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Preliminary Blender FBX support [4.0]
limitations: - always has to use generated normal's. - some animations won't be compatible (yet) Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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4 changed files with 18 additions and 25 deletions
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@ -135,26 +135,6 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
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&collect_all,
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HashMap<int, Vector3>());
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// List<int> keys;
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// normals.get_key_list(&keys);
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//
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// const std::vector<Assimp::FBX::MeshGeometry::Edge>& edges = mesh_geometry->get_edge_map();
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// for (int index = 0; index < keys.size(); index++) {
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// const int key = keys[index];
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// const int v1 = edges[key].vertex_0;
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// const int v2 = edges[key].vertex_1;
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// const Vector3& n1 = normals.get(v1);
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// const Vector3& n2 = normals.get(v2);
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// print_verbose("[" + itos(v1) + "] n1: " + n1 + "\n[" + itos(v2) + "] n2: " + n2);
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// //print_verbose("[" + itos(key) + "] n1: " + n1 + ", n2: " + n2) ;
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// //print_verbose("vindex: " + itos(edges[key].vertex_0) + ", vindex2: " + itos(edges[key].vertex_1));
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// //Vector3 ver1 = vertices[edges[key].vertex_0];
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// //Vector3 ver2 = vertices[edges[key].vertex_1];
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// /*real_t angle1 = Math::rad2deg(n1.angle_to(n2));
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// real_t angle2 = Math::rad2deg(n2.angle_to(n1));
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// print_verbose("angle of normals: " + rtos(angle1) + " angle 2" + rtos(angle2));*/
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// }
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HashMap<int, Vector2> uvs_0;
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HashMap<int, HashMap<int, Vector2>> uvs_0_raw = extract_per_vertex_data(
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vertices.size(),
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@ -371,6 +351,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
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normals_ptr[vertex]);
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}
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if (state.is_blender_fbx) {
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morph_st->generate_normals();
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}
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morph_st->generate_tangents();
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surface->morphs.push_back(morph_st->commit_to_arrays());
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}
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@ -393,6 +376,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
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for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
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SurfaceData *surface = surfaces.getptr(*surface_id);
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if (state.is_blender_fbx) {
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surface->surface_tool->generate_normals();
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}
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// you can't generate them without a valid uv map.
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if (uvs_0_raw.size() > 0) {
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surface->surface_tool->generate_tangents();
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@ -785,7 +771,7 @@ void FBXMeshData::add_vertex(
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const Vector3 &p_morph_normal) {
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ERR_FAIL_INDEX_MSG(p_vertex, (Vertex)p_vertices_position.size(), "FBX file is corrupted, the position of the vertex can't be retrieved.");
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if (p_normals.has(p_vertex)) {
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if (p_normals.has(p_vertex) && !state.is_blender_fbx) {
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p_surface_tool->set_normal(p_normals[p_vertex] + p_morph_normal);
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}
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