Prevent AnimationPlayer from being added on GLTF import if the option is unchecked. Fixes #63954

(cherry picked from commit 805ffdfbf6)
This commit is contained in:
Hakim 2022-08-09 19:39:58 +02:00 committed by Haoyu Qiu
parent 3f8bb6fb53
commit df1a0b25ea
4 changed files with 19 additions and 1 deletions

View file

@ -208,6 +208,8 @@
<members>
<member name="buffers" type="Array" setter="set_buffers" getter="get_buffers" default="[ ]">
</member>
<member name="create_animations" type="bool" setter="set_create_animations" getter="get_create_animations" default="true">
</member>
<member name="glb_data" type="PoolByteArray" setter="set_glb_data" getter="get_glb_data" default="PoolByteArray( )">
</member>
<member name="json" type="Dictionary" setter="set_json" getter="get_json" default="{}">

View file

@ -81,6 +81,8 @@ void GLTFState::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
@ -108,6 +110,7 @@ void GLTFState::_bind_methods() {
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>
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>>
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"); // Map<GLTFSkeletonIndex,
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
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>>
}
@ -295,6 +298,14 @@ void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
}
bool GLTFState::get_create_animations() {
return create_animations;
}
void GLTFState::set_create_animations(bool p_create_animations) {
create_animations = p_create_animations;
}
Array GLTFState::get_animations() {
return GLTFTemplateConvert::to_array(animations);
}

View file

@ -59,6 +59,7 @@ class GLTFState : public Resource {
bool use_khr_texture_transform = false;
bool use_legacy_names = false;
uint32_t compress_flags = 0;
bool create_animations = true;
Vector<Ref<GLTFNode>> nodes;
Vector<Vector<uint8_t>> buffers;
@ -166,6 +167,9 @@ public:
Dictionary get_skeleton_to_node();
void set_skeleton_to_node(Dictionary p_skeleton_to_node);
bool get_create_animations();
void set_create_animations(bool p_create_animations);
Array get_animations();
void set_animations(Array p_animations);

View file

@ -67,6 +67,7 @@ Node *PackedSceneGLTF::import_scene(const String &p_path, uint32_t p_flags,
r_state->use_legacy_names =
p_flags & EditorSceneImporter::IMPORT_USE_LEGACY_NAMES;
r_state->compress_flags = p_compress_flags;
r_state->set_create_animations(p_flags & EditorSceneImporter::IMPORT_ANIMATION);
Ref<GLTFDocument> gltf_document;
gltf_document.instance();
@ -84,7 +85,7 @@ Node *PackedSceneGLTF::import_scene(const String &p_path, uint32_t p_flags,
gltf_document->_generate_scene_node(r_state, root, root, r_state->root_nodes[root_i]);
}
gltf_document->_process_mesh_instances(r_state, root);
if (r_state->animations.size()) {
if (r_state->get_create_animations() && r_state->animations.size()) {
AnimationPlayer *ap = memnew(AnimationPlayer);
root->add_child(ap);
ap->set_owner(root);