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-rw-r--r--modules/fbx/data/fbx_mesh_data.cpp10
-rw-r--r--modules/fbx/data/fbx_mesh_data.h6
-rw-r--r--modules/fbx/data/fbx_skeleton.cpp13
3 files changed, 17 insertions, 12 deletions
diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp
index dcea476275..e1eacc68b3 100644
--- a/modules/fbx/data/fbx_mesh_data.cpp
+++ b/modules/fbx/data/fbx_mesh_data.cpp
@@ -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();
@@ -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 >.<
diff --git a/modules/fbx/data/fbx_mesh_data.h b/modules/fbx/data/fbx_mesh_data.h
index 24db4a5469..eec7f38cd6 100644
--- a/modules/fbx/data/fbx_mesh_data.h
+++ b/modules/fbx/data/fbx_mesh_data.h
@@ -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_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp
index 1ac4922acf..11eed2576f 100644
--- a/modules/fbx/data/fbx_skeleton.cpp
+++ b/modules/fbx/data/fbx_skeleton.cpp
@@ -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)) {