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authorLyuma <xn.lyuma@gmail.com>2023-09-24 23:05:26 -0700
committerLyuma <xn.lyuma@gmail.com>2023-09-24 23:05:26 -0700
commitacf76027bd2926ed2a9538f992ad6a7c9888d518 (patch)
treee9f92f65eef3a625db40a327ec8791a9d2f9bc45
parent59139df16e7a10c3b9176f697d23b557af46601e (diff)
downloadredot-engine-acf76027bd2926ed2a9538f992ad6a7c9888d518.tar.gz
Avoid crash when generating LODs on meshes with non-finite vertices.
-rw-r--r--scene/resources/importer_mesh.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/scene/resources/importer_mesh.cpp b/scene/resources/importer_mesh.cpp
index a65a75d878..a3d6b803cf 100644
--- a/scene/resources/importer_mesh.cpp
+++ b/scene/resources/importer_mesh.cpp
@@ -506,6 +506,10 @@ 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);