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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/space_view3d/view3d_view.c
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/space_view3d/view3d_view.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c28
1 files changed, 3 insertions, 25 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index a24f59019f0..9d947384bf0 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -535,40 +535,18 @@ void VIEW3D_OT_camera_to_view(wmOperatorType *ot)
* meant to take into account vertex/bone selection for eg. */
static int view3d_camera_to_view_selected_exec(bContext *C, wmOperator *op)
{
+ Main *bmain = CTX_data_main(C);
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C); /* can be NULL */
Object *camera_ob = v3d ? v3d->camera : scene->camera;
- Object *camera_ob_eval = DEG_get_evaluated_object(depsgraph, camera_ob);
-
- float r_co[3]; /* the new location to apply */
- float r_scale; /* only for ortho cameras */
- if (camera_ob_eval == NULL) {
+ if (camera_ob == NULL) {
BKE_report(op->reports, RPT_ERROR, "No active camera");
return OPERATOR_CANCELLED;
}
- /* this function does all the important stuff */
- if (BKE_camera_view_frame_fit_to_scene(depsgraph, scene, camera_ob_eval, r_co, &r_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 = r_scale;
- }
-
- copy_m4_m4(obmat_new, camera_ob_eval->obmat);
- copy_v3_v3(obmat_new[3], r_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(&camera_ob->id, ID_RECALC_TRANSFORM);
+ if (ED_view3d_camera_to_view_selected(bmain, depsgraph, scene, camera_ob)) {
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, camera_ob);
return OPERATOR_FINISHED;
}