From 299413157aad89f9a276e4920aeb128aff56d162 Mon Sep 17 00:00:00 2001 From: Lyuma Date: Sun, 24 Sep 2023 23:05:26 -0700 Subject: [PATCH] Avoid crash when generating LODs on meshes with non-finite vertices. (cherry picked from commit acf76027bd2926ed2a9538f992ad6a7c9888d518) --- scene/resources/importer_mesh.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/scene/resources/importer_mesh.cpp b/scene/resources/importer_mesh.cpp index 8768cd7c2ac..44cd54111fe 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);