invisible flag should not eliminate collision solids
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326b4d8c78
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1ec650644e
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@ -258,6 +258,17 @@ get_egg_group(MayaNodeDesc *node_desc) {
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egg_group->add_object_type(object_type);
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}
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// Is the node flagged to be invisible? If it is, and is has no
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// other egg flags, it is implicitly tagged "backstage", so it
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// won't get converted. (But it might be an invisible collision
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// solid, which is why we do this only if it has no other egg
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// flags.)
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bool visible = true;
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get_bool_attribute(dag_object, "visibility", visible);
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if (!visible && egg_group->get_num_object_types() == 0) {
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egg_group->add_object_type("backstage");
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}
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// We treat the object type "billboard" as a special case: we
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// apply this one right away and also flag the group as an
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// instance.
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@ -534,15 +534,9 @@ process_model_node(MayaNodeDesc *node_desc) {
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}
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MObject node = dag_path.transform(&status);
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bool visible;
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if (!get_bool_attribute(node, "visibility", visible)) {
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if (mayaegg_cat.is_debug()) {
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mayaegg_cat.debug()
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<< "Couldn't get visibility attribute for " << dag_node.name()
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<< "\n";
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}
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visible = true;
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if (!status) {
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status.perror("dag_path.transform()");
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return false;
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}
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string path = dag_path.fullPathName().asChar();
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@ -556,11 +550,6 @@ process_model_node(MayaNodeDesc *node_desc) {
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<< " (animated)";
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}
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if (!visible) {
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mayaegg_cat.debug(false)
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<< " (invisible)";
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}
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mayaegg_cat.debug(false) << "\n";
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}
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@ -572,13 +561,6 @@ process_model_node(MayaNodeDesc *node_desc) {
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get_joint_transform(dag_path, egg_group);
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}
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} else if (!visible) {
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if (mayaegg_cat.is_debug()) {
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mayaegg_cat.debug()
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<< "Ignoring invisible node " << path
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<< "\n";
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}
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} else if (dag_node.inUnderWorld()) {
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if (mayaegg_cat.is_debug()) {
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mayaegg_cat.debug()
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