_camera_view_frame_fit_to_scene(depsgraph, scene, camera_ob_eval, co, &scale)) { + ObjectTfmProtectedChannels obtfm; + float obmat_new[4][4]; + + if ((camera_ob_eval->type == OB_CAMERA) && + (((Camera *)camera_ob_eval->data)->type == CAM_ORTHO)) { + ((Camera *)camera_ob->data)->ortho_scale = scale; + } + + copy_m4_m4(obmat_new, camera_ob_eval->obmat); + copy_v3_v3(obmat_new[3], co); + + /* only touch location */ + BKE_object_tfm_protected_backup(camera_ob, &obtfm); + BKE_object_apply_mat4(camera_ob, obmat_new, true, true); + BKE_object_tfm_protected_restore(camera_ob, &obtfm, OB_LOCK_SCALE | OB_LOCK_ROT4D); + + /* notifiers */ + DEG_id_tag_update_ex(bmain, &camera_ob->id, ID_RECALC_TRANSFORM); + + return true; + } + + return false; +} + /** \} */ /* -------------------------------------------------------------------- */ |