diff --git a/tools/editor/io_plugins/editor_scene_import_plugin.cpp b/tools/editor/io_plugins/editor_scene_import_plugin.cpp index 4a52f4914fed..2482728c87bb 100644 --- a/tools/editor/io_plugins/editor_scene_import_plugin.cpp +++ b/tools/editor/io_plugins/editor_scene_import_plugin.cpp @@ -1548,22 +1548,74 @@ void EditorSceneImportPlugin::_merge_existing_node(Node *p_node,Node *p_imported skeleton_node->add_bone(skeleton_imported->get_bone_name(i)); skeleton_node->set_bone_parent(i,skeleton_imported->get_bone_parent(i)); skeleton_node->set_bone_rest(i,skeleton_imported->get_bone_rest(i)); - skeleton_node->set_bone_pose(i,skeleton_imported->get_bone_pose(i)); + //skeleton_node->set_bone_pose(i,skeleton_imported->get_bone_pose(i)); // not in a scene, will throw errors } - } else if (p_node->get_type()=="AnimationPlayer") { + } + else if (p_node->get_type() == "AnimationPlayer") { //for paths, overwrite path - - AnimationPlayer *aplayer_imported =imported_node->cast_to(); - AnimationPlayer *aplayer_node =p_node->cast_to(); + AnimationPlayer *aplayer_imported = imported_node->cast_to(); + AnimationPlayer *aplayer_node = p_node->cast_to(); //use imported bones, obviously List anims; + List existing_anims; aplayer_imported->get_animation_list(&anims); - //use imported animations, could merge some stuff though - for (List::Element *E=anims.front();E;E=E->next()) { + aplayer_node->get_animation_list(&existing_anims); + //use imported animations + for (List::Element *N = anims.front(); N; N = N->next()) { - aplayer_node->add_animation(E->get(),aplayer_imported->get_animation(E->get())); + Ref candidate = aplayer_imported->get_animation(N->get()); + + if (aplayer_node->has_animation(N->get())) { + + Ref 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.hash() == path_to_compare.hash() && candidate->track_get_type(x) == found->track_get_type(i)) { + + //Tracks matches + if (candidate->track_get_interpolation_type(i) != found->track_get_interpolation_type(x)) + candidate->track_set_interpolation_type(i, found->track_get_interpolation_type(x)); + if (candidate->track_get_type(i) == Animation::TYPE_VALUE && candidate->value_track_is_continuous(i) != found->value_track_is_continuous(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(i) == found->track_get_key_count(x)) { + for (int k = 0; k < candidate->track_get_key_count(i); k++) { + + if (candidate->track_get_key_transition(i, k) != found->track_get_key_transition(x, k)) + candidate->track_set_key_transition(i, k, found->track_get_key_transition(x, k)); + } + } + + } + + } + } + + // Append function callbacks and values + for (int x = 0; x < found->get_track_count(); x++) { + if (found->track_get_type(x) == Animation::TYPE_METHOD || found->track_get_type(x) == Animation::TYPE_VALUE) + candidate->add_track(found->track_get_type(x), candidate->get_track_count()); + + for (int k = 0; k < found->track_get_key_count(x); k++) + candidate->track_insert_key(x, found->track_get_key_time(x, k), found->track_get_key_value(x, k), found->track_get_key_transition(x, k)); + } + } + + aplayer_node->add_animation(N->get(), candidate); } } else if (p_node->get_type()=="CollisionShape") {