diff options
-rw-r--r-- | modules/fbx/data/fbx_mesh_data.cpp | 4 | ||||
-rw-r--r-- | modules/fbx/data/fbx_mesh_data.h | 5 | ||||
-rw-r--r-- | modules/fbx/editor_scene_importer_fbx.cpp | 5 |
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; |