Fix crash when using invalid node index in skinned mesh

This commit is contained in:
Wojtek Figat
2025-06-08 00:58:31 +02:00
parent 73c30d3d89
commit 99841e2e8d

View File

@@ -158,6 +158,7 @@ void SkeletonData::Swap(SkeletonData& other)
Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
{
CHECK_RETURN(Nodes.IsValidIndex(nodeIndex), Transform::Identity);
const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
if (parentIndex == -1)
{
@@ -169,6 +170,7 @@ Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
void SkeletonData::SetNodeTransform(int32 nodeIndex, const Transform& value)
{
CHECK(Nodes.IsValidIndex(nodeIndex));
const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
if (parentIndex == -1)
{