Merge pull request #87934 from aaronfranke/fix-gltf-bad-mesh-export

Fix GLTF exporting invalid meshes and attempting to export gizmo meshes
This commit is contained in:
Rémi Verschelde 2024-02-08 10:53:48 +01:00
commit 763d5cb7a4
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GPG key ID: C3336907360768E1
2 changed files with 21 additions and 6 deletions

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@ -730,6 +730,16 @@ void _err_flush_stdout();
} else \ } else \
((void)0) ((void)0)
/**
* Warns about `m_msg` only when verbose mode is enabled.
*/
#define WARN_VERBOSE(m_msg) \
{ \
if (is_print_verbose_enabled()) { \
WARN_PRINT(m_msg); \
} \
}
// Print deprecated warning message macros. // Print deprecated warning message macros.
/** /**

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@ -5413,14 +5413,13 @@ BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> p_state
GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> p_state, MeshInstance3D *p_mesh_instance) { GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> p_state, MeshInstance3D *p_mesh_instance) {
ERR_FAIL_NULL_V(p_mesh_instance, -1); ERR_FAIL_NULL_V(p_mesh_instance, -1);
if (p_mesh_instance->get_mesh().is_null()) { ERR_FAIL_COND_V_MSG(p_mesh_instance->get_mesh().is_null(), -1, "glTF: Tried to export a MeshInstance3D node named " + p_mesh_instance->get_name() + ", but it has no mesh. This node will be exported without a mesh.");
return -1; Ref<Mesh> mesh_resource = p_mesh_instance->get_mesh();
} ERR_FAIL_COND_V_MSG(mesh_resource->get_surface_count() == 0, -1, "glTF: Tried to export a MeshInstance3D node named " + p_mesh_instance->get_name() + ", but its mesh has no surfaces. This node will be exported without a mesh.");
Ref<Mesh> import_mesh = p_mesh_instance->get_mesh(); Ref<ImporterMesh> current_mesh = _mesh_to_importer_mesh(mesh_resource);
Ref<ImporterMesh> current_mesh = _mesh_to_importer_mesh(import_mesh);
Vector<float> blend_weights; Vector<float> blend_weights;
int32_t blend_count = import_mesh->get_blend_shape_count(); int32_t blend_count = mesh_resource->get_blend_shape_count();
blend_weights.resize(blend_count); blend_weights.resize(blend_count);
for (int32_t blend_i = 0; blend_i < blend_count; blend_i++) { for (int32_t blend_i = 0; blend_i < blend_count; blend_i++) {
blend_weights.write[blend_i] = 0.0f; blend_weights.write[blend_i] = 0.0f;
@ -5531,6 +5530,12 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> p_state, Node *p_current,
if (retflag) { if (retflag) {
return; return;
} }
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && p_gltf_root != -1 && p_current->get_owner() == nullptr) {
WARN_VERBOSE("glTF export warning: Node '" + p_current->get_name() + "' has no owner. This is likely a temporary node generated by a @tool script. This would not be saved when saving the Godot scene, therefore it will not be exported to glTF.");
return;
}
#endif // TOOLS_ENABLED
Ref<GLTFNode> gltf_node; Ref<GLTFNode> gltf_node;
gltf_node.instantiate(); gltf_node.instantiate();
gltf_node->set_name(_gen_unique_name(p_state, p_current->get_name())); gltf_node->set_name(_gen_unique_name(p_state, p_current->get_name()));