Create a new Array in remove_doubles and remove_doubles to return so unsupported arrays get removed. Also fixed check for bones.

This commit is contained in:
Relintai 2021-08-14 13:43:30 +02:00
parent e0ee26fc61
commit 92b6066d02

View File

@ -213,17 +213,25 @@ Array MeshUtils::remove_doubles(Array arr) const {
}
if (bones.size() != 0) {
bool bequals = true;
int indx = i * 4;
for (int l = 0; l < 4; ++l) {
if (bones[indx + l] != bone[l]) {
continue;
bequals = false;
break;
}
if (!Math::is_equal_approx(weights[indx + l], weight[l])) {
continue;
bequals = false;
break;
}
}
if (!bequals) {
continue;
}
}
if (vc.is_equal_approx(v)) {
@ -270,22 +278,26 @@ Array MeshUtils::remove_doubles(Array arr) const {
++i;
}
arr[VisualServer::ARRAY_VERTEX] = verts;
Array retarr;
retarr.resize(VisualServer::ARRAY_MAX);
retarr[VisualServer::ARRAY_VERTEX] = verts;
if (normals.size() > 0)
arr[VisualServer::ARRAY_NORMAL] = normals;
retarr[VisualServer::ARRAY_NORMAL] = normals;
if (uvs.size() > 0)
arr[VisualServer::ARRAY_TEX_UV] = uvs;
retarr[VisualServer::ARRAY_TEX_UV] = uvs;
if (colors.size() > 0)
arr[VisualServer::ARRAY_COLOR] = colors;
retarr[VisualServer::ARRAY_COLOR] = colors;
if (indices.size() > 0)
arr[VisualServer::ARRAY_INDEX] = indices;
retarr[VisualServer::ARRAY_INDEX] = indices;
if (bones.size() > 0)
arr[VisualServer::ARRAY_BONES] = bones;
retarr[VisualServer::ARRAY_BONES] = bones;
if (weights.size() > 0)
arr[VisualServer::ARRAY_WEIGHTS] = weights;
retarr[VisualServer::ARRAY_WEIGHTS] = weights;
return arr;
return retarr;
}
//Normals are always interpolated, merged
@ -353,17 +365,25 @@ Array MeshUtils::remove_doubles_interpolate_normals(Array arr) const {
}
if (bones.size() != 0) {
bool bequals = true;
int indx = i * 4;
for (int l = 0; l < 4; ++l) {
if (bones[indx + l] != bone[l]) {
continue;
bequals = false;
break;
}
if (!Math::is_equal_approx(weights[indx + l], weight[l])) {
continue;
bequals = false;
break;
}
}
if (!bequals) {
continue;
}
}
if (vc.is_equal_approx(v)) {
@ -418,22 +438,25 @@ Array MeshUtils::remove_doubles_interpolate_normals(Array arr) const {
++i;
}
arr[VisualServer::ARRAY_VERTEX] = verts;
Array retarr;
retarr.resize(VisualServer::ARRAY_MAX);
retarr[VisualServer::ARRAY_VERTEX] = verts;
if (normals.size() > 0)
arr[VisualServer::ARRAY_NORMAL] = normals;
retarr[VisualServer::ARRAY_NORMAL] = normals;
if (uvs.size() > 0)
arr[VisualServer::ARRAY_TEX_UV] = uvs;
retarr[VisualServer::ARRAY_TEX_UV] = uvs;
if (colors.size() > 0)
arr[VisualServer::ARRAY_COLOR] = colors;
retarr[VisualServer::ARRAY_COLOR] = colors;
if (indices.size() > 0)
arr[VisualServer::ARRAY_INDEX] = indices;
retarr[VisualServer::ARRAY_INDEX] = indices;
if (bones.size() > 0)
arr[VisualServer::ARRAY_BONES] = bones;
retarr[VisualServer::ARRAY_BONES] = bones;
if (weights.size() > 0)
arr[VisualServer::ARRAY_WEIGHTS] = weights;
retarr[VisualServer::ARRAY_WEIGHTS] = weights;
return arr;
return retarr;
}
MeshUtils::MeshUtils() {