Browse Source

Merge pull request #98879 from aaronfranke/4.1-gltf-preserve-visibility

[4.1] GLTF: Preserve node visibility on import
Rémi Verschelde 9 tháng trước cách đây
mục cha
commit
d71ff49cc9

+ 1 - 0
editor/import/resource_importer_scene.cpp

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

+ 1 - 0
editor/import/scene_import_settings.cpp

@@ -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_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());

+ 7 - 6
modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.cpp

@@ -46,17 +46,18 @@ Error GLTFDocumentExtensionConvertImporterMesh::import_post(Ref<GLTFState> p_sta
 	while (!queue.is_empty()) {
 		List<Node *>::Element *E = queue.front();
 		Node *node = E->get();
-		ImporterMeshInstance3D *mesh_3d = cast_to<ImporterMeshInstance3D>(node);
-		if (mesh_3d) {
+		ImporterMeshInstance3D *importer_mesh_3d = Object::cast_to<ImporterMeshInstance3D>(node);
+		if (importer_mesh_3d) {
 			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()) {
 				Ref<ArrayMesh> array_mesh = mesh->get_mesh();
 				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_skin(mesh_3d->get_skin());
-				mesh_instance_node_3d->set_skeleton_path(mesh_3d->get_skeleton_path());
+				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);
 				delete_queue.push_back(node);
 				node = mesh_instance_node_3d;