* fix issue #5641 (segfault after removing redundant materials) * Update RemoveRedundantMaterials.cpp - Fix 2 possible memleaks. --------- Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>pull/5382/head
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08c1adc015
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@ -81,27 +81,26 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene) {
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// Find out which materials are referenced by meshes
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std::vector<bool> abReferenced(pScene->mNumMaterials,false);
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for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
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for (unsigned int i = 0;i < pScene->mNumMeshes;++i) {
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abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
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}
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// If a list of materials to be excluded was given, match the list with
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// our imported materials and 'salt' all positive matches to ensure that
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// we get unique hashes later.
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if (mConfigFixedMaterials.length()) {
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std::list<std::string> strings;
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ConvertListToStrings(mConfigFixedMaterials,strings);
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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aiMaterial* mat = pScene->mMaterials[i];
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ai_assert(mat != nullptr);
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aiString name;
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mat->Get(AI_MATKEY_NAME,name);
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if (name.length) {
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if (name.length != 0) {
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std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
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if (it != strings.end()) {
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// Our brilliant 'salt': A single material property with ~ as first
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// character to mark it as internal and temporary.
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const int dummy = 1;
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@ -126,7 +125,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene) {
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// store all hashes in a list and so a quick search whether
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// we do already have a specific hash. This allows us to
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// determine which materials are identical.
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uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
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uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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// No mesh is referencing this material, remove it.
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if (!abReferenced[i]) {
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@ -157,15 +156,16 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene) {
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// If the new material count differs from the original,
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// we need to rebuild the material list and remap mesh material indexes.
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if (iNewNum < 1) {
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//throw DeadlyImportError("No materials remaining");
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delete [] aiMappingTable;
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delete [] aiHashes;
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pScene->mNumMaterials = 0;
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return;
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}
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if (iNewNum != pScene->mNumMaterials) {
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ai_assert(iNewNum > 0);
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aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
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::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
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for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
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{
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for (unsigned int p = 0; p < pScene->mNumMaterials;++p) {
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// if the material is not referenced ... remove it
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if (!abReferenced[p]) {
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continue;
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