Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix crash when importing a GLTF file with a skeleton as the root #87933

Merged
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
15 changes: 10 additions & 5 deletions modules/gltf/gltf_document.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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) {
p_scene_parent->add_child(skeleton, true);
skeleton->set_owner(p_scene_root);
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;
}
}
}

Expand Down Expand Up @@ -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];

Expand All @@ -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));
Expand Down Expand Up @@ -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);
Expand Down
2 changes: 1 addition & 1 deletion modules/gltf/gltf_document.h
Original file line number Diff line number Diff line change
Expand Up @@ -326,7 +326,7 @@ class GLTFDocument : public Resource {
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);
Expand Down
Loading