Automatically add root node when drag-and-dropping in 3D editor

This also uses correct capitalization scheme for 3D meshes that are
drag-and-dropped, like in the 2D editor.
This commit is contained in:
Hugo Locurcio 2021-12-01 19:36:14 +01:00
parent b9d877e55f
commit 73d596eba9
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GPG Key ID: 39E8F8BE30B0A49C
1 changed files with 20 additions and 5 deletions

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@ -4048,7 +4048,23 @@ bool Node3DEditorViewport::_create_instance(Node *parent, String &path, const Po
if (mesh != nullptr) {
MeshInstance3D *mesh_instance = memnew(MeshInstance3D);
mesh_instance->set_mesh(mesh);
mesh_instance->set_name(path.get_file().get_basename());
// Adjust casing according to project setting. The file name is expected to be in snake_case, but will work for others.
String name = path.get_file().get_basename();
switch (ProjectSettings::get_singleton()->get("editor/node_naming/name_casing").operator int()) {
case NAME_CASING_PASCAL_CASE:
name = name.capitalize().replace(" ", "");
break;
case NAME_CASING_CAMEL_CASE:
name = name.capitalize().replace(" ", "");
name[0] = name.to_lower()[0];
break;
case NAME_CASING_SNAKE_CASE:
name = name.capitalize().replace(" ", "_").to_lower();
break;
}
mesh_instance->set_name(name);
instantiated_scene = mesh_instance;
} else {
if (!scene.is_valid()) { // invalid scene
@ -4221,10 +4237,9 @@ void Node3DEditorViewport::drop_data_fw(const Point2 &p_point, const Variant &p_
if (root_node) {
target_node = root_node;
} else {
accept->set_text(TTR("Cannot drag and drop into scene with no root node."));
accept->popup_centered();
_remove_preview();
return;
// Create a root node so we can add child nodes to it.
EditorNode::get_singleton()->get_scene_tree_dock()->add_root_node(memnew(Node3D));
target_node = get_tree()->get_edited_scene_root();
}
} else {
accept->set_text(TTR("Cannot drag and drop into multiple selected nodes."));