Now props added to TerrainWorld can also have a name. The prop bake editor tool uses it to save and restore node names.

This commit is contained in:
Relintai 2025-04-04 01:27:22 +02:00
parent 474ab893d6
commit 7e52eb6b43
5 changed files with 34 additions and 8 deletions

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@ -1430,6 +1430,7 @@ void TerrainWorldEditor::bake_props(const ObjectID p_world) {
Ref<PropData> pd = prop_instance->get_prop_data();
Transform t = prop_instance->get_global_transform();
String name = prop_instance->get_name();
prop_instance->queue_delete();
@ -1439,7 +1440,7 @@ void TerrainWorldEditor::bake_props(const ObjectID p_world) {
continue;
}
world->prop_add(t, pd, false);
world->prop_add(t, pd, false, true, name);
}
String results = "Baked " + String::num_int64(baked_props_count) + " direct child props into TerrainWorld. ";
@ -1466,11 +1467,15 @@ void TerrainWorldEditor::un_bake_props(const ObjectID p_world) {
Ref<PropData> pd = chunk->prop_get(j);
Transform t = chunk->prop_get_transform(j);
String name = chunk->prop_get_name(j);
PropInstanceMerger *prop_instance = memnew(PropInstanceMerger);
prop_instance->set_global_transform(t);
prop_instance->set_prop_data(pd);
if (!name.empty()) {
prop_instance->set_name(name);
}
world->add_child(prop_instance);
prop_instance->set_owner(_editor->get_edited_scene());

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@ -1192,10 +1192,11 @@ void TerrainChunk::clear_baked_lights() {
}
#ifdef MODULE_PROPS_ENABLED
void TerrainChunk::prop_add(const Transform &transform, const Ref<PropData> &prop, const bool p_original) {
void TerrainChunk::prop_add(const Transform &transform, const Ref<PropData> &prop, const bool p_original, const String &p_name) {
ERR_FAIL_COND(!prop.is_valid());
PropDataStore s;
s.name = p_name;
s.original = p_original;
s.transform = transform;
s.prop = prop;
@ -1244,6 +1245,19 @@ void TerrainChunk::prop_set_is_original(const int index, const bool p_original)
emit_changed();
}
String TerrainChunk::prop_get_name(const int index) {
ERR_FAIL_INDEX_V(index, _props.size(), String());
return _props.get(index).name;
}
void TerrainChunk::prop_set_name(const int index, const String &p_name) {
ERR_FAIL_INDEX(index, _props.size());
_props.write[index].name = p_name;
emit_changed();
}
int TerrainChunk::prop_get_count() const {
return _props.size();
}
@ -2210,7 +2224,7 @@ void TerrainChunk::_bind_methods() {
//Props
#ifdef MODULE_PROPS_ENABLED
ClassDB::bind_method(D_METHOD("prop_add", "transform", "prop", "original"), &TerrainChunk::prop_add, DEFVAL(true));
ClassDB::bind_method(D_METHOD("prop_add", "transform", "prop", "original", "name"), &TerrainChunk::prop_add, DEFVAL(true), DEFVAL(String()));
ClassDB::bind_method(D_METHOD("prop_get", "index"), &TerrainChunk::prop_get);
ClassDB::bind_method(D_METHOD("prop_set", "index", "prop"), &TerrainChunk::prop_set);
@ -2221,6 +2235,9 @@ void TerrainChunk::_bind_methods() {
ClassDB::bind_method(D_METHOD("prop_get_is_original", "index"), &TerrainChunk::prop_get_is_original);
ClassDB::bind_method(D_METHOD("prop_set_is_original", "index", "original"), &TerrainChunk::prop_set_is_original);
ClassDB::bind_method(D_METHOD("prop_get_name", "index"), &TerrainChunk::prop_get_name);
ClassDB::bind_method(D_METHOD("prop_set_name", "index", "name"), &TerrainChunk::prop_set_name);
ClassDB::bind_method(D_METHOD("prop_get_count"), &TerrainChunk::prop_get_count);
ClassDB::bind_method(D_METHOD("prop_remove", "index"), &TerrainChunk::prop_remove);
ClassDB::bind_method(D_METHOD("props_clear"), &TerrainChunk::props_clear);

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@ -289,7 +289,7 @@ public:
void clear_baked_lights();
#ifdef MODULE_PROPS_ENABLED
void prop_add(const Transform &transform, const Ref<PropData> &prop, const bool p_original = true);
void prop_add(const Transform &transform, const Ref<PropData> &prop, const bool p_original = true, const String &p_name = String());
Ref<PropData> prop_get(const int index);
void prop_set(const int index, const Ref<PropData> &p_prop);
@ -300,6 +300,9 @@ public:
bool prop_get_is_original(const int index);
void prop_set_is_original(const int index, const bool p_original);
String prop_get_name(const int index);
void prop_set_name(const int index, const String &p_name);
int prop_get_count() const;
void prop_remove(const int index);
void props_clear();
@ -400,6 +403,7 @@ protected:
#ifdef MODULE_PROPS_ENABLED
struct PropDataStore {
String name;
bool original;
Transform transform;
Ref<PropData> prop;

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@ -624,7 +624,7 @@ void TerrainWorld::scene_add(const Ref<PackedScene> &p_scene, const Transform &p
}
#ifdef MODULE_PROPS_ENABLED
void TerrainWorld::prop_add(Transform transform, const Ref<PropData> &prop, const bool apply_voxel_scale, const bool p_original) {
void TerrainWorld::prop_add(Transform transform, const Ref<PropData> &prop, const bool apply_voxel_scale, const bool p_original, const String &p_name) {
ERR_FAIL_COND(!prop.is_valid());
if (apply_voxel_scale) {
@ -635,7 +635,7 @@ void TerrainWorld::prop_add(Transform transform, const Ref<PropData> &prop, cons
wp = transform.xform(wp);
Ref<TerrainChunk> chunk = get_or_create_chunk_at_world_position(wp);
chunk->prop_add(transform, prop, p_original);
chunk->prop_add(transform, prop, p_original, p_name);
chunk->build();
int count = prop->get_prop_count();
@ -1622,7 +1622,7 @@ void TerrainWorld::_bind_methods() {
ClassDB::bind_method(D_METHOD("scene_add", "scene", "transform", "node", "original"), &TerrainWorld::scene_add, DEFVAL(Transform()), DEFVAL(Variant()), DEFVAL(true));
#ifdef MODULE_PROPS_ENABLED
ClassDB::bind_method(D_METHOD("prop_add", "transform", "prop", "apply_voxel_scale", "original"), &TerrainWorld::prop_add, DEFVAL(true), DEFVAL(true));
ClassDB::bind_method(D_METHOD("prop_add", "transform", "prop", "apply_voxel_scale", "original", "name"), &TerrainWorld::prop_add, DEFVAL(true), DEFVAL(true), DEFVAL(String()));
#endif
//Lights

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@ -178,7 +178,7 @@ public:
void scene_add(const Ref<PackedScene> &p_scene, const Transform &p_transform = Transform(), const Node *p_node = NULL, const bool p_original = true);
#ifdef MODULE_PROPS_ENABLED
void prop_add(Transform transform, const Ref<PropData> &prop, const bool apply_voxel_scale = true, const bool p_original = true);
void prop_add(Transform transform, const Ref<PropData> &prop, const bool apply_voxel_scale = true, const bool p_original = true, const String &p_name = String());
#endif
//Lights