diff options
-rw-r--r-- | editor/import/editor_scene_importer_gltf.cpp | 25 |
1 files changed, 23 insertions, 2 deletions
diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp index 79658c5a4c..cb21dda5ce 100644 --- a/editor/import/editor_scene_importer_gltf.cpp +++ b/editor/import/editor_scene_importer_gltf.cpp @@ -1656,6 +1656,14 @@ Error EditorSceneImporterGLTF::_expand_skin(GLTFState &state, GLTFSkin &skin) { } Error EditorSceneImporterGLTF::_verify_skin(GLTFState &state, GLTFSkin &skin) { + + // This may seem duplicated from expand_skins, but this is really a sanity check! (so it kinda is) + // In case additional interpolating logic is added to the skins, this will help ensure that you + // do not cause it to self implode into a fiery blaze + + // We are going to re-calculate the root nodes and compare them to the ones saved in the skin, + // then ensure the multiple trees (if they exist) are on the same sublevel + // Grab all nodes that lay in between skin joints/nodes DisjointSet<GLTFNodeIndex> disjoint_set; @@ -1673,15 +1681,28 @@ Error EditorSceneImporterGLTF::_verify_skin(GLTFState &state, GLTFSkin &skin) { } } + Vector<GLTFNodeIndex> out_owners; + disjoint_set.get_representatives(out_owners); + Vector<GLTFNodeIndex> out_roots; - disjoint_set.get_representatives(out_roots); + + for (int i = 0; i < out_owners.size(); ++i) { + Vector<GLTFNodeIndex> set; + disjoint_set.get_members(set, out_owners[i]); + + const GLTFNodeIndex root = _find_highest_node(state, set); + ERR_FAIL_COND_V(root < 0, FAILED); + out_roots.push_back(root); + } + out_roots.sort(); ERR_FAIL_COND_V(out_roots.size() == 0, FAILED); + // Make sure the roots are the exact same (they better be) ERR_FAIL_COND_V(out_roots.size() != skin.roots.size(), FAILED); for (int i = 0; i < out_roots.size(); ++i) { - ERR_FAIL_COND_V(out_roots.size() != skin.roots.size(), FAILED); + ERR_FAIL_COND_V(out_roots[i] != skin.roots[i], FAILED); } // Single rooted skin? Perfectly ok! |