gltf: Fail gracefully when a mesh instance fails.
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1 changed files with 4 additions and 2 deletions
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@ -5978,13 +5978,15 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_roo
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const GLTFSkinIndex skin_i = node->skin;
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Map<GLTFNodeIndex, Node *>::Element *mi_element = state->scene_nodes.find(node_i);
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ERR_CONTINUE_MSG(mi_element == nullptr, vformat("Unable to find node %d", node_i));
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EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(mi_element->get());
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ERR_FAIL_COND(mi == nullptr);
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ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to EditorSceneImporterMeshNode3D", node_i, mi_element->get()->get_class_name()));
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const GLTFSkeletonIndex skel_i = state->skins.write[node->skin]->skeleton;
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Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_i];
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Skeleton3D *skeleton = gltf_skeleton->godot_skeleton;
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ERR_FAIL_COND(skeleton == nullptr);
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ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i));
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mi->get_parent()->remove_child(mi);
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skeleton->add_child(mi);
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