diff options
Diffstat (limited to 'client/system/gltf_apply_visibility.gd')
-rw-r--r-- | client/system/gltf_apply_visibility.gd | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/client/system/gltf_apply_visibility.gd b/client/system/gltf_apply_visibility.gd new file mode 100644 index 00000000..5635bf6e --- /dev/null +++ b/client/system/gltf_apply_visibility.gd @@ -0,0 +1,35 @@ +# Hurry Curry! - a game about cooking +# Copyright (C) 2025 Hurry Curry! contributors +# +# This program is free software: you can redistribute it and/or modify +# it under the terms of the GNU Affero General Public License as published by +# the Free Software Foundation, version 3 of the License only. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU Affero General Public License for more details. +# +# You should have received a copy of the GNU Affero General Public License +# along with this program. If not, see <https://www.gnu.org/licenses/>. +# +extends GLTFDocumentExtension +class_name GLTFApplyNodeVisibility + +# Since Godot 4.5 the KHR_node_visibility extension is +# required which is not yet supported in Blender, so we +# pre-apply them by removing meshes from hidden nodes. +func _export_post(state: GLTFState) -> Error: + state.json["extensionsRequired"].erase("KHR_node_visibility") + var nodes = state.json["nodes"] + for node in nodes: + var visible = node.get("extensions", {}).get("KHR_node_visibility", {}).get("visible", true) + if not visible: hide_node(nodes, node) + return Error.OK + +func hide_node(nodes: Array, node: Dictionary): + if node.has("mesh"): print("clear mesh") + node.erase("mesh") + for child_index in node.get("children", []): + print("clear child child_index") + hide_node(nodes, nodes[child_index]) |