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-rw-r--r--modules/gltf/gltf_document.cpp18
1 files changed, 13 insertions, 5 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index e67e29f7b4..b3fa17bfb5 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -664,7 +664,7 @@ static Vector<uint8_t> _parse_base64_uri(const String &uri) {
int start = uri.find(",");
ERR_FAIL_COND_V(start == -1, Vector<uint8_t>());
- CharString substr = uri.right(start + 1).ascii();
+ CharString substr = uri.substr(start + 1).ascii();
int strlen = substr.length();
@@ -3031,8 +3031,11 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
}
}
- ERR_FAIL_COND_V_MSG(img.is_null(), ERR_FILE_CORRUPT,
- vformat("glTF: Couldn't load image index '%d' with its given mimetype: %s.", i, mimetype));
+ if (img.is_null()) {
+ ERR_PRINT(vformat("glTF: Couldn't load image index '%d' with its given mimetype: %s.", i, mimetype));
+ state->images.push_back(Ref<Texture2D>());
+ continue;
+ }
Ref<ImageTexture> t;
t.instance();
@@ -4387,6 +4390,9 @@ bool GLTFDocument::_skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_
if (skin_a->get_bind_bone(i) != skin_b->get_bind_bone(i)) {
return false;
}
+ if (skin_a->get_bind_name(i) != skin_b->get_bind_name(i)) {
+ return false;
+ }
Transform a_xform = skin_a->get_bind_pose(i);
Transform b_xform = skin_b->get_bind_pose(i);
@@ -5975,13 +5981,15 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_roo
const GLTFSkinIndex skin_i = node->skin;
Map<GLTFNodeIndex, Node *>::Element *mi_element = state->scene_nodes.find(node_i);
+ ERR_CONTINUE_MSG(mi_element == nullptr, vformat("Unable to find node %d", node_i));
+
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(mi_element->get());
- ERR_FAIL_COND(mi == nullptr);
+ ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to EditorSceneImporterMeshNode3D", node_i, mi_element->get()->get_class_name()));
const GLTFSkeletonIndex skel_i = state->skins.write[node->skin]->skeleton;
Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_i];
Skeleton3D *skeleton = gltf_skeleton->godot_skeleton;
- ERR_FAIL_COND(skeleton == nullptr);
+ ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i));
mi->get_parent()->remove_child(mi);
skeleton->add_child(mi);