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GLTFLoader: Fix collision in unique object names #27052
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feryandi
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I feel like I am missing something obvious sorry, but I can't see what this does differently than the previous code — what was the problem and solution here?
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Thank you for the question.
The goal of this change is to ensure the uniqueness of node name. The previous implementation could return non-unique node name on a certain case. The issue is the array this.nodeNamesUsed doesn't memorize all of the node values because of early return on line 3529.
Here's an example, given two nodes:
The loader will then process each primitive as follows:
In the old implementation:
This is causing issue, because there are two nodes named "triangle_1"
In the new implementation, here is the process:
This function will always create unique name for each node.
Hope this answer your question.
Let me know if you have any other concern.
Thank you.
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Ahh I see, thank you!
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Yeah, looks like ensuring the unique names, tho I haven't thought deeply yet.
In the example above, it would be good to respect the original names more ideally the result at [3] would be kept "triangle_1" and the result at [2] would be named something differently? If we want to do that, should we first look through all the original names? Anyways, we can improve later if needed. Thanks, good work.