add model import option to only create material slots
but not import actual materials
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@@ -1430,7 +1430,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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auto& texture = data.Textures[i];
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// Auto-import textures
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if (autoImportOutput.IsEmpty() || EnumHasNoneFlags(options.ImportTypes, ImportDataTypes::Textures) || texture.FilePath.IsEmpty())
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if (autoImportOutput.IsEmpty() || EnumHasNoneFlags(options.ImportTypes, ImportDataTypes::Textures) || texture.FilePath.IsEmpty() || options.CreateEmptyMaterialSlots)
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continue;
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String assetPath = GetAdditionalImportPath(autoImportOutput, importedFileNames, StringUtils::GetFileNameWithoutExtension(texture.FilePath));
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#if COMPILE_WITH_ASSETS_IMPORTER
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@@ -1486,6 +1486,10 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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}
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}
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// The rest of the steps this function performs become irrelevant when we're only creating slots.
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if (options.CreateEmptyMaterialSlots)
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continue;
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if (options.ImportMaterialsAsInstances)
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{
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// Create material instance
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@@ -273,16 +273,19 @@ public:
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public: // Materials
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// If checked, the importer will create materials for model meshes as specified in the file.
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API_FIELD(Attributes="EditorOrder(400), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
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API_FIELD(Attributes="EditorOrder(399), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
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bool ImportMaterials = true;
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// If checked, the importer will create empty material slots for every material.
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API_FIELD(Attributes = "EditorOrder(400), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
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bool CreateEmptyMaterialSlots;
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// If checked, the importer will create the model's materials as instances of a base material.
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API_FIELD(Attributes = "EditorOrder(401), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterials)), VisibleIf(nameof(ShowGeometry))")
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API_FIELD(Attributes = "EditorOrder(401), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterials)), VisibleIf(nameof(ShowGeometry)), VisibleIf(nameof(CreateEmptyMaterialSlots), true)")
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bool ImportMaterialsAsInstances = false;
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// The material used as the base material that will be instanced as the imported model's material.
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API_FIELD(Attributes = "EditorOrder(402), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterialsAsInstances)), VisibleIf(nameof(ShowGeometry))")
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API_FIELD(Attributes = "EditorOrder(402), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterialsAsInstances)), VisibleIf(nameof(ShowGeometry)), VisibleIf(nameof(CreateEmptyMaterialSlots), true)")
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AssetReference<MaterialBase> InstanceToImportAs;
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// If checked, the importer will import texture files used by the model and any embedded texture resources.
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API_FIELD(Attributes="EditorOrder(410), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
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API_FIELD(Attributes="EditorOrder(410), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry)), VisibleIf(nameof(CreateEmptyMaterialSlots), true)")
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bool ImportTextures = true;
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// If checked, the importer will try to keep the model's current overridden material slots, instead of importing materials from the source file.
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API_FIELD(Attributes="EditorOrder(420), EditorDisplay(\"Materials\", \"Keep Overridden Materials\"), VisibleIf(nameof(ShowGeometry))")
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