Update FBX because of changes in the core api.
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719e4b1156
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58a00b4f3c
3 changed files with 8 additions and 6 deletions
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@ -115,7 +115,7 @@ struct SurfaceData {
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Array morphs;
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};
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EditorSceneImporterMeshNode *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
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EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
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mesh_geometry = p_mesh_geometry;
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// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
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const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
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@ -410,7 +410,7 @@ EditorSceneImporterMeshNode *FBXMeshData::create_fbx_mesh(const ImportState &sta
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in_mesh_surface_id += 1;
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}
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EditorSceneImporterMeshNode *godot_mesh = memnew(EditorSceneImporterMeshNode);
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EditorSceneImporterMeshNode3D *godot_mesh = memnew(EditorSceneImporterMeshNode3D);
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godot_mesh->set_mesh(mesh);
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return godot_mesh;
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}
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@ -33,6 +33,7 @@
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#include "core/templates/hash_map.h"
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#include "editor/import/resource_importer_scene.h"
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#include "editor/import/scene_importer_mesh_node_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/resources/surface_tool.h"
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@ -81,7 +82,7 @@ struct FBXMeshData : Reference {
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// translate fbx mesh data from document context to FBX Mesh Geometry Context
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bool valid_weight_indexes = false;
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EditorSceneImporterMeshNode *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
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EditorSceneImporterMeshNode3D *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
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void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;
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@ -90,7 +91,7 @@ struct FBXMeshData : Reference {
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int max_weight_count = 0;
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uint64_t armature_id = 0;
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bool valid_armature_id = false;
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EditorSceneImporterMeshNode *godot_mesh_instance = nullptr;
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EditorSceneImporterMeshNode3D *godot_mesh_instance = nullptr;
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private:
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void sanitize_vertex_weights(const ImportState &state);
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@ -40,6 +40,7 @@
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#include "editor/editor_log.h"
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#include "editor/editor_node.h"
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#include "editor/import/resource_importer_scene.h"
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#include "editor/import/scene_importer_mesh_node_3d.h"
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#include "scene/3d/bone_attachment_3d.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/light_3d.h"
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@ -595,7 +596,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
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node_element;
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node_element = node_element->next()) {
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Ref<FBXNode> fbx_node = node_element->get();
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EditorSceneImporterMeshNode *mesh_node = nullptr;
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EditorSceneImporterMeshNode3D *mesh_node = nullptr;
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Ref<FBXMeshData> mesh_data_precached;
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// check for valid geometry
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@ -735,7 +736,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
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for (Map<uint64_t, Ref<FBXMeshData>>::Element *mesh_data = state.renderer_mesh_data.front(); mesh_data; mesh_data = mesh_data->next()) {
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Ref<FBXMeshData> mesh = mesh_data->value();
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const uint64_t mesh_id = mesh_data->key();
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EditorSceneImporterMeshNode *mesh_instance = mesh->godot_mesh_instance;
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EditorSceneImporterMeshNode3D *mesh_instance = mesh->godot_mesh_instance;
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const int mesh_weights = mesh->max_weight_count;
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Ref<FBXSkeleton> skeleton;
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const bool valid_armature = mesh->valid_armature_id;
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