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Merge pull request #43298 from RevoluPowered/fbx-bugfix-mesh-compression-flags

FBX respect mesh compression flags
This commit is contained in:
Rémi Verschelde
2020-11-03 22:53:46 +01:00
committed by GitHub
3 changed files with 5 additions and 4 deletions

View File

@@ -115,7 +115,7 @@ struct SurfaceData {
Array morphs;
};
MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model) {
MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
@@ -389,7 +389,8 @@ MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDo
mesh->add_surface_from_arrays(
Mesh::PRIMITIVE_TRIANGLES,
surface->surface_tool->commit_to_arrays(),
surface->morphs);
surface->morphs,
use_compression ? Mesh::ARRAY_COMPRESS_DEFAULT : 0);
if (surface->material.is_valid()) {
mesh->surface_set_name(in_mesh_surface_id, surface->material->get_name());

View File

@@ -75,7 +75,7 @@ struct FBXMeshData : Reference {
// translate fbx mesh data from document context to FBX Mesh Geometry Context
bool valid_weight_indexes = false;
MeshInstance *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model);
MeshInstance *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;

View File

@@ -639,7 +639,7 @@ Spatial *EditorSceneImporterFBX::_generate_scene(
}
// mesh node, mesh id
mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model);
mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, (p_flags & IMPORT_USE_COMPRESSION) != 0);
if (!state.MeshNodes.has(mesh_id)) {
state.MeshNodes.insert(mesh_id, fbx_node);
}