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authorreduz <reduzio@gmail.com>2020-12-01 22:40:47 -0300
committerreduz <reduzio@gmail.com>2020-12-02 13:07:59 -0300
commit70f5972905a5ea6916e9aab909f9a34b963f67b1 (patch)
treef9bca7f6950e8a69fd61c0ea8b341a4976accb80 /modules/assimp/editor_scene_importer_assimp.cpp
parent3beab2646fa8744a84382d9fcfb73848404fe5b5 (diff)
Refactored Mesh internals and formats.
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES. -Removed compression, it now always uses the most efficient format. -Added support for custom arrays (up to 8 custom formats) -Added support for 8 weights in skeleton data. -Added a simple optional versioning system for imported assets, to reimport if binary is newer -Fixes #43979 (I needed to test) WARNING: -NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change. -NOT backwards compatible with 3.x scenes, this will be eventually re-added. -Skeletons not working any longer, will fix in next PR.
Diffstat (limited to 'modules/assimp/editor_scene_importer_assimp.cpp')
-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp17
1 files changed, 8 insertions, 9 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
index e5becfd559..21ba67ecd3 100644
--- a/modules/assimp/editor_scene_importer_assimp.cpp
+++ b/modules/assimp/editor_scene_importer_assimp.cpp
@@ -827,8 +827,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
Ref<ArrayMesh> mesh;
mesh.instance();
bool has_uvs = false;
- bool compress_vert_data = state.import_flags & IMPORT_USE_COMPRESSION;
- uint32_t mesh_flags = compress_vert_data ? Mesh::ARRAY_COMPRESS_DEFAULT : 0;
+ uint32_t mesh_flags = 0;
Map<String, uint32_t> morph_mesh_string_lookup;
@@ -904,33 +903,33 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// Get the texture coordinates if they exist
if (ai_mesh->HasTextureCoords(0)) {
has_uvs = true;
- st->add_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y));
+ st->set_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y));
}
if (ai_mesh->HasTextureCoords(1)) {
has_uvs = true;
- st->add_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y));
+ st->set_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y));
}
// Assign vertex colors
if (ai_mesh->HasVertexColors(0)) {
Color color = Color(ai_mesh->mColors[0]->r, ai_mesh->mColors[0]->g, ai_mesh->mColors[0]->b,
ai_mesh->mColors[0]->a);
- st->add_color(color);
+ st->set_color(color);
}
// Work out normal calculations? - this needs work it doesn't work properly on huestos
if (ai_mesh->mNormals != nullptr) {
const aiVector3D normals = ai_mesh->mNormals[j];
const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
- st->add_normal(godot_normal);
+ st->set_normal(godot_normal);
if (ai_mesh->HasTangentsAndBitangents()) {
const aiVector3D tangents = ai_mesh->mTangents[j];
const Vector3 godot_tangent = Vector3(tangents.x, tangents.y, tangents.z);
const aiVector3D bitangent = ai_mesh->mBitangents[j];
const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z);
float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f;
- st->add_tangent(Plane(tangents.x, tangents.y, tangents.z, d));
+ st->set_tangent(Plane(tangents.x, tangents.y, tangents.z, d));
}
}
@@ -948,8 +947,8 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
weights.write[k] = bone_info[k].weight;
}
- st->add_bones(bones);
- st->add_weights(weights);
+ st->set_bones(bones);
+ st->set_weights(weights);
}
// Assign vertex