diff options
Diffstat (limited to 'modules/fbx')
-rw-r--r-- | modules/fbx/data/fbx_material.cpp | 6 | ||||
-rw-r--r-- | modules/fbx/data/fbx_mesh_data.cpp | 16 | ||||
-rw-r--r-- | modules/fbx/editor_scene_importer_fbx.cpp | 15 |
3 files changed, 18 insertions, 19 deletions
diff --git a/modules/fbx/data/fbx_material.cpp b/modules/fbx/data/fbx_material.cpp index b00ac2083e..3da9e4e1ff 100644 --- a/modules/fbx/data/fbx_material.cpp +++ b/modules/fbx/data/fbx_material.cpp @@ -42,7 +42,7 @@ void FBXMaterial::set_imported_material(FBXDocParser::Material *p_material) { } void FBXMaterial::add_search_string(String p_filename, String p_current_directory, String search_directory, Vector<String> &texture_search_paths) { - if (search_directory.empty()) { + if (search_directory.is_empty()) { texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file(p_filename)); } else { texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file(search_directory + "/" + p_filename)); @@ -188,7 +188,7 @@ Ref<StandardMaterial3D> FBXMaterial::import_material(ImportState &state) { spatial_material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA); } - ERR_CONTINUE_MSG(file_extension.empty(), "your texture has no file extension so we had to ignore it, let us know if you think this is wrong file an issue on github! " + debug_string); + ERR_CONTINUE_MSG(file_extension.is_empty(), "your texture has no file extension so we had to ignore it, let us know if you think this is wrong file an issue on github! " + debug_string); ERR_CONTINUE_MSG(fbx_texture_map.count(fbx_mapping_name) <= 0, "This material has a texture with mapping name: " + String(fbx_mapping_name.c_str()) + " which is not yet supported by this importer. Consider opening an issue so we can support it."); ERR_CONTINUE_MSG( file_extension_uppercase != "PNG" && @@ -211,7 +211,7 @@ Ref<StandardMaterial3D> FBXMaterial::import_material(ImportState &state) { texture = state.cached_image_searches[texture_name]; } else { String path = find_texture_path_by_filename(texture_name, p_fbx_current_directory); - if (!path.empty()) { + if (!path.is_empty()) { Ref<Texture2D> image_texture = ResourceLoader::load(path); ERR_CONTINUE(image_texture.is_null()); diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp index 0728866adb..d1c4b70b5c 100644 --- a/modules/fbx/data/fbx_mesh_data.cpp +++ b/modules/fbx/data/fbx_mesh_data.cpp @@ -38,7 +38,7 @@ template <class T> T collect_first(const Vector<VertexData<T>> *p_data, T p_fall_back) { - if (p_data->empty()) { + if (p_data->is_empty()) { return p_fall_back; } @@ -47,7 +47,7 @@ T collect_first(const Vector<VertexData<T>> *p_data, T p_fall_back) { template <class T> HashMap<int, T> collect_all(const Vector<VertexData<T>> *p_data, HashMap<int, T> p_fall_back) { - if (p_data->empty()) { + if (p_data->is_empty()) { return p_fall_back; } @@ -61,7 +61,7 @@ HashMap<int, T> collect_all(const Vector<VertexData<T>> *p_data, HashMap<int, T> template <class T> T collect_average(const Vector<VertexData<T>> *p_data, T p_fall_back) { - if (p_data->empty()) { + if (p_data->is_empty()) { return p_fall_back; } @@ -76,7 +76,7 @@ T collect_average(const Vector<VertexData<T>> *p_data, T p_fall_back) { } HashMap<int, Vector3> collect_normal(const Vector<VertexData<Vector3>> *p_data, HashMap<int, Vector3> p_fall_back) { - if (p_data->empty()) { + if (p_data->is_empty()) { return p_fall_back; } @@ -89,7 +89,7 @@ HashMap<int, Vector3> collect_normal(const Vector<VertexData<Vector3>> *p_data, } HashMap<int, Vector2> collect_uv(const Vector<VertexData<Vector2>> *p_data, HashMap<int, Vector2> p_fall_back) { - if (p_data->empty()) { + if (p_data->is_empty()) { return p_fall_back; } @@ -231,7 +231,7 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s // Phase 2. For each material create a surface tool (So a different mesh). { - if (polygon_surfaces.empty()) { + if (polygon_surfaces.is_empty()) { // No material, just use the default one with index -1. // Set -1 to all polygons. const int polygon_count = count_polygons(polygon_indices); @@ -990,7 +990,7 @@ void FBXMeshData::triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon } void FBXMeshData::gen_weight_info(Ref<SurfaceTool> st, Vertex vertex_id) const { - if (vertex_weights.empty()) { + if (vertex_weights.is_empty()) { return; } @@ -1417,7 +1417,7 @@ void FBXMeshData::extract_morphs(const FBXDocParser::MeshGeometry *mesh_geometry const std::vector<const FBXDocParser::ShapeGeometry *> &shape_geometries = blend_shape_channel->GetShapeGeometries(); for (const FBXDocParser::ShapeGeometry *shape_geometry : shape_geometries) { String morph_name = ImportUtils::FBXAnimMeshName(shape_geometry->Name()).c_str(); - if (morph_name.empty()) { + if (morph_name.is_empty()) { morph_name = "morph"; } diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp index d37befbbfd..ff729a635f 100644 --- a/modules/fbx/editor_scene_importer_fbx.cpp +++ b/modules/fbx/editor_scene_importer_fbx.cpp @@ -63,8 +63,7 @@ void EditorSceneImporterFBX::get_extensions(List<String> *r_extensions) const { const String fbx_str = "fbx"; Vector<String> exts; exts.push_back(fbx_str); - _register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions, - true); + _register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions, true); } void EditorSceneImporterFBX::_register_project_setting_import(const String generic, @@ -181,7 +180,7 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl } if (is_blender_fbx) { - WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes stand by."); + WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes. Please stand by."); } Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8); @@ -196,7 +195,7 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl return spatial; } else { - print_error("Cannot import file: " + p_path + " version of file is unsupported, please re-export in your modelling package file version is: " + itos(doc.FBXVersion())); + ERR_PRINT(vformat("Cannot import FBX file: %s. It uses file format %d which is unsupported by Godot. Please re-export it or convert it to a newer format.", p_path, doc.FBXVersion())); } } @@ -550,8 +549,8 @@ Node3D *EditorSceneImporterFBX::_generate_scene( print_verbose("populating skeleton with bone: " + bone->bone_name); - // // populate bone skeleton - since fbx has no DOM for the skeleton just a node. - // bone->bone_skeleton = fbx_skeleton_inst; + //// populate bone skeleton - since fbx has no DOM for the skeleton just a node. + //bone->bone_skeleton = fbx_skeleton_inst; // now populate bone on the armature node list fbx_skeleton_inst->skeleton_bones.push_back(bone); @@ -688,8 +687,8 @@ Node3D *EditorSceneImporterFBX::_generate_scene( // // Get Mesh Node Xform only // - // ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id)); - // Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id]; + //ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id)); + //Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id]; if (!mesh_skin) { continue; // not a deformer. |