Merge pull request #17152 from akien-mga/2to3-exporter
2to3 exporter: Add a hack to convert rotation values in Animation tracks
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commit
1ae4d11c4f
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@ -368,8 +368,11 @@ static const char *prop_renames[][2] = {
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{ "geometry/depth_scale", "use_depth_scale" },
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{ "geometry/visible_in_all_rooms", "visible_in_all_rooms" },
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{ "geometry/use_baked_light", "use_in_baked_light" },
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{ "playback/process_mode", "playback_process_mode" },
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// Properly renamed for AnimationPlayer, but not AnimationTreePlayer, so handle manually
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//{ "playback/active", "playback_active" },
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{ "playback/default_blend_time", "playback_default_blend_time" },
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{ "playback/process_mode", "playback_process_mode" },
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{ "playback/speed", "playback_speed" },
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{ "root/root", "root_node" },
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{ "stream/stream", "stream" },
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{ "stream/play", "playing" },
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@ -527,8 +530,21 @@ void EditorExportGodot3::_find_files(EditorFileSystemDirectory *p_dir, List<Stri
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void EditorExportGodot3::_rename_properties(const String &p_type, List<ExportData::PropertyData> *p_props) {
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// To fix 2D rotations in the properties of Animation tracks (see below),
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// we need to locate stuff like this:
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// tracks/0/path = NodePath("Sprite:transform/rot")
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// And then modify the 'values' key of 'tracks/0/keys'.
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// This is going to be hacky.
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// We'll assume that we get properties in the correct order, so that the path will come before the keys
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// Otherwise we'd have to keep a stack of the track keys we found to later compare them to track paths
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// that match rotation_deg...
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bool fix_animation_rotation = (p_type == "Animation");
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String found_track_number = "";
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for (List<ExportData::PropertyData>::Element *E = p_props->front(); E; E = E->next()) {
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/* Fixes for 2D rotations */
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// 2D rotations are now clockwise to match the downward Y base
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// Do this before the renaming, as afterwards we can't distinguish
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// between 2D and 3D rotations_degrees
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@ -536,6 +552,31 @@ void EditorExportGodot3::_rename_properties(const String &p_type, List<ExportDat
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E->get().value = E->get().value.operator real_t() * -1.0;
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}
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if (fix_animation_rotation) {
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String prop_name = E->get().name;
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if (prop_name.begins_with("tracks/") && prop_name.ends_with("/path")) {
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String path_value = E->get().value;
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if (path_value.find("transform/rot") != 1) {
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// We found a track 'path' with a "transform/rot" NodePath, its 'keys' need to be fixed
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found_track_number = prop_name.substr(prop_name.find("/path") - 1, 1);
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}
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} else if (found_track_number != "" && prop_name.begins_with("tracks/") && prop_name.ends_with("/keys") && prop_name.find(found_track_number) != -1) {
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// Bingo! We found keys matching the track number we had spotted
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print_line("Found Animation track with 2D rotations, fixing their sign.");
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Dictionary track_keys = E->get().value;
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if (track_keys.has("values")) {
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Array values = track_keys["values"];
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for (int i = 0; i < values.size(); i++) {
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values[i] = values[i].operator real_t() * -1.0;
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}
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track_keys["values"] = values;
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E->get().value = track_keys;
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} else {
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print_line("Tried to change rotation in Animation tracks, but no value set found.");
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}
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}
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}
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/* Do the actual renaming */
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if (prop_rename_map.has(E->get().name)) {
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@ -556,6 +597,13 @@ void EditorExportGodot3::_rename_properties(const String &p_type, List<ExportDat
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E->get().value = 2;
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}
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}
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// AnimationPlayer's "playback/active" was renamed to "playback_active", but not AnimationTrrePlayer's
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// We rename manually only for AnimationPlayer
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if (E->get().name == "playback/active" && p_type == "AnimationPlayer") {
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print_line("yep");
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E->get().name = "playback_active";
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}
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}
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}
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