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Update FBX because of changes in the core api.

This commit is contained in:
K. S. Ernest (iFire) Lee
2020-12-23 08:52:52 -08:00
parent 719e4b1156
commit 58a00b4f3c
3 changed files with 8 additions and 6 deletions

View File

@@ -40,6 +40,7 @@
#include "editor/editor_log.h"
#include "editor/editor_node.h"
#include "editor/import/resource_importer_scene.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/bone_attachment_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
@@ -595,7 +596,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
node_element;
node_element = node_element->next()) {
Ref<FBXNode> fbx_node = node_element->get();
EditorSceneImporterMeshNode *mesh_node = nullptr;
EditorSceneImporterMeshNode3D *mesh_node = nullptr;
Ref<FBXMeshData> mesh_data_precached;
// check for valid geometry
@@ -735,7 +736,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
for (Map<uint64_t, Ref<FBXMeshData>>::Element *mesh_data = state.renderer_mesh_data.front(); mesh_data; mesh_data = mesh_data->next()) {
Ref<FBXMeshData> mesh = mesh_data->value();
const uint64_t mesh_id = mesh_data->key();
EditorSceneImporterMeshNode *mesh_instance = mesh->godot_mesh_instance;
EditorSceneImporterMeshNode3D *mesh_instance = mesh->godot_mesh_instance;
const int mesh_weights = mesh->max_weight_count;
Ref<FBXSkeleton> skeleton;
const bool valid_armature = mesh->valid_armature_id;