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:
parent
b9d877e55f
commit
73d596eba9
|
@ -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."));
|
||||
|
|
Loading…
Reference in New Issue