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authorAaron Franke <arnfranke@yahoo.com>2024-09-08 23:01:50 -0700
committerAaron Franke <arnfranke@yahoo.com>2024-09-09 01:12:14 -0700
commitb0f99099b4b342992f5f52de0f430f320d9c1264 (patch)
treeeabd5b01ce7736766087c00be22001360adada3a
parentd0dc3896ad6fe039e4ad0607d901c81197cb3a3b (diff)
downloadredot-engine-b0f99099b4b342992f5f52de0f430f320d9c1264.tar.gz
Add "Use Node Type Suffixes" scene import option
-rw-r--r--doc/classes/ResourceImporterScene.xml3
-rw-r--r--editor/import/3d/resource_importer_scene.cpp17
-rw-r--r--editor/import/3d/resource_importer_scene.h2
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="&quot;&quot;">
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);