add model import option to only create material slots

but not import actual materials
This commit is contained in:
xxSeys1
2024-10-09 13:12:48 +02:00
parent 9694446fca
commit d2dba124df
2 changed files with 12 additions and 5 deletions

View File

@@ -1430,7 +1430,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
auto& texture = data.Textures[i];
// Auto-import textures
if (autoImportOutput.IsEmpty() || EnumHasNoneFlags(options.ImportTypes, ImportDataTypes::Textures) || texture.FilePath.IsEmpty())
if (autoImportOutput.IsEmpty() || EnumHasNoneFlags(options.ImportTypes, ImportDataTypes::Textures) || texture.FilePath.IsEmpty() || options.CreateEmptyMaterialSlots)
continue;
String assetPath = GetAdditionalImportPath(autoImportOutput, importedFileNames, StringUtils::GetFileNameWithoutExtension(texture.FilePath));
#if COMPILE_WITH_ASSETS_IMPORTER
@@ -1486,6 +1486,10 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
}
}
// The rest of the steps this function performs become irrelevant when we're only creating slots.
if (options.CreateEmptyMaterialSlots)
continue;
if (options.ImportMaterialsAsInstances)
{
// Create material instance

View File

@@ -273,16 +273,19 @@ public:
public: // Materials
// If checked, the importer will create materials for model meshes as specified in the file.
API_FIELD(Attributes="EditorOrder(400), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
API_FIELD(Attributes="EditorOrder(399), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
bool ImportMaterials = true;
// If checked, the importer will create empty material slots for every material.
API_FIELD(Attributes = "EditorOrder(400), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
bool CreateEmptyMaterialSlots;
// If checked, the importer will create the model's materials as instances of a base material.
API_FIELD(Attributes = "EditorOrder(401), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterials)), VisibleIf(nameof(ShowGeometry))")
API_FIELD(Attributes = "EditorOrder(401), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterials)), VisibleIf(nameof(ShowGeometry)), VisibleIf(nameof(CreateEmptyMaterialSlots), true)")
bool ImportMaterialsAsInstances = false;
// The material used as the base material that will be instanced as the imported model's material.
API_FIELD(Attributes = "EditorOrder(402), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterialsAsInstances)), VisibleIf(nameof(ShowGeometry))")
API_FIELD(Attributes = "EditorOrder(402), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterialsAsInstances)), VisibleIf(nameof(ShowGeometry)), VisibleIf(nameof(CreateEmptyMaterialSlots), true)")
AssetReference<MaterialBase> InstanceToImportAs;
// If checked, the importer will import texture files used by the model and any embedded texture resources.
API_FIELD(Attributes="EditorOrder(410), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
API_FIELD(Attributes="EditorOrder(410), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry)), VisibleIf(nameof(CreateEmptyMaterialSlots), true)")
bool ImportTextures = true;
// If checked, the importer will try to keep the model's current overridden material slots, instead of importing materials from the source file.
API_FIELD(Attributes="EditorOrder(420), EditorDisplay(\"Materials\", \"Keep Overridden Materials\"), VisibleIf(nameof(ShowGeometry))")