Merge pull request #39134 from abustin/fbx_mesh_compression_fix

Respect 'mesh compression' editor import option in Assimp and glTF importers
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Rémi Verschelde 2020-06-08 13:16:39 +02:00 committed by GitHub
commit e891fae52b
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5 changed files with 15 additions and 3 deletions

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@ -951,6 +951,9 @@ Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
if (!state.json.has("meshes"))
return OK;
bool compress_vert_data = state.import_flags & IMPORT_USE_COMPRESSION;
uint32_t mesh_flags = compress_vert_data ? Mesh::ARRAY_COMPRESS_DEFAULT : 0;
Array meshes = state.json["meshes"];
for (GLTFMeshIndex i = 0; i < meshes.size(); i++) {
@ -1207,7 +1210,7 @@ Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
}
//just add it
mesh.mesh->add_surface_from_arrays(primitive, array, morphs);
mesh.mesh->add_surface_from_arrays(primitive, array, morphs, mesh_flags);
if (p.has("material")) {
const int material = p["material"];
@ -2987,6 +2990,7 @@ Node *EditorSceneImporterGLTF::import_scene(const String &p_path, uint32_t p_fla
String version = asset["version"];
state.import_flags = p_flags;
state.major_version = version.get_slice(".", 0).to_int();
state.minor_version = version.get_slice(".", 1).to_int();
state.use_named_skin_binds = p_flags & IMPORT_USE_NAMED_SKIN_BINDS;

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@ -325,6 +325,9 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Map<GLTFNodeIndex, Node *> scene_nodes;
// EditorSceneImporter::ImportFlags
uint32_t import_flags;
~GLTFState() {
for (int i = 0; i < nodes.size(); i++) {
memdelete(nodes[i]);

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@ -37,7 +37,6 @@
#include "scene/resources/shape.h"
class Material;
class EditorSceneImporter : public Reference {
GDCLASS(EditorSceneImporter, Reference);

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@ -308,6 +308,7 @@ EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene,
state.assimp_scene = scene;
state.max_bone_weights = p_max_bone_weights;
state.animation_player = NULL;
state.import_flags = p_flags;
// populate light map
for (unsigned int l = 0; l < scene->mNumLights; l++) {
@ -848,6 +849,8 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
Ref<ArrayMesh> mesh;
mesh.instance();
bool has_uvs = false;
bool compress_vert_data = state.import_flags & IMPORT_USE_COMPRESSION;
uint32_t mesh_flags = compress_vert_data ? Mesh::ARRAY_COMPRESS_DEFAULT : 0;
Map<String, uint32_t> morph_mesh_string_lookup;
@ -1295,7 +1298,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
morphs[j] = array_copy;
}
mesh->add_surface_from_arrays(primitive, array_mesh, morphs);
mesh->add_surface_from_arrays(primitive, array_mesh, morphs, mesh_flags);
mesh->surface_set_material(i, mat);
mesh->surface_set_name(i, AssimpUtils::get_assimp_string(ai_mesh->mName));
}

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@ -88,6 +88,9 @@ struct ImportState {
// this means we can detect
// what bones are for other armatures
List<aiBone *> bone_stack;
// EditorSceneImporter::ImportFlags
uint32_t import_flags;
};
struct AssimpImageData {