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Merge pull request #94783 from TokageItLab/validate-gltf-anim-name
Add validation to glTF importer for Blendshape and Animation
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b9b07d619f
@ -288,14 +288,8 @@ String FBXDocument::_gen_unique_name(HashSet<String> &unique_names, const String
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}
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String FBXDocument::_sanitize_animation_name(const String &p_name) {
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String FBXDocument::_sanitize_animation_name(const String &p_name) {
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// Animations disallow the normal node invalid characters as well as "," and "["
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// (See animation/animation_player.cpp::add_animation)
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// TODO: Consider adding invalid_characters or a validate_animation_name to animation_player to mirror Node.
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String anim_name = p_name.validate_node_name();
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String anim_name = p_name.validate_node_name();
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anim_name = anim_name.replace(",", "");
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return AnimationLibrary::validate_library_name(anim_name);
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anim_name = anim_name.replace("[", "");
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return anim_name;
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}
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}
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String FBXDocument::_gen_unique_animation_name(Ref<FBXState> p_state, const String &p_name) {
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String FBXDocument::_gen_unique_animation_name(Ref<FBXState> p_state, const String &p_name) {
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@ -491,14 +491,8 @@ String GLTFDocument::_gen_unique_name(Ref<GLTFState> p_state, const String &p_na
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}
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}
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String GLTFDocument::_sanitize_animation_name(const String &p_name) {
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String GLTFDocument::_sanitize_animation_name(const String &p_name) {
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// Animations disallow the normal node invalid characters as well as "," and "["
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// (See animation/animation_player.cpp::add_animation)
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// TODO: Consider adding invalid_characters or a validate_animation_name to animation_player to mirror Node.
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String anim_name = p_name.validate_node_name();
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String anim_name = p_name.validate_node_name();
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anim_name = anim_name.replace(",", "");
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return AnimationLibrary::validate_library_name(anim_name);
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anim_name = anim_name.replace("[", "");
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return anim_name;
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}
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}
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String GLTFDocument::_gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name) {
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String GLTFDocument::_gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name) {
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@ -34,6 +34,7 @@
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#include "core/math/convex_hull.h"
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#include "core/math/convex_hull.h"
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#include "core/math/random_pcg.h"
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#include "core/math/random_pcg.h"
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#include "core/math/static_raycaster.h"
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#include "core/math/static_raycaster.h"
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#include "scene/resources/animation_library.h"
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#include "scene/resources/surface_tool.h"
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#include "scene/resources/surface_tool.h"
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#include <cstdint>
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#include <cstdint>
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@ -134,9 +135,18 @@ void ImporterMesh::Surface::_split_normals(Array &r_arrays, const LocalVector<in
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}
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}
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}
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}
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String ImporterMesh::validate_blend_shape_name(const String &p_name) {
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String name = p_name;
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const char *characters = ":";
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for (const char *p = characters; *p; p++) {
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name = name.replace(String::chr(*p), "_");
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}
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return name;
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}
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void ImporterMesh::add_blend_shape(const String &p_name) {
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void ImporterMesh::add_blend_shape(const String &p_name) {
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ERR_FAIL_COND(surfaces.size() > 0);
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ERR_FAIL_COND(surfaces.size() > 0);
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blend_shapes.push_back(p_name);
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blend_shapes.push_back(validate_blend_shape_name(p_name));
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}
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}
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int ImporterMesh::get_blend_shape_count() const {
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int ImporterMesh::get_blend_shape_count() const {
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@ -95,6 +95,8 @@ public:
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int get_blend_shape_count() const;
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int get_blend_shape_count() const;
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String get_blend_shape_name(int p_blend_shape) const;
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String get_blend_shape_name(int p_blend_shape) const;
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static String validate_blend_shape_name(const String &p_name);
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void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const TypedArray<Array> &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String(), const uint64_t p_flags = 0);
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void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const TypedArray<Array> &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String(), const uint64_t p_flags = 0);
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int get_surface_count() const;
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int get_surface_count() const;
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