-Some fixes to code completion.

-Fix getter in code completion being displayed when it shouldn't
-Clean up preview generation for editors and exposed it as editor plugin
This commit is contained in:
Juan Linietsky 2017-08-28 00:03:34 -03:00
parent 213887f209
commit 8fce79aaee
6 changed files with 154 additions and 85 deletions

View file

@ -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) {

View file

@ -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));

View file

@ -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();
};

View file

@ -150,91 +150,17 @@ void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library,
//generate previews!
if (1) {
Vector<Ref<Mesh> > meshes;
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());
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]);
}
}
}

View file

@ -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;
}
}
}

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@ -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);