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add support for visualizing bones in Advanced Import Settings

When an imported model Skeleton3D type node is selected, the bones are drawn using lines or octahedrons to provide a clearer reference to their position.
Refactored Skeleton3DGizmoPlugin::redraw now uses a static function to generate bone meshes
This commit is contained in:
Jeronimo Schreyer
2023-12-10 18:26:14 -03:00
committed by Saracen
parent db76de5de8
commit 030fd71da2
4 changed files with 68 additions and 29 deletions

View File

@@ -37,6 +37,7 @@
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/gui/editor_file_dialog.h"
#include "editor/plugins/skeleton_3d_editor_plugin.h"
#include "editor/themes/editor_scale.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/animation/animation_player.h"
@@ -419,7 +420,9 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
animation_player->connect(SceneStringName(animation_finished), callable_mp(this, &SceneImportSettingsDialog::_animation_finished));
} else if (Object::cast_to<Skeleton3D>(p_node)) {
category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE;
skeletons.push_back(Object::cast_to<Skeleton3D>(p_node));
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
skeleton->connect(SNAME("tree_entered"), callable_mp(this, &SceneImportSettingsDialog::_skeleton_tree_entered).bind(skeleton));
skeletons.push_back(skeleton);
} else {
category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE;
}
@@ -480,6 +483,11 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
contents_aabb.merge_with(aabb);
}
}
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
if (skeleton) {
bones_mesh_preview->set_mesh(Skeleton3DGizmoPlugin::get_bones_mesh(skeleton, -1, true));
}
}
void SceneImportSettingsDialog::_update_scene() {
@@ -800,6 +808,7 @@ void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, cons
mesh_preview->hide();
_reset_animation();
bones_mesh_preview->hide();
if (Object::cast_to<Node3D>(scene)) {
Object::cast_to<Node3D>(scene)->show();
}
@@ -834,6 +843,7 @@ void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, cons
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE;
} else if (Object::cast_to<Skeleton3D>(nd.node)) {
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE;
bones_mesh_preview->show();
} else {
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE;
scene_import_settings_data->hide_options = editing_animation;
@@ -1055,6 +1065,10 @@ void SceneImportSettingsDialog::_animation_slider_value_changed(double p_value)
animation_player->seek(p_value * animation_map[selected_id].animation->get_length(), true);
}
void SceneImportSettingsDialog::_skeleton_tree_entered(Skeleton3D *skeleton) {
bones_mesh_preview->set_skeleton_path(skeleton->get_path());
}
void SceneImportSettingsDialog::_animation_finished(const StringName &p_name) {
Animation::LoopMode loop_mode = animation_loop_mode;
@@ -1800,6 +1814,13 @@ SceneImportSettingsDialog::SceneImportSettingsDialog() {
collider_mat->set_albedo(Color(0.5, 0.5, 1.0));
}
{
bones_mesh_preview = memnew(MeshInstance3D);
bones_mesh_preview->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
bones_mesh_preview->set_skeleton_path(NodePath());
base_viewport->add_child(bones_mesh_preview);
}
inspector = memnew(EditorInspector);
inspector->set_custom_minimum_size(Size2(300 * EDSCALE, 0));
inspector->connect(SNAME("property_edited"), callable_mp(this, &SceneImportSettingsDialog::_inspector_property_edited));