Fix crash when importing a GLTF file with a skeleton as the root
(cherry picked from commit 4c8d69f264
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696e9e04d9
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7513a79555
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@ -5989,8 +5989,13 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, const GL
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p_scene_parent = bone_attachment;
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}
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if (skeleton->get_parent() == nullptr) {
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p_scene_parent->add_child(skeleton, true);
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skeleton->set_owner(p_scene_root);
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if (p_scene_root) {
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p_scene_parent->add_child(skeleton, true);
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skeleton->set_owner(p_scene_root);
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} else {
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p_scene_parent = skeleton;
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p_scene_root = skeleton;
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}
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}
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}
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@ -6580,7 +6585,7 @@ float GLTFDocument::get_max_component(const Color &p_color) {
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return MAX(MAX(r, g), b);
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}
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void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state) {
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void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root) {
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for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
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Ref<GLTFNode> node = p_state->nodes[node_i];
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@ -6605,7 +6610,7 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state) {
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mi->get_parent()->remove_child(mi);
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skeleton->add_child(mi, true);
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mi->set_owner(skeleton->get_owner());
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mi->set_owner(p_scene_root);
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mi->set_skin(p_state->skins.write[skin_i]->godot_skin);
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mi->set_skeleton_path(mi->get_path_to(skeleton));
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@ -7455,7 +7460,7 @@ Node *GLTFDocument::generate_scene(Ref<GLTFState> p_state, float p_bake_fps, boo
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Error err = OK;
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Node *root = _generate_scene_node_tree(p_state);
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ERR_FAIL_NULL_V(root, nullptr);
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_process_mesh_instances(p_state);
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_process_mesh_instances(p_state, root);
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if (p_state->get_create_animations() && p_state->animations.size()) {
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AnimationPlayer *ap = memnew(AnimationPlayer);
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root->add_child(ap, true);
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@ -325,7 +325,7 @@ public:
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Error _parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path);
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Error _parse_asset_header(Ref<GLTFState> p_state);
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Error _parse_gltf_extensions(Ref<GLTFState> p_state);
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void _process_mesh_instances(Ref<GLTFState> p_state);
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void _process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root);
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Node *_generate_scene_node_tree(Ref<GLTFState> p_state);
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void _generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
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void _generate_skeleton_bone_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
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