Fix crash when importing a GLTF file with a skeleton as the root

This commit is contained in:
Aaron Franke 2024-02-04 02:47:44 -06:00
parent b4e2a24c1f
commit 4c8d69f264
No known key found for this signature in database
GPG Key ID: 40A1750B977E56BF
2 changed files with 11 additions and 6 deletions

View File

@ -5982,8 +5982,13 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, const GL
p_scene_parent = bone_attachment;
}
if (skeleton->get_parent() == nullptr) {
if (p_scene_root) {
p_scene_parent->add_child(skeleton, true);
skeleton->set_owner(p_scene_root);
} else {
p_scene_parent = skeleton;
p_scene_root = skeleton;
}
}
}
@ -6582,7 +6587,7 @@ float GLTFDocument::get_max_component(const Color &p_color) {
return MAX(MAX(r, g), b);
}
void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state) {
void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root) {
for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
Ref<GLTFNode> node = p_state->nodes[node_i];
@ -6607,7 +6612,7 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state) {
mi->get_parent()->remove_child(mi);
skeleton->add_child(mi, true);
mi->set_owner(skeleton->get_owner());
mi->set_owner(p_scene_root);
mi->set_skin(p_state->skins.write[skin_i]->godot_skin);
mi->set_skeleton_path(mi->get_path_to(skeleton));
@ -7461,7 +7466,7 @@ Node *GLTFDocument::generate_scene(Ref<GLTFState> p_state, float p_bake_fps, boo
Error err = OK;
Node *root = _generate_scene_node_tree(p_state);
ERR_FAIL_NULL_V(root, nullptr);
_process_mesh_instances(p_state);
_process_mesh_instances(p_state, root);
if (p_state->get_create_animations() && p_state->animations.size()) {
AnimationPlayer *ap = memnew(AnimationPlayer);
root->add_child(ap, true);

View File

@ -326,7 +326,7 @@ public:
Error _parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path);
Error _parse_asset_header(Ref<GLTFState> p_state);
Error _parse_gltf_extensions(Ref<GLTFState> p_state);
void _process_mesh_instances(Ref<GLTFState> p_state);
void _process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root);
Node *_generate_scene_node_tree(Ref<GLTFState> p_state);
void _generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
void _generate_skeleton_bone_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);