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author | K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> | 2021-09-20 18:24:31 -0700 |
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committer | K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> | 2021-10-03 12:37:52 -0700 |
commit | 1463fc889b65524794f2f7d9cf661aa673d58e06 (patch) | |
tree | acd6a2a94a13d17b0d2beb7dc443159f998866d5 /modules/fbx/editor_scene_importer_fbx.cpp | |
parent | 84e4cfbcbe1054be4cdda34b891a2842e1cc6975 (diff) | |
download | redot-engine-1463fc889b65524794f2f7d9cf661aa673d58e06.tar.gz |
GLTF for game templates.
Convert GLTF Document to use ImporterMeshInstance3D.
Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.
Use GLTF module when the editor tools are disabled.
Modified the render server to be less restrictive on matching blend arrays and have more logging.
Misc bugs with multimesh.
Always index the meshes.
Diffstat (limited to 'modules/fbx/editor_scene_importer_fbx.cpp')
-rw-r--r-- | modules/fbx/editor_scene_importer_fbx.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp index e0663ab49d..e4de204cf1 100644 --- a/modules/fbx/editor_scene_importer_fbx.cpp +++ b/modules/fbx/editor_scene_importer_fbx.cpp @@ -40,9 +40,9 @@ #include "editor/editor_log.h" #include "editor/editor_node.h" #include "editor/import/resource_importer_scene.h" -#include "editor/import/scene_importer_mesh_node_3d.h" #include "scene/3d/bone_attachment_3d.h" #include "scene/3d/camera_3d.h" +#include "scene/3d/importer_mesh_instance_3d.h" #include "scene/3d/light_3d.h" #include "scene/main/node.h" #include "scene/resources/material.h" @@ -627,7 +627,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene( node_element; node_element = node_element->next()) { Ref<FBXNode> fbx_node = node_element->get(); - EditorSceneImporterMeshNode3D *mesh_node = nullptr; + ImporterMeshInstance3D *mesh_node = nullptr; Ref<FBXMeshData> mesh_data_precached; // check for valid geometry @@ -768,7 +768,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene( for (KeyValue<uint64_t, Ref<FBXMeshData>> &mesh_data : state.renderer_mesh_data) { Ref<FBXMeshData> mesh = mesh_data.value; const uint64_t mesh_id = mesh_data.key; - EditorSceneImporterMeshNode3D *mesh_instance = mesh->godot_mesh_instance; + ImporterMeshInstance3D *mesh_instance = mesh->godot_mesh_instance; const int mesh_weights = mesh->max_weight_count; Ref<FBXSkeleton> skeleton; const bool valid_armature = mesh->valid_armature_id; |