summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--modules/fbx/data/fbx_mesh_data.cpp4
-rw-r--r--modules/fbx/data/fbx_mesh_data.h5
-rw-r--r--modules/fbx/editor_scene_importer_fbx.cpp5
3 files changed, 8 insertions, 6 deletions
diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp
index 3dc84bd1f4..0728866adb 100644
--- a/modules/fbx/data/fbx_mesh_data.cpp
+++ b/modules/fbx/data/fbx_mesh_data.cpp
@@ -115,7 +115,7 @@ struct SurfaceData {
Array morphs;
};
-EditorSceneImporterMeshNode *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
+EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
mesh_geometry = p_mesh_geometry;
// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
@@ -410,7 +410,7 @@ EditorSceneImporterMeshNode *FBXMeshData::create_fbx_mesh(const ImportState &sta
in_mesh_surface_id += 1;
}
- EditorSceneImporterMeshNode *godot_mesh = memnew(EditorSceneImporterMeshNode);
+ EditorSceneImporterMeshNode3D *godot_mesh = memnew(EditorSceneImporterMeshNode3D);
godot_mesh->set_mesh(mesh);
return godot_mesh;
}
diff --git a/modules/fbx/data/fbx_mesh_data.h b/modules/fbx/data/fbx_mesh_data.h
index dd864443ce..b6e87bb9e2 100644
--- a/modules/fbx/data/fbx_mesh_data.h
+++ b/modules/fbx/data/fbx_mesh_data.h
@@ -33,6 +33,7 @@
#include "core/templates/hash_map.h"
#include "editor/import/resource_importer_scene.h"
+#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/resources/surface_tool.h"
@@ -81,7 +82,7 @@ struct FBXMeshData : Reference {
// translate fbx mesh data from document context to FBX Mesh Geometry Context
bool valid_weight_indexes = false;
- EditorSceneImporterMeshNode *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
+ EditorSceneImporterMeshNode3D *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;
@@ -90,7 +91,7 @@ struct FBXMeshData : Reference {
int max_weight_count = 0;
uint64_t armature_id = 0;
bool valid_armature_id = false;
- EditorSceneImporterMeshNode *godot_mesh_instance = nullptr;
+ EditorSceneImporterMeshNode3D *godot_mesh_instance = nullptr;
private:
void sanitize_vertex_weights(const ImportState &state);
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp
index 9823b2eada..d37befbbfd 100644
--- a/modules/fbx/editor_scene_importer_fbx.cpp
+++ b/modules/fbx/editor_scene_importer_fbx.cpp
@@ -40,6 +40,7 @@
#include "editor/editor_log.h"
#include "editor/editor_node.h"
#include "editor/import/resource_importer_scene.h"
+#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/bone_attachment_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
@@ -595,7 +596,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
node_element;
node_element = node_element->next()) {
Ref<FBXNode> fbx_node = node_element->get();
- EditorSceneImporterMeshNode *mesh_node = nullptr;
+ EditorSceneImporterMeshNode3D *mesh_node = nullptr;
Ref<FBXMeshData> mesh_data_precached;
// check for valid geometry
@@ -735,7 +736,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
for (Map<uint64_t, Ref<FBXMeshData>>::Element *mesh_data = state.renderer_mesh_data.front(); mesh_data; mesh_data = mesh_data->next()) {
Ref<FBXMeshData> mesh = mesh_data->value();
const uint64_t mesh_id = mesh_data->key();
- EditorSceneImporterMeshNode *mesh_instance = mesh->godot_mesh_instance;
+ EditorSceneImporterMeshNode3D *mesh_instance = mesh->godot_mesh_instance;
const int mesh_weights = mesh->max_weight_count;
Ref<FBXSkeleton> skeleton;
const bool valid_armature = mesh->valid_armature_id;