Update mesh config defines to match a single format

This commit is contained in:
Wojtek Figat
2024-12-29 23:03:09 +01:00
parent e7132086a5
commit ab99a25cee
7 changed files with 35 additions and 21 deletions

View File

@@ -1184,7 +1184,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
// Special case if imported model has no bones but has valid skeleton and meshes.
// We assume that every mesh uses a single bone. Copy nodes to bones.
if (data.Skeleton.Bones.IsEmpty() && Math::IsInRange(data.Skeleton.Nodes.Count(), 1, MAX_BONES_PER_MODEL))
if (data.Skeleton.Bones.IsEmpty() && Math::IsInRange(data.Skeleton.Nodes.Count(), 1, MODEL_MAX_BONES_PER_MODEL))
{
data.Skeleton.Bones.Resize(data.Skeleton.Nodes.Count());
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
@@ -1209,9 +1209,9 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
}
// Check bones limit currently supported by the engine
if (data.Skeleton.Bones.Count() > MAX_BONES_PER_MODEL)
if (data.Skeleton.Bones.Count() > MODEL_MAX_BONES_PER_MODEL)
{
errorMsg = String::Format(TEXT("Imported model skeleton has too many bones. Imported: {0}, maximum supported: {1}. Please optimize your asset."), data.Skeleton.Bones.Count(), MAX_BONES_PER_MODEL);
errorMsg = String::Format(TEXT("Imported model skeleton has too many bones. Imported: {0}, maximum supported: {1}. Please optimize your asset."), data.Skeleton.Bones.Count(), MODEL_MAX_BONES_PER_MODEL);
return true;
}
@@ -1317,7 +1317,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
// Check if use a single bone for skinning
auto nodeIndex = data.Skeleton.FindNode(mesh->Name);
auto boneIndex = data.Skeleton.FindBone(nodeIndex);
if (boneIndex == -1 && nodeIndex != -1 && data.Skeleton.Bones.Count() < MAX_BONES_PER_MODEL)
if (boneIndex == -1 && nodeIndex != -1 && data.Skeleton.Bones.Count() < MODEL_MAX_BONES_PER_MODEL)
{
// Add missing bone to be used by skinned model from animated nodes pose
boneIndex = data.Skeleton.Bones.Count();