Implement prefab detection of skinned models
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@@ -19,6 +19,7 @@
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#include "Engine/Animations/AnimEvent.h"
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#include "Engine/Level/Actors/EmptyActor.h"
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#include "Engine/Level/Actors/StaticModel.h"
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#include "Engine/Level/Actors/AnimatedModel.h"
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#include "Engine/Level/Prefabs/Prefab.h"
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#include "Engine/Level/Prefabs/PrefabManager.h"
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#include "Engine/Level/Scripts/ModelPrefab.h"
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@@ -84,6 +85,7 @@ struct PrefabObject
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int32 NodeIndex;
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String Name;
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String AssetPath;
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bool IsSkinned = false;
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};
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void RepackMeshLightmapUVs(ModelData& data)
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@@ -320,8 +322,10 @@ CreateAssetResult ImportModel::Import(CreateAssetContext& context)
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return AssetsImportingManager::Import(context.InputPath, outputPath, &splitOptions);
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};
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auto splitOptions = options;
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LOG(Info, "Splitting imported {0} meshes", meshesByName.Count());
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PrefabObject prefabObject;
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for (int32 groupIndex = 0; groupIndex < meshesByName.Count(); groupIndex++)
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{
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@@ -331,7 +335,17 @@ CreateAssetResult ImportModel::Import(CreateAssetContext& context)
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prefabObject.NodeIndex = group.First()->NodeIndex;
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prefabObject.Name = group.First()->Name;
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// Defaul value for ModelType
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splitOptions.Type = ModelTool::ModelType::Model;
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// Search for Skinned Model
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if (group.First()->BlendShapes.HasItems())
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{
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LOG(Info, "Mesh {0} is Skinned", prefabObject.Name);
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splitOptions.Type = ModelTool::ModelType::SkinnedModel;
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prefabObject.IsSkinned = true;
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}
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splitOptions.ObjectIndex = groupIndex;
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if (!splitImport(splitOptions, group.GetKey(), prefabObject.AssetPath, group.First()))
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{
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@@ -594,8 +608,8 @@ CreateAssetResult ImportModel::Create(CreateAssetContext& context)
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CreateAssetResult ImportModel::CreateModel(CreateAssetContext& context, const ModelData& modelData, const Options* options)
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{
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PROFILE_CPU();
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IMPORT_SETUP(Model, Model::SerializedVersion);
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static_assert(Model::SerializedVersion == 30, "Update code.");
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IMPORT_SETUP(Model, Model::SerializedVersion);
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static_assert(Model::SerializedVersion == 30, "Update code.");
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// Save model header
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MemoryWriteStream stream(4096);
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@@ -722,22 +736,30 @@ CreateAssetResult ImportModel::CreatePrefab(CreateAssetContext& context, const M
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{
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if (e.NodeIndex == nodeIndex)
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{
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auto* actor = New<StaticModel>();
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actor->SetName(e.Name);
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if (auto* model = Content::LoadAsync<Model>(e.AssetPath))
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if(e.IsSkinned)
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{
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actor->Model = model;
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LOG(Info,"Model {0} is Animated", e.Name);
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auto* actor = New<AnimatedModel>();
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actor->SetName(e.Name);
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if (auto* skinnedModel = Content::LoadAsync<SkinnedModel>(e.AssetPath))
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actor->SkinnedModel = skinnedModel;
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nodeActors.Add(actor);
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}
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else
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{
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auto* actor = New<StaticModel>();
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actor->SetName(e.Name);
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if (auto* model = Content::LoadAsync<Model>(e.AssetPath))
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actor->Model = model;
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nodeActors.Add(actor);
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}
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nodeActors.Add(actor);
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}
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}
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Actor* nodeActor = nodeActors.Count() == 1 ? nodeActors[0] : New<EmptyActor>();
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if (nodeActors.Count() > 1)
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{
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for (Actor* e : nodeActors)
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{
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e->SetParent(nodeActor);
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}
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}
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if (nodeActors.Count() != 1)
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{
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@@ -1131,7 +1131,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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options.ImportTypes |= ImportDataTypes::Skeleton;
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break;
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case ModelType::Prefab:
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options.ImportTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes | ImportDataTypes::Animations;
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options.ImportTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes | ImportDataTypes::Skeleton | ImportDataTypes::Animations;
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if (options.ImportMaterials)
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options.ImportTypes |= ImportDataTypes::Materials;
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if (options.ImportTextures)
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@@ -1157,6 +1157,9 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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{
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for (auto& mesh : lod.Meshes)
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{
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if (mesh->BlendShapes.IsEmpty())
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continue;
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for (int32 blendShapeIndex = mesh->BlendShapes.Count() - 1; blendShapeIndex >= 0; blendShapeIndex--)
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{
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auto& blendShape = mesh->BlendShapes[blendShapeIndex];
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@@ -2111,12 +2114,13 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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#undef REMAP_VERTEX_BUFFER
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// Remap blend shapes
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dstMesh->BlendShapes.Resize(srcMesh->BlendShapes.Count());
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dstMesh->BlendShapes.Clear();
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dstMesh->BlendShapes.EnsureCapacity(srcMesh->BlendShapes.Count(), false);
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for (int32 blendShapeIndex = 0; blendShapeIndex < srcMesh->BlendShapes.Count(); blendShapeIndex++)
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{
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const auto& srcBlendShape = srcMesh->BlendShapes[blendShapeIndex];
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auto& dstBlendShape = dstMesh->BlendShapes[blendShapeIndex];
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//auto& dstBlendShape = dstMesh->BlendShapes[blendShapeIndex];
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BlendShape dstBlendShape;
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dstBlendShape.Name = srcBlendShape.Name;
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dstBlendShape.Weight = srcBlendShape.Weight;
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dstBlendShape.Vertices.EnsureCapacity(srcBlendShape.Vertices.Count());
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@@ -2125,19 +2129,21 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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auto v = srcBlendShape.Vertices[i];
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v.VertexIndex = remap[v.VertexIndex];
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if (v.VertexIndex != ~0u)
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{
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dstBlendShape.Vertices.Add(v);
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}
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}
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if (dstBlendShape.Vertices.HasItems())
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dstMesh->BlendShapes.Add(dstBlendShape);
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}
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/*
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// Remove empty blend shapes
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for (int32 blendShapeIndex = dstMesh->BlendShapes.Count() - 1; blendShapeIndex >= 0; blendShapeIndex--)
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{
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if (dstMesh->BlendShapes[blendShapeIndex].Vertices.IsEmpty())
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dstMesh->BlendShapes.RemoveAt(blendShapeIndex);
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}
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*/
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// Optimize generated LOD
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meshopt_optimizeVertexCache(dstMesh->Indices.Get(), dstMesh->Indices.Get(), dstMeshIndexCount, dstMeshVertexCount);
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meshopt_optimizeOverdraw(dstMesh->Indices.Get(), dstMesh->Indices.Get(), dstMeshIndexCount, (const float*)dstMesh->Positions.Get(), dstMeshVertexCount, sizeof(Float3), 1.05f);
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@@ -2182,6 +2188,9 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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{
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for (auto& mesh : lod.Meshes)
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{
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if (mesh->BlendShapes.IsEmpty())
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continue;
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for (auto& blendShape : mesh->BlendShapes)
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{
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// Compute min/max for used vertex indices
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