Merge pull request #80831 from aaronfranke/gltf-skel-gen-multi-scene
Fix skeletons when generating multiple Godot scenes from one GLTF
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commit
7f179e4991
1 changed files with 6 additions and 8 deletions
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@ -7347,6 +7347,12 @@ Error GLTFDocument::write_to_filesystem(Ref<GLTFState> p_state, const String &p_
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}
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Node *GLTFDocument::_generate_scene_node_tree(Ref<GLTFState> p_state) {
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// Generate the skeletons and skins (if any).
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Error err = _create_skeletons(p_state);
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ERR_FAIL_COND_V_MSG(err != OK, nullptr, "GLTF: Failed to create skeletons.");
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err = _create_skins(p_state);
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ERR_FAIL_COND_V_MSG(err != OK, nullptr, "GLTF: Failed to create skins.");
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// Generate the node tree.
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Node *single_root;
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if (p_state->extensions_used.has("GODOT_single_root")) {
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_generate_scene_node(p_state, 0, nullptr, nullptr);
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@ -7539,14 +7545,6 @@ Error GLTFDocument::_parse_gltf_state(Ref<GLTFState> p_state, const String &p_se
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err = _determine_skeletons(p_state);
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ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
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/* CREATE SKELETONS */
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err = _create_skeletons(p_state);
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ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
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/* CREATE SKINS */
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err = _create_skins(p_state);
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ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
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/* PARSE MESHES (we have enough info now) */
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err = _parse_meshes(p_state);
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ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
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