Make sure local to scene resources are initialized after loading all nodes, fixes #9438

This commit is contained in:
Juan Linietsky 2017-08-18 08:25:04 -03:00
parent 1a92906b68
commit e61d547ed0
2 changed files with 17 additions and 7 deletions

View File

@ -986,6 +986,8 @@ void ResourceImporterScene::_make_external_resources(Node *p_node, const String
List<PropertyInfo> pi;
print_line("node: " + String(p_node->get_name()));
p_node->get_property_list(&pi);
for (List<PropertyInfo>::Element *E = pi.front(); E; E = E->next()) {
@ -993,6 +995,7 @@ void ResourceImporterScene::_make_external_resources(Node *p_node, const String
if (E->get().type == Variant::OBJECT) {
Ref<Material> mat = p_node->get(E->get().name);
if (p_make_materials && mat.is_valid() && mat->get_name() != "") {
if (!p_materials.has(mat)) {
@ -1045,7 +1048,8 @@ void ResourceImporterScene::_make_external_resources(Node *p_node, const String
if (!p_materials.has(mat)) {
String ext_name = p_base_path + "." + _make_extname(mat->get_name()) + ".material";
String ext_name = p_base_path.plus_file(_make_extname(mat->get_name()) + ".material");
;
if (FileAccess::exists(ext_name)) {
//if exists, use it
Ref<Material> existing = ResourceLoader::load(ext_name);
@ -1104,9 +1108,9 @@ void ResourceImporterScene::get_import_options(List<ImportOption> *r_options, in
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "materials/location", PROPERTY_HINT_ENUM, "Node,Mesh"), meshes_out ? 1 : 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "materials/storage", PROPERTY_HINT_ENUM, "Built-In,Files", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), materials_out ? 1 : 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "materials/keep_on_reimport"), materials_out ? true : false));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "geometry/compress"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "geometry/ensure_tangents"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "geometry/storage", PROPERTY_HINT_ENUM, "Built-In,Files"), meshes_out ? true : false));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/compress"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/ensure_tangents"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "meshes/storage", PROPERTY_HINT_ENUM, "Built-In,Files"), meshes_out ? true : false));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "external_files/store_in_subdir"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/import", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::REAL, "animation/fps", PROPERTY_HINT_RANGE, "1,120,1"), 15));
@ -1176,7 +1180,7 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
if (bool(p_options["animation/import"]))
import_flags |= EditorSceneImporter::IMPORT_ANIMATION;
if (bool(p_options["geometry/ensure_tangents"]))
if (bool(p_options["meshes/ensure_tangents"]))
import_flags |= EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS;
if (int(p_options["materials/location"]) == 0)
@ -1250,7 +1254,7 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
}
bool external_materials = p_options["materials/storage"];
bool external_meshes = p_options["geometry/storage"];
bool external_meshes = p_options["meshes/storage"];
bool external_scenes = int(p_options["nodes/storage"]) == 1;
String base_path = p_source_file.get_base_dir();

View File

@ -242,7 +242,8 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
value = local_dupe;
}
res->setup_local_to_scene();
//this here may reference nodes not iniialized so this line is commented and used after loading all nodes
//res->setup_local_to_scene();
}
//must make a copy, because this res is local to scene
}
@ -293,6 +294,11 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
}
}
for (Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.front(); E; E = E->next()) {
E->get()->setup_local_to_scene();
}
//do connections
int cc = connections.size();