diff options
Diffstat (limited to 'editor/import/editor_import_collada.cpp')
-rw-r--r-- | editor/import/editor_import_collada.cpp | 39 |
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); |