obj: Avoid empty names and meshes

This commit updates the obj importer to properly name imported meshes and
permits it to skip meshes that do not contain geometry. This fixes at
least one crash and several warnings and avoids unnecessary meshes being
generated when importing obj files that do not contain geometry that is
not assigned to a named object (such as when exporting from Blender).
This commit is contained in:
rsjtdrjgfuzkfg 2023-01-08 17:40:09 +01:00
parent 629796c333
commit 0442a65656

View file

@ -218,7 +218,8 @@ static Error _parse_obj(const String &p_path, List<Ref<Mesh>> &r_meshes, bool p_
Vector<Vector3> normals;
Vector<Vector2> uvs;
Vector<Color> colors;
String name;
const String default_name = "Mesh";
String name = default_name;
HashMap<String, HashMap<String, Ref<StandardMaterial3D>>> material_map;
@ -395,9 +396,12 @@ static Error _parse_obj(const String &p_path, List<Ref<Mesh>> &r_meshes, bool p_
if (l.begins_with("o ") || f->eof_reached()) {
if (!p_single_mesh) {
mesh->set_name(name);
r_meshes.push_back(mesh);
mesh.instantiate();
if (mesh->get_surface_count() > 0) {
mesh->set_name(name);
r_meshes.push_back(mesh);
mesh.instantiate();
}
name = default_name;
current_group = "";
current_material = "";
}
@ -460,6 +464,7 @@ Node *EditorOBJImporter::import_scene(const String &p_path, uint32_t p_flags, co
for (const Ref<Mesh> &m : meshes) {
Ref<ImporterMesh> mesh;
mesh.instantiate();
mesh->set_name(m->get_name());
for (int i = 0; i < m->get_surface_count(); i++) {
mesh->add_surface(m->surface_get_primitive_type(i), m->surface_get_arrays(i), Array(), Dictionary(), m->surface_get_material(i));
}