MeshLibrary export improvements
- From now materials assigned to the MeshInstance (not the Mesh) get exported into the MeshLibrary when such materials exist. This enables workflows where the MeshLibrary is exported from an imported scene (e.g. GLTF) where the materials assigned to the Mesh (not the MeshInstance) get overwritten on re-import, thus can't use editor set materials in the exported MeshLibrary unless they are assigned to the MeshInstance whose materials get saved with the inherited scene thus persist across re-imports. - When appending to an existing MeshLibrary only generate previews for newly added or modified meshes. - During preview generation transform camera and lights instead of the mesh and use the source MeshInstance's transform for the mesh to avoid weird previews being generated for meshes with a position dependent material (e.g. when using triplanar mapping). - Adjust the camera angle and light directions used in mesh preview generation for better results.
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@ -48,7 +48,7 @@ Array EditorInterface::_make_mesh_previews(const Array &p_meshes, int p_preview_
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meshes.push_back(p_meshes[i]);
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}
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Vector<Ref<Texture> > textures = make_mesh_previews(meshes, p_preview_size);
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Vector<Ref<Texture> > textures = make_mesh_previews(meshes, NULL, p_preview_size);
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Array ret;
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for (int i = 0; i < textures.size(); i++) {
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ret.push_back(textures[i]);
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@ -57,7 +57,7 @@ Array EditorInterface::_make_mesh_previews(const Array &p_meshes, int p_preview_
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return ret;
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}
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Vector<Ref<Texture> > EditorInterface::make_mesh_previews(const Vector<Ref<Mesh> > &p_meshes, int p_preview_size) {
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Vector<Ref<Texture> > EditorInterface::make_mesh_previews(const Vector<Ref<Mesh> > &p_meshes, Vector<Transform> *p_transforms, int p_preview_size) {
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int size = p_preview_size;
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@ -74,25 +74,14 @@ Vector<Ref<Texture> > EditorInterface::make_mesh_previews(const Vector<Ref<Mesh>
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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()->directional_light_create();
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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()->directional_light_create();
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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 Previews"), p_meshes.size());
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Vector<Ref<Texture> > textures;
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@ -104,25 +93,38 @@ Vector<Ref<Texture> > EditorInterface::make_mesh_previews(const Vector<Ref<Mesh>
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textures.push_back(Ref<Texture>());
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continue;
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}
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Transform mesh_xform;
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if (p_transforms != NULL) {
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mesh_xform = (*p_transforms)[i];
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}
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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, mesh_xform);
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AABB aabb = mesh->get_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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xform.basis = Basis().rotated(Vector3(0, 1, 0), -Math_PI / 6);
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xform.basis = Basis().rotated(Vector3(1, 0, 0), Math_PI / 6) * xform.basis;
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AABB rot_aabb = xform.xform(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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textures.push_back(Ref<Texture>());
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continue;
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}
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m = 1.0 / m;
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m *= 0.5;
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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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xform.invert();
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xform = mesh_xform * xform;
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VS::get_singleton()->camera_set_transform(camera, xform * Transform(Basis(), Vector3(0, 0, 3)));
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VS::get_singleton()->camera_set_orthogonal(camera, m * 2, 0.01, 1000.0);
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VS::get_singleton()->instance_set_transform(light_instance, xform * Transform().looking_at(Vector3(-2, -1, -1), Vector3(0, 1, 0)));
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VS::get_singleton()->instance_set_transform(light_instance2, xform * Transform().looking_at(Vector3(+1, -1, -2), Vector3(0, 1, 0)));
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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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@ -136,7 +138,6 @@ Vector<Ref<Texture> > EditorInterface::make_mesh_previews(const Vector<Ref<Mesh>
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textures.push_back(it);
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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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