gltf: Fail gracefully when a mesh instance fails.

(cherry picked from commit 5a9eee6b1a)
This commit is contained in:
Lyuma 2021-05-20 19:12:16 -07:00 committed by Rémi Verschelde
parent ebfba19b59
commit ec6a3a0d0c
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@ -3138,13 +3138,15 @@ void EditorSceneImporterGLTF::_process_mesh_instances(GLTFState &state, Spatial
const GLTFSkinIndex skin_i = node->skin;
Map<GLTFNodeIndex, Node *>::Element *mi_element = state.scene_nodes.find(node_i);
ERR_CONTINUE_MSG(mi_element == nullptr, vformat("Unable to find node %d", node_i));
MeshInstance *mi = Object::cast_to<MeshInstance>(mi_element->get());
ERR_FAIL_COND(mi == nullptr);
ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to MeshInstance", node_i, mi_element->get()->get_class_name()));
const GLTFSkeletonIndex skel_i = state.skins[node->skin].skeleton;
const GLTFSkeleton &gltf_skeleton = state.skeletons[skel_i];
Skeleton *skeleton = gltf_skeleton.godot_skeleton;
ERR_FAIL_COND(skeleton == nullptr);
ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i));
mi->get_parent()->remove_child(mi);
skeleton->add_child(mi);