Prevent AnimationPlayer from being added on GLTF import if the option is unchecked. Fixes #63954
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94a8065ae4
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5 changed files with 21 additions and 1 deletions
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@ -196,6 +196,8 @@
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</member>
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</member>
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<member name="buffers" type="Array" setter="set_buffers" getter="get_buffers" default="[]">
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<member name="buffers" type="Array" setter="set_buffers" getter="get_buffers" default="[]">
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</member>
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</member>
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<member name="create_animations" type="bool" setter="set_create_animations" getter="get_create_animations" default="true">
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</member>
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<member name="glb_data" type="PackedByteArray" setter="set_glb_data" getter="get_glb_data" default="PackedByteArray()">
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<member name="glb_data" type="PackedByteArray" setter="set_glb_data" getter="get_glb_data" default="PackedByteArray()">
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</member>
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</member>
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<member name="json" type="Dictionary" setter="set_json" getter="get_json" default="{}">
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<member name="json" type="Dictionary" setter="set_json" getter="get_json" default="{}">
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@ -60,6 +60,9 @@ Node *EditorSceneFormatImporterGLTF::import_scene(const String &p_path, uint32_t
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}
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}
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return nullptr;
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return nullptr;
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}
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}
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if (p_options.has("animation/import")) {
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state->set_create_animations(bool(p_options["animation/import"]));
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}
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return doc->generate_scene(state, p_bake_fps);
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return doc->generate_scene(state, p_bake_fps);
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}
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}
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@ -6899,7 +6899,7 @@ Node *GLTFDocument::generate_scene(Ref<GLTFState> state, int32_t p_bake_fps) {
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Node *root = gltf_root_node->get_parent();
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Node *root = gltf_root_node->get_parent();
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ERR_FAIL_NULL_V(root, nullptr);
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ERR_FAIL_NULL_V(root, nullptr);
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_process_mesh_instances(state, root);
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_process_mesh_instances(state, root);
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if (state->animations.size()) {
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if (state->get_create_animations() && state->animations.size()) {
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AnimationPlayer *ap = memnew(AnimationPlayer);
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AnimationPlayer *ap = memnew(AnimationPlayer);
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root->add_child(ap, true);
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root->add_child(ap, true);
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ap->set_owner(root);
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ap->set_owner(root);
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@ -79,6 +79,8 @@ void GLTFState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
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ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
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ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
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ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
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ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
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ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
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ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
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ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
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ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
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ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
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@ -106,6 +108,7 @@ void GLTFState::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>>
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // RBMap<GLTFSkeletonIndex,
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // RBMap<GLTFSkeletonIndex,
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>>
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}
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}
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@ -285,6 +288,14 @@ void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
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GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
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GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
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}
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}
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bool GLTFState::get_create_animations() {
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return create_animations;
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}
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void GLTFState::set_create_animations(bool p_create_animations) {
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create_animations = p_create_animations;
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}
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Array GLTFState::get_animations() {
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Array GLTFState::get_animations() {
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return GLTFTemplateConvert::to_array(animations);
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return GLTFTemplateConvert::to_array(animations);
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}
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}
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@ -61,6 +61,7 @@ class GLTFState : public Resource {
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bool use_named_skin_binds = false;
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bool use_named_skin_binds = false;
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bool use_khr_texture_transform = false;
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bool use_khr_texture_transform = false;
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bool discard_meshes_and_materials = false;
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bool discard_meshes_and_materials = false;
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bool create_animations = true;
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Vector<Ref<GLTFNode>> nodes;
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Vector<Ref<GLTFNode>> nodes;
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Vector<Vector<uint8_t>> buffers;
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Vector<Vector<uint8_t>> buffers;
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@ -168,6 +169,9 @@ public:
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Dictionary get_skeleton_to_node();
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Dictionary get_skeleton_to_node();
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void set_skeleton_to_node(Dictionary p_skeleton_to_node);
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void set_skeleton_to_node(Dictionary p_skeleton_to_node);
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bool get_create_animations();
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void set_create_animations(bool p_create_animations);
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Array get_animations();
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Array get_animations();
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void set_animations(Array p_animations);
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void set_animations(Array p_animations);
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