mirror of
https://github.com/Relintai/props.git
synced 2025-02-04 16:05:54 +01:00
Work on fixing compile.
This commit is contained in:
parent
0fd63f6cb6
commit
df35c65995
@ -147,10 +147,10 @@ void PropMaterialCachePCM::_setup_material_albedo(Ref<Texture2D> texture) {
|
|||||||
for (int i = 0; i < count; ++i) {
|
for (int i = 0; i < count; ++i) {
|
||||||
Ref<Material> m = material_get(i);
|
Ref<Material> m = material_get(i);
|
||||||
|
|
||||||
Ref<SpatialMaterial> spmat = m;
|
Ref<StandardMaterial3D> spmat = m;
|
||||||
|
|
||||||
if (spmat.is_valid()) {
|
if (spmat.is_valid()) {
|
||||||
spmat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
|
spmat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, texture);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -165,11 +165,8 @@ void PropMaterialCachePCM::_setup_material_albedo(Ref<Texture2D> texture) {
|
|||||||
PropMaterialCachePCM::PropMaterialCachePCM() {
|
PropMaterialCachePCM::PropMaterialCachePCM() {
|
||||||
_packer.instantiate();
|
_packer.instantiate();
|
||||||
|
|
||||||
#if GODOT4
|
|
||||||
#warning implement
|
#warning implement
|
||||||
#else
|
//_packer->set_texture_flags(Texture::FLAG_MIPMAPS | Texture::FLAG_FILTER);
|
||||||
_packer->set_texture_flags(Texture::FLAG_MIPMAPS | Texture::FLAG_FILTER);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
_packer->set_max_atlas_size(1024);
|
_packer->set_max_atlas_size(1024);
|
||||||
_packer->set_keep_original_atlases(false);
|
_packer->set_keep_original_atlases(false);
|
||||||
|
@ -591,7 +591,7 @@ _FORCE_INLINE_ Vector2 PropMesher::transform_uv(const Vector2 &uv, const Rect2 &
|
|||||||
|
|
||||||
#ifdef MESH_DATA_RESOURCE_PRESENT
|
#ifdef MESH_DATA_RESOURCE_PRESENT
|
||||||
void PropMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale, const Rect2 uv_rect) {
|
void PropMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale, const Rect2 uv_rect) {
|
||||||
Transform transform = Transform(Basis(rotation).scaled(scale), position);
|
Transform3D transform = Transform3D(Basis::from_euler(rotation).scaled(scale), position);
|
||||||
|
|
||||||
add_mesh_data_resource_transform(mesh, transform, uv_rect);
|
add_mesh_data_resource_transform(mesh, transform, uv_rect);
|
||||||
}
|
}
|
||||||
@ -602,11 +602,11 @@ void PropMesher::add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, co
|
|||||||
|
|
||||||
const Array &arr = mesh->get_array();
|
const Array &arr = mesh->get_array();
|
||||||
|
|
||||||
PoolVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
|
PackedVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
|
||||||
PoolVector3Array normals = arr[Mesh::ARRAY_NORMAL];
|
PackedVector3Array normals = arr[Mesh::ARRAY_NORMAL];
|
||||||
PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
|
PackedVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
|
||||||
PoolColorArray colors = arr[Mesh::ARRAY_COLOR];
|
PackedColorArray colors = arr[Mesh::ARRAY_COLOR];
|
||||||
PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
|
PackedInt32Array indices = arr[Mesh::ARRAY_INDEX];
|
||||||
|
|
||||||
if (vertices.size() == 0)
|
if (vertices.size() == 0)
|
||||||
return;
|
return;
|
||||||
@ -646,10 +646,10 @@ void PropMesher::add_mesh_data_resource_transform_colored(Ref<MeshDataResource>
|
|||||||
|
|
||||||
const Array &arr = mesh->get_array();
|
const Array &arr = mesh->get_array();
|
||||||
|
|
||||||
PoolVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
|
PackedVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
|
||||||
PoolVector3Array normals = arr[Mesh::ARRAY_NORMAL];
|
PackedVector3Array normals = arr[Mesh::ARRAY_NORMAL];
|
||||||
PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
|
PackedVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
|
||||||
PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
|
PackedInt32Array indices = arr[Mesh::ARRAY_INDEX];
|
||||||
|
|
||||||
if (vertices.size() == 0)
|
if (vertices.size() == 0)
|
||||||
return;
|
return;
|
||||||
|
Loading…
Reference in New Issue
Block a user