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-rw-r--r--tools/editor/io_plugins/editor_scene_import_plugin.cpp46
1 files changed, 42 insertions, 4 deletions
diff --git a/tools/editor/io_plugins/editor_scene_import_plugin.cpp b/tools/editor/io_plugins/editor_scene_import_plugin.cpp
index 0b7ffd55f0..8b0d51093f 100644
--- a/tools/editor/io_plugins/editor_scene_import_plugin.cpp
+++ b/tools/editor/io_plugins/editor_scene_import_plugin.cpp
@@ -1519,17 +1519,55 @@ void EditorSceneImportPlugin::_merge_existing_node(Node *p_node,Node *p_imported
} else if (p_node->get_type()=="AnimationPlayer") {
//for paths, overwrite path
- AnimationPlayer *aplayer_imported =imported_node->cast_to<AnimationPlayer>();
- AnimationPlayer *aplayer_node =p_node->cast_to<AnimationPlayer>();
+ AnimationPlayer *aplayer_imported = imported_node->cast_to<AnimationPlayer>();
+ AnimationPlayer *aplayer_node = p_node->cast_to<AnimationPlayer>();
//use imported bones, obviously
List<StringName> anims;
+ List<StringName> existing_anims;
aplayer_imported->get_animation_list(&anims);
+ aplayer_node->get_animation_list(&existing_anims);
//use imported animations, could merge some stuff though
- for (List<StringName>::Element *E=anims.front();E;E=E->next()) {
+ for (List<StringName>::Element *N = anims.front(); N; N = N->next()) {
+ Ref<Animation> candidate = aplayer_imported->get_animation(N->get());
- aplayer_node->add_animation(E->get(),aplayer_imported->get_animation(E->get()));
+ if (aplayer_node->has_animation(N->get())) {
+
+ Ref<Animation> found = aplayer_node->get_animation(N->get());
+
+ candidate->set_loop(found->has_loop());
+ candidate->set_step(found->get_step());
+
+ //For each track candidate
+ for (int i = 0; i < candidate->get_track_count(); i++) {
+
+ NodePath track_path = candidate->track_get_path(i);
+ // For each track existing
+ for (int x = 0; x < found->get_track_count(); x++) {
+
+ NodePath path_to_compare = found->track_get_path(x);
+ if (track_path == path_to_compare && candidate->track_get_type(x) == found->track_get_type(i)) {
+
+ //Tracks matches
+ candidate->track_set_interpolation_type(i, found->track_get_interpolation_type(x));
+ candidate->value_track_set_continuous(i, found->value_track_is_continuous(x));
+
+ //Key transitions might have changed, but the animation remained unchanged
+ if (candidate->track_get_key_count(x) == found->track_get_key_count(i)) {
+ for (int k = 0; k < candidate->track_get_key_count(x); k++) {
+ candidate->track_set_key_transition(x, k, found->track_get_key_transition(i, k));
+ }
+ }
+
+ }
+
+ }
+ }
+
+ }
+
+ aplayer_node->add_animation(N->get(), candidate);
}
} else if (p_node->get_type()=="CollisionShape") {