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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-27 11:24:34 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-27 11:24:34 +0100 |
commit | 8b662c763e27b8dbbda21bde0694151c718aa725 (patch) | |
tree | 1cf54fb1aa2b165b20c368903e463f838c5a85da | |
parent | 3e1925fd0009fcc871e0a9d40dd9a9edc6419669 (diff) | |
parent | 3f4ea98b34f697e8cece0df506d76bd30d51338e (diff) |
Merge pull request #72162 from lyuma/skeleton_rename
Make BoneAttachment3D and Skeleton3D names consistent.
-rw-r--r-- | modules/gltf/gltf_document.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index 7a3ba6ceb1..8294336dda 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -543,6 +543,7 @@ String GLTFDocument::_gen_unique_bone_name(Ref<GLTFState> p_state, const GLTFSke } Error GLTFDocument::_parse_scenes(Ref<GLTFState> p_state) { + p_state->unique_names.insert("Skeleton3D"); // Reserve skeleton name. ERR_FAIL_COND_V(!p_state->json.has("scenes"), ERR_FILE_CORRUPT); const Array &scenes = p_state->json["scenes"]; int loaded_scene = 0; @@ -4491,7 +4492,7 @@ Error GLTFDocument::_create_skeletons(Ref<GLTFState> p_state) { p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skel_i; // Make a unique name, no gltf node represents this skeleton - skeleton->set_name(_gen_unique_name(p_state, "Skeleton3D")); + skeleton->set_name("Skeleton3D"); List<GLTFNodeIndex> bones; @@ -5624,7 +5625,7 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, Node *scene_pare bone_attachment->set_owner(scene_root); // There is no gltf_node that represent this, so just directly create a unique name - bone_attachment->set_name(_gen_unique_name(p_state, "BoneAttachment3D")); + bone_attachment->set_name(gltf_node->get_name()); // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node // and attach it to the bone_attachment @@ -5716,7 +5717,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_ bone_attachment->set_owner(p_scene_root); // There is no gltf_node that represent this, so just directly create a unique name - bone_attachment->set_name(_gen_unique_name(p_state, "BoneAttachment3D")); + bone_attachment->set_name(gltf_node->get_name()); // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node // and attach it to the bone_attachment |