Minor fixes to #3669

Don't change imported model type, only Prefab can do it conditionally.
Add type of `PrefabObject` to extend it in future with Cameras, Lights, etc.
This commit is contained in:
Wojtek Figat
2026-03-25 16:57:38 +01:00
parent b10303cd8d
commit 0fe297c390
4 changed files with 48 additions and 45 deletions

View File

@@ -83,10 +83,14 @@ bool ImportModel::TryGetImportOptions(const StringView& path, Options& options)
struct PrefabObject
{
enum
{
Model,
SkinnedModel,
} Type;
int32 NodeIndex;
String Name;
String AssetPath;
bool IsSkinned = false;
};
void RepackMeshLightmapUVs(ModelData& data)
@@ -282,7 +286,7 @@ CreateAssetResult ImportModel::Import(CreateAssetContext& context)
options.SplitObjects = false;
options.ObjectIndex = -1;
// Import all of the objects recursive but use current model data to skip loading file again
// Import all the objects recursive but use current model data to skip loading file again
options.Cached = &cached;
HashSet<String> objectNames;
Function<bool(Options& splitOptions, const StringView& objectName, String& outputPath, MeshData* meshData)> splitImport = [&context, &autoImportOutput, &objectNames](Options& splitOptions, const StringView& objectName, String& outputPath, MeshData* meshData)
@@ -329,32 +333,32 @@ CreateAssetResult ImportModel::Import(CreateAssetContext& context)
return AssetsImportingManager::Import(context.InputPath, outputPath, &splitOptions);
};
auto splitOptions = options;
LOG(Info, "Splitting imported {0} meshes", meshesByName.Count());
PrefabObject prefabObject;
for (int32 groupIndex = 0; groupIndex < meshesByName.Count(); groupIndex++)
{
auto& group = meshesByName[groupIndex];
// Cache object options (nested sub-object import removes the meshes)
prefabObject.NodeIndex = group.First()->NodeIndex;
prefabObject.Name = group.First()->Name;
MeshData* firstMesh = group.First();
prefabObject.NodeIndex = firstMesh->NodeIndex;
prefabObject.Name = firstMesh->Name;
// Defaul value for ModelType
splitOptions.Type = ModelTool::ModelType::Model;
// Search for Skinned Model
if (group.First()->BlendWeights.HasItems() || group.First()->BlendShapes.HasItems() )
// Detect model type
if ((firstMesh->BlendIndices.HasItems() && firstMesh->BlendWeights.HasItems()) || firstMesh->BlendShapes.HasItems())
{
LOG(Info, "Mesh {0} is Skinned", prefabObject.Name);
splitOptions.Type = ModelTool::ModelType::SkinnedModel;
prefabObject.IsSkinned = true;
prefabObject.Type = PrefabObject::SkinnedModel;
}
else
{
splitOptions.Type = ModelTool::ModelType::Model;
prefabObject.Type = PrefabObject::Model;
}
splitOptions.ObjectIndex = groupIndex;
if (!splitImport(splitOptions, group.GetKey(), prefabObject.AssetPath, group.First()))
if (!splitImport(splitOptions, group.GetKey(), prefabObject.AssetPath, firstMesh))
{
prefabObjects.Add(prefabObject);
}
@@ -748,26 +752,32 @@ CreateAssetResult ImportModel::CreatePrefab(CreateAssetContext& context, const M
nodeActors.Clear();
for (const PrefabObject& e : prefabObjects)
{
if (e.NodeIndex == nodeIndex)
if (e.NodeIndex != nodeIndex)
continue;
Actor* a = nullptr;
switch (e.Type)
{
if(e.IsSkinned)
{
LOG(Info,"Creating animated model prefab {0}.", e.Name);
auto* actor = New<AnimatedModel>();
actor->SetName(e.Name);
if (auto* skinnedModel = Content::LoadAsync<SkinnedModel>(e.AssetPath))
actor->SkinnedModel = skinnedModel;
nodeActors.Add(actor);
}
else
{
auto* actor = New<StaticModel>();
actor->SetName(e.Name);
if (auto* model = Content::LoadAsync<Model>(e.AssetPath))
actor->Model = model;
nodeActors.Add(actor);
}
case PrefabObject::Model:
{
auto* actor = New<StaticModel>();
if (auto* model = Content::LoadAsync<Model>(e.AssetPath))
actor->Model = model;
a = actor;
break;
}
case PrefabObject::SkinnedModel:
{
auto* actor = New<AnimatedModel>();
if (auto* skinnedModel = Content::LoadAsync<SkinnedModel>(e.AssetPath))
actor->SkinnedModel = skinnedModel;
a = actor;
break;
}
default:
continue;
}
a->SetName(e.Name);
nodeActors.Add(a);
}
Actor* nodeActor = nodeActors.Count() == 1 ? nodeActors[0] : New<EmptyActor>();
if (nodeActors.Count() > 1)

View File

@@ -786,7 +786,7 @@ bool ModelTool::ImportDataAssimp(const String& path, ModelData& data, Options& o
}
// Import skeleton
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton) && context.Bones.HasItems())
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton))
{
data.Skeleton.Nodes.Resize(context.Nodes.Count(), false);
for (int32 i = 0; i < context.Nodes.Count(); i++)

View File

@@ -1404,7 +1404,7 @@ bool ModelTool::ImportDataOpenFBX(const String& path, ModelData& data, Options&
}
// Import skeleton
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton) && context.Bones.HasItems())
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton))
{
data.Skeleton.Nodes.Resize(context.Nodes.Count(), false);
for (int32 i = 0; i < context.Nodes.Count(); i++)

View File

@@ -1012,12 +1012,6 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
options.ImportTypes |= ImportDataTypes::Textures;
break;
case ModelType::SkinnedModel:
if (!data.Skeleton.Bones.HasItems())
{
LOG(Warning, "Model is not Skinned, it will be imported as Static");
options.ImportTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes;
options.Type = ModelType::Model;
}
options.ImportTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes | ImportDataTypes::Skeleton;
if (options.ImportMaterials)
options.ImportTypes |= ImportDataTypes::Materials;
@@ -1058,7 +1052,6 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
{
if (mesh->BlendShapes.IsEmpty())
continue;
for (int32 blendShapeIndex = mesh->BlendShapes.Count() - 1; blendShapeIndex >= 0; blendShapeIndex--)
{
auto& blendShape = mesh->BlendShapes[blendShapeIndex];
@@ -1083,8 +1076,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
}
}
}
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton)
&& (data.Skeleton.Bones.HasItems() || data.LODs[0].Meshes[0]->BlendShapes.HasItems()))
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton))
{
LOG(Info, "Imported skeleton has {0} bones and {1} nodes", data.Skeleton.Bones.Count(), data.Nodes.Count());
@@ -1224,7 +1216,9 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
for (int32 i = 0; i < meshesCount; i++)
{
const auto mesh = data.LODs[0].Meshes[i];
if ((mesh->BlendIndices.IsEmpty() || mesh->BlendWeights.IsEmpty()) && data.Skeleton.Bones.HasItems())
// If imported mesh has skeleton but no indices or weights then need to setup those (except in Prefab mode when we conditionally import meshes based on type)
if ((mesh->BlendIndices.IsEmpty() || mesh->BlendWeights.IsEmpty()) && data.Skeleton.Bones.HasItems() && (options.Type != ModelType::Prefab))
{
auto indices = Int4::Zero;
auto weights = Float4::UnitX;
@@ -2101,7 +2095,6 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
{
if (mesh->BlendShapes.IsEmpty())
continue;
for (auto& blendShape : mesh->BlendShapes)
{
// Compute min/max for used vertex indices