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authorRémi Verschelde <rverschelde@gmail.com>2023-02-01 07:56:42 +0100
committerRémi Verschelde <rverschelde@gmail.com>2023-02-01 07:56:42 +0100
commit7fb1b1181876e7da970a6fc7aab0a9c2cac44871 (patch)
tree0fd2317fb9d5711c3d9c49612837a95551cc2b93
parentd9ade633b3d486737b6fd805d380b8c70ae3266a (diff)
parent132e95212f21e3552f6a0717b778662307369fc4 (diff)
Merge pull request #71409 from fire/escn-fixes
Fixes to ESCN mesh import
-rw-r--r--editor/import/resource_importer_scene.cpp52
1 files changed, 51 insertions, 1 deletions
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index 5b05120a76..9560f4bed2 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -2620,8 +2620,58 @@ Node *EditorSceneFormatImporterESCN::import_scene(const String &p_path, uint32_t
Error error;
Ref<PackedScene> ps = ResourceFormatLoaderText::singleton->load(p_path, p_path, &error);
ERR_FAIL_COND_V_MSG(!ps.is_valid(), nullptr, "Cannot load scene as text resource from path '" + p_path + "'.");
-
Node *scene = ps->instantiate();
+ TypedArray<Node> nodes = scene->find_children("*", "MeshInstance3D");
+ for (int32_t node_i = 0; node_i < nodes.size(); node_i++) {
+ MeshInstance3D *mesh_3d = cast_to<MeshInstance3D>(nodes[node_i]);
+ Ref<ImporterMesh> mesh;
+ mesh.instantiate();
+ // Ignore the aabb, it will be recomputed.
+ ImporterMeshInstance3D *importer_mesh_3d = memnew(ImporterMeshInstance3D);
+ importer_mesh_3d->set_name(mesh_3d->get_name());
+ importer_mesh_3d->set_transform(mesh_3d->get_relative_transform(mesh_3d->get_parent()));
+ importer_mesh_3d->set_skin(mesh_3d->get_skin());
+ importer_mesh_3d->set_skeleton_path(mesh_3d->get_skeleton_path());
+ Ref<ArrayMesh> array_mesh_3d_mesh = mesh_3d->get_mesh();
+ if (array_mesh_3d_mesh.is_valid()) {
+ // For the MeshInstance3D nodes, we need to convert the ArrayMesh to an ImporterMesh specially.
+ mesh->set_name(array_mesh_3d_mesh->get_name());
+ for (int32_t blend_i = 0; blend_i < array_mesh_3d_mesh->get_blend_shape_count(); blend_i++) {
+ mesh->add_blend_shape(array_mesh_3d_mesh->get_blend_shape_name(blend_i));
+ }
+ for (int32_t surface_i = 0; surface_i < array_mesh_3d_mesh->get_surface_count(); surface_i++) {
+ mesh->add_surface(array_mesh_3d_mesh->surface_get_primitive_type(surface_i),
+ array_mesh_3d_mesh->surface_get_arrays(surface_i),
+ array_mesh_3d_mesh->surface_get_blend_shape_arrays(surface_i),
+ array_mesh_3d_mesh->surface_get_lods(surface_i),
+ array_mesh_3d_mesh->surface_get_material(surface_i),
+ array_mesh_3d_mesh->surface_get_name(surface_i),
+ array_mesh_3d_mesh->surface_get_format(surface_i));
+ }
+ mesh->set_blend_shape_mode(array_mesh_3d_mesh->get_blend_shape_mode());
+ importer_mesh_3d->set_mesh(mesh);
+ mesh_3d->replace_by(importer_mesh_3d);
+ continue;
+ }
+ Ref<Mesh> mesh_3d_mesh = mesh_3d->get_mesh();
+ if (mesh_3d_mesh.is_valid()) {
+ // For the MeshInstance3D nodes, we need to convert the Mesh to an ImporterMesh specially.
+ mesh->set_name(mesh_3d_mesh->get_name());
+ for (int32_t surface_i = 0; surface_i < mesh_3d_mesh->get_surface_count(); surface_i++) {
+ mesh->add_surface(mesh_3d_mesh->surface_get_primitive_type(surface_i),
+ mesh_3d_mesh->surface_get_arrays(surface_i),
+ Array(),
+ mesh_3d_mesh->surface_get_lods(surface_i),
+ mesh_3d_mesh->surface_get_material(surface_i),
+ mesh_3d_mesh->surface_get_material(surface_i).is_valid() ? mesh_3d_mesh->surface_get_material(surface_i)->get_name() : String(),
+ mesh_3d_mesh->surface_get_format(surface_i));
+ }
+ importer_mesh_3d->set_mesh(mesh);
+ mesh_3d->replace_by(importer_mesh_3d);
+ continue;
+ }
+ }
+
ERR_FAIL_COND_V(!scene, nullptr);
return scene;