Fix Scene Importer crashing when mesh or animation save paths are invalid
(cherry picked from commit cd87916d98
)
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18d497d744
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3553d33708
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@ -31,6 +31,7 @@
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#include "resource_importer_scene.h"
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#include "core/error/error_macros.h"
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#include "core/io/dir_access.h"
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#include "core/io/resource_saver.h"
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#include "core/object/script_language.h"
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#include "editor/editor_node.h"
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@ -2393,6 +2394,21 @@ Node *ResourceImporterScene::pre_import(const String &p_source_file, const HashM
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return scene;
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}
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Error ResourceImporterScene::_check_resource_save_paths(const Dictionary &p_data) {
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Array keys = p_data.keys();
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for (int i = 0; i < keys.size(); i++) {
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const Dictionary &settings = p_data[keys[i]];
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if (bool(settings.get("save_to_file/enabled", false)) && settings.has("save_to_file/path")) {
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const String &save_path = settings["save_to_file/path"];
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ERR_FAIL_COND_V(!save_path.is_empty() && !DirAccess::exists(save_path.get_base_dir()), ERR_FILE_BAD_PATH);
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}
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}
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return OK;
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}
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Error ResourceImporterScene::import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
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const String &src_path = p_source_file;
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@ -2445,7 +2461,42 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
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import_flags |= EditorSceneFormatImporter::IMPORT_FORCE_DISABLE_MESH_COMPRESSION;
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}
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Dictionary subresources = p_options["_subresources"];
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Dictionary node_data;
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if (subresources.has("nodes")) {
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node_data = subresources["nodes"];
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}
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Dictionary material_data;
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if (subresources.has("materials")) {
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material_data = subresources["materials"];
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}
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Dictionary animation_data;
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if (subresources.has("animations")) {
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animation_data = subresources["animations"];
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}
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Dictionary mesh_data;
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if (subresources.has("meshes")) {
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mesh_data = subresources["meshes"];
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}
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Error err = OK;
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// Check whether any of the meshes or animations have nonexistent save paths
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// and if they do, fail the import immediately.
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err = _check_resource_save_paths(mesh_data);
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if (err != OK) {
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return err;
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}
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err = _check_resource_save_paths(animation_data);
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if (err != OK) {
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return err;
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}
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List<String> missing_deps; // for now, not much will be done with this
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Node *scene = importer->import_scene(src_path, import_flags, p_options, &missing_deps, &err);
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if (!scene || err != OK) {
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@ -2469,22 +2520,6 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
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scene_3d->scale(scale);
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}
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}
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Dictionary subresources = p_options["_subresources"];
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Dictionary node_data;
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if (subresources.has("nodes")) {
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node_data = subresources["nodes"];
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}
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Dictionary material_data;
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if (subresources.has("materials")) {
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material_data = subresources["materials"];
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}
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Dictionary animation_data;
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if (subresources.has("animations")) {
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animation_data = subresources["animations"];
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}
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HashSet<Ref<ImporterMesh>> scanned_meshes;
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HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
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@ -2564,10 +2599,6 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
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}
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}
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Dictionary mesh_data;
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if (subresources.has("meshes")) {
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mesh_data = subresources["meshes"];
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}
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scene = _generate_meshes(scene, mesh_data, gen_lods, create_shadow_meshes, LightBakeMode(light_bake_mode), lightmap_texel_size, src_lightmap_cache, mesh_lightmap_caches);
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if (mesh_lightmap_caches.size()) {
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@ -214,6 +214,7 @@ class ResourceImporterScene : public ResourceImporter {
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SHAPE_TYPE_CAPSULE,
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};
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static Error _check_resource_save_paths(const Dictionary &p_data);
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Array _get_skinned_pose_transforms(ImporterMeshInstance3D *p_src_mesh_node);
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void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
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Node *_generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches);
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