diff --git a/modules/gltf/doc_classes/GLTFState.xml b/modules/gltf/doc_classes/GLTFState.xml index a168e6108f3..adf51ab59ea 100644 --- a/modules/gltf/doc_classes/GLTFState.xml +++ b/modules/gltf/doc_classes/GLTFState.xml @@ -196,6 +196,8 @@ + + diff --git a/modules/gltf/editor/editor_scene_importer_gltf.cpp b/modules/gltf/editor/editor_scene_importer_gltf.cpp index 3fadec51679..161808aade4 100644 --- a/modules/gltf/editor/editor_scene_importer_gltf.cpp +++ b/modules/gltf/editor/editor_scene_importer_gltf.cpp @@ -60,6 +60,9 @@ Node *EditorSceneFormatImporterGLTF::import_scene(const String &p_path, uint32_t } return nullptr; } + if (p_options.has("animation/import")) { + state->set_create_animations(bool(p_options["animation/import"])); + } return doc->generate_scene(state, p_bake_fps); } diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index 7e90f198f6a..d102970932f 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -6899,7 +6899,7 @@ Node *GLTFDocument::generate_scene(Ref state, int32_t p_bake_fps) { Node *root = gltf_root_node->get_parent(); ERR_FAIL_NULL_V(root, nullptr); _process_mesh_instances(state, root); - if (state->animations.size()) { + if (state->get_create_animations() && state->animations.size()) { AnimationPlayer *ap = memnew(AnimationPlayer); root->add_child(ap, true); ap->set_owner(root); diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp index a5f7bcf9d68..8212e4c22fa 100644 --- a/modules/gltf/gltf_state.cpp +++ b/modules/gltf/gltf_state.cpp @@ -79,6 +79,8 @@ 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); @@ -106,6 +108,7 @@ 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 ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector> 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"); // RBMap> } @@ -285,6 +288,14 @@ 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); } diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h index d2a4948f067..c08132f874a 100644 --- a/modules/gltf/gltf_state.h +++ b/modules/gltf/gltf_state.h @@ -61,6 +61,7 @@ class GLTFState : public Resource { bool use_named_skin_binds = false; bool use_khr_texture_transform = false; bool discard_meshes_and_materials = false; + bool create_animations = true; Vector> nodes; Vector> buffers; @@ -168,6 +169,9 @@ 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);