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-rw-r--r--editor/import/editor_scene_importer_gltf.cpp25
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!