提交 7c0a7849 编写于 作者: A Al McElrath

Keep mesh names

`name` is the primitive index. Since most meshes have only one
primitive, just use the group name for index 0.
上级 f9582a1b
......@@ -1224,6 +1224,7 @@ THREE.GLTFLoader = ( function () {
var meshNode = new THREE.Mesh( geometry, material );
meshNode.castShadow = true;
meshNode.name = ( name === "0" ? group.name : group.name + name );
if ( primitive.extras ) meshNode.userData = primitive.extras;
......@@ -1271,6 +1272,8 @@ THREE.GLTFLoader = ( function () {
}
meshNode.name = ( name === "0" ? group.name : group.name + name );
if ( primitive.extras ) meshNode.userData = primitive.extras;
group.add( meshNode );
......@@ -1512,6 +1515,7 @@ THREE.GLTFLoader = ( function () {
var originalMaterial = child.material;
var originalGeometry = child.geometry;
var originalUserData = child.userData;
var originalName = child.name;
var material;
......@@ -1542,6 +1546,7 @@ THREE.GLTFLoader = ( function () {
child.castShadow = true;
child.userData = originalUserData;
child.name = originalName;
var skinEntry;
......@@ -1561,6 +1566,7 @@ THREE.GLTFLoader = ( function () {
child = new THREE.SkinnedMesh( geometry, material, false );
child.castShadow = true;
child.userData = originalUserData;
child.name = originalName;
var bones = [];
var boneInverses = [];
......
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