Reimport bone attachment fixes:
Assign bone_idx to GLTF importer to fix serialization. Notifies Skeletons and BoneAttachments when reimporting. Removes usage of NOTIFICATION_NODE_RECACHE_REQUESTED
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@ -47,6 +47,7 @@
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#include "core/version.h"
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#include "editor/editor_string_names.h"
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#include "main/main.h"
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#include "scene/3d/bone_attachment_3d.h"
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#include "scene/gui/color_picker.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/file_dialog.h"
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@ -6070,6 +6071,27 @@ void EditorNode::_file_access_close_error_notify_impl(const String &p_str) {
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add_io_error(vformat(TTR("Unable to write to file '%s', file in use, locked or lacking permissions."), p_str));
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}
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// Since we felt that a bespoke NOTIFICATION might not be desirable, this function
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// provides the hardcoded callbacks to address known bugs which occur on certain
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// nodes during reimport.
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// Ideally, we should probably agree on a standardized method name which could be
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// called from here instead.
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void EditorNode::_notify_scene_updated(Node *p_node) {
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Skeleton3D *skel_3d = Object::cast_to<Skeleton3D>(p_node);
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if (skel_3d) {
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skel_3d->reset_bone_poses();
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} else {
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BoneAttachment3D *attachment = Object::cast_to<BoneAttachment3D>(p_node);
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if (attachment) {
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attachment->notify_rebind_required();
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}
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}
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for (int i = 0; i < p_node->get_child_count(); i++) {
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_notify_scene_updated(p_node->get_child(i));
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}
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}
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void EditorNode::reload_scene(const String &p_path) {
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int scene_idx = -1;
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for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
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@ -6453,10 +6475,11 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
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}
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}
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}
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// Cleanup the history of the changes.
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editor_history.cleanup_history();
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current_edited_scene->propagate_notification(NOTIFICATION_NODE_RECACHE_REQUESTED);
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_notify_scene_updated(current_edited_scene);
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}
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edited_scene_map.clear();
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}
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@ -692,6 +692,8 @@ private:
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void _begin_first_scan();
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void _notify_scene_updated(Node *p_node);
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protected:
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friend class FileSystemDock;
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@ -5846,6 +5846,10 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIn
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BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, gltf_node->parent);
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p_scene_parent->add_child(bone_attachment, true);
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// Find the correct bone_idx so we can properly serialize it.
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bone_attachment->set_bone_idx(active_skeleton->find_bone(gltf_node->get_name()));
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bone_attachment->set_owner(p_scene_root);
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// There is no gltf_node that represent this, so just directly create a unique name
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@ -5949,6 +5953,10 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, const GL
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BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, p_node_index);
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p_scene_parent->add_child(bone_attachment, true);
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// Find the correct bone_idx so we can properly serialize it.
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bone_attachment->set_bone_idx(active_skeleton->find_bone(gltf_node->get_name()));
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bone_attachment->set_owner(p_scene_root);
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// There is no gltf_node that represent this, so just directly create a unique name
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@ -349,6 +349,16 @@ void BoneAttachment3D::notify_skeleton_bones_renamed(Node *p_base_scene, Skeleto
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}
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}
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}
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void BoneAttachment3D::notify_rebind_required() {
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// Ensures bindings are properly updated after a scene reload.
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_check_unbind();
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if (use_external_skeleton) {
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_update_external_skeleton_cache();
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}
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bone_idx = -1;
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_check_bind();
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}
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#endif // TOOLS_ENABLED
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BoneAttachment3D::BoneAttachment3D() {
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@ -89,6 +89,10 @@ public:
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virtual void on_bone_pose_update(int p_bone_index);
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#ifdef TOOLS_ENABLED
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virtual void notify_rebind_required();
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#endif
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BoneAttachment3D();
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};
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