From 061b77e5e6c6e3f446734bf214e395e7e6f1a4b4 Mon Sep 17 00:00:00 2001 From: Gordon MacPherson Date: Tue, 30 Mar 2021 02:33:06 +0100 Subject: This stops using FBXPropertyTable as a pointer. The base object will inherit the property table, for every FBX object, if it doesn't exist it will be ignored. The previous code was dangerous and not simple to understand, this makes the code simpler and should result in no leaks with PropertyTable. Features/Fixes: Adds ability for multiple millions of polygons to be loaded. Fixes memory leaks with tokens Fixes memory leaks with property table Fixes loading some corrupt files Fixes meshes not having a unique name to the mesh node. Opens up loading for two more versions: 7100 and 7200, up to 2020. Preliminary support for Cinema4D files in parser now, before this was not possible it would cause memory corruption, which is gone now. FBXProperties not being pointers presented simpler challenges in the long run also, fixed a bunch of bugs. --- modules/fbx/data/fbx_mesh_data.cpp | 35 ++++++++++++----------------------- 1 file changed, 12 insertions(+), 23 deletions(-) (limited to 'modules/fbx/data/fbx_mesh_data.cpp') diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp index b088dd8640..304d1598f6 100644 --- a/modules/fbx/data/fbx_mesh_data.cpp +++ b/modules/fbx/data/fbx_mesh_data.cpp @@ -101,20 +101,6 @@ HashMap collect_uv(const Vector> *p_data, Hash return collection; } -typedef int Vertex; -typedef int SurfaceId; -typedef int PolygonId; -typedef int DataIndex; - -struct SurfaceData { - Ref surface_tool; - OrderedHashMap lookup_table; // proposed fix is to replace lookup_table[vertex_id] to give the position of the vertices_map[int] index. - LocalVector vertices_map; // this must be ordered the same as insertion <-- slow to do find() operation. - Ref material; - HashMap> 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 *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; } @@ -816,8 +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 st, Vector p_polygon_vertex, const Vector p_surface_vertex_map, const std::vector &p_vertices) const { +void FBXMeshData::triangulate_polygon(SurfaceData *surface, const Vector &p_polygon_vertex, const std::vector &p_vertices) const { + Ref st(surface->surface_tool); const int polygon_vertex_count = p_polygon_vertex.size(); + //const Vector& p_surface_vertex_map if (polygon_vertex_count == 1) { // point to triangle st->add_index(p_polygon_vertex[0]); @@ -856,9 +845,9 @@ void FBXMeshData::triangulate_polygon(Ref st, Vector 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; @@ -893,7 +882,7 @@ void FBXMeshData::triangulate_polygon(Ref st, Vector p_polygon std::vector 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); -- cgit v1.2.3