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-rw-r--r--editor/import/editor_import_collada.cpp39
1 files changed, 20 insertions, 19 deletions
diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp
index 270bdc3821..4e93fe6f12 100644
--- a/editor/import/editor_import_collada.cpp
+++ b/editor/import/editor_import_collada.cpp
@@ -67,7 +67,7 @@ struct ColladaImport {
Map<String, NodeMap> node_map; //map from collada node to engine node
Map<String, String> node_name_map; //map from collada node to engine node
- Map<String, Ref<ArrayMesh>> mesh_cache;
+ Map<String, Ref<EditorSceneImporterMesh>> mesh_cache;
Map<String, Ref<Curve3D>> curve_cache;
Map<String, Ref<Material>> material_cache;
Map<Collada::Node *, Skeleton3D *> skeleton_map;
@@ -83,7 +83,7 @@ struct ColladaImport {
Error _create_scene(Collada::Node *p_node, Node3D *p_parent);
Error _create_resources(Collada::Node *p_node, bool p_use_compression);
Error _create_material(const String &p_target);
- Error _create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ArrayMesh>> p_morph_meshes = Vector<Ref<ArrayMesh>>(), bool p_use_compression = false, bool p_use_mesh_material = false);
+ Error _create_mesh_surfaces(bool p_optimize, Ref<EditorSceneImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<EditorSceneImporterMesh>> p_morph_meshes = Vector<Ref<EditorSceneImporterMesh>>(), bool p_use_compression = false, bool p_use_mesh_material = false);
Error load(const String &p_path, int p_flags, bool p_force_make_tangents = false, bool p_use_compression = false);
void _fix_param_animation_tracks();
void create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks);
@@ -278,8 +278,8 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Node3D *p_parent) {
node = memnew(Path3D);
} else {
//mesh since nothing else
- node = memnew(MeshInstance3D);
- //Object::cast_to<MeshInstance3D>(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true);
+ node = memnew(EditorSceneImporterMeshNode);
+ //Object::cast_to<EditorSceneImporterMeshNode>(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true);
}
} break;
case Collada::Node::TYPE_SKELETON: {
@@ -440,7 +440,7 @@ Error ColladaImport::_create_material(const String &p_target) {
return OK;
}
-Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ArrayMesh>> p_morph_meshes, bool p_use_compression, bool p_use_mesh_material) {
+Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<EditorSceneImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<EditorSceneImporterMesh>> p_morph_meshes, bool p_use_compression, bool p_use_mesh_material) {
bool local_xform_mirror = p_local_xform.basis.determinant() < 0;
if (p_morph_data) {
@@ -457,9 +457,9 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_me
p_mesh->add_blend_shape(name);
}
if (p_morph_data->mode == "RELATIVE") {
- p_mesh->set_blend_shape_mode(ArrayMesh::BLEND_SHAPE_MODE_RELATIVE);
+ p_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_RELATIVE);
} else if (p_morph_data->mode == "NORMALIZED") {
- p_mesh->set_blend_shape_mode(ArrayMesh::BLEND_SHAPE_MODE_NORMALIZED);
+ p_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
}
}
@@ -897,7 +897,7 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_me
////////////////////////////
for (int mi = 0; mi < p_morph_meshes.size(); mi++) {
- Array a = p_morph_meshes[mi]->surface_get_arrays(surface);
+ Array a = p_morph_meshes[mi]->get_surface_arrays(surface);
//add valid weight and bone arrays if they exist, TODO check if they are unique to shape (generally not)
if (has_weights) {
@@ -910,14 +910,15 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_me
mr.push_back(a);
}
- p_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, d, mr, Dictionary(), 0);
-
+ String surface_name;
+ Ref<Material> mat;
if (material.is_valid()) {
if (p_use_mesh_material) {
- p_mesh->surface_set_material(surface, material);
+ mat = material;
}
- p_mesh->surface_set_name(surface, material->get_name());
+ surface_name = material->get_name();
}
+ p_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, d, mr, Dictionary(), mat, surface_name);
}
/*****************/
@@ -1002,10 +1003,10 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
}
}
- if (Object::cast_to<MeshInstance3D>(node)) {
+ if (Object::cast_to<EditorSceneImporterMeshNode>(node)) {
Collada::NodeGeometry *ng2 = static_cast<Collada::NodeGeometry *>(p_node);
- MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(node);
+ EditorSceneImporterMeshNode *mi = Object::cast_to<EditorSceneImporterMeshNode>(node);
ERR_FAIL_COND_V(!mi, ERR_BUG);
@@ -1014,7 +1015,7 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
String meshid;
Transform apply_xform;
Vector<int> bone_remap;
- Vector<Ref<ArrayMesh>> morphs;
+ Vector<Ref<EditorSceneImporterMesh>> morphs;
if (ng2->controller) {
String ngsource = ng2->source;
@@ -1083,10 +1084,10 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
for (int i = 0; i < names.size(); i++) {
String meshid2 = names[i];
if (collada.state.mesh_data_map.has(meshid2)) {
- Ref<ArrayMesh> mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
+ Ref<EditorSceneImporterMesh> mesh = Ref<EditorSceneImporterMesh>(memnew(EditorSceneImporterMesh));
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid2];
mesh->set_name(meshdata.name);
- Error err = _create_mesh_surfaces(false, mesh, ng2->material_map, meshdata, apply_xform, bone_remap, skin, nullptr, Vector<Ref<ArrayMesh>>(), false);
+ Error err = _create_mesh_surfaces(false, mesh, ng2->material_map, meshdata, apply_xform, bone_remap, skin, nullptr, Vector<Ref<EditorSceneImporterMesh>>(), false);
ERR_FAIL_COND_V(err, err);
morphs.push_back(mesh);
@@ -1109,7 +1110,7 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
meshid = ng2->source;
}
- Ref<ArrayMesh> mesh;
+ Ref<EditorSceneImporterMesh> mesh;
if (mesh_cache.has(meshid)) {
mesh = mesh_cache[meshid];
} else {
@@ -1117,7 +1118,7 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
//bleh, must ignore invalid
ERR_FAIL_COND_V(!collada.state.mesh_data_map.has(meshid), ERR_INVALID_DATA);
- mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
+ mesh = Ref<EditorSceneImporterMesh>(memnew(EditorSceneImporterMesh));
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
mesh->set_name(meshdata.name);
Error err = _create_mesh_surfaces(morphs.size() == 0, mesh, ng2->material_map, meshdata, apply_xform, bone_remap, skin, morph, morphs, p_use_compression, use_mesh_builtin_materials);