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