Merge pull request #45545 from abaire/relaxes_gltf_name_sanitization
Relaxes node name sanitization in gltf documents.
This commit is contained in:
commit
83b1acdc60
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@ -4394,6 +4394,18 @@ String String::property_name_encode() const {
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return *this;
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}
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// Changes made to the set of invalid characters must also be reflected in the String documentation.
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const String String::invalid_node_name_characters = ". : @ / \"";
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String String::validate_node_name() const {
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Vector<String> chars = String::invalid_node_name_characters.split(" ");
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String name = this->replace(chars[0], "");
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for (int i = 1; i < chars.size(); i++) {
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name = name.replace(chars[i], "");
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}
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return name;
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}
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String String::get_basename() const {
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int pos = rfind(".");
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if (pos < 0 || pos < MAX(rfind("/"), rfind("\\"))) {
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@ -419,6 +419,10 @@ public:
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String property_name_encode() const;
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// node functions
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static const String invalid_node_name_characters;
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String validate_node_name() const;
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bool is_valid_identifier() const;
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bool is_valid_integer() const;
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bool is_valid_float() const;
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@ -956,6 +956,8 @@ static void _register_variant_builtin_methods() {
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bind_method(String, c_unescape, sarray(), varray());
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bind_method(String, json_escape, sarray(), varray());
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bind_method(String, validate_node_name, sarray(), varray());
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bind_method(String, is_valid_identifier, sarray(), varray());
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bind_method(String, is_valid_integer, sarray(), varray());
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bind_method(String, is_valid_float, sarray(), varray());
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@ -909,6 +909,13 @@
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[/codeblocks]
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</description>
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</method>
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<method name="validate_node_name">
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<return type="String">
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</return>
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<description>
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Removes any characters from the string that are prohibited in [Node] names ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code]).
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</description>
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</method>
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<method name="xml_escape">
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<return type="String">
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</return>
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@ -776,9 +776,11 @@ void SceneTreeEditor::_renamed() {
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return;
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}
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String new_name = which->get_text(0);
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if (!Node::_validate_node_name(new_name)) {
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error->set_text(TTR("Invalid node name, the following characters are not allowed:") + "\n" + Node::invalid_character);
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String raw_new_name = which->get_text(0);
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String new_name = raw_new_name.validate_node_name();
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if (new_name != raw_new_name) {
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error->set_text(TTR("Invalid node name, the following characters are not allowed:") + "\n" + String::invalid_node_name_characters);
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error->popup_centered();
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if (new_name.is_empty()) {
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@ -72,6 +72,7 @@
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/animation/animation_player.h"
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#include "scene/main/node.h"
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#include "scene/resources/surface_tool.h"
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#include <limits>
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@ -449,14 +450,8 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
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return OK;
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}
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String GLTFDocument::_sanitize_scene_name(const String &name) {
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RegEx regex("([^a-zA-Z0-9_ -]+)");
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String p_name = regex.sub(name, "", true);
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return p_name;
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}
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String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name) {
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const String s_name = _sanitize_scene_name(p_name);
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const String s_name = p_name.validate_node_name();
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String name;
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int index = 1;
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@ -464,7 +459,7 @@ String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name
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name = s_name;
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if (index > 1) {
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name += " " + itos(index);
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name += itos(index);
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}
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if (!state->unique_names.has(name)) {
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break;
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@ -477,6 +472,39 @@ String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name
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return name;
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}
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String GLTFDocument::_sanitize_animation_name(const String &p_name) {
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// Animations disallow the normal node invalid characters as well as "," and "["
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// (See animation/animation_player.cpp::add_animation)
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// TODO: Consider adding invalid_characters or a validate_animation_name to animation_player to mirror Node.
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String name = p_name.validate_node_name();
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name = name.replace(",", "");
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name = name.replace("[", "");
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return name;
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}
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String GLTFDocument::_gen_unique_animation_name(Ref<GLTFState> state, const String &p_name) {
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const String s_name = _sanitize_animation_name(p_name);
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String name;
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int index = 1;
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while (true) {
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name = s_name;
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if (index > 1) {
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name += itos(index);
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}
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if (!state->unique_animation_names.has(name)) {
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break;
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}
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index++;
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}
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state->unique_animation_names.insert(name);
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return name;
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}
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String GLTFDocument::_sanitize_bone_name(const String &name) {
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String p_name = name.camelcase_to_underscore(true);
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@ -4729,7 +4757,7 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
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if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
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animation->set_loop(true);
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}
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animation->set_name(_sanitize_scene_name(name));
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animation->set_name(_gen_unique_animation_name(state, name));
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}
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for (int j = 0; j < channels.size(); j++) {
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@ -162,8 +162,9 @@ private:
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Error _parse_nodes(Ref<GLTFState> state);
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String _get_type_name(const GLTFType p_component);
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String _get_accessor_type_name(const GLTFDocument::GLTFType p_type);
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String _sanitize_scene_name(const String &name);
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String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
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String _sanitize_animation_name(const String &name);
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String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name);
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String _sanitize_bone_name(const String &name);
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String _gen_unique_bone_name(Ref<GLTFState> state,
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const GLTFSkeletonIndex skel_i,
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@ -71,6 +71,8 @@ void GLTFState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
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ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
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ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names);
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ClassDB::bind_method(D_METHOD("get_unique_animation_names"), &GLTFState::get_unique_animation_names);
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ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
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ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
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ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
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ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
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@ -98,6 +100,7 @@ void GLTFState::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "cameras", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_cameras", "get_cameras"); // Vector<Ref<GLTFCamera>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "lights", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_lights", "get_lights"); // Vector<Ref<GLTFLight>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>>
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // Map<GLTFSkeletonIndex,
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>>
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@ -255,6 +258,14 @@ void GLTFState::set_unique_names(Array p_unique_names) {
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GLTFDocument::set_from_array(unique_names, p_unique_names);
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}
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Array GLTFState::get_unique_animation_names() {
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return GLTFDocument::to_array(unique_animation_names);
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}
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void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
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GLTFDocument::set_from_array(unique_animation_names, p_unique_animation_names);
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}
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Array GLTFState::get_skeletons() {
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return GLTFDocument::to_array(skeletons);
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}
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@ -80,6 +80,7 @@ class GLTFState : public Resource {
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Vector<Ref<GLTFCamera>> cameras;
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Vector<Ref<GLTFLight>> lights;
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Set<String> unique_names;
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Set<String> unique_animation_names;
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Vector<Ref<GLTFSkeleton>> skeletons;
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Map<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
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@ -147,6 +148,9 @@ public:
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Array get_unique_names();
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void set_unique_names(Array p_unique_names);
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Array get_unique_animation_names();
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void set_unique_animation_names(Array p_unique_names);
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Array get_skeletons();
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void set_skeletons(Array p_skeletons);
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@ -1021,22 +1021,8 @@ void Node::_set_name_nocheck(const StringName &p_name) {
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data.name = p_name;
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}
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String Node::invalid_character = ". : @ / \"";
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bool Node::_validate_node_name(String &p_name) {
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String name = p_name;
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Vector<String> chars = Node::invalid_character.split(" ");
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for (int i = 0; i < chars.size(); i++) {
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name = name.replace(chars[i], "");
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}
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bool is_valid = name == p_name;
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p_name = name;
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return is_valid;
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}
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void Node::set_name(const String &p_name) {
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String name = p_name;
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_validate_node_name(name);
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String name = p_name.validate_node_name();
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ERR_FAIL_COND(name == "");
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data.name = name;
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@ -190,12 +190,6 @@ private:
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_FORCE_INLINE_ bool _can_process(bool p_paused) const;
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#ifdef TOOLS_ENABLED
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friend class SceneTreeEditor;
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#endif
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static String invalid_character;
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static bool _validate_node_name(String &p_name);
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protected:
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void _block() { data.blocked++; }
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void _unblock() { data.blocked--; }
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@ -1318,6 +1318,20 @@ TEST_CASE("[String] humanize_size") {
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CHECK(String::humanize_size(100523550) == "95.86 MiB");
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CHECK(String::humanize_size(5345555000) == "4.97 GiB");
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}
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TEST_CASE("[String] validate_node_name") {
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String numeric_only = "12345";
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CHECK(numeric_only.validate_node_name() == "12345");
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String name_with_spaces = "Name with spaces";
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CHECK(name_with_spaces.validate_node_name() == "Name with spaces");
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String name_with_kana = "Name with kana ゴドツ";
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CHECK(name_with_kana.validate_node_name() == "Name with kana ゴドツ");
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String name_with_invalid_chars = "Name with invalid characters :.@removed!";
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CHECK(name_with_invalid_chars.validate_node_name() == "Name with invalid characters removed!");
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}
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} // namespace TestString
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#endif // TEST_STRING_H
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