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[4.3] GLTF: Preserve node visibility on import
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aaronfranke authored and jss2a98aj committed Dec 8, 2024
1 parent 769f2da commit 4597309
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Showing 6 changed files with 13 additions and 10 deletions.
1 change: 1 addition & 0 deletions editor/import/3d/resource_importer_scene.cpp
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Expand Up @@ -2604,6 +2604,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_

mesh_node->set_layer_mask(src_mesh_node->get_layer_mask());
mesh_node->set_cast_shadows_setting(src_mesh_node->get_cast_shadows_setting());
mesh_node->set_visible(src_mesh_node->is_visible());
mesh_node->set_visibility_range_begin(src_mesh_node->get_visibility_range_begin());
mesh_node->set_visibility_range_begin_margin(src_mesh_node->get_visibility_range_begin_margin());
mesh_node->set_visibility_range_end(src_mesh_node->get_visibility_range_end());
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1 change: 1 addition & 0 deletions editor/import/3d/scene_import_settings.cpp
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Expand Up @@ -385,6 +385,7 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
mesh_node->set_transform(src_mesh_node->get_transform());
mesh_node->set_skin(src_mesh_node->get_skin());
mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
mesh_node->set_visible(src_mesh_node->is_visible());
if (src_mesh_node->get_mesh().is_valid()) {
Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
mesh_node->set_mesh(editor_mesh->get_mesh());
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2 changes: 1 addition & 1 deletion modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp
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Expand Up @@ -89,7 +89,7 @@ void SceneExporterGLTFPlugin::_popup_gltf_export_dialog() {
}
_file_dialog->set_current_file(filename + String(".gltf"));
// Generate and refresh the export settings.
_export_settings->generate_property_list(_gltf_document);
_export_settings->generate_property_list(_gltf_document, root);
_settings_inspector->edit(nullptr);
_settings_inspector->edit(_export_settings.ptr());
// Show the file dialog.
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Original file line number Diff line number Diff line change
Expand Up @@ -129,7 +129,7 @@ String get_friendly_config_prefix(Ref<GLTFDocumentExtension> p_extension) {
}

// Run this before popping up the export settings, because the extensions may have changed.
void EditorSceneExporterGLTFSettings::generate_property_list(Ref<GLTFDocument> p_document) {
void EditorSceneExporterGLTFSettings::generate_property_list(Ref<GLTFDocument> p_document, Node *p_root) {
_property_list.clear();
_document = p_document;
String image_format_hint_string = "None,PNG,JPEG";
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2 changes: 1 addition & 1 deletion modules/gltf/editor/editor_scene_exporter_gltf_settings.h
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Expand Up @@ -55,7 +55,7 @@ class EditorSceneExporterGLTFSettings : public RefCounted {
bool _get_extension_setting(const String &p_name_str, Variant &r_ret) const;

public:
void generate_property_list(Ref<GLTFDocument> p_document);
void generate_property_list(Ref<GLTFDocument> p_document, Node *p_root = nullptr);

String get_copyright() const;
void set_copyright(const String &p_copyright);
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Expand Up @@ -55,19 +55,20 @@ Error GLTFDocumentExtensionConvertImporterMesh::import_post(Ref<GLTFState> p_sta
while (!queue.is_empty()) {
List<Node *>::Element *E = queue.front();
Node *node = E->get();
ImporterMeshInstance3D *mesh_3d = cast_to<ImporterMeshInstance3D>(node);
if (mesh_3d) {
ImporterMeshInstance3D *importer_mesh_3d = Object::cast_to<ImporterMeshInstance3D>(node);
if (importer_mesh_3d) {
MeshInstance3D *mesh_instance_node_3d = memnew(MeshInstance3D);
Ref<ImporterMesh> mesh = mesh_3d->get_mesh();
Ref<ImporterMesh> mesh = importer_mesh_3d->get_mesh();
if (mesh.is_valid()) {
Ref<ArrayMesh> array_mesh = mesh->get_mesh();
mesh_instance_node_3d->set_name(node->get_name());
mesh_instance_node_3d->set_transform(mesh_3d->get_transform());
mesh_instance_node_3d->set_transform(importer_mesh_3d->get_transform());
mesh_instance_node_3d->set_mesh(array_mesh);
mesh_instance_node_3d->set_skin(mesh_3d->get_skin());
mesh_instance_node_3d->set_skeleton_path(mesh_3d->get_skeleton_path());
mesh_instance_node_3d->set_skin(importer_mesh_3d->get_skin());
mesh_instance_node_3d->set_skeleton_path(importer_mesh_3d->get_skeleton_path());
mesh_instance_node_3d->set_visible(importer_mesh_3d->is_visible());
node->replace_by(mesh_instance_node_3d);
_copy_meta(mesh_3d, mesh_instance_node_3d);
_copy_meta(importer_mesh_3d, mesh_instance_node_3d);
_copy_meta(mesh.ptr(), array_mesh.ptr());
delete_queue.push_back(node);
node = mesh_instance_node_3d;
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