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Merge pull request #98877 from aaronfranke/4.3-gltf-preserve-visibility
[4.3] GLTF: Preserve node visibility on import
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@@ -2590,6 +2590,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
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mesh_node->set_layer_mask(src_mesh_node->get_layer_mask());
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mesh_node->set_cast_shadows_setting(src_mesh_node->get_cast_shadows_setting());
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mesh_node->set_visible(src_mesh_node->is_visible());
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mesh_node->set_visibility_range_begin(src_mesh_node->get_visibility_range_begin());
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mesh_node->set_visibility_range_begin_margin(src_mesh_node->get_visibility_range_begin_margin());
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mesh_node->set_visibility_range_end(src_mesh_node->get_visibility_range_end());
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@@ -362,6 +362,7 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
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mesh_node->set_transform(src_mesh_node->get_transform());
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mesh_node->set_skin(src_mesh_node->get_skin());
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mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
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mesh_node->set_visible(src_mesh_node->is_visible());
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if (src_mesh_node->get_mesh().is_valid()) {
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Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
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mesh_node->set_mesh(editor_mesh->get_mesh());
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@@ -88,7 +88,7 @@ void SceneExporterGLTFPlugin::_popup_gltf_export_dialog() {
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}
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_file_dialog->set_current_file(filename + String(".gltf"));
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// Generate and refresh the export settings.
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_export_settings->generate_property_list(_gltf_document);
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_export_settings->generate_property_list(_gltf_document, root);
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_settings_inspector->edit(nullptr);
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_settings_inspector->edit(_export_settings.ptr());
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// Show the file dialog.
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@@ -129,7 +129,7 @@ String get_friendly_config_prefix(Ref<GLTFDocumentExtension> p_extension) {
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}
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// Run this before popping up the export settings, because the extensions may have changed.
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void EditorSceneExporterGLTFSettings::generate_property_list(Ref<GLTFDocument> p_document) {
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void EditorSceneExporterGLTFSettings::generate_property_list(Ref<GLTFDocument> p_document, Node *p_root) {
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_property_list.clear();
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_document = p_document;
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String image_format_hint_string = "None,PNG,JPEG";
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@@ -55,7 +55,7 @@ protected:
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bool _get_extension_setting(const String &p_name_str, Variant &r_ret) const;
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public:
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void generate_property_list(Ref<GLTFDocument> p_document);
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void generate_property_list(Ref<GLTFDocument> p_document, Node *p_root = nullptr);
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String get_copyright() const;
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void set_copyright(const String &p_copyright);
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@@ -55,19 +55,20 @@ Error GLTFDocumentExtensionConvertImporterMesh::import_post(Ref<GLTFState> p_sta
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while (!queue.is_empty()) {
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List<Node *>::Element *E = queue.front();
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Node *node = E->get();
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ImporterMeshInstance3D *mesh_3d = cast_to<ImporterMeshInstance3D>(node);
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if (mesh_3d) {
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ImporterMeshInstance3D *importer_mesh_3d = Object::cast_to<ImporterMeshInstance3D>(node);
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if (importer_mesh_3d) {
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MeshInstance3D *mesh_instance_node_3d = memnew(MeshInstance3D);
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Ref<ImporterMesh> mesh = mesh_3d->get_mesh();
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Ref<ImporterMesh> mesh = importer_mesh_3d->get_mesh();
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if (mesh.is_valid()) {
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Ref<ArrayMesh> array_mesh = mesh->get_mesh();
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mesh_instance_node_3d->set_name(node->get_name());
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mesh_instance_node_3d->set_transform(mesh_3d->get_transform());
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mesh_instance_node_3d->set_transform(importer_mesh_3d->get_transform());
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mesh_instance_node_3d->set_mesh(array_mesh);
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mesh_instance_node_3d->set_skin(mesh_3d->get_skin());
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mesh_instance_node_3d->set_skeleton_path(mesh_3d->get_skeleton_path());
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mesh_instance_node_3d->set_skin(importer_mesh_3d->get_skin());
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mesh_instance_node_3d->set_skeleton_path(importer_mesh_3d->get_skeleton_path());
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mesh_instance_node_3d->set_visible(importer_mesh_3d->is_visible());
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node->replace_by(mesh_instance_node_3d);
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_copy_meta(mesh_3d, mesh_instance_node_3d);
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_copy_meta(importer_mesh_3d, mesh_instance_node_3d);
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_copy_meta(mesh.ptr(), array_mesh.ptr());
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delete_queue.push_back(node);
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node = mesh_instance_node_3d;
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