diff options
Diffstat (limited to 'modules/fbx/data/fbx_mesh_data.cpp')
-rw-r--r-- | modules/fbx/data/fbx_mesh_data.cpp | 25 |
1 files changed, 13 insertions, 12 deletions
diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp index 963a815896..b088dd8640 100644 --- a/modules/fbx/data/fbx_mesh_data.cpp +++ b/modules/fbx/data/fbx_mesh_data.cpp @@ -34,7 +34,7 @@ #include "scene/resources/mesh.h" #include "scene/resources/surface_tool.h" -#include "thirdparty/misc/triangulator.h" +#include "thirdparty/misc/polypartition.h" template <class T> T collect_first(const Vector<VertexData<T>> *p_data, T p_fall_back) { @@ -417,6 +417,7 @@ void FBXMeshData::sanitize_vertex_weights(const ImportState &state) { int bind_id = 0; for (const FBXDocParser::Cluster *cluster : fbx_skin->Clusters()) { + ERR_CONTINUE_MSG(!state.fbx_bone_map.has(cluster->TargetNode()->ID()), "Missing bone map for cluster target node with id " + uitos(cluster->TargetNode()->ID()) + "."); Ref<FBXBone> bone = state.fbx_bone_map[cluster->TargetNode()->ID()]; skeleton_to_skin_bind_id.insert(bone->godot_bone_id, bind_id); bind_id++; @@ -930,30 +931,30 @@ void FBXMeshData::triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon } } - TriangulatorPoly triangulator_poly; - triangulator_poly.Init(polygon_vertex_count); + TPPLPoly tppl_poly; + tppl_poly.Init(polygon_vertex_count); std::vector<Vector2> projected_vertices(polygon_vertex_count); for (int i = 0; i < polygon_vertex_count; i += 1) { const Vector2 pv(poly_vertices[i][axis_1_coord], poly_vertices[i][axis_2_coord]); projected_vertices[i] = pv; - triangulator_poly.GetPoint(i) = pv; + tppl_poly.GetPoint(i) = pv; } - triangulator_poly.SetOrientation(TRIANGULATOR_CCW); + tppl_poly.SetOrientation(TPPL_ORIENTATION_CCW); - List<TriangulatorPoly> out_poly; + List<TPPLPoly> out_poly; - TriangulatorPartition triangulator_partition; - if (triangulator_partition.Triangulate_OPT(&triangulator_poly, &out_poly) == 0) { // Good result. - if (triangulator_partition.Triangulate_EC(&triangulator_poly, &out_poly) == 0) { // Medium result. - if (triangulator_partition.Triangulate_MONO(&triangulator_poly, &out_poly) == 0) { // Really poor result. + TPPLPartition tppl_partition; + if (tppl_partition.Triangulate_OPT(&tppl_poly, &out_poly) == 0) { // Good result. + if (tppl_partition.Triangulate_EC(&tppl_poly, &out_poly) == 0) { // Medium result. + if (tppl_partition.Triangulate_MONO(&tppl_poly, &out_poly) == 0) { // Really poor result. ERR_FAIL_MSG("The triangulation of this polygon failed, please try to triangulate your mesh or check if it has broken polygons."); } } } std::vector<Vector2> tris(out_poly.size()); - for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) { - TriangulatorPoly &tp = I->get(); + for (List<TPPLPoly>::Element *I = out_poly.front(); I; I = I->next()) { + TPPLPoly &tp = I->get(); ERR_FAIL_COND_MSG(tp.GetNumPoints() != 3, "The triangulator retuned more points, how this is possible?"); // Find Index |