Implement prefab detection of skinned models
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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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