Continue when glTF2 lights fail to parse.
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4cb406e02a
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0c79a8fa22
1 changed files with 7 additions and 5 deletions
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@ -43,6 +43,7 @@
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#include "gltf_texture.h"
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#include "gltf_texture.h"
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#include "core/crypto/crypto_core.h"
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#include "core/crypto/crypto_core.h"
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#include "core/error/error_macros.h"
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#include "core/io/dir_access.h"
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#include "core/io/dir_access.h"
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#include "core/io/file_access.h"
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#include "core/io/file_access.h"
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#include "core/io/json.h"
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#include "core/io/json.h"
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@ -4469,9 +4470,9 @@ Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
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const Dictionary &spot = d["spot"];
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const Dictionary &spot = d["spot"];
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light->inner_cone_angle = spot["innerConeAngle"];
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light->inner_cone_angle = spot["innerConeAngle"];
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light->outer_cone_angle = spot["outerConeAngle"];
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light->outer_cone_angle = spot["outerConeAngle"];
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ERR_FAIL_COND_V_MSG(light->inner_cone_angle >= light->outer_cone_angle, ERR_PARSE_ERROR, "The inner angle must be smaller than the outer angle.");
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ERR_CONTINUE_MSG(light->inner_cone_angle >= light->outer_cone_angle, "The inner angle must be smaller than the outer angle.");
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} else if (type != "point" && type != "directional") {
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} else if (type != "point" && type != "directional") {
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ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Light type is unknown.");
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ERR_CONTINUE_MSG(ERR_PARSE_ERROR, "Light type is unknown.");
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}
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}
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state->lights.push_back(light);
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state->lights.push_back(light);
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@ -5380,15 +5381,16 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
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// and attach it to the bone_attachment
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// and attach it to the bone_attachment
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scene_parent = bone_attachment;
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scene_parent = bone_attachment;
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}
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}
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// We still have not managed to make a node
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if (gltf_node->mesh >= 0) {
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if (gltf_node->mesh >= 0) {
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current_node = _generate_mesh_instance(state, scene_parent, node_index);
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current_node = _generate_mesh_instance(state, scene_parent, node_index);
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} else if (gltf_node->camera >= 0) {
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} else if (gltf_node->camera >= 0) {
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current_node = _generate_camera(state, scene_parent, node_index);
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current_node = _generate_camera(state, scene_parent, node_index);
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} else if (gltf_node->light >= 0) {
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} else if (gltf_node->light >= 0) {
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current_node = _generate_light(state, scene_parent, node_index);
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current_node = _generate_light(state, scene_parent, node_index);
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} else {
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}
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// We still have not managed to make a node.
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if (!current_node) {
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current_node = _generate_spatial(state, scene_parent, node_index);
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current_node = _generate_spatial(state, scene_parent, node_index);
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}
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}
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