Fix skeletons when generating multiple Godot scenes from one GLTF

This commit is contained in:
Aaron Franke 2023-08-20 15:21:12 -05:00
parent fbe611e45e
commit 7bd894ba7a
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@ -7347,6 +7347,12 @@ Error GLTFDocument::write_to_filesystem(Ref<GLTFState> p_state, const String &p_
}
Node *GLTFDocument::_generate_scene_node_tree(Ref<GLTFState> p_state) {
// Generate the skeletons and skins (if any).
Error err = _create_skeletons(p_state);
ERR_FAIL_COND_V_MSG(err != OK, nullptr, "GLTF: Failed to create skeletons.");
err = _create_skins(p_state);
ERR_FAIL_COND_V_MSG(err != OK, nullptr, "GLTF: Failed to create skins.");
// Generate the node tree.
Node *single_root;
if (p_state->extensions_used.has("GODOT_single_root")) {
_generate_scene_node(p_state, 0, nullptr, nullptr);
@ -7539,14 +7545,6 @@ Error GLTFDocument::_parse_gltf_state(Ref<GLTFState> p_state, const String &p_se
err = _determine_skeletons(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* CREATE SKELETONS */
err = _create_skeletons(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* CREATE SKINS */
err = _create_skins(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE MESHES (we have enough info now) */
err = _parse_meshes(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);