Merge pull request #79774 from aaronfranke/scene-import-root-type-name
Improve overriding the root type or root name in the scene importer
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commit
f5b2d7d393
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@ -48,16 +48,16 @@
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[b]Note:[/b] Only effective if [member meshes/light_baking] is set to [b]Static Lightmaps[/b].
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</member>
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<member name="nodes/apply_root_scale" type="bool" setter="" getter="" default="true">
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If [code]true[/code], [member nodes/root_scale] will be applied on the meshes and animations directly, while keeping the root node's scale to the default [code](1, 1, 1)[/code]. This means that if you add a child node later on within the imported scene, it won't be scaled. If disabled, [member nodes/root_scale] will multiply the scale of the root node instead.
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If [code]true[/code], [member nodes/root_scale] will be applied to the descendant nodes, meshes, animations, bones, etc. This means that if you add a child node later on within the imported scene, it won't be scaled. If [code]false[/code], [member nodes/root_scale] will multiply the scale of the root node instead.
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</member>
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<member name="nodes/root_name" type="String" setter="" getter="" default=""Scene Root"">
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The name of the root node in the imported scene. This is generally not noticeable when instancing the scene in the editor (or drag-and-dropping from the FileSystem dock), as the root node is renamed to match the filename in this case.
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<member name="nodes/root_name" type="String" setter="" getter="" default="""">
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Override for the root node name. If empty, the root node will use what the scene specifies, or the file name if the scene does not specify a root name.
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</member>
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<member name="nodes/root_scale" type="float" setter="" getter="" default="1.0">
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The scale of meshes and animations (if [member nodes/apply_root_scale] is [code]true[/code]), or the scale of the root node in the imported scene (if [member nodes/apply_root_scale] is [code]false[/code]).
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The uniform scale to use for the scene root. The default value of [code]1.0[/code] will not perform any rescaling. See [member nodes/apply_root_scale] for details of how this scale is applied.
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</member>
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<member name="nodes/root_type" type="String" setter="" getter="" default=""Node3D"">
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The node type to use as a root node. Using node types that inherit from [Node3D] is recommended. Otherwise, you'll lose the ability to position the node directly in the 3D editor.
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<member name="nodes/root_type" type="String" setter="" getter="" default="""">
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Override for the root node type. If empty, the root node will use what the scene specifies, or [Node3D] if the scene does not specify a root type. Using a node type that inherits from [Node3D] is recommended. Otherwise, you'll lose the ability to position the node directly in the 3D editor.
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</member>
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<member name="skins/use_named_skins" type="bool" setter="" getter="" default="true">
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If checked, use named [Skin]s for animation. The [MeshInstance3D] node contains 3 properties of relevance here: a skeleton [NodePath] pointing to the [Skeleton3D] node (usually [code]..[/code]), a mesh, and a skin:
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@ -1869,8 +1869,8 @@ bool ResourceImporterScene::get_internal_option_update_view_required(InternalImp
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}
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void ResourceImporterScene::get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset) const {
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r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "nodes/root_type", PROPERTY_HINT_TYPE_STRING, "Node"), "Node3D"));
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r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "nodes/root_name"), "Scene Root"));
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r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "nodes/root_type", PROPERTY_HINT_TYPE_STRING, "Node"), ""));
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r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "nodes/root_name"), ""));
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List<String> script_extentions;
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ResourceLoader::get_recognized_extensions_for_type("Script", &script_extentions);
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@ -2438,17 +2438,17 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
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_post_fix_animations(scene, scene, node_data, animation_data, fps);
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String root_type = p_options["nodes/root_type"];
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root_type = root_type.split(" ")[0]; // full root_type is "ClassName (filename.gd)" for a script global class.
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if (!root_type.is_empty()) {
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root_type = root_type.split(" ")[0]; // Full root_type is "ClassName (filename.gd)" for a script global class.
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Ref<Script> root_script = nullptr;
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if (ScriptServer::is_global_class(root_type)) {
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root_script = ResourceLoader::load(ScriptServer::get_global_class_path(root_type));
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root_type = ScriptServer::get_global_class_base(root_type);
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}
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if (root_type != "Node3D") {
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if (scene->get_class_name() != root_type) {
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// If the user specified a Godot node type that does not match
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// what the scene import gave us, replace the root node.
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Node *base_node = Object::cast_to<Node>(ClassDB::instantiate(root_type));
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if (base_node) {
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scene->replace_by(base_node);
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scene->set_owner(nullptr);
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@ -2456,14 +2456,18 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
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scene = base_node;
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}
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}
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if (root_script.is_valid()) {
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scene->set_script(Variant(root_script));
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}
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}
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if (p_options["nodes/root_name"] != "Scene Root") {
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scene->set_name(p_options["nodes/root_name"]);
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} else {
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String root_name = p_options["nodes/root_name"];
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if (!root_name.is_empty() && root_name != "Scene Root") {
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// TODO: Remove `&& root_name != "Scene Root"` for Godot 5.0.
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// For backwards compatibility with existing .import files,
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// treat "Scene Root" as having no root name override.
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scene->set_name(root_name);
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} else if (String(scene->get_name()).is_empty()) {
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scene->set_name(p_save_path.get_file().get_basename());
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}
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