- check for animations being present before importing them in ExternalChangeScanner

This commit is contained in:
Normen Hansen 2015-03-10 15:08:57 +01:00
parent b61656ffaa
commit 5ac1d63bb9

View File

@ -130,12 +130,14 @@ public class ExternalChangeScanner implements AssetDataPropertyChangeListener, F
Spatial original = loadOriginalSpatial();
Spatial spat = (Spatial) assetDataObject.loadAsset();
SpatialUtil.updateMeshDataFromOriginal(spat, original);
NotifyDescriptor.Confirmation mesg = new NotifyDescriptor.Confirmation("Model appears to have animations, try to import as well?\nCurrently this will unlink attachment Nodes and clear\nadded effects tracks.",
"Animations Available",
NotifyDescriptor.YES_NO_OPTION, NotifyDescriptor.QUESTION_MESSAGE);
DialogDisplayer.getDefault().notify(mesg);
if (mesg.getValue() == NotifyDescriptor.Confirmation.YES_OPTION) {
SpatialUtil.updateAnimControlDataFromOriginal(spat, original);
if (SpatialUtil.hasAnimations(original)) {
NotifyDescriptor.Confirmation mesg = new NotifyDescriptor.Confirmation("Model appears to have animations, try to import as well?\nCurrently this will unlink attachment Nodes and clear\nadded effects tracks.",
"Animations Available",
NotifyDescriptor.YES_NO_OPTION, NotifyDescriptor.QUESTION_MESSAGE);
DialogDisplayer.getDefault().notify(mesg);
if (mesg.getValue() == NotifyDescriptor.Confirmation.YES_OPTION) {
SpatialUtil.updateAnimControlDataFromOriginal(spat, original);
}
}
closeOriginalSpatial();
assetDataObject.saveAsset();