fix irrreader leak.
parent
10ff2d94f7
commit
40d882af4f
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -72,7 +72,6 @@ static const aiImporterDesc desc = {
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"3ds prj"
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};
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// ------------------------------------------------------------------------------------------------
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// Begins a new parsing block
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// - Reads the current chunk and validates it
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@ -141,23 +140,19 @@ bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandle
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// ------------------------------------------------------------------------------------------------
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// Loader registry entry
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const aiImporterDesc* Discreet3DSImporter::GetInfo () const
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{
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const aiImporterDesc* Discreet3DSImporter::GetInfo () const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
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{
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void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/) {
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// nothing to be done for the moment
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void Discreet3DSImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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void Discreet3DSImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
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StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
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// We should have at least one chunk
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@ -200,7 +195,7 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile,
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ComputeNormalsWithSmoothingsGroups<D3DS::Face>(mesh);
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}
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// Replace all occurences of the default material with a
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// Replace all occurrences of the default material with a
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// valid material. Generate it if no material containing
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// DEFAULT in its name has been found in the file
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ReplaceDefaultMaterial();
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@ -227,8 +222,7 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile,
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// ------------------------------------------------------------------------------------------------
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// Applies a master-scaling factor to the imported scene
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void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
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{
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void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene) {
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// There are some 3DS files with a zero scaling factor
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if (!mMasterScale)mMasterScale = 1.0f;
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else mMasterScale = 1.0f / mMasterScale;
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@ -65,15 +65,11 @@ using namespace D3DS;
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// ---------------------------------------------------------------------------------
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/** Importer class for 3D Studio r3 and r4 3DS files
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*/
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class Discreet3DSImporter : public BaseImporter
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{
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class Discreet3DSImporter : public BaseImporter {
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public:
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Discreet3DSImporter();
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~Discreet3DSImporter();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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@ -9,6 +9,9 @@ For details, see http://sourceforge.net/projects/libb64
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const int CHARS_PER_LINE = 72;
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#pragma warning(push)
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#pragma warning(disable : 4244)
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void base64_init_encodestate(base64_encodestate* state_in)
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{
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state_in->step = step_A;
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@ -107,3 +110,4 @@ int base64_encode_blockend(char* code_out, base64_encodestate* state_in)
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return codechar - code_out;
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}
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#pragma warning(pop)
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@ -178,7 +178,7 @@ void CSMImporter::InternReadFile( const std::string& pFile,
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*ot++ = *buffer++;
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*ot = '\0';
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nda->mNodeName.length = (size_t)(ot-nda->mNodeName.data);
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nda->mNodeName.length = static_cast<ai_uint32>(ot-nda->mNodeName.data);
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}
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anim->mNumChannels = static_cast<unsigned int>(anims_temp.size());
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@ -1565,7 +1565,9 @@ namespace Assimp {
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bone_map.clear();
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}
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catch (std::exception &e) {
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FBXImporter::LogError(e.what());
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std::for_each(bones.begin(), bones.end(), Util::delete_fun<aiBone>());
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throw;
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}
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@ -1483,6 +1483,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
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*/
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delete root;
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delete reader;
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}
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#endif // !! ASSIMP_BUILD_NO_IRR_IMPORTER
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@ -504,7 +504,7 @@ aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
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pcNew->mData = new char[pSizeInBytes];
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memcpy (pcNew->mData,pInput,pSizeInBytes);
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pcNew->mKey.length = ::strlen(pKey);
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pcNew->mKey.length = static_cast<ai_uint32>( ::strlen(pKey) );
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ai_assert ( MAXLEN > pcNew->mKey.length);
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strcpy( pcNew->mKey.data, pKey );
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@ -616,7 +616,7 @@ bool Q3BSPFileImporter::importTextureFromArchive( const Q3BSP::Q3BSPModel *model
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// We'll leave it up to the user to figure out which extension the file has.
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aiString name;
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strncpy( name.data, pTexture->strName, sizeof name.data );
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name.length = strlen( name.data );
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name.length = static_cast<ai_uint32>(strlen( name.data ));
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pMatHelper->AddProperty( &name, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
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}
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}
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@ -616,7 +616,7 @@ void SMDImporter::CreateOutputMaterials() {
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if (aszTextures[iMat].length())
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{
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::strncpy(szName.data, aszTextures[iMat].c_str(),MAXLEN-1);
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szName.length = aszTextures[iMat].length();
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szName.length = static_cast<ai_uint32>( aszTextures[iMat].length() );
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pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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}
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@ -3,9 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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@ -48,8 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/
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*/
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#ifndef ASSIMP_BUILD_NO_3D_IMPORTER
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#include "Unreal/UnrealLoader.h"
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@ -65,9 +61,99 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/importerdesc.h>
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#include <memory>
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#include <stdint.h>
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using namespace Assimp;
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namespace Unreal {
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/*
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0 = Normal one-sided
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1 = Normal two-sided
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2 = Translucent two-sided
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3 = Masked two-sided
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4 = Modulation blended two-sided
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8 = Placeholder triangle for weapon positioning (invisible)
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*/
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enum MeshFlags {
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MF_NORMAL_OS = 0,
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MF_NORMAL_TS = 1,
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MF_NORMAL_TRANS_TS = 2,
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MF_NORMAL_MASKED_TS = 3,
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MF_NORMAL_MOD_TS = 4,
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MF_WEAPON_PLACEHOLDER = 8
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};
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// a single triangle
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struct Triangle {
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uint16_t mVertex[3]; // Vertex indices
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char mType; // James' Mesh Type
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char mColor; // Color for flat and Gourand Shaded
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unsigned char mTex[3][2]; // Texture UV coordinates
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unsigned char mTextureNum; // Source texture offset
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char mFlags; // Unreal Mesh Flags (unused)
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unsigned int matIndex;
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};
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// temporary representation for a material
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struct TempMat {
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TempMat() :
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type(), tex(), numFaces(0) {}
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explicit TempMat(const Triangle &in) :
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type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {}
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// type of mesh
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Unreal::MeshFlags type;
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// index of texture
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unsigned int tex;
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// number of faces using us
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unsigned int numFaces;
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// for std::find
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bool operator==(const TempMat &o) {
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return (tex == o.tex && type == o.type);
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}
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};
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struct Vertex {
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int32_t X : 11;
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int32_t Y : 11;
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int32_t Z : 10;
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};
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// UNREAL vertex compression
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inline void CompressVertex(const aiVector3D &v, uint32_t &out) {
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union {
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Vertex n;
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int32_t t;
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};
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n.X = (int32_t)v.x;
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n.Y = (int32_t)v.y;
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n.Z = (int32_t)v.z;
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::memcpy(&out, &t, sizeof(int32_t));
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//out = t;
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}
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// UNREAL vertex decompression
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inline void DecompressVertex(aiVector3D &v, int32_t in) {
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union {
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Vertex n;
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int32_t i;
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};
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i = in;
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v.x = (float)n.X;
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v.y = (float)n.Y;
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v.z = (float)n.Z;
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}
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} // end namespace Unreal
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static const aiImporterDesc desc = {
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"Unreal Mesh Importer",
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"",
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// set color and name
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mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
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s.length = ::strlen(s.data);
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s.length = static_cast<ai_uint32>(::strlen(s.data));
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mat->AddProperty(&s,AI_MATKEY_NAME);
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// set texture, if any
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@ -2,8 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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@ -47,118 +46,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define INCLUDED_AI_3D_LOADER_H
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#include <assimp/BaseImporter.h>
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#include <stdint.h>
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namespace Assimp {
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namespace Unreal {
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/*
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0 = Normal one-sided
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1 = Normal two-sided
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2 = Translucent two-sided
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3 = Masked two-sided
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4 = Modulation blended two-sided
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8 = Placeholder triangle for weapon positioning (invisible)
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*/
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enum MeshFlags {
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MF_NORMAL_OS = 0,
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MF_NORMAL_TS = 1,
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MF_NORMAL_TRANS_TS = 2,
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MF_NORMAL_MASKED_TS = 3,
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MF_NORMAL_MOD_TS = 4,
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MF_WEAPON_PLACEHOLDER = 8
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};
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// a single triangle
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struct Triangle {
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uint16_t mVertex[3]; // Vertex indices
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char mType; // James' Mesh Type
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char mColor; // Color for flat and Gourand Shaded
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unsigned char mTex[3][2]; // Texture UV coordinates
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unsigned char mTextureNum; // Source texture offset
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char mFlags; // Unreal Mesh Flags (unused)
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unsigned int matIndex;
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};
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// temporary representation for a material
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struct TempMat {
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TempMat()
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: type()
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, tex()
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, numFaces (0)
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{}
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explicit TempMat(const Triangle& in)
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: type ((Unreal::MeshFlags)in.mType)
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, tex (in.mTextureNum)
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, numFaces (0)
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{}
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// type of mesh
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Unreal::MeshFlags type;
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// index of texture
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unsigned int tex;
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// number of faces using us
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unsigned int numFaces;
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// for std::find
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bool operator == (const TempMat& o ) {
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return (tex == o.tex && type == o.type);
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}
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};
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struct Vertex
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{
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int32_t X : 11;
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int32_t Y : 11;
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int32_t Z : 10;
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};
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// UNREAL vertex compression
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inline void CompressVertex(const aiVector3D& v, uint32_t& out)
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{
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union {
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Vertex n;
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int32_t t;
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};
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n.X = (int32_t)v.x;
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n.Y = (int32_t)v.y;
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n.Z = (int32_t)v.z;
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::memcpy( &out, &t, sizeof(int32_t));
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//out = t;
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}
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// UNREAL vertex decompression
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inline void DecompressVertex(aiVector3D& v, int32_t in)
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{
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union {
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Vertex n;
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int32_t i;
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};
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i = in;
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v.x = (float)n.X;
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v.y = (float)n.Y;
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v.z = (float)n.Z;
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}
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} // end namespace Unreal
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// ---------------------------------------------------------------------------
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/** @brief Importer class to load UNREAL files (*.3d)
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*/
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class UnrealImporter : public BaseImporter
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{
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class UnrealImporter : public BaseImporter {
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public:
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UnrealImporter();
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~UnrealImporter();
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public:
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// -------------------------------------------------------------------
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/** @brief Returns whether we can handle the format of the given file
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*
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@ -184,7 +82,6 @@ protected:
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*/
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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/** @brief Imports the given file into the given scene structure.
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*
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@ -204,4 +101,5 @@ private:
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}; // !class UnrealImporter
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} // end of namespace Assimp
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#endif // AI_UNREALIMPORTER_H_INC
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@ -6085,7 +6085,7 @@ mz_zip_writer_compute_padding_needed_for_file_alignment(mz_zip_archive *pZip) {
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if (!pZip->m_file_offset_alignment)
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return 0;
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n = (mz_uint32)(pZip->m_archive_size & (pZip->m_file_offset_alignment - 1));
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return (pZip->m_file_offset_alignment - n) &
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return (mz_uint)(pZip->m_file_offset_alignment - n) &
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(pZip->m_file_offset_alignment - 1);
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}
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@ -275,7 +275,7 @@ int CDisplay::ReplaceCurrentTexture(const char* szPath)
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IDirect3DTexture9* piTexture = NULL;
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aiString szString;
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strcpy(szString.data,szPath);
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szString.length = strlen(szPath);
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szString.length = static_cast<ai_uint32>(strlen(szPath));
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CMaterialManager::Instance().LoadTexture(&piTexture,&szString);
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if (!piTexture) {
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@ -287,7 +287,7 @@ bool CMaterialManager::TryLongerPath(char* szTemp,aiString* p_szString)
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size_t iLen2 = iLen+1;
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iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
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memcpy(p_szString->data,szTempB,iLen2);
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p_szString->length = iLen;
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p_szString->length = static_cast<ai_uint32>(iLen);
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return true;
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}
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}
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@ -301,7 +301,7 @@ bool CMaterialManager::TryLongerPath(char* szTemp,aiString* p_szString)
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size_t iLen2 = iLen+1;
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iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
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memcpy(p_szString->data,szTempB,iLen2);
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p_szString->length = iLen;
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p_szString->length = static_cast<ai_uint32>(iLen);
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return true;
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}
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}
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@ -392,7 +392,7 @@ int CMaterialManager::FindValidPath(aiString* p_szString)
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if((pFile=fopen( tmp2,"r" ))){
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fclose( pFile );
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strcpy(p_szString->data,tmp2);
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p_szString->length = strlen(tmp2);
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p_szString->length = static_cast<ai_uint32>(strlen(tmp2));
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return 1;
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}
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}
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@ -403,11 +403,11 @@ int CMaterialManager::FindValidPath(aiString* p_szString)
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fclose(pFile);
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// copy the result string back to the aiString
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const size_t iLen = strlen(szTemp);
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size_t iLen2 = iLen+1;
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iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
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memcpy(p_szString->data,szTemp,iLen2);
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p_szString->length = iLen;
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const size_t len = strlen(szTemp);
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size_t len2 = len+1;
|
||||
len2 = len2 > MAXLEN ? MAXLEN : len2;
|
||||
memcpy(p_szString->data, szTemp, len2);
|
||||
p_szString->length = static_cast<ai_uint32>(len);
|
||||
|
||||
}
|
||||
return 1;
|
||||
|
|
Loading…
Reference in New Issue