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-rw-r--r--core/class_db.cpp2
-rw-r--r--editor/editor_plugin.cpp112
-rw-r--r--editor/editor_plugin.h4
-rw-r--r--editor/plugins/cube_grid_theme_editor_plugin.cpp88
-rw-r--r--modules/gdscript/gd_editor.cpp31
-rw-r--r--scene/resources/mesh_library.cpp2
6 files changed, 154 insertions, 85 deletions
diff --git a/core/class_db.cpp b/core/class_db.cpp
index 0d6c72afa8..4b0e1b31f0 100644
--- a/core/class_db.cpp
+++ b/core/class_db.cpp
@@ -864,7 +864,7 @@ void ClassDB::add_property(StringName p_class, const PropertyInfo &p_pinfo, cons
MethodBind *mb_get = NULL;
if (p_getter) {
- MethodBind *mb_get = get_method(p_class, p_getter);
+ mb_get = get_method(p_class, p_getter);
#ifdef DEBUG_METHODS_ENABLED
if (!mb_get) {
diff --git a/editor/editor_plugin.cpp b/editor/editor_plugin.cpp
index 06e4bb5aa6..b5d881ad5c 100644
--- a/editor/editor_plugin.cpp
+++ b/editor/editor_plugin.cpp
@@ -32,10 +32,121 @@
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor_resource_preview.h"
+#include "main/main.h"
#include "plugins/canvas_item_editor_plugin.h"
#include "plugins/spatial_editor_plugin.h"
#include "scene/3d/camera.h"
#include "scene/gui/popup_menu.h"
+#include "servers/visual_server.h"
+Array EditorInterface::_make_mesh_previews(const Array &p_meshes, int p_preview_size) {
+
+ Vector<Ref<Mesh> > meshes;
+
+ for (int i = 0; i < p_meshes.size(); i++) {
+ meshes.push_back(p_meshes[i]);
+ }
+
+ Vector<Ref<Texture> > textures = make_mesh_previews(meshes, p_preview_size);
+ Array ret;
+ for (int i = 0; i < textures.size(); i++) {
+ ret.push_back(textures[i]);
+ }
+
+ return ret;
+}
+
+Vector<Ref<Texture> > EditorInterface::make_mesh_previews(const Vector<Ref<Mesh> > &p_meshes, int p_preview_size) {
+
+ int size = p_preview_size;
+
+ RID scenario = VS::get_singleton()->scenario_create();
+
+ RID viewport = VS::get_singleton()->viewport_create();
+ VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_ALWAYS);
+ VS::get_singleton()->viewport_set_vflip(viewport, true);
+ VS::get_singleton()->viewport_set_scenario(viewport, scenario);
+ VS::get_singleton()->viewport_set_size(viewport, size, size);
+ VS::get_singleton()->viewport_set_transparent_background(viewport, true);
+ VS::get_singleton()->viewport_set_active(viewport, true);
+ RID viewport_texture = VS::get_singleton()->viewport_get_texture(viewport);
+
+ RID camera = VS::get_singleton()->camera_create();
+ VS::get_singleton()->viewport_attach_camera(viewport, camera);
+ VS::get_singleton()->camera_set_transform(camera, Transform(Basis(), Vector3(0, 0, 3)));
+ //VS::get_singleton()->camera_set_perspective(camera,45,0.1,10);
+ VS::get_singleton()->camera_set_orthogonal(camera, 1.0, 0.01, 1000.0);
+
+ RID light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
+ RID light_instance = VS::get_singleton()->instance_create2(light, scenario);
+ VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
+
+ RID light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
+ VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
+ //VS::get_singleton()->light_set_color(light2, VS::LIGHT_COLOR_SPECULAR, Color(0.0, 0.0, 0.0));
+ RID light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);
+
+ VS::get_singleton()->instance_set_transform(light_instance2, Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
+
+ //sphere = VS::get_singleton()->mesh_create();
+ RID mesh_instance = VS::get_singleton()->instance_create();
+ VS::get_singleton()->instance_set_scenario(mesh_instance, scenario);
+
+ EditorProgress ep("mlib", TTR("Creating Mesh Previews"), p_meshes.size());
+
+ Vector<Ref<Texture> > textures;
+
+ for (int i = 0; i < p_meshes.size(); i++) {
+
+ Ref<Mesh> mesh = p_meshes[i];
+ if (!mesh.is_valid()) {
+ textures.push_back(Ref<Texture>());
+ continue;
+ }
+ Rect3 aabb = mesh->get_aabb();
+ print_line("aabb: " + aabb);
+ Vector3 ofs = aabb.position + aabb.size * 0.5;
+ aabb.position -= ofs;
+ Transform xform;
+ xform.basis = Basis().rotated(Vector3(0, 1, 0), -Math_PI * 0.25);
+ xform.basis = Basis().rotated(Vector3(1, 0, 0), Math_PI * 0.25) * xform.basis;
+ Rect3 rot_aabb = xform.xform(aabb);
+ print_line("rot_aabb: " + rot_aabb);
+ float m = MAX(rot_aabb.size.x, rot_aabb.size.y) * 0.5;
+ if (m == 0)
+ continue;
+ m = 1.0 / m;
+ m *= 0.5;
+ print_line("scale: " + rtos(m));
+ xform.basis.scale(Vector3(m, m, m));
+ xform.origin = -xform.basis.xform(ofs); //-ofs*m;
+ xform.origin.z -= rot_aabb.size.z * 2;
+ RID inst = VS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
+ VS::get_singleton()->instance_set_transform(inst, xform);
+ ep.step(TTR("Thumbnail.."), i);
+ Main::iteration();
+ Main::iteration();
+ Ref<Image> img = VS::get_singleton()->texture_get_data(viewport_texture);
+ ERR_CONTINUE(!img.is_valid() || img->empty());
+ Ref<ImageTexture> it(memnew(ImageTexture));
+ it->create_from_image(img);
+
+ //print_line("loaded image, size: "+rtos(m)+" dist: "+rtos(dist)+" empty?"+itos(img.empty())+" w: "+itos(it->get_width())+" h: "+itos(it->get_height()));
+ VS::get_singleton()->free(inst);
+
+ textures.push_back(it);
+ }
+
+ VS::get_singleton()->free(mesh_instance);
+ VS::get_singleton()->free(viewport);
+ VS::get_singleton()->free(light);
+ VS::get_singleton()->free(light_instance);
+ VS::get_singleton()->free(light2);
+ VS::get_singleton()->free(light_instance2);
+ VS::get_singleton()->free(camera);
+ VS::get_singleton()->free(scenario);
+
+ return textures;
+}
Control *EditorInterface::get_editor_viewport() {
@@ -145,6 +256,7 @@ void EditorInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_resource_previewer"), &EditorInterface::get_resource_previewer);
ClassDB::bind_method(D_METHOD("get_resource_filesystem"), &EditorInterface::get_resource_file_system);
ClassDB::bind_method(D_METHOD("get_editor_viewport"), &EditorInterface::get_editor_viewport);
+ ClassDB::bind_method(D_METHOD("make_mesh_previews"), &EditorInterface::_make_mesh_previews);
ClassDB::bind_method(D_METHOD("save_scene"), &EditorInterface::save_scene);
ClassDB::bind_method(D_METHOD("save_scene_as", "path", "with_preview"), &EditorInterface::save_scene_as, DEFVAL(true));
diff --git a/editor/editor_plugin.h b/editor/editor_plugin.h
index ce75cfd27a..99328f8149 100644
--- a/editor/editor_plugin.h
+++ b/editor/editor_plugin.h
@@ -61,6 +61,8 @@ protected:
static void _bind_methods();
static EditorInterface *singleton;
+ Array _make_mesh_previews(const Array &p_meshes, int p_preview_size);
+
public:
static EditorInterface *get_singleton() { return singleton; }
@@ -86,6 +88,8 @@ public:
Error save_scene();
void save_scene_as(const String &p_scene, bool p_with_preview = true);
+ Vector<Ref<Texture> > make_mesh_previews(const Vector<Ref<Mesh> > &p_meshes, int p_preview_size);
+
EditorInterface();
};
diff --git a/editor/plugins/cube_grid_theme_editor_plugin.cpp b/editor/plugins/cube_grid_theme_editor_plugin.cpp
index 36c0b44e38..08b38c2ca2 100644
--- a/editor/plugins/cube_grid_theme_editor_plugin.cpp
+++ b/editor/plugins/cube_grid_theme_editor_plugin.cpp
@@ -150,91 +150,17 @@ void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library,
//generate previews!
if (1) {
- Vector<int> ids = p_library->get_item_list();
- RID vp = VS::get_singleton()->viewport_create();
- int size = EditorSettings::get_singleton()->get("editors/grid_map/preview_size");
-
- RID scenario = VS::get_singleton()->scenario_create();
-
- RID viewport = VS::get_singleton()->viewport_create();
- VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_ALWAYS);
- VS::get_singleton()->viewport_set_vflip(viewport, true);
- VS::get_singleton()->viewport_set_scenario(viewport, scenario);
- VS::get_singleton()->viewport_set_size(viewport, size, size);
- VS::get_singleton()->viewport_set_transparent_background(viewport, true);
- VS::get_singleton()->viewport_set_active(viewport, true);
- RID viewport_texture = VS::get_singleton()->viewport_get_texture(viewport);
-
- RID camera = VS::get_singleton()->camera_create();
- VS::get_singleton()->viewport_attach_camera(viewport, camera);
- VS::get_singleton()->camera_set_transform(camera, Transform(Basis(), Vector3(0, 0, 3)));
- //VS::get_singleton()->camera_set_perspective(camera,45,0.1,10);
- VS::get_singleton()->camera_set_orthogonal(camera, 1.0, 0.01, 1000.0);
-
- RID light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
- RID light_instance = VS::get_singleton()->instance_create2(light, scenario);
- VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
-
- RID light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
- VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
- //VS::get_singleton()->light_set_color(light2, VS::LIGHT_COLOR_SPECULAR, Color(0.0, 0.0, 0.0));
- RID light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);
-
- VS::get_singleton()->instance_set_transform(light_instance2, Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
-
- //sphere = VS::get_singleton()->mesh_create();
- RID mesh_instance = VS::get_singleton()->instance_create();
- VS::get_singleton()->instance_set_scenario(mesh_instance, scenario);
-
- EditorProgress ep("mlib", TTR("Creating Mesh Library"), ids.size());
+ Vector<Ref<Mesh> > meshes;
+ Vector<int> ids = p_library->get_item_list();
for (int i = 0; i < ids.size(); i++) {
-
- int id = ids[i];
- Ref<Mesh> mesh = p_library->get_item_mesh(id);
- if (!mesh.is_valid())
- continue;
- Rect3 aabb = mesh->get_aabb();
- print_line("aabb: " + aabb);
- Vector3 ofs = aabb.position + aabb.size * 0.5;
- aabb.position -= ofs;
- Transform xform;
- xform.basis = Basis().rotated(Vector3(0, 1, 0), -Math_PI * 0.25);
- xform.basis = Basis().rotated(Vector3(1, 0, 0), Math_PI * 0.25) * xform.basis;
- Rect3 rot_aabb = xform.xform(aabb);
- print_line("rot_aabb: " + rot_aabb);
- float m = MAX(rot_aabb.size.x, rot_aabb.size.y) * 0.5;
- if (m == 0)
- continue;
- m = 1.0 / m;
- m *= 0.5;
- print_line("scale: " + rtos(m));
- xform.basis.scale(Vector3(m, m, m));
- xform.origin = -xform.basis.xform(ofs); //-ofs*m;
- xform.origin.z -= rot_aabb.size.z * 2;
- RID inst = VS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
- VS::get_singleton()->instance_set_transform(inst, xform);
- ep.step(TTR("Thumbnail.."), i);
- Main::iteration();
- Main::iteration();
- Ref<Image> img = VS::get_singleton()->texture_get_data(viewport_texture);
- ERR_CONTINUE(!img.is_valid() || img->empty());
- Ref<ImageTexture> it(memnew(ImageTexture));
- it->create_from_image(img);
- p_library->set_item_preview(id, it);
-
- //print_line("loaded image, size: "+rtos(m)+" dist: "+rtos(dist)+" empty?"+itos(img.empty())+" w: "+itos(it->get_width())+" h: "+itos(it->get_height()));
- VS::get_singleton()->free(inst);
+ meshes.push_back(p_library->get_item_mesh(ids[i]));
}
- VS::get_singleton()->free(mesh_instance);
- VS::get_singleton()->free(viewport);
- VS::get_singleton()->free(light);
- VS::get_singleton()->free(light_instance);
- VS::get_singleton()->free(light2);
- VS::get_singleton()->free(light_instance2);
- VS::get_singleton()->free(camera);
- VS::get_singleton()->free(scenario);
+ Vector<Ref<Texture> > textures = EditorInterface::get_singleton()->make_mesh_previews(meshes, EditorSettings::get_singleton()->get("editors/grid_map/preview_size"));
+ for (int i = 0; i < ids.size(); i++) {
+ p_library->set_item_preview(ids[i], textures[i]);
+ }
}
}
diff --git a/modules/gdscript/gd_editor.cpp b/modules/gdscript/gd_editor.cpp
index 02fab6d17f..b10694ddfd 100644
--- a/modules/gdscript/gd_editor.cpp
+++ b/modules/gdscript/gd_editor.cpp
@@ -577,6 +577,7 @@ static bool _guess_expression_type(GDCompletionContext &context, const GDParser:
const GDParser::OperatorNode *op = static_cast<const GDParser::OperatorNode *>(p_node);
if (op->op == GDParser::OperatorNode::OP_CALL) {
+
if (op->arguments[0]->type == GDParser::Node::TYPE_TYPE) {
const GDParser::TypeNode *tn = static_cast<const GDParser::TypeNode *>(op->arguments[0]);
@@ -589,21 +590,45 @@ static bool _guess_expression_type(GDCompletionContext &context, const GDParser:
} else if (op->arguments.size() > 1 && op->arguments[1]->type == GDParser::Node::TYPE_IDENTIFIER) {
+ StringName id = static_cast<const GDParser::IdentifierNode *>(op->arguments[1])->name;
+
+ if (op->arguments[0]->type == GDParser::Node::TYPE_IDENTIFIER && String(id) == "new") {
+
+ //shortcut
+ StringName identifier = static_cast<const GDParser::IdentifierNode *>(op->arguments[0])->name;
+
+ if (ClassDB::class_exists(identifier)) {
+ r_type.type = Variant::OBJECT;
+ r_type.value = Variant();
+ r_type.obj_type = identifier;
+ return true;
+ }
+ }
+
GDCompletionIdentifier base;
if (!_guess_expression_type(context, op->arguments[0], p_line, base))
return false;
- StringName id = static_cast<const GDParser::IdentifierNode *>(op->arguments[1])->name;
-
if (base.type == Variant::OBJECT) {
if (id.operator String() == "new" && base.value.get_type() == Variant::OBJECT) {
+
Object *obj = base.value;
- if (GDNativeClass *gdnc = Object::cast_to<GDNativeClass>(obj)) {
+ if (obj && Object::cast_to<GDNativeClass>(obj)) {
+ GDNativeClass *gdnc = Object::cast_to<GDNativeClass>(obj);
r_type.type = Variant::OBJECT;
r_type.value = Variant();
r_type.obj_type = gdnc->get_name();
return true;
+ } else {
+
+ if (base.obj_type != StringName()) {
+
+ r_type.type = Variant::OBJECT;
+ r_type.value = Variant();
+ r_type.obj_type = base.obj_type;
+ return true;
+ }
}
}
diff --git a/scene/resources/mesh_library.cpp b/scene/resources/mesh_library.cpp
index 6abbcfb90b..4e1ffd2ab3 100644
--- a/scene/resources/mesh_library.cpp
+++ b/scene/resources/mesh_library.cpp
@@ -268,10 +268,12 @@ void MeshLibrary::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_item_mesh", "id", "mesh"), &MeshLibrary::set_item_mesh);
ClassDB::bind_method(D_METHOD("set_item_navmesh", "id", "navmesh"), &MeshLibrary::set_item_navmesh);
ClassDB::bind_method(D_METHOD("set_item_shapes", "id", "shapes"), &MeshLibrary::_set_item_shapes);
+ ClassDB::bind_method(D_METHOD("set_item_preview", "id", "texture"), &MeshLibrary::set_item_preview);
ClassDB::bind_method(D_METHOD("get_item_name", "id"), &MeshLibrary::get_item_name);
ClassDB::bind_method(D_METHOD("get_item_mesh", "id"), &MeshLibrary::get_item_mesh);
ClassDB::bind_method(D_METHOD("get_item_navmesh", "id"), &MeshLibrary::get_item_navmesh);
ClassDB::bind_method(D_METHOD("get_item_shapes", "id"), &MeshLibrary::_get_item_shapes);
+ ClassDB::bind_method(D_METHOD("get_item_preview", "id"), &MeshLibrary::get_item_preview);
ClassDB::bind_method(D_METHOD("remove_item", "id"), &MeshLibrary::remove_item);
ClassDB::bind_method(D_METHOD("clear"), &MeshLibrary::clear);
ClassDB::bind_method(D_METHOD("get_item_list"), &MeshLibrary::get_item_list);