Resource:Object preview: Difference between revisions

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<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
This function sets object on screen position and size.
This function sets object on screen position and size.
<syntaxhighlight lang="lua">bool exports.object_preview:setProjection(element objectPreviewElement, float projPosY, projSizeX, projSizeY [, bool isRelative = false])</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.object_preview:setProjection(element objectPreviewElement, float projPosX, float projPosY, projSizeX, projSizeY [, bool isRelative = false])</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element objectPreviewElement:''' A previously declared preview element.
*'''element objectPreviewElement:''' A previously declared preview element.
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==Example==  
==Example==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
local scx, scy = guiGetScreenSize ()
local scx, scy = guiGetScreenSize()
local myObject,myElement, guiWindow = nil, nil, nil
local myObject, myElement, guiWindow = nil, nil, nil
local myRotation = {0,0,0}
local myRotation = {0, 0, 0}


addEventHandler("onClientResourceStart", getResourceRootElement( getThisResource()), function()
addEventHandler("onClientResourceStart", resourceRoot, function()
local x1, y1, z1 = getCameraMatrix()
local x1, y1, z1 = getCameraMatrix()
myElement = createVehicle (416, x1, y1, z1)
myElement = createVehicle(416, x1, y1, z1)


myObject = exports.object_preview:createObjectPreview(myElement,0, 0, 0, 0.5, 0.5, 1, 1, true, true, true)
myObject = exports.object_preview:createObjectPreview(myElement,0, 0, 0, 0.5, 0.5, 1, 1, true, true, true)

Latest revision as of 07:00, 16 October 2023

This resource lets you create an object that will be drawn on the screen provided size and position - just like when drawing an image. This way it is easy to create object preview on GUI (supports drawing in a separate render target). Works with peds, world objects and vehicles.

Overview

The resource itself adds exported client-side functions:

Exported functions

createObjectPreview

Click to collapse [-]
Client

Creates the preview for provided world,ped or vehicle element.

bool exports.object_preview:createObjectPreview(element object, float rotX, rotY, rotZ, projPosX, projPosY, projSizeX, projSizeY [, bool isRelative = false, postGUI = false, isSecRT = true])

Required Arguments

  • float rotX, rotY, rotZ: Object rotation in camera space.
  • float projPosX, projPosY: Projector left corner on the screen.
  • float projSizeX, projSizeY: Projector size.

Optional Arguments

  • bool isRelative: Are the projector parameters relative.
  • bool postGUI: Should the object be drawn before or after MTA GUI elements.
  • isSecRT: Should the object be drawin to second render target.

Returns

The function returns the element if set successfully, 'false' otherwise.

destroyObjectPreview

Click to collapse [-]
Client

Destroys previously created preview - without destroying the object it was applied to.

bool exports.object_preview:destroyObjectPreview(element objectPreviewElement)

Required Arguments

  • element objectPreviewElement: A previously declared preview element.

Returns

The function returns true if set successfully, false otherwise.

saveRTToFile

Click to collapse [-]
Client

Save render target to png file. (Only when drawing to second render target is enabled)

bool exports.object_preview:saveRTToFile(element objectPreviewElement, string path)

Required Arguments

  • element objectPreviewElement: A previously declared preview element.
  • string path: An exact client resource path the file is to be saved to.

Returns

The function returns true if set successfully, false otherwise. It saves the image in client resource path.

setRotation

Click to collapse [-]
Client

This function sets object rotation.

bool exports.object_preview:setRotation(element objectPreviewElement,float rotX, rotX, rotZ)

Required Arguments

  • element objectPreviewElement: A previously declared preview element.
  • float rotX, rotX, rotZ: Object rotation in camera space.

Returns

The function returns true if set successfully, false otherwise.

setProjection

Click to collapse [-]
Client

This function sets object on screen position and size.

bool exports.object_preview:setProjection(element objectPreviewElement, float projPosX, float projPosY, projSizeX, projSizeY [, bool isRelative = false])

Required Arguments

  • element objectPreviewElement: A previously declared preview element.
  • float projPosX, projPosY: Projector left corner on the screen.
  • float projSizeX, projSizeY: Projector size.

Optional Arguments

  • bool isRelative: Are the projector parameters relative.

Returns

The function returns true if set successfully, false otherwise.

setAlpha

Click to collapse [-]
Client

This function sets object alpha transparency.

bool exports.object_preview:setAlpha(element objectPreviewElement,int alpha)

Required Arguments

  • element objectPreviewElement: A previously declared preview element.
  • int alpha: Object alpha (0 - 255).

Returns

The function returns true if set successfully, false otherwise.

getRenderTarget

Click to collapse [-]
Client

This function returns a renderTarget (Only when drawing to second render target is enabled)

bool exports.object_preview:getRenderTarget()

Returns

The function returns render target if set successfully, false otherwise.

setDistanceSpread

Click to collapse [-]
Client

This function sets the difference between object to camera distance set by MTA and that set by shader.

bool exports.object_preview:setDistanceSpread(element objectPreviewElement,float zSpread)

Required Arguments

  • element objectPreviewElement: A previously declared preview element.
  • float zSpread: Object Distance spread.

Returns

The function returns true if set successfully, false otherwise.

setPositionOffsets

Click to collapse [-]
Client

This function sets object position to camera offsets (standard is 0,0,0)

bool exports.object_preview:setPositionOffsets(element objectPreviewElement,float posX, posX, posX)

Required Arguments

  • element objectPreviewElement: A previously declared preview element.
  • float posX, posX, posX: Object position to camera offsets.

Returns

The function returns true if set successfully, false otherwise.

setRotationOffsets

Click to collapse [-]
Client

This function sets object rotation centre offsets (standard is 0,0,0)

bool exports.object_preview:setRotationOffsets(element objectPreviewElement,float posX, posX, posX)

Required Arguments

  • element objectPreviewElement: A previously declared preview element.
  • float posX, posX, posX: Object rotation centre offsets.

Returns

The function returns true if set successfully, false otherwise.

Example

local scx, scy = guiGetScreenSize()
local myObject, myElement, guiWindow = nil, nil, nil
local myRotation = {0, 0, 0}

addEventHandler("onClientResourceStart", resourceRoot, function()
	local x1, y1, z1 = getCameraMatrix()
	myElement = createVehicle(416, x1, y1, z1)

	myObject = exports.object_preview:createObjectPreview(myElement,0, 0, 0, 0.5, 0.5, 1, 1, true, true, true)
	guiWindow = guiCreateWindow((scx/2)-100,(scy/2) - 100,200,200, "Test area", false, false)
	guiSetAlpha(guiWindow, 0.05 + 0.2)
	local projPosX, projPosY = guiGetPosition(guiWindow,true)
	local projSizeX, projSizeY = guiGetSize(guiWindow, true)	
	exports.object_preview:setProjection(myObject,projPosX, projPosY, projSizeX, projSizeY,true,true)
	exports.object_preview:setRotation(myObject,myRotation[1], myRotation[2], myRotation[3])
	
	bindKey ( "num_4", "down", function() myRotation[1] = myRotation[1] - 5 end)
    bindKey ( "num_6", "down", function() myRotation[1] = myRotation[1] + 5 end)
    
	bindKey ( "num_add", "down", function() myRotation[2] = myRotation[2] - 5 end)
    bindKey ( "num_sub", "down", function() myRotation[2] = myRotation[2] + 5 end)
    
	bindKey ( "num_2", "down", function() myRotation[3] = myRotation[3] - 5 end)
	bindKey ( "num_8", "down", function() myRotation[3] = myRotation[3] + 5 end)
	bindKey ( "o", "down", function() exports.object_preview:saveRTToFile(myObject,math.random(100)..".png") end)
end)

addEventHandler("onClientPreRender", root, function()
	if not myElement or not myObject then return end
	local projPosX, projPosY = guiGetPosition(guiWindow,true)
	local projSizeX, projSizeY = guiGetSize(guiWindow, true)
    exports.object_preview:setProjection(myObject,projPosX, projPosY, projSizeX, projSizeY, true, true)
    exports.object_preview:setRotation(myObject, unpack(myRotation)); 
end, true, "high" )

This creates a vehicle, applies object preview and scales it using dimensions of a window element.

Of course when you want to use these functions in your resources you have to include the object_preview resource in meta.

See Also

Object Preview resource on community