Fix import hints breaking node paths in animations
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567b600362
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1cdad6c5bb
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@ -370,16 +370,17 @@ static void _pre_gen_shape_list(Ref<ImporterMesh> &mesh, Vector<Ref<Shape3D>> &r
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}
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}
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Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map) {
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// children first
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Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, List<Pair<NodePath, Node *>> &r_node_renames) {
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// Children first.
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for (int i = 0; i < p_node->get_child_count(); i++) {
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Node *r = _pre_fix_node(p_node->get_child(i), p_root, collision_map);
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Node *r = _pre_fix_node(p_node->get_child(i), p_root, collision_map, r_node_renames);
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if (!r) {
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i--; //was erased
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i--; // Was erased.
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}
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}
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String name = p_node->get_name();
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NodePath original_path = p_root->get_path_to(p_node); // Used to detect renames due to import hints.
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bool isroot = p_node == p_root;
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@ -414,14 +415,21 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<I
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}
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if (Object::cast_to<AnimationPlayer>(p_node)) {
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//remove animations referencing non-importable nodes
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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// Node paths in animation tracks are relative to the following path (this is used to fix node paths below).
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Node *ap_root = ap->get_node(ap->get_root());
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NodePath path_prefix = p_root->get_path_to(ap_root);
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bool nodes_were_renamed = r_node_renames.size() != 0;
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List<StringName> anims;
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ap->get_animation_list(&anims);
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for (const StringName &E : anims) {
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Ref<Animation> anim = ap->get_animation(E);
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ERR_CONTINUE(anim.is_null());
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// Remove animation tracks referencing non-importable nodes.
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for (int i = 0; i < anim->get_track_count(); i++) {
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NodePath path = anim->track_get_path(i);
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@ -435,6 +443,27 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<I
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}
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}
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// Fix node paths in animations, in case nodes were renamed earlier due to import hints.
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if (nodes_were_renamed) {
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for (int i = 0; i < anim->get_track_count(); i++) {
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NodePath path = anim->track_get_path(i);
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// Convert track path to absolute node path without subnames (some manual work because we are not in the scene tree).
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Vector<StringName> absolute_path_names = path_prefix.get_names();
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absolute_path_names.append_array(path.get_names());
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NodePath absolute_path(absolute_path_names, false);
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absolute_path.simplify();
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// Fix paths to renamed nodes.
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for (const Pair<NodePath, Node *> &F : r_node_renames) {
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if (F.first == absolute_path) {
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NodePath new_path(ap_root->get_path_to(F.second).get_names(), path.get_subnames(), false);
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print_verbose(vformat("Fix: Correcting node path in animation track: %s should be %s", path, new_path));
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anim->track_set_path(i, new_path);
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break; // Only one match is possible.
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}
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}
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}
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}
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String animname = E;
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const int loop_string_count = 3;
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static const char *loop_strings[loop_string_count] = { "loop_mode", "loop", "cycle" };
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@ -452,13 +481,22 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<I
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if (isroot) {
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return p_node;
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}
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String fixed_name;
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if (_teststr(name, "colonly")) {
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fixed_name = _fixstr(name, "colonly");
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} else if (_teststr(name, "convcolonly")) {
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fixed_name = _fixstr(name, "convcolonly");
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}
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ERR_FAIL_COND_V(fixed_name.is_empty(), nullptr);
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ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
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if (mi) {
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Ref<ImporterMesh> mesh = mi->get_mesh();
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if (mesh.is_valid()) {
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Vector<Ref<Shape3D>> shapes;
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String fixed_name;
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if (collision_map.has(mesh)) {
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shapes = collision_map[mesh];
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} else if (_teststr(name, "colonly")) {
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@ -469,14 +507,6 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<I
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collision_map[mesh] = shapes;
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}
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if (_teststr(name, "colonly")) {
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fixed_name = _fixstr(name, "colonly");
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} else if (_teststr(name, "convcolonly")) {
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fixed_name = _fixstr(name, "convcolonly");
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}
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ERR_FAIL_COND_V(fixed_name.is_empty(), nullptr);
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if (shapes.size()) {
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StaticBody3D *col = memnew(StaticBody3D);
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col->set_transform(mi->get_transform());
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@ -492,11 +522,11 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<I
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} else if (p_node->has_meta("empty_draw_type")) {
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String empty_draw_type = String(p_node->get_meta("empty_draw_type"));
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StaticBody3D *sb = memnew(StaticBody3D);
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sb->set_name(_fixstr(name, "colonly"));
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sb->set_name(fixed_name);
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Object::cast_to<Node3D>(sb)->set_transform(Object::cast_to<Node3D>(p_node)->get_transform());
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p_node->replace_by(sb);
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memdelete(p_node);
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p_node = nullptr;
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p_node = sb;
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CollisionShape3D *colshape = memnew(CollisionShape3D);
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if (empty_draw_type == "CUBE") {
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BoxShape3D *boxShape = memnew(BoxShape3D);
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@ -635,6 +665,14 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<I
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}
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}
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if (p_node) {
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NodePath new_path = p_root->get_path_to(p_node);
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if (new_path != original_path) {
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print_verbose(vformat("Fix: Renamed %s to %s", original_path, new_path));
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r_node_renames.push_back({ original_path, p_node });
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}
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}
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return p_node;
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}
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@ -1828,8 +1866,8 @@ Node *ResourceImporterScene::pre_import(const String &p_source_file) {
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}
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Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
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_pre_fix_node(scene, scene, collision_map);
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List<Pair<NodePath, Node *>> node_renames;
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_pre_fix_node(scene, scene, collision_map, node_renames);
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return scene;
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}
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@ -1904,8 +1942,9 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
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Set<Ref<ImporterMesh>> scanned_meshes;
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Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
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List<Pair<NodePath, Node *>> node_renames;
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_pre_fix_node(scene, scene, collision_map);
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_pre_fix_node(scene, scene, collision_map, node_renames);
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for (int i = 0; i < post_importer_plugins.size(); i++) {
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post_importer_plugins.write[i]->pre_process(scene, p_options);
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@ -261,7 +261,7 @@ public:
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// Import scenes *after* everything else (such as textures).
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virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
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Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map);
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Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, List<Pair<NodePath, Node *>> &r_node_renames);
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Node *_post_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);
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Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);
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