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[4.1] GLTF: Preserve node visibility on import

This commit is contained in:
Aaron Franke
2024-11-05 19:11:05 -08:00
parent a42495a6c1
commit fd108689f3
3 changed files with 9 additions and 6 deletions

View File

@@ -2101,6 +2101,7 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_m
} break; } break;
} }
mesh_node->set_visible(src_mesh_node->is_visible());
p_node->replace_by(mesh_node); p_node->replace_by(mesh_node);
p_node->set_owner(nullptr); p_node->set_owner(nullptr);
memdelete(p_node); memdelete(p_node);

View File

@@ -306,6 +306,7 @@ void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
mesh_node->set_transform(src_mesh_node->get_transform()); mesh_node->set_transform(src_mesh_node->get_transform());
mesh_node->set_skin(src_mesh_node->get_skin()); mesh_node->set_skin(src_mesh_node->get_skin());
mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path()); 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()) { if (src_mesh_node->get_mesh().is_valid()) {
Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh(); Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
mesh_node->set_mesh(editor_mesh->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()) { while (!queue.is_empty()) {
List<Node *>::Element *E = queue.front(); List<Node *>::Element *E = queue.front();
Node *node = E->get(); Node *node = E->get();
ImporterMeshInstance3D *mesh_3d = cast_to<ImporterMeshInstance3D>(node); ImporterMeshInstance3D *importer_mesh_3d = Object::cast_to<ImporterMeshInstance3D>(node);
if (mesh_3d) { if (importer_mesh_3d) {
MeshInstance3D *mesh_instance_node_3d = memnew(MeshInstance3D); 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()) { if (mesh.is_valid()) {
Ref<ArrayMesh> array_mesh = mesh->get_mesh(); Ref<ArrayMesh> array_mesh = mesh->get_mesh();
mesh_instance_node_3d->set_name(node->get_name()); 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_mesh(array_mesh);
mesh_instance_node_3d->set_skin(mesh_3d->get_skin()); mesh_instance_node_3d->set_skin(importer_mesh_3d->get_skin());
mesh_instance_node_3d->set_skeleton_path(mesh_3d->get_skeleton_path()); 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); node->replace_by(mesh_instance_node_3d);
delete_queue.push_back(node); delete_queue.push_back(node);
node = mesh_instance_node_3d; node = mesh_instance_node_3d;