diff options
author | rsjtdrjgfuzkfg <public@rsjtdrjgfuzkfg.com> | 2023-01-08 17:40:09 +0100 |
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committer | rsjtdrjgfuzkfg <public@rsjtdrjgfuzkfg.com> | 2023-01-16 20:55:59 +0100 |
commit | 0442a656561e7d22e942cfb2184d5020e7ea7b35 (patch) | |
tree | 47a03c102c7d82e3cf03d8b2045c6e275adfbf7d /editor/import | |
parent | 629796c333bcc46f2aeb4399c1a5786d6b013289 (diff) |
obj: Avoid empty names and meshes
This commit updates the obj importer to properly name imported meshes and
permits it to skip meshes that do not contain geometry. This fixes at
least one crash and several warnings and avoids unnecessary meshes being
generated when importing obj files that do not contain geometry that is
not assigned to a named object (such as when exporting from Blender).
Diffstat (limited to 'editor/import')
-rw-r--r-- | editor/import/resource_importer_obj.cpp | 13 |
1 files changed, 9 insertions, 4 deletions
diff --git a/editor/import/resource_importer_obj.cpp b/editor/import/resource_importer_obj.cpp index f1fd1d5a03..ad6d41e10c 100644 --- a/editor/import/resource_importer_obj.cpp +++ b/editor/import/resource_importer_obj.cpp @@ -218,7 +218,8 @@ static Error _parse_obj(const String &p_path, List<Ref<Mesh>> &r_meshes, bool p_ Vector<Vector3> normals; Vector<Vector2> uvs; Vector<Color> colors; - String name; + const String default_name = "Mesh"; + String name = default_name; HashMap<String, HashMap<String, Ref<StandardMaterial3D>>> material_map; @@ -395,9 +396,12 @@ static Error _parse_obj(const String &p_path, List<Ref<Mesh>> &r_meshes, bool p_ if (l.begins_with("o ") || f->eof_reached()) { if (!p_single_mesh) { - mesh->set_name(name); - r_meshes.push_back(mesh); - mesh.instantiate(); + if (mesh->get_surface_count() > 0) { + mesh->set_name(name); + r_meshes.push_back(mesh); + mesh.instantiate(); + } + name = default_name; current_group = ""; current_material = ""; } @@ -460,6 +464,7 @@ Node *EditorOBJImporter::import_scene(const String &p_path, uint32_t p_flags, co for (const Ref<Mesh> &m : meshes) { Ref<ImporterMesh> mesh; mesh.instantiate(); + mesh->set_name(m->get_name()); for (int i = 0; i < m->get_surface_count(); i++) { mesh->add_surface(m->surface_get_primitive_type(i), m->surface_get_arrays(i), Array(), Dictionary(), m->surface_get_material(i)); } |