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https://github.com/TorqueGameEngines/Torque3D.git
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Adds logical check to skip animated statics when baking selection to mesh.
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parent
81777348c8
commit
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2 changed files with 15 additions and 2 deletions
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@ -284,6 +284,8 @@ public:
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void updateMaterials();
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void updateMaterials();
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bool isAnimated() { return mPlayAmbient; }
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private:
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private:
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virtual void onStaticModified(const char* slotName, const char* newValue = NULL);
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virtual void onStaticModified(const char* slotName, const char* newValue = NULL);
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protected:
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protected:
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@ -3909,8 +3909,18 @@ bool WorldEditor::makeSelectionAMesh(const char *filename)
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for ( S32 i = 0; i < mSelected->size(); i++ )
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for ( S32 i = 0; i < mSelected->size(); i++ )
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{
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{
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SceneObject *pObj = dynamic_cast< SceneObject* >( ( *mSelected )[i] );
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SceneObject *pObj = dynamic_cast< SceneObject* >( ( *mSelected )[i] );
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if ( pObj )
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if (pObj)
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objectList.push_back( pObj );
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{
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//Minor sanity check to avoid baking animated shapes
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TSStatic* staticShape = dynamic_cast<TSStatic*>(pObj);
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if (staticShape)
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{
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if (staticShape->isAnimated() && staticShape->hasAnim())
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continue;
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}
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objectList.push_back(pObj);
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}
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}
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}
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if ( objectList.empty() )
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if ( objectList.empty() )
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@ -3956,6 +3966,7 @@ bool WorldEditor::makeSelectionAMesh(const char *filename)
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for (S32 i = 0; i < objectList.size(); i++)
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for (S32 i = 0; i < objectList.size(); i++)
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{
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{
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SceneObject *pObj = objectList[i];
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SceneObject *pObj = objectList[i];
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if (!pObj->buildExportPolyList(&exportData, pObj->getWorldBox(), pObj->getWorldSphere()))
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if (!pObj->buildExportPolyList(&exportData, pObj->getWorldBox(), pObj->getWorldSphere()))
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Con::warnf("colladaExportObjectList() - object %i returned no geometry.", pObj->getId());
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Con::warnf("colladaExportObjectList() - object %i returned no geometry.", pObj->getId());
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}
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}
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