diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp index d84a7ab17c5..963a815896b 100644 --- a/modules/fbx/data/fbx_mesh_data.cpp +++ b/modules/fbx/data/fbx_mesh_data.cpp @@ -135,26 +135,6 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s &collect_all, HashMap()); - // List keys; - // normals.get_key_list(&keys); - // - // const std::vector& edges = mesh_geometry->get_edge_map(); - // for (int index = 0; index < keys.size(); index++) { - // const int key = keys[index]; - // const int v1 = edges[key].vertex_0; - // const int v2 = edges[key].vertex_1; - // const Vector3& n1 = normals.get(v1); - // const Vector3& n2 = normals.get(v2); - // print_verbose("[" + itos(v1) + "] n1: " + n1 + "\n[" + itos(v2) + "] n2: " + n2); - // //print_verbose("[" + itos(key) + "] n1: " + n1 + ", n2: " + n2) ; - // //print_verbose("vindex: " + itos(edges[key].vertex_0) + ", vindex2: " + itos(edges[key].vertex_1)); - // //Vector3 ver1 = vertices[edges[key].vertex_0]; - // //Vector3 ver2 = vertices[edges[key].vertex_1]; - // /*real_t angle1 = Math::rad2deg(n1.angle_to(n2)); - // real_t angle2 = Math::rad2deg(n2.angle_to(n1)); - // print_verbose("angle of normals: " + rtos(angle1) + " angle 2" + rtos(angle2));*/ - // } - HashMap uvs_0; HashMap> uvs_0_raw = extract_per_vertex_data( vertices.size(), @@ -371,6 +351,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s normals_ptr[vertex]); } + if (state.is_blender_fbx) { + morph_st->generate_normals(); + } morph_st->generate_tangents(); surface->morphs.push_back(morph_st->commit_to_arrays()); } @@ -393,6 +376,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) { SurfaceData *surface = surfaces.getptr(*surface_id); + if (state.is_blender_fbx) { + surface->surface_tool->generate_normals(); + } // you can't generate them without a valid uv map. if (uvs_0_raw.size() > 0) { surface->surface_tool->generate_tangents(); @@ -785,7 +771,7 @@ void FBXMeshData::add_vertex( const Vector3 &p_morph_normal) { ERR_FAIL_INDEX_MSG(p_vertex, (Vertex)p_vertices_position.size(), "FBX file is corrupted, the position of the vertex can't be retrieved."); - if (p_normals.has(p_vertex)) { + if (p_normals.has(p_vertex) && !state.is_blender_fbx) { p_surface_tool->set_normal(p_normals[p_vertex] + p_morph_normal); } diff --git a/modules/fbx/data/import_state.h b/modules/fbx/data/import_state.h index 1d664a52129..83bc43faffe 100644 --- a/modules/fbx/data/import_state.h +++ b/modules/fbx/data/import_state.h @@ -64,6 +64,7 @@ struct FBXSkeleton; struct ImportState { bool enable_material_import = true; bool enable_animation_import = true; + bool is_blender_fbx = false; Map> cached_image_searches; Map> cached_materials; diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp index 5918f4dbedf..6576147b2b9 100644 --- a/modules/fbx/editor_scene_importer_fbx.cpp +++ b/modules/fbx/editor_scene_importer_fbx.cpp @@ -180,10 +180,12 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl } if (is_blender_fbx) { - WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes. Please stand by."); + WARN_PRINT("We don't officially support Blender FBX animations yet, due to issues with upstream Blender,\n" + "so please wait for us to work around remaining issues. We will continue to import the file but it may be broken.\n" + "For minimal breakage, please export FBX from Blender with -Z forward, and Y up."); } - Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8); + Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8, is_blender_fbx); // todo: move to document shutdown (will need to be validated after moving; this code has been validated already) for (FBXDocParser::TokenPtr token : tokens) { if (token) { @@ -327,8 +329,10 @@ Node3D *EditorSceneImporterFBX::_generate_scene( const FBXDocParser::Document *p_document, const uint32_t p_flags, int p_bake_fps, - const int32_t p_max_bone_weights) { + const int32_t p_max_bone_weights, + bool p_is_blender_fbx) { ImportState state; + state.is_blender_fbx = p_is_blender_fbx; state.path = p_path; state.animation_player = NULL; diff --git a/modules/fbx/editor_scene_importer_fbx.h b/modules/fbx/editor_scene_importer_fbx.h index 25c7c1a907b..39f8648b0f3 100644 --- a/modules/fbx/editor_scene_importer_fbx.h +++ b/modules/fbx/editor_scene_importer_fbx.h @@ -114,7 +114,9 @@ private: Node3D *_generate_scene(const String &p_path, const FBXDocParser::Document *p_document, const uint32_t p_flags, - int p_bake_fps, const int32_t p_max_bone_weights); + int p_bake_fps, + const int32_t p_max_bone_weights, + bool p_is_blender_fbx); template T _interpolate_track(const Vector &p_times, const Vector &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);