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[4.1] GLTF: Preserve node visibility on import
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aaronfranke committed Nov 8, 2024
1 parent a42495a commit fd10868
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Showing 3 changed files with 9 additions and 6 deletions.
1 change: 1 addition & 0 deletions editor/import/resource_importer_scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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);
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1 change: 1 addition & 0 deletions editor/import/scene_import_settings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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());
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Original file line number Diff line number Diff line change
Expand Up @@ -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;
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