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Merge pull request #98878 from aaronfranke/4.2-gltf-preserve-visibility

[4.2] GLTF: Preserve node visibility on import
This commit is contained in:
Rémi Verschelde
2024-12-05 01:11:08 +01:00
3 changed files with 9 additions and 6 deletions

View File

@@ -2173,6 +2173,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
mesh_node->set_layer_mask(src_mesh_node->get_layer_mask());
mesh_node->set_cast_shadows_setting(src_mesh_node->get_cast_shadows_setting());
mesh_node->set_visible(src_mesh_node->is_visible());
mesh_node->set_visibility_range_begin(src_mesh_node->get_visibility_range_begin());
mesh_node->set_visibility_range_begin_margin(src_mesh_node->get_visibility_range_begin_margin());
mesh_node->set_visibility_range_end(src_mesh_node->get_visibility_range_end());

View File

@@ -307,6 +307,7 @@ void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
mesh_node->set_transform(src_mesh_node->get_transform());
mesh_node->set_skin(src_mesh_node->get_skin());
mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
mesh_node->set_visible(src_mesh_node->is_visible());
if (src_mesh_node->get_mesh().is_valid()) {
Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
mesh_node->set_mesh(editor_mesh->get_mesh());

View File

@@ -46,17 +46,18 @@ Error GLTFDocumentExtensionConvertImporterMesh::import_post(Ref<GLTFState> p_sta
while (!queue.is_empty()) {
List<Node *>::Element *E = queue.front();
Node *node = E->get();
ImporterMeshInstance3D *mesh_3d = cast_to<ImporterMeshInstance3D>(node);
if (mesh_3d) {
ImporterMeshInstance3D *importer_mesh_3d = Object::cast_to<ImporterMeshInstance3D>(node);
if (importer_mesh_3d) {
MeshInstance3D *mesh_instance_node_3d = memnew(MeshInstance3D);
Ref<ImporterMesh> mesh = mesh_3d->get_mesh();
Ref<ImporterMesh> mesh = importer_mesh_3d->get_mesh();
if (mesh.is_valid()) {
Ref<ArrayMesh> array_mesh = mesh->get_mesh();
mesh_instance_node_3d->set_name(node->get_name());
mesh_instance_node_3d->set_transform(mesh_3d->get_transform());
mesh_instance_node_3d->set_transform(importer_mesh_3d->get_transform());
mesh_instance_node_3d->set_mesh(array_mesh);
mesh_instance_node_3d->set_skin(mesh_3d->get_skin());
mesh_instance_node_3d->set_skeleton_path(mesh_3d->get_skeleton_path());
mesh_instance_node_3d->set_skin(importer_mesh_3d->get_skin());
mesh_instance_node_3d->set_skeleton_path(importer_mesh_3d->get_skeleton_path());
mesh_instance_node_3d->set_visible(importer_mesh_3d->is_visible());
node->replace_by(mesh_instance_node_3d);
delete_queue.push_back(node);
node = mesh_instance_node_3d;