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Merge pull request #64169 from hakro/fix-gltf-animations-always-imported

Rémi Verschelde 3 years ago
parent
commit
0af6aae5bb

+ 2 - 0
modules/gltf/doc_classes/GLTFState.xml

@@ -196,6 +196,8 @@
 		</member>
 		<member name="buffers" type="Array" setter="set_buffers" getter="get_buffers" default="[]">
 		</member>
+		<member name="create_animations" type="bool" setter="set_create_animations" getter="get_create_animations" default="true">
+		</member>
 		<member name="glb_data" type="PackedByteArray" setter="set_glb_data" getter="get_glb_data" default="PackedByteArray()">
 		</member>
 		<member name="json" type="Dictionary" setter="set_json" getter="get_json" default="{}">

+ 3 - 0
modules/gltf/editor/editor_scene_importer_gltf.cpp

@@ -60,6 +60,9 @@ Node *EditorSceneFormatImporterGLTF::import_scene(const String &p_path, uint32_t
 		}
 		return nullptr;
 	}
+	if (p_options.has("animation/import")) {
+		state->set_create_animations(bool(p_options["animation/import"]));
+	}
 	return doc->generate_scene(state, p_bake_fps);
 }
 

+ 1 - 1
modules/gltf/gltf_document.cpp

@@ -6899,7 +6899,7 @@ Node *GLTFDocument::generate_scene(Ref<GLTFState> state, int32_t p_bake_fps) {
 	Node *root = gltf_root_node->get_parent();
 	ERR_FAIL_NULL_V(root, nullptr);
 	_process_mesh_instances(state, root);
-	if (state->animations.size()) {
+	if (state->get_create_animations() && state->animations.size()) {
 		AnimationPlayer *ap = memnew(AnimationPlayer);
 		root->add_child(ap, true);
 		ap->set_owner(root);

+ 11 - 0
modules/gltf/gltf_state.cpp

@@ -79,6 +79,8 @@ void GLTFState::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
 	ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
 	ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
+	ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
+	ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
 	ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
 	ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
 	ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
@@ -106,6 +108,7 @@ void GLTFState::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String>
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>>
 	ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // RBMap<GLTFSkeletonIndex,
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>>
 }
 
@@ -285,6 +288,14 @@ void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
 	GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
 }
 
+bool GLTFState::get_create_animations() {
+	return create_animations;
+}
+
+void GLTFState::set_create_animations(bool p_create_animations) {
+	create_animations = p_create_animations;
+}
+
 Array GLTFState::get_animations() {
 	return GLTFTemplateConvert::to_array(animations);
 }

+ 4 - 0
modules/gltf/gltf_state.h

@@ -61,6 +61,7 @@ class GLTFState : public Resource {
 	bool use_named_skin_binds = false;
 	bool use_khr_texture_transform = false;
 	bool discard_meshes_and_materials = false;
+	bool create_animations = true;
 
 	Vector<Ref<GLTFNode>> nodes;
 	Vector<Vector<uint8_t>> buffers;
@@ -168,6 +169,9 @@ public:
 	Dictionary get_skeleton_to_node();
 	void set_skeleton_to_node(Dictionary p_skeleton_to_node);
 
+	bool get_create_animations();
+	void set_create_animations(bool p_create_animations);
+
 	Array get_animations();
 	void set_animations(Array p_animations);