-Better Collada now keeps mesh names properly from blender, makes the "overwrite existing, keep materials" import mode work properly.
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b016f3898b
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e18c6ef63b
2 changed files with 29 additions and 11 deletions
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@ -2130,14 +2130,14 @@ void EditorSceneImportPlugin::_add_new_nodes(Node *p_node,Node *p_imported,Node
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Node *imported_node = p_imported->get_child(i);
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if (imported_node->get_owner()!=p_imported_scene) {
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print_line("skipping because not imported at "+String(imported_node->get_name()));
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// print_line("skipping because not imported at "+String(imported_node->get_name()));
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continue; //end of the road
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}
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Vector<StringName> nn;
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nn.push_back(imported_node->get_name());
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NodePath imported_path(nn,false);
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print_line("check for: "+String(imported_path));
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//print_line("check for: "+String(imported_path));
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if (!p_node->has_node(imported_path) && !checked_nodes.has(imported_node)) {
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//not there, re-add it
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@ -2147,11 +2147,11 @@ void EditorSceneImportPlugin::_add_new_nodes(Node *p_node,Node *p_imported,Node
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if (o)
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n=o->cast_to<Node>();
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print_line("creating node of same type..");
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//print_line("creating node of same type..");
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if (n) {
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print_line("copy props and add");
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//print_line("copy props and add");
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List<PropertyInfo> pl;
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imported_node->get_property_list(&pl);
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for(List<PropertyInfo>::Element *E=pl.front();E;E=E->next()) {
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@ -2165,7 +2165,7 @@ void EditorSceneImportPlugin::_add_new_nodes(Node *p_node,Node *p_imported,Node
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}
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} else {
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print_line("already exists");
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//print_line("already exists");
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}
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@ -2223,27 +2223,33 @@ void EditorSceneImportPlugin::_scan_materials(Node*p_base,Node *p_node,Map<Strin
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void EditorSceneImportPlugin::_apply_materials(Node*p_base,Node *p_node,Map<String,Ref<Material> > &mesh_materials,Map<String,Ref<Material> >& override_materials,Set<Ref<Mesh> >& meshes_processed) {
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if (!p_base && p_node->get_owner()!=p_base)
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if (p_node!=p_base && p_node->get_owner()!=p_base)
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return;
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MeshInstance *mi=p_node->cast_to<MeshInstance>();
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if (mi) {
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print_line("is mesh "+String(p_node->get_name()));
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String path = p_base->get_path_to(p_node);
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if (override_materials.has(path))
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if (override_materials.has(path)) {
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print_line("is in material overrides");
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mi->set_material_override(override_materials[path]);
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}
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Ref<Mesh> mesh = mi->get_mesh();
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if (mesh.is_valid() && !meshes_processed.has(mesh)) {
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print_line("mesh was not processed");
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meshes_processed.insert(mesh);
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for(int i=0;i<mesh->get_surface_count();i++) {
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String name = mesh->get_name()+":"+mesh->surface_get_name(i);
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print_line("name for surface "+itos(i)+": "+name);
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if (mesh_materials.has(name)) {
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Ref<Material> mat = mesh_materials[name];
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mesh->surface_set_material(i,mat);
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print_line("overriding!");
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}
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}
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}
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@ -2260,9 +2266,19 @@ void EditorSceneImportPlugin::_merge_materials(Node *p_node,Node *p_imported) {
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Map<String,Ref<Material> > override_materials;
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_scan_materials(p_node,p_node,mesh_materials,override_materials);
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for (Map<String,Ref<Material> >::Element *E=mesh_materials.front();E;E=E->next()) {
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print_line("Mats: "+String(E->key()));
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}
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for (Map<String,Ref<Material> >::Element *E=override_materials.front();E;E=E->next()) {
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print_line("Overrides: "+String(E->key()));
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}
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Set<Ref<Mesh> > mp;
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_apply_materials(p_imported,p_imported,mesh_materials,override_materials,mp);
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}
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#if 0
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@ -482,6 +482,11 @@ class DaeExporter:
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apply_modifiers = len(node.modifiers) and self.config["use_mesh_modifiers"]
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name_to_use = mesh.name
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#print("name to use: "+mesh.name)
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if (custom_name!=None and custom_name!=""):
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name_to_use=custom_name
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mesh=node.to_mesh(self.scene,apply_modifiers,"RENDER") #is this allright?
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triangulate=self.config["use_triangles"]
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@ -635,10 +640,7 @@ class DaeExporter:
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meshid = self.new_id("mesh")
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if (custom_name!=None):
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self.writel(S_GEOM,1,'<geometry id="'+meshid+'" name="'+custom_name+'">')
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else:
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self.writel(S_GEOM,1,'<geometry id="'+meshid+'" name="'+mesh.name+'">')
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self.writel(S_GEOM,1,'<geometry id="'+meshid+'" name="'+name_to_use+'">')
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self.writel(S_GEOM,2,'<mesh>')
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