diff options
Diffstat (limited to 'modules/fbx/data')
-rw-r--r-- | modules/fbx/data/fbx_anim_container.h | 4 | ||||
-rw-r--r-- | modules/fbx/data/fbx_bone.cpp | 4 | ||||
-rw-r--r-- | modules/fbx/data/fbx_bone.h | 4 | ||||
-rw-r--r-- | modules/fbx/data/fbx_material.cpp | 12 | ||||
-rw-r--r-- | modules/fbx/data/fbx_material.h | 4 | ||||
-rw-r--r-- | modules/fbx/data/fbx_mesh_data.cpp | 20 | ||||
-rw-r--r-- | modules/fbx/data/fbx_mesh_data.h | 10 | ||||
-rw-r--r-- | modules/fbx/data/fbx_node.h | 4 | ||||
-rw-r--r-- | modules/fbx/data/fbx_skeleton.cpp | 17 | ||||
-rw-r--r-- | modules/fbx/data/fbx_skeleton.h | 4 | ||||
-rw-r--r-- | modules/fbx/data/import_state.h | 4 | ||||
-rw-r--r-- | modules/fbx/data/model_abstraction.h | 4 | ||||
-rw-r--r-- | modules/fbx/data/pivot_transform.cpp | 4 | ||||
-rw-r--r-- | modules/fbx/data/pivot_transform.h | 4 |
14 files changed, 52 insertions, 47 deletions
diff --git a/modules/fbx/data/fbx_anim_container.h b/modules/fbx/data/fbx_anim_container.h index 8c25d65871..6559add858 100644 --- a/modules/fbx/data/fbx_anim_container.h +++ b/modules/fbx/data/fbx_anim_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/modules/fbx/data/fbx_bone.cpp b/modules/fbx/data/fbx_bone.cpp index 38dada33af..72aba20fd4 100644 --- a/modules/fbx/data/fbx_bone.cpp +++ b/modules/fbx/data/fbx_bone.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/modules/fbx/data/fbx_bone.h b/modules/fbx/data/fbx_bone.h index 83918ad1e2..6c8f7f7cae 100644 --- a/modules/fbx/data/fbx_bone.h +++ b/modules/fbx/data/fbx_bone.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/modules/fbx/data/fbx_material.cpp b/modules/fbx/data/fbx_material.cpp index 86baec4244..bc638244d8 100644 --- a/modules/fbx/data/fbx_material.cpp +++ b/modules/fbx/data/fbx_material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -60,7 +60,7 @@ String find_file(const String &p_base, const String &p_file_to_find) { dir.list_dir_begin(); String n = dir.get_next(); - while (n != String()) { + while (!n.is_empty()) { if (n == "." || n == "..") { n = dir.get_next(); continue; @@ -68,7 +68,7 @@ String find_file(const String &p_base, const String &p_file_to_find) { if (dir.current_is_dir()) { // Don't use `path_to` or the returned path will be wrong. const String f = find_file(p_base + "/" + n, p_file_to_find); - if (f != "") { + if (!f.is_empty()) { return f; } } else if (n == p_file_to_find) { @@ -119,7 +119,7 @@ String FBXMaterial::find_texture_path_by_filename(const String p_filename, const dir.open("res://"); dir.list_dir_begin(); String n = dir.get_next(); - while (n != String()) { + while (!n.is_empty()) { if (n == "." || n == "..") { n = dir.get_next(); continue; @@ -136,7 +136,7 @@ String FBXMaterial::find_texture_path_by_filename(const String p_filename, const lower_n.find("picture") >= 0) { // Don't use `path_to` or the returned path will be wrong. const String f = find_file(String("res://") + n, p_filename); - if (f != "") { + if (!f.is_empty()) { return f; } } diff --git a/modules/fbx/data/fbx_material.h b/modules/fbx/data/fbx_material.h index 5fd4d9212b..e20b43561b 100644 --- a/modules/fbx/data/fbx_material.h +++ b/modules/fbx/data/fbx_material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp index dcea476275..643a74f83e 100644 --- a/modules/fbx/data/fbx_mesh_data.cpp +++ b/modules/fbx/data/fbx_mesh_data.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -31,6 +31,7 @@ #include "fbx_mesh_data.h" #include "core/templates/local_vector.h" +#include "scene/resources/importer_mesh.h" #include "scene/resources/mesh.h" #include "scene/resources/surface_tool.h" @@ -101,7 +102,7 @@ HashMap<int, Vector2> collect_uv(const Vector<VertexData<Vector2>> *p_data, Hash return collection; } -EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) { +ImporterMeshInstance3D *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(); @@ -166,7 +167,7 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s sanitize_vertex_weights(state); - // Re organize polygon vertices to to correctly take into account strange + // Reorganize polygon vertices to correctly take into account strange // UVs. reorganize_vertices( polygon_indices, @@ -344,7 +345,7 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s } // Phase 6. Compose the mesh and return it. - Ref<EditorSceneImporterMesh> mesh; + Ref<ImporterMesh> mesh; mesh.instantiate(); // Add blend shape info. @@ -356,7 +357,6 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); // Add surfaces. - int in_mesh_surface_id = 0; for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) { SurfaceData *surface = surfaces.getptr(*surface_id); @@ -376,11 +376,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s } else { mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, mesh_array, blend_shapes); } - - in_mesh_surface_id += 1; } - EditorSceneImporterMeshNode3D *godot_mesh = memnew(EditorSceneImporterMeshNode3D); + ImporterMeshInstance3D *godot_mesh = memnew(ImporterMeshInstance3D); godot_mesh->set_mesh(mesh); const String name = ImportUtils::FBXNodeToName(model->Name()); godot_mesh->set_name(name); // hurry up compiling >.< @@ -1094,7 +1092,7 @@ HashMap<int, R> FBXMeshData::extract_per_vertex_data( const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index); ERR_FAIL_COND_V_MSG(vertex_index < 0, (HashMap<int, R>()), "FBX file corrupted: #ERR05"); ERR_FAIL_COND_V_MSG(vertex_index >= p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR06"); - const int index_to_direct = p_mapping_data.index[polygon_vertex_index]; + const int index_to_direct = get_vertex_from_polygon_vertex(p_mapping_data.index, polygon_vertex_index); T value = p_mapping_data.data[index_to_direct]; aggregate_vertex_data[vertex_index].push_back({ polygon_id, value }); } @@ -1299,7 +1297,7 @@ HashMap<int, T> FBXMeshData::extract_per_polygon( } else { ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.index.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR62"); - const int index_to_direct = p_fbx_data.index[polygon_index]; + const int index_to_direct = get_vertex_from_polygon_vertex(p_fbx_data.index, polygon_index); T value = p_fbx_data.data[index_to_direct]; aggregate_polygon_data[polygon_index].push_back(value); } diff --git a/modules/fbx/data/fbx_mesh_data.h b/modules/fbx/data/fbx_mesh_data.h index 24db4a5469..358d0c2cb6 100644 --- a/modules/fbx/data/fbx_mesh_data.h +++ b/modules/fbx/data/fbx_mesh_data.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -35,7 +35,7 @@ #include "core/templates/local_vector.h" #include "core/templates/ordered_hash_map.h" #include "editor/import/resource_importer_scene.h" -#include "editor/import/scene_importer_mesh_node_3d.h" +#include "scene/3d/importer_mesh_instance_3d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/resources/surface_tool.h" @@ -98,7 +98,7 @@ struct FBXMeshData : RefCounted { // translate fbx mesh data from document context to FBX Mesh Geometry Context bool valid_weight_indexes = false; - EditorSceneImporterMeshNode3D *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression); + ImporterMeshInstance3D *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; @@ -107,7 +107,7 @@ struct FBXMeshData : RefCounted { int max_weight_count = 0; uint64_t armature_id = 0; bool valid_armature_id = false; - EditorSceneImporterMeshNode3D *godot_mesh_instance = nullptr; + ImporterMeshInstance3D *godot_mesh_instance = nullptr; private: void sanitize_vertex_weights(const ImportState &state); diff --git a/modules/fbx/data/fbx_node.h b/modules/fbx/data/fbx_node.h index 75461e397d..7a4139dcdf 100644 --- a/modules/fbx/data/fbx_node.h +++ b/modules/fbx/data/fbx_node.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp index 1ac4922acf..0225df16af 100644 --- a/modules/fbx/data/fbx_skeleton.cpp +++ b/modules/fbx/data/fbx_skeleton.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -98,12 +98,19 @@ void FBXSkeleton::init_skeleton(const ImportState &state) { ERR_FAIL_COND_MSG(skeleton->get_bone_count() != bone_count, "Not all bones got added, is the file corrupted?"); - for (Map<int, Ref<FBXBone>>::Element *bone_element = bone_map.front(); bone_element; bone_element = bone_element->next()) { - const Ref<FBXBone> bone = bone_element->value(); - int bone_index = bone_element->key(); + for (const KeyValue<int, Ref<FBXBone>> &bone_element : bone_map) { + const Ref<FBXBone> bone = bone_element.value; + int bone_index = bone_element.key; print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name); skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale)); + { + Transform3D base_xform = bone->node->pivot_transform->LocalTransform; + + skeleton->set_bone_pose_position(bone_index, base_xform.origin); + skeleton->set_bone_pose_rotation(bone_index, base_xform.basis.get_rotation_quaternion()); + skeleton->set_bone_pose_scale(bone_index, base_xform.basis.get_scale()); + } // lookup parent ID if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) { diff --git a/modules/fbx/data/fbx_skeleton.h b/modules/fbx/data/fbx_skeleton.h index b6103df949..e615d0f5e3 100644 --- a/modules/fbx/data/fbx_skeleton.h +++ b/modules/fbx/data/fbx_skeleton.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/modules/fbx/data/import_state.h b/modules/fbx/data/import_state.h index 9ba60eaacf..eff11e3bb8 100644 --- a/modules/fbx/data/import_state.h +++ b/modules/fbx/data/import_state.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/modules/fbx/data/model_abstraction.h b/modules/fbx/data/model_abstraction.h index 528960ab49..4c3f81b163 100644 --- a/modules/fbx/data/model_abstraction.h +++ b/modules/fbx/data/model_abstraction.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/modules/fbx/data/pivot_transform.cpp b/modules/fbx/data/pivot_transform.cpp index 4cf42257a4..9457b19a7f 100644 --- a/modules/fbx/data/pivot_transform.cpp +++ b/modules/fbx/data/pivot_transform.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/modules/fbx/data/pivot_transform.h b/modules/fbx/data/pivot_transform.h index 099b268075..df97c8db57 100644 --- a/modules/fbx/data/pivot_transform.h +++ b/modules/fbx/data/pivot_transform.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ |