diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-23 13:55:43 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-23 13:55:43 +0100 |
commit | 13382a88dfab32f3ce56560756926df3349e3422 (patch) | |
tree | 66df0ba7926a07b7a85c4fdc1a89c0b56c9bbd8e /editor/import | |
parent | 09c8957f9d445a02ee167c41594ee41e48b8c60f (diff) | |
parent | 51a4fe1d530be9894e56db20a271773eb63053b2 (diff) |
Merge pull request #73814 from lyuma/importer_mesh_convex
import: Fix uv2 by avoiding premature ImporterMesh::get_mesh()
Diffstat (limited to 'editor/import')
-rw-r--r-- | editor/import/resource_importer_scene.cpp | 5 | ||||
-rw-r--r-- | editor/import/resource_importer_scene.h | 6 | ||||
-rw-r--r-- | editor/import/scene_import_settings.cpp | 38 |
3 files changed, 43 insertions, 6 deletions
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp index 3c67aa6cd5..0ee86c8ed0 100644 --- a/editor/import/resource_importer_scene.cpp +++ b/editor/import/resource_importer_scene.cpp @@ -353,13 +353,12 @@ static String _fixstr(const String &p_what, const String &p_str) { static void _pre_gen_shape_list(Ref<ImporterMesh> &mesh, Vector<Ref<Shape3D>> &r_shape_list, bool p_convex) { ERR_FAIL_NULL_MSG(mesh, "Cannot generate shape list with null mesh value"); - ERR_FAIL_NULL_MSG(mesh->get_mesh(), "Cannot generate shape list with null mesh value"); if (!p_convex) { Ref<ConcavePolygonShape3D> shape = mesh->create_trimesh_shape(); r_shape_list.push_back(shape); } else { Vector<Ref<Shape3D>> cd; - cd.push_back(mesh->get_mesh()->create_convex_shape(true, /*Passing false, otherwise VHACD will be used to simplify (Decompose) the Mesh.*/ false)); + cd.push_back(mesh->create_convex_shape(true, /*Passing false, otherwise VHACD will be used to simplify (Decompose) the Mesh.*/ false)); if (cd.size()) { for (int i = 0; i < cd.size(); i++) { r_shape_list.push_back(cd[i]); @@ -1230,7 +1229,7 @@ Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, HashMap< shapes = collision_map[m]; } else { shapes = get_collision_shapes( - m->get_mesh(), + m, node_settings, p_applied_root_scale); } diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h index 24d2569420..520ccd1070 100644 --- a/editor/import/resource_importer_scene.h +++ b/editor/import/resource_importer_scene.h @@ -39,6 +39,7 @@ #include "scene/resources/box_shape_3d.h" #include "scene/resources/capsule_shape_3d.h" #include "scene/resources/cylinder_shape_3d.h" +#include "scene/resources/importer_mesh.h" #include "scene/resources/mesh.h" #include "scene/resources/shape_3d.h" #include "scene/resources/sphere_shape_3d.h" @@ -298,7 +299,7 @@ public: ResourceImporterScene(bool p_animation_import = false); template <class M> - static Vector<Ref<Shape3D>> get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options, float p_applied_root_scale); + static Vector<Ref<Shape3D>> get_collision_shapes(const Ref<ImporterMesh> &p_mesh, const M &p_options, float p_applied_root_scale); template <class M> static Transform3D get_collision_shapes_transform(const M &p_options); @@ -314,7 +315,8 @@ public: }; template <class M> -Vector<Ref<Shape3D>> ResourceImporterScene::get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options, float p_applied_root_scale) { +Vector<Ref<Shape3D>> ResourceImporterScene::get_collision_shapes(const Ref<ImporterMesh> &p_mesh, const M &p_options, float p_applied_root_scale) { + ERR_FAIL_COND_V(p_mesh.is_null(), Vector<Ref<Shape3D>>()); ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX; if (p_options.has(SNAME("physics/shape_type"))) { generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int(); diff --git a/editor/import/scene_import_settings.cpp b/editor/import/scene_import_settings.cpp index 348aad1162..a09e0e7408 100644 --- a/editor/import/scene_import_settings.cpp +++ b/editor/import/scene_import_settings.cpp @@ -444,9 +444,45 @@ void SceneImportSettings::_update_view_gizmos() { collider_view->set_visible(show_collider_view); if (generate_collider) { // This collider_view doesn't have a mesh so we need to generate a new one. + Ref<ImporterMesh> mesh; + mesh.instantiate(); + // ResourceImporterScene::get_collision_shapes() expects ImporterMesh, not Mesh. + // TODO: Duplicate code with EditorSceneFormatImporterESCN::import_scene() + // Consider making a utility function to convert from Mesh to ImporterMesh. + Ref<Mesh> mesh_3d_mesh = mesh_node->get_mesh(); + Ref<ArrayMesh> array_mesh_3d_mesh = mesh_3d_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()); + } else 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)); + } + } // Generate the mesh collider. - Vector<Ref<Shape3D>> shapes = ResourceImporterScene::get_collision_shapes(mesh_node->get_mesh(), e.value.settings, 1.0); + Vector<Ref<Shape3D>> shapes = ResourceImporterScene::get_collision_shapes(mesh, e.value.settings, 1.0); const Transform3D transform = ResourceImporterScene::get_collision_shapes_transform(e.value.settings); Ref<ArrayMesh> collider_view_mesh; |