Merge branch 'prefab_skinned' of https://github.com/alsed/FlaxEngine into alsed-prefab_skinned

This commit is contained in:
Wojtek Figat
2026-03-25 16:22:05 +01:00
4 changed files with 52 additions and 23 deletions

View File

@@ -1012,6 +1012,12 @@ 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;
@@ -1024,7 +1030,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
options.ImportTypes |= ImportDataTypes::Skeleton;
break;
case ModelType::Prefab:
options.ImportTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes | ImportDataTypes::Animations;
options.ImportTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes | ImportDataTypes::Skeleton | ImportDataTypes::Animations;
if (options.ImportMaterials)
options.ImportTypes |= ImportDataTypes::Materials;
if (options.ImportTextures)
@@ -1050,6 +1056,9 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
{
for (auto& mesh : lod.Meshes)
{
if (mesh->BlendShapes.IsEmpty())
continue;
for (int32 blendShapeIndex = mesh->BlendShapes.Count() - 1; blendShapeIndex >= 0; blendShapeIndex--)
{
auto& blendShape = mesh->BlendShapes[blendShapeIndex];
@@ -1074,7 +1083,8 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
}
}
}
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton))
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton)
&& (data.Skeleton.Bones.HasItems() || data.LODs[0].Meshes[0]->BlendShapes.HasItems()))
{
LOG(Info, "Imported skeleton has {0} bones and {1} nodes", data.Skeleton.Bones.Count(), data.Nodes.Count());
@@ -1214,7 +1224,7 @@ 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())
if ((mesh->BlendIndices.IsEmpty() || mesh->BlendWeights.IsEmpty()) && data.Skeleton.Bones.HasItems())
{
auto indices = Int4::Zero;
auto weights = Float4::UnitX;
@@ -2024,12 +2034,11 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
#undef REMAP_VERTEX_BUFFER
// Remap blend shapes
dstMesh->BlendShapes.Resize(srcMesh->BlendShapes.Count());
dstMesh->BlendShapes.EnsureCapacity(srcMesh->BlendShapes.Count(), false);
for (int32 blendShapeIndex = 0; blendShapeIndex < srcMesh->BlendShapes.Count(); blendShapeIndex++)
{
const auto& srcBlendShape = srcMesh->BlendShapes[blendShapeIndex];
auto& dstBlendShape = dstMesh->BlendShapes[blendShapeIndex];
BlendShape dstBlendShape;
dstBlendShape.Name = srcBlendShape.Name;
dstBlendShape.Weight = srcBlendShape.Weight;
dstBlendShape.Vertices.EnsureCapacity(srcBlendShape.Vertices.Count());
@@ -2038,17 +2047,12 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
auto v = srcBlendShape.Vertices[i];
v.VertexIndex = remap[v.VertexIndex];
if (v.VertexIndex != ~0u)
{
dstBlendShape.Vertices.Add(v);
}
}
}
// Remove empty blend shapes
for (int32 blendShapeIndex = dstMesh->BlendShapes.Count() - 1; blendShapeIndex >= 0; blendShapeIndex--)
{
if (dstMesh->BlendShapes[blendShapeIndex].Vertices.IsEmpty())
dstMesh->BlendShapes.RemoveAt(blendShapeIndex);
// Add only valid blend shapes
if (dstBlendShape.Vertices.HasItems())
dstMesh->BlendShapes.Add(dstBlendShape);
}
// Optimize generated LOD
@@ -2095,6 +2099,9 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
{
for (auto& mesh : lod.Meshes)
{
if (mesh->BlendShapes.IsEmpty())
continue;
for (auto& blendShape : mesh->BlendShapes)
{
// Compute min/max for used vertex indices