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Implement naming version system for FBX and Blend importers like glTF
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@@ -2217,7 +2217,11 @@ Error FBXDocument::_parse_fbx_state(Ref<FBXState> p_state, const String &p_searc
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ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
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/* DETERMINE SKELETONS */
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err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons, p_state->get_import_as_skeleton_bones() ? p_state->root_nodes : Vector<GLTFNodeIndex>());
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if (p_state->get_import_as_skeleton_bones()) {
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err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons, p_state->root_nodes, true);
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} else {
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err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons, Vector<GLTFNodeIndex>(), _naming_version < 2);
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}
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ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
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/* CREATE SKELETONS */
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@@ -2490,6 +2494,14 @@ Error FBXDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint3
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return ERR_UNAVAILABLE;
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}
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void FBXDocument::set_naming_version(int p_version) {
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_naming_version = p_version;
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}
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int FBXDocument::get_naming_version() const {
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return _naming_version;
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}
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Vector3 FBXDocument::_as_vec3(const ufbx_vec3 &p_vector) {
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return Vector3(real_t(p_vector.x), real_t(p_vector.y), real_t(p_vector.z));
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}
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