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Merge pull request #98874 from aaronfranke/gltf-preserve-visibility

GLTF: Preserve node visibility on import
Thaddeus Crews 9 months ago
parent
commit
3a7efc9edf

+ 1 - 0
editor/import/3d/resource_importer_scene.cpp

@@ -2622,6 +2622,7 @@ 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());

+ 1 - 0
editor/import/3d/scene_import_settings.cpp

@@ -368,6 +368,7 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
 		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());

+ 1 - 1
modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp

@@ -88,7 +88,7 @@ void SceneExporterGLTFPlugin::_popup_gltf_export_dialog() {
 	}
 	_file_dialog->set_current_file(filename + String(".gltf"));
 	// Generate and refresh the export settings.
-	_export_settings->generate_property_list(_gltf_document);
+	_export_settings->generate_property_list(_gltf_document, root);
 	_settings_inspector->edit(nullptr);
 	_settings_inspector->edit(_export_settings.ptr());
 	// Show the file dialog.

+ 1 - 1
modules/gltf/editor/editor_scene_exporter_gltf_settings.cpp

@@ -129,7 +129,7 @@ String get_friendly_config_prefix(Ref<GLTFDocumentExtension> p_extension) {
 }
 
 // Run this before popping up the export settings, because the extensions may have changed.
-void EditorSceneExporterGLTFSettings::generate_property_list(Ref<GLTFDocument> p_document) {
+void EditorSceneExporterGLTFSettings::generate_property_list(Ref<GLTFDocument> p_document, Node *p_root) {
 	_property_list.clear();
 	_document = p_document;
 	String image_format_hint_string = "None,PNG,JPEG";

+ 1 - 1
modules/gltf/editor/editor_scene_exporter_gltf_settings.h

@@ -55,7 +55,7 @@ protected:
 	bool _get_extension_setting(const String &p_name_str, Variant &r_ret) const;
 
 public:
-	void generate_property_list(Ref<GLTFDocument> p_document);
+	void generate_property_list(Ref<GLTFDocument> p_document, Node *p_root = nullptr);
 
 	String get_copyright() const;
 	void set_copyright(const String &p_copyright);

+ 1 - 0
modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.cpp

@@ -63,6 +63,7 @@ Error GLTFDocumentExtensionConvertImporterMesh::import_post(Ref<GLTFState> p_sta
 				mesh_instance_node_3d->set_mesh(array_mesh);
 				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);
 				_copy_meta(importer_mesh_3d, mesh_instance_node_3d);
 				_copy_meta(mesh.ptr(), array_mesh.ptr());