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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-09-25 17:18:43 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-09-25 17:18:43 +0200 |
commit | a9af6af4b685a6078989d16cf5ff8e4db37f11cb (patch) | |
tree | 27cf304a40811e1131210a85d03739944c74f4f8 | |
parent | e4cfd4e26a7bb497a5fafcf804bae91ead3ac1c2 (diff) | |
parent | acf76027bd2926ed2a9538f992ad6a7c9888d518 (diff) | |
download | redot-engine-a9af6af4b685a6078989d16cf5ff8e4db37f11cb.tar.gz |
Merge pull request #82285 from lyuma/nan_lods
Avoid crash when generating LODs on meshes with non-finite vertices.
-rw-r--r-- | scene/resources/importer_mesh.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/scene/resources/importer_mesh.cpp b/scene/resources/importer_mesh.cpp index f479ae1e1b..092ba84aa5 100644 --- a/scene/resources/importer_mesh.cpp +++ b/scene/resources/importer_mesh.cpp @@ -514,6 +514,10 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli const Vector3 &v2 = vertices_ptr[new_indices_ptr[j + 2]]; Vector3 face_normal = vec3_cross(v0 - v2, v0 - v1); float face_area = face_normal.length(); // Actually twice the face area, since it's the same error_factor on all faces, we don't care + if (!Math::is_finite(face_area) || face_area == 0) { + WARN_PRINT_ONCE("Ignoring face with non-finite normal in LOD generation."); + continue; + } Vector3 dir = face_normal / face_area; int ray_count = CLAMP(5.0 * face_area * error_factor, 16, 64); |