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Prevent AnimationPlayer from being added on GLTF import if the option is unchecked. Fixes #63954

(cherry picked from commit 805ffdfbf6841ac19c6fdbf3425a6ff15115bed7)
Hakim 3 years ago
parent
commit
df1a0b25ea

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

@@ -208,6 +208,8 @@
 	<members>
 		<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="PoolByteArray" setter="set_glb_data" getter="get_glb_data" default="PoolByteArray(  )">
 		</member>
 		<member name="json" type="Dictionary" setter="set_json" getter="get_json" default="{}">

+ 11 - 0
modules/gltf/gltf_state.cpp

@@ -81,6 +81,8 @@ 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);
@@ -108,6 +110,7 @@ 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"); // Map<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>>
 }
 
@@ -295,6 +298,14 @@ 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

@@ -59,6 +59,7 @@ class GLTFState : public Resource {
 	bool use_khr_texture_transform = false;
 	bool use_legacy_names = false;
 	uint32_t compress_flags = 0;
+	bool create_animations = true;
 
 	Vector<Ref<GLTFNode>> nodes;
 	Vector<Vector<uint8_t>> buffers;
@@ -166,6 +167,9 @@ 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);
 

+ 2 - 1
modules/gltf/packed_scene_gltf.cpp

@@ -67,6 +67,7 @@ Node *PackedSceneGLTF::import_scene(const String &p_path, uint32_t p_flags,
 	r_state->use_legacy_names =
 			p_flags & EditorSceneImporter::IMPORT_USE_LEGACY_NAMES;
 	r_state->compress_flags = p_compress_flags;
+	r_state->set_create_animations(p_flags & EditorSceneImporter::IMPORT_ANIMATION);
 
 	Ref<GLTFDocument> gltf_document;
 	gltf_document.instance();
@@ -84,7 +85,7 @@ Node *PackedSceneGLTF::import_scene(const String &p_path, uint32_t p_flags,
 		gltf_document->_generate_scene_node(r_state, root, root, r_state->root_nodes[root_i]);
 	}
 	gltf_document->_process_mesh_instances(r_state, root);
-	if (r_state->animations.size()) {
+	if (r_state->get_create_animations() && r_state->animations.size()) {
 		AnimationPlayer *ap = memnew(AnimationPlayer);
 		root->add_child(ap);
 		ap->set_owner(root);