From 0b7354dfa93dfe5cccfb5e5b75347057bf4c74d1 Mon Sep 17 00:00:00 2001 From: Aaron Franke Date: Tue, 10 Sep 2024 00:15:31 -0700 Subject: [PATCH] GLTF: Don't give up loading image if import fails --- editor/editor_file_system.cpp | 4 ++-- modules/gltf/gltf_document.cpp | 41 +++++++++++++++++----------------- 2 files changed, 22 insertions(+), 23 deletions(-) diff --git a/editor/editor_file_system.cpp b/editor/editor_file_system.cpp index cd02482bc75..558eed98c63 100644 --- a/editor/editor_file_system.cpp +++ b/editor/editor_file_system.cpp @@ -2581,7 +2581,7 @@ Error EditorFileSystem::_reimport_group(const String &p_group_file, const Vector EditorFileSystemDirectory *fs = nullptr; int cpos = -1; bool found = _find_file(file, &fs, cpos); - ERR_FAIL_COND_V_MSG(!found, ERR_UNCONFIGURED, "Can't find file '" + file + "'."); + ERR_FAIL_COND_V_MSG(!found, ERR_UNCONFIGURED, vformat("Can't find file '%s' during group reimport.", file)); //update modified times, to avoid reimport fs->files[cpos]->modified_time = FileAccess::get_modified_time(file); @@ -2631,7 +2631,7 @@ Error EditorFileSystem::_reimport_file(const String &p_file, const HashMap p_state, const Vector< #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && handling == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES) { if (p_state->base_path.is_empty()) { - p_state->images.push_back(Ref()); - p_state->source_images.push_back(Ref()); - } else if (p_image->get_name().is_empty()) { - WARN_PRINT(vformat("glTF: Image index '%d' couldn't be named. Skipping it.", p_index)); - p_state->images.push_back(Ref()); - p_state->source_images.push_back(Ref()); + WARN_PRINT("glTF: Couldn't extract image because the base path is empty. It will be loaded directly instead, uncompressed."); } else { + if (p_image->get_name().is_empty()) { + WARN_PRINT(vformat("glTF: Image index '%d' did not have a name. It will be automatically given a name based on its index.", p_index)); + p_image->set_name(itos(p_index)); + } bool must_import = true; Vector img_data = p_image->get_data(); Dictionary generator_parameters; @@ -3559,14 +3558,11 @@ void GLTFDocument::_parse_image_save_image(Ref p_state, const Vector< if (saved_image.is_valid()) { p_state->images.push_back(saved_image); p_state->source_images.push_back(saved_image->get_image()); + return; } else { - WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded with the name: %s. Skipping it.", p_index, p_image->get_name())); - // Placeholder to keep count. - p_state->images.push_back(Ref()); - p_state->source_images.push_back(Ref()); + WARN_PRINT(vformat("glTF: Image index '%d' with the name '%s' couldn't be imported. It will be loaded directly instead, uncompressed.", p_index, p_image->get_name())); } } - return; } #endif // TOOLS_ENABLED if (handling == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_BASISU) { @@ -3649,16 +3645,19 @@ Error GLTFDocument::_parse_images(Ref p_state, const String &p_base_p ERR_FAIL_COND_V(p_base_path.is_empty(), ERR_INVALID_PARAMETER); uri = uri.uri_decode(); uri = p_base_path.path_join(uri).replace("\\", "/"); // Fix for Windows. - // ResourceLoader will rely on the file extension to use the relevant loader. - // The spec says that if mimeType is defined, it should take precedence (e.g. - // there could be a `.png` image which is actually JPEG), but there's no easy - // API for that in Godot, so we'd have to load as a buffer (i.e. embedded in - // the material), so we only do that only as fallback. - Ref texture = ResourceLoader::load(uri); - if (texture.is_valid()) { - p_state->images.push_back(texture); - p_state->source_images.push_back(texture->get_image()); - continue; + // If the image is in the .godot/imported directory, we can't use ResourceLoader. + if (!p_base_path.begins_with("res://.godot/imported")) { + // ResourceLoader will rely on the file extension to use the relevant loader. + // The spec says that if mimeType is defined, it should take precedence (e.g. + // there could be a `.png` image which is actually JPEG), but there's no easy + // API for that in Godot, so we'd have to load as a buffer (i.e. embedded in + // the material), so we only do that only as fallback. + Ref texture = ResourceLoader::load(uri, "Texture2D"); + if (texture.is_valid()) { + p_state->images.push_back(texture); + p_state->source_images.push_back(texture->get_image()); + continue; + } } // mimeType is optional, but if we have it in the file extension, let's use it. // If the mimeType does not match with the file extension, either it should be