diff options
Diffstat (limited to 'modules/fbx/data/fbx_mesh_data.cpp')
-rw-r--r-- | modules/fbx/data/fbx_mesh_data.cpp | 36 |
1 files changed, 13 insertions, 23 deletions
diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp index 883651943e..304d1598f6 100644 --- a/modules/fbx/data/fbx_mesh_data.cpp +++ b/modules/fbx/data/fbx_mesh_data.cpp @@ -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. @@ -307,11 +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); } } @@ -336,7 +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, @@ -398,6 +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; } @@ -417,6 +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++; @@ -815,8 +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]); @@ -855,9 +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; @@ -892,7 +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); |