diff options
Diffstat (limited to 'modules/fbx/data/fbx_mesh_data.cpp')
| -rw-r--r-- | modules/fbx/data/fbx_mesh_data.cpp | 88 |
1 files changed, 32 insertions, 56 deletions
diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp index d84a7ab17c..304d1598f6 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) { @@ -101,20 +101,6 @@ HashMap<int, Vector2> collect_uv(const Vector<VertexData<Vector2>> *p_data, Hash return collection; } -typedef int Vertex; -typedef int SurfaceId; -typedef int PolygonId; -typedef int DataIndex; - -struct SurfaceData { - Ref<SurfaceTool> surface_tool; - OrderedHashMap<Vertex, int> lookup_table; // proposed fix is to replace lookup_table[vertex_id] to give the position of the vertices_map[int] index. - LocalVector<Vertex> vertices_map; // this must be ordered the same as insertion <-- slow to do find() operation. - Ref<Material> material; - HashMap<PolygonId, Vector<DataIndex>> surface_polygon_vertex; - Array morphs; -}; - 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. @@ -135,26 +121,6 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s &collect_all, HashMap<int, Vector3>()); - // List<int> keys; - // normals.get_key_list(&keys); - // - // const std::vector<Assimp::FBX::MeshGeometry::Edge>& edges = mesh_geometry->get_edge_map(); - // for (int index = 0; index < keys.size(); index++) { - // const int key = keys[index]; - // const int v1 = edges[key].vertex_0; - // const int v2 = edges[key].vertex_1; - // const Vector3& n1 = normals.get(v1); - // const Vector3& n2 = normals.get(v2); - // print_verbose("[" + itos(v1) + "] n1: " + n1 + "\n[" + itos(v2) + "] n2: " + n2); - // //print_verbose("[" + itos(key) + "] n1: " + n1 + ", n2: " + n2) ; - // //print_verbose("vindex: " + itos(edges[key].vertex_0) + ", vindex2: " + itos(edges[key].vertex_1)); - // //Vector3 ver1 = vertices[edges[key].vertex_0]; - // //Vector3 ver2 = vertices[edges[key].vertex_1]; - // /*real_t angle1 = Math::rad2deg(n1.angle_to(n2)); - // real_t angle2 = Math::rad2deg(n2.angle_to(n1)); - // print_verbose("angle of normals: " + rtos(angle1) + " angle 2" + rtos(angle2));*/ - // } - HashMap<int, Vector2> uvs_0; HashMap<int, HashMap<int, Vector2>> uvs_0_raw = extract_per_vertex_data( vertices.size(), @@ -327,11 +293,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s // Triangulate the various polygons and add the indices. for (const PolygonId *polygon_id = surface->surface_polygon_vertex.next(nullptr); polygon_id != nullptr; polygon_id = surface->surface_polygon_vertex.next(polygon_id)) { const Vector<DataIndex> *indices = surface->surface_polygon_vertex.getptr(*polygon_id); - triangulate_polygon( - surface->surface_tool, + surface, *indices, - surface->vertices_map, vertices); } } @@ -356,7 +320,7 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s morph_st->begin(Mesh::PRIMITIVE_TRIANGLES); for (unsigned int vi = 0; vi < surface->vertices_map.size(); vi += 1) { - const Vertex vertex = surface->vertices_map[vi]; + const Vertex &vertex = surface->vertices_map[vi]; add_vertex( state, morph_st, @@ -371,6 +335,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s normals_ptr[vertex]); } + if (state.is_blender_fbx) { + morph_st->generate_normals(); + } morph_st->generate_tangents(); surface->morphs.push_back(morph_st->commit_to_arrays()); } @@ -393,6 +360,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) { SurfaceData *surface = surfaces.getptr(*surface_id); + if (state.is_blender_fbx) { + surface->surface_tool->generate_normals(); + } // you can't generate them without a valid uv map. if (uvs_0_raw.size() > 0) { surface->surface_tool->generate_tangents(); @@ -412,6 +382,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s EditorSceneImporterMeshNode3D *godot_mesh = memnew(EditorSceneImporterMeshNode3D); godot_mesh->set_mesh(mesh); + const String name = ImportUtils::FBXNodeToName(model->Name()); + godot_mesh->set_name(name); // hurry up compiling >.< + mesh->set_name("mesh3d-" + name); return godot_mesh; } @@ -431,6 +404,7 @@ 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++; @@ -785,7 +759,7 @@ void FBXMeshData::add_vertex( const Vector3 &p_morph_normal) { ERR_FAIL_INDEX_MSG(p_vertex, (Vertex)p_vertices_position.size(), "FBX file is corrupted, the position of the vertex can't be retrieved."); - if (p_normals.has(p_vertex)) { + if (p_normals.has(p_vertex) && !state.is_blender_fbx) { p_surface_tool->set_normal(p_normals[p_vertex] + p_morph_normal); } @@ -829,8 +803,10 @@ void FBXMeshData::add_vertex( p_surface_tool->add_vertex((p_vertices_position[p_vertex] + p_morph_value) * p_scale); } -void FBXMeshData::triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon_vertex, const Vector<Vertex> p_surface_vertex_map, const std::vector<Vector3> &p_vertices) const { +void FBXMeshData::triangulate_polygon(SurfaceData *surface, const Vector<int> &p_polygon_vertex, const std::vector<Vector3> &p_vertices) const { + Ref<SurfaceTool> st(surface->surface_tool); const int polygon_vertex_count = p_polygon_vertex.size(); + //const Vector<Vertex>& p_surface_vertex_map if (polygon_vertex_count == 1) { // point to triangle st->add_index(p_polygon_vertex[0]); @@ -869,9 +845,9 @@ void FBXMeshData::triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon is_simple_convex = true; Vector3 first_vec; for (int i = 0; i < polygon_vertex_count; i += 1) { - const Vector3 p1 = p_vertices[p_surface_vertex_map[p_polygon_vertex[i]]]; - const Vector3 p2 = p_vertices[p_surface_vertex_map[p_polygon_vertex[(i + 1) % polygon_vertex_count]]]; - const Vector3 p3 = p_vertices[p_surface_vertex_map[p_polygon_vertex[(i + 2) % polygon_vertex_count]]]; + const Vector3 p1 = p_vertices[surface->vertices_map[p_polygon_vertex[i]]]; + const Vector3 p2 = p_vertices[surface->vertices_map[p_polygon_vertex[(i + 1) % polygon_vertex_count]]]; + const Vector3 p3 = p_vertices[surface->vertices_map[p_polygon_vertex[(i + 2) % polygon_vertex_count]]]; const Vector3 edge1 = p1 - p2; const Vector3 edge2 = p3 - p2; @@ -906,7 +882,7 @@ void FBXMeshData::triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon std::vector<Vector3> poly_vertices(polygon_vertex_count); for (int i = 0; i < polygon_vertex_count; i += 1) { - poly_vertices[i] = p_vertices[p_surface_vertex_map[p_polygon_vertex[i]]]; + poly_vertices[i] = p_vertices[surface->vertices_map[p_polygon_vertex[i]]]; } const Vector3 poly_norm = get_poly_normal(poly_vertices); @@ -944,30 +920,30 @@ 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 |