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-rw-r--r--modules/arkit/arkit_interface.mm4
-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp17
2 files changed, 10 insertions, 11 deletions
diff --git a/modules/arkit/arkit_interface.mm b/modules/arkit/arkit_interface.mm
index e8fa023ac7..6d69f4a2f4 100644
--- a/modules/arkit/arkit_interface.mm
+++ b/modules/arkit/arkit_interface.mm
@@ -712,8 +712,8 @@ void ARKitInterface::_add_or_update_anchor(GodotARAnchor *p_anchor) {
int16_t index = planeAnchor.geometry.triangleIndices[j];
simd_float3 vrtx = planeAnchor.geometry.vertices[index];
simd_float2 textcoord = planeAnchor.geometry.textureCoordinates[index];
- surftool->add_uv(Vector2(textcoord[0], textcoord[1]));
- surftool->add_color(Color(0.8, 0.8, 0.8));
+ surftool->set_uv(Vector2(textcoord[0], textcoord[1]));
+ surftool->set_color(Color(0.8, 0.8, 0.8));
surftool->add_vertex(Vector3(vrtx[0], vrtx[1], vrtx[2]));
}
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
index e5becfd559..21ba67ecd3 100644
--- a/modules/assimp/editor_scene_importer_assimp.cpp
+++ b/modules/assimp/editor_scene_importer_assimp.cpp
@@ -827,8 +827,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
Ref<ArrayMesh> mesh;
mesh.instance();
bool has_uvs = false;
- bool compress_vert_data = state.import_flags & IMPORT_USE_COMPRESSION;
- uint32_t mesh_flags = compress_vert_data ? Mesh::ARRAY_COMPRESS_DEFAULT : 0;
+ uint32_t mesh_flags = 0;
Map<String, uint32_t> morph_mesh_string_lookup;
@@ -904,33 +903,33 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
// Get the texture coordinates if they exist
if (ai_mesh->HasTextureCoords(0)) {
has_uvs = true;
- st->add_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y));
+ st->set_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y));
}
if (ai_mesh->HasTextureCoords(1)) {
has_uvs = true;
- st->add_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y));
+ st->set_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y));
}
// Assign vertex colors
if (ai_mesh->HasVertexColors(0)) {
Color color = Color(ai_mesh->mColors[0]->r, ai_mesh->mColors[0]->g, ai_mesh->mColors[0]->b,
ai_mesh->mColors[0]->a);
- st->add_color(color);
+ st->set_color(color);
}
// Work out normal calculations? - this needs work it doesn't work properly on huestos
if (ai_mesh->mNormals != nullptr) {
const aiVector3D normals = ai_mesh->mNormals[j];
const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
- st->add_normal(godot_normal);
+ st->set_normal(godot_normal);
if (ai_mesh->HasTangentsAndBitangents()) {
const aiVector3D tangents = ai_mesh->mTangents[j];
const Vector3 godot_tangent = Vector3(tangents.x, tangents.y, tangents.z);
const aiVector3D bitangent = ai_mesh->mBitangents[j];
const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z);
float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f;
- st->add_tangent(Plane(tangents.x, tangents.y, tangents.z, d));
+ st->set_tangent(Plane(tangents.x, tangents.y, tangents.z, d));
}
}
@@ -948,8 +947,8 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
weights.write[k] = bone_info[k].weight;
}
- st->add_bones(bones);
- st->add_weights(weights);
+ st->set_bones(bones);
+ st->set_weights(weights);
}
// Assign vertex