Fix M3D import crash and memory leak.

The same default material pointer was assigned to all the materials in the scene, so poor destructor tried to free the same pointer multiple times.
pull/4044/head
kovacsv 2021-08-24 07:26:20 +02:00
parent d2b7e9c38c
commit 0590a39159
2 changed files with 27 additions and 30 deletions

View File

@ -233,12 +233,12 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d) {
ASSIMP_LOG_DEBUG("M3D: importMaterials ", mScene->mNumMaterials);
// add a default material as first
aiMaterial *mat = new aiMaterial;
mat->AddProperty(&name, AI_MATKEY_NAME);
aiMaterial *defaultMat = new aiMaterial;
defaultMat->AddProperty(&name, AI_MATKEY_NAME);
c.a = 1.0f;
c.b = c.g = c.r = 0.6f;
mat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE);
mScene->mMaterials[0] = mat;
defaultMat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE);
mScene->mMaterials[0] = defaultMat;
if (!m3d->nummaterial || !m3d->material) {
return;
@ -300,12 +300,12 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d) {
m->prop[j].value.textureid < m3d->numtexture &&
m3d->texture[m->prop[j].value.textureid].name) {
name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png"));
mat->AddProperty(&name, aiTxProps[k].pKey, aiTxProps[k].type, aiTxProps[k].index);
newMat->AddProperty(&name, aiTxProps[k].pKey, aiTxProps[k].type, aiTxProps[k].index);
n = 0;
mat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index);
newMat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index);
}
}
mScene->mMaterials[i + 1] = mat;
mScene->mMaterials[i + 1] = newMat;
}
}

View File

@ -50,35 +50,32 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
class utM3DImportExport : public AbstractImportExportBase {
public:
bool importerTest() override {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/M3D/cube_normals.m3d", aiProcess_ValidateDataStructure);
TEST(utM3DImportExport, import_cube_normals) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/M3D/cube_normals.m3d", aiProcess_ValidateDataStructure);
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
return nullptr != scene;
ASSERT_NE(nullptr, scene);
#else
return nullptr == scene;
ASSERT_EQ(nullptr, scene);
#endif // ASSIMP_BUILD_NO_M3D_IMPORTER
}
}
#ifndef ASSIMP_BUILD_NO_EXPORT
bool exporterTest() override {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/M3D/cube_normals.m3d", aiProcess_ValidateDataStructure);
Exporter exporter;
aiReturn ret = exporter.Export(scene, "m3d", ASSIMP_TEST_MODELS_DIR "/M3D/cube_normals_out.m3d");
return ret == AI_SUCCESS;
}
#endif
};
TEST_F(utM3DImportExport, importM3DFromFileTest) {
EXPECT_TRUE(importerTest());
TEST(utM3DImportExport, import_cube_usemtl) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/M3D/cube_usemtl.m3d", aiProcess_ValidateDataStructure);
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
ASSERT_NE(nullptr, scene);
#else
ASSERT_EQ(nullptr, scene);
#endif // ASSIMP_BUILD_NO_M3D_IMPORTER
}
#ifndef ASSIMP_BUILD_NO_EXPORT
TEST_F(utM3DImportExport, exportM3DFromFileTest) {
EXPECT_TRUE(exporterTest());
TEST(utM3DImportExport, export_cube_normals) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/M3D/cube_normals.m3d", aiProcess_ValidateDataStructure);
Exporter exporter;
aiReturn ret = exporter.Export(scene, "m3d", ASSIMP_TEST_MODELS_DIR "/M3D/cube_normals_out.m3d");
ASSERT_EQ(AI_SUCCESS, ret);
}
#endif // ASSIMP_BUILD_NO_EXPORT