Avoid crash in import (though model still does not work well), fixes #19346

This commit is contained in:
Juan Linietsky 2019-01-26 16:31:17 -03:00
parent 33d8c19999
commit ed1b9c1f15

View File

@ -1030,11 +1030,19 @@ Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
int size = src_varr.size();
ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
{
int max_idx = varr.size();
varr.resize(size);
PoolVector<Vector3>::Write w_varr = varr.write();
PoolVector<Vector3>::Read r_varr = varr.read();
PoolVector<Vector3>::Read r_src_varr = src_varr.read();
for (int l = 0; l < size; l++) {
w_varr[l] = r_varr[l] + r_src_varr[l];
if (l < max_idx) {
w_varr[l] = r_varr[l] + r_src_varr[l];
} else {
w_varr[l] = r_src_varr[l];
}
}
}
array_copy[Mesh::ARRAY_VERTEX] = varr;
@ -1045,11 +1053,18 @@ Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
int size = src_narr.size();
ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
{
int max_idx = narr.size();
narr.resize(size);
PoolVector<Vector3>::Write w_narr = narr.write();
PoolVector<Vector3>::Read r_narr = narr.read();
PoolVector<Vector3>::Read r_src_narr = src_narr.read();
for (int l = 0; l < size; l++) {
w_narr[l] = r_narr[l] + r_src_narr[l];
if (l < max_idx) {
w_narr[l] = r_narr[l] + r_src_narr[l];
} else {
w_narr[l] = r_src_narr[l];
}
}
}
array_copy[Mesh::ARRAY_NORMAL] = narr;
@ -1062,6 +1077,8 @@ Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
{
int max_idx = tangents_v3.size();
int size4 = src_tangents.size();
tangents_v4.resize(size4);
PoolVector<float>::Write w4 = tangents_v4.write();
@ -1071,9 +1088,15 @@ Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
for (int l = 0; l < size4 / 4; l++) {
w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0];
w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1];
w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2];
if (l < max_idx) {
w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0];
w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1];
w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2];
} else {
w4[l * 4 + 0] = r4[l * 4 + 0];
w4[l * 4 + 1] = r4[l * 4 + 1];
w4[l * 4 + 2] = r4[l * 4 + 2];
}
w4[l * 4 + 3] = r4[l * 4 + 3]; //copy flip value
}
}