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author | Aaron Franke <arnfranke@yahoo.com> | 2024-09-08 23:01:50 -0700 |
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committer | Aaron Franke <arnfranke@yahoo.com> | 2024-09-09 01:12:14 -0700 |
commit | b0f99099b4b342992f5f52de0f430f320d9c1264 (patch) | |
tree | eabd5b01ce7736766087c00be22001360adada3a | |
parent | d0dc3896ad6fe039e4ad0607d901c81197cb3a3b (diff) | |
download | redot-engine-b0f99099b4b342992f5f52de0f430f320d9c1264.tar.gz |
Add "Use Node Type Suffixes" scene import option
-rw-r--r-- | doc/classes/ResourceImporterScene.xml | 3 | ||||
-rw-r--r-- | editor/import/3d/resource_importer_scene.cpp | 17 | ||||
-rw-r--r-- | editor/import/3d/resource_importer_scene.h | 2 |
3 files changed, 17 insertions, 5 deletions
diff --git a/doc/classes/ResourceImporterScene.xml b/doc/classes/ResourceImporterScene.xml index 900e028b25..1565a244fe 100644 --- a/doc/classes/ResourceImporterScene.xml +++ b/doc/classes/ResourceImporterScene.xml @@ -68,6 +68,9 @@ <member name="nodes/root_type" type="String" setter="" getter="" default=""""> Override for the root node type. If empty, the root node will use what the scene specifies, or [Node3D] if the scene does not specify a root type. Using a node type that inherits from [Node3D] is recommended. Otherwise, you'll lose the ability to position the node directly in the 3D editor. </member> + <member name="nodes/use_node_type_suffixes" type="bool" setter="" getter="" default="true"> + If [code]true[/code], use suffixes in the node names to determine the node type, such as [code]-col[/code] for collision shapes. Disabling this makes editor-imported files more similar to the original files, and more similar to importing files at runtime. See [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.html]Node type customization using name suffixes[/url] for more information. + </member> <member name="skins/use_named_skins" type="bool" setter="" getter="" default="true"> If checked, use named [Skin]s for animation. The [MeshInstance3D] node contains 3 properties of relevance here: a skeleton [NodePath] pointing to the [Skeleton3D] node (usually [code]..[/code]), a mesh, and a skin: - The [Skeleton3D] node contains a list of bones with names, their pose and rest, a name and a parent bone. diff --git a/editor/import/3d/resource_importer_scene.cpp b/editor/import/3d/resource_importer_scene.cpp index 5c28213ca7..cb348f713c 100644 --- a/editor/import/3d/resource_importer_scene.cpp +++ b/editor/import/3d/resource_importer_scene.cpp @@ -637,10 +637,10 @@ void _apply_permanent_scale_to_descendants(Node *p_root_node, Vector3 p_scale) { _apply_scale_to_scalable_node_collection(scalable_node_collection, p_scale); } -Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames) { +Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames, const HashMap<StringName, Variant> &p_options) { // Children first. for (int i = 0; i < p_node->get_child_count(); i++) { - Node *r = _pre_fix_node(p_node->get_child(i), p_root, r_collision_map, r_occluder_arrays, r_node_renames); + Node *r = _pre_fix_node(p_node->get_child(i), p_root, r_collision_map, r_occluder_arrays, r_node_renames, p_options); if (!r) { i--; // Was erased. } @@ -750,6 +750,14 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, HashMap<R } } + bool use_node_type_suffixes = true; + if (p_options.has("nodes/use_node_type_suffixes")) { + use_node_type_suffixes = p_options["nodes/use_node_type_suffixes"]; + } + if (!use_node_type_suffixes) { + return p_node; + } + if (_teststr(name, "colonly") || _teststr(name, "convcolonly")) { if (isroot) { return p_node; @@ -2373,6 +2381,7 @@ void ResourceImporterScene::get_import_options(const String &p_path, List<Import r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "nodes/apply_root_scale"), true)); r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "nodes/root_scale", PROPERTY_HINT_RANGE, "0.001,1000,0.001"), 1.0)); r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "nodes/import_as_skeleton_bones"), false)); + r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "nodes/use_node_type_suffixes"), true)); r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/ensure_tangents"), true)); r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/generate_lods"), true)); r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/create_shadow_meshes"), true)); @@ -2854,7 +2863,7 @@ Node *ResourceImporterScene::pre_import(const String &p_source_file, const HashM HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map; List<Pair<NodePath, Node *>> node_renames; - _pre_fix_node(scene, scene, collision_map, nullptr, node_renames); + _pre_fix_node(scene, scene, collision_map, nullptr, node_renames, p_options); return scene; } @@ -2992,7 +3001,7 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p Pair<PackedVector3Array, PackedInt32Array> occluder_arrays; List<Pair<NodePath, Node *>> node_renames; - _pre_fix_node(scene, scene, collision_map, &occluder_arrays, node_renames); + _pre_fix_node(scene, scene, collision_map, &occluder_arrays, node_renames, p_options); for (int i = 0; i < post_importer_plugins.size(); i++) { post_importer_plugins.write[i]->pre_process(scene, p_options); diff --git a/editor/import/3d/resource_importer_scene.h b/editor/import/3d/resource_importer_scene.h index 9759f328d7..fe757dc2a3 100644 --- a/editor/import/3d/resource_importer_scene.h +++ b/editor/import/3d/resource_importer_scene.h @@ -288,7 +288,7 @@ public: virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; } void _pre_fix_global(Node *p_scene, const HashMap<StringName, Variant> &p_options) const; - Node *_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames); + Node *_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames, const HashMap<StringName, Variant> &p_options); Node *_pre_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps); Node *_post_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Pair<PackedVector3Array, PackedInt32Array> &r_occluder_arrays, HashSet<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps, float p_applied_root_scale); Node *_post_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps, bool p_remove_immutable_tracks); |