fix irrreader leak.

pull/2885/head
Kim Kulling 2020-01-16 20:25:47 +01:00
parent 10ff2d94f7
commit 40d882af4f
16 changed files with 126 additions and 147 deletions

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,

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@ -55,8 +55,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/anim.h>
#include <stdio.h> //sprintf
namespace Assimp {
namespace D3DS {
namespace Assimp {
namespace D3DS {
#include <assimp/Compiler/pushpack1.h>

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@ -72,7 +72,6 @@ static const aiImporterDesc desc = {
"3ds prj"
};
// ------------------------------------------------------------------------------------------------
// Begins a new parsing block
// - Reads the current chunk and validates it
@ -141,23 +140,19 @@ bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandle
// ------------------------------------------------------------------------------------------------
// Loader registry entry
const aiImporterDesc* Discreet3DSImporter::GetInfo () const
{
const aiImporterDesc* Discreet3DSImporter::GetInfo () const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
{
void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/) {
// nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void Discreet3DSImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
void Discreet3DSImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
// We should have at least one chunk
@ -200,7 +195,7 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile,
ComputeNormalsWithSmoothingsGroups<D3DS::Face>(mesh);
}
// Replace all occurences of the default material with a
// Replace all occurrences of the default material with a
// valid material. Generate it if no material containing
// DEFAULT in its name has been found in the file
ReplaceDefaultMaterial();
@ -227,8 +222,7 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile,
// ------------------------------------------------------------------------------------------------
// Applies a master-scaling factor to the imported scene
void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
{
void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene) {
// There are some 3DS files with a zero scaling factor
if (!mMasterScale)mMasterScale = 1.0f;
else mMasterScale = 1.0f / mMasterScale;

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@ -65,15 +65,11 @@ using namespace D3DS;
// ---------------------------------------------------------------------------------
/** Importer class for 3D Studio r3 and r4 3DS files
*/
class Discreet3DSImporter : public BaseImporter
{
class Discreet3DSImporter : public BaseImporter {
public:
Discreet3DSImporter();
~Discreet3DSImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details.

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@ -9,6 +9,9 @@ For details, see http://sourceforge.net/projects/libb64
const int CHARS_PER_LINE = 72;
#pragma warning(push)
#pragma warning(disable : 4244)
void base64_init_encodestate(base64_encodestate* state_in)
{
state_in->step = step_A;
@ -107,3 +110,4 @@ int base64_encode_blockend(char* code_out, base64_encodestate* state_in)
return codechar - code_out;
}
#pragma warning(pop)

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@ -178,7 +178,7 @@ void CSMImporter::InternReadFile( const std::string& pFile,
*ot++ = *buffer++;
*ot = '\0';
nda->mNodeName.length = (size_t)(ot-nda->mNodeName.data);
nda->mNodeName.length = static_cast<ai_uint32>(ot-nda->mNodeName.data);
}
anim->mNumChannels = static_cast<unsigned int>(anims_temp.size());

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@ -1564,8 +1564,10 @@ namespace Assimp {
bone_map.clear();
}
catch (std::exception&e) {
catch (std::exception &e) {
FBXImporter::LogError(e.what());
std::for_each(bones.begin(), bones.end(), Util::delete_fun<aiBone>());
throw;
}

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@ -1483,6 +1483,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
*/
delete root;
delete reader;
}
#endif // !! ASSIMP_BUILD_NO_IRR_IMPORTER

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@ -504,7 +504,7 @@ aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
pcNew->mData = new char[pSizeInBytes];
memcpy (pcNew->mData,pInput,pSizeInBytes);
pcNew->mKey.length = ::strlen(pKey);
pcNew->mKey.length = static_cast<ai_uint32>( ::strlen(pKey) );
ai_assert ( MAXLEN > pcNew->mKey.length);
strcpy( pcNew->mKey.data, pKey );

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@ -616,7 +616,7 @@ bool Q3BSPFileImporter::importTextureFromArchive( const Q3BSP::Q3BSPModel *model
// We'll leave it up to the user to figure out which extension the file has.
aiString name;
strncpy( name.data, pTexture->strName, sizeof name.data );
name.length = strlen( name.data );
name.length = static_cast<ai_uint32>(strlen( name.data ));
pMatHelper->AddProperty( &name, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
}
}

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@ -616,7 +616,7 @@ void SMDImporter::CreateOutputMaterials() {
if (aszTextures[iMat].length())
{
::strncpy(szName.data, aszTextures[iMat].c_str(),MAXLEN-1);
szName.length = aszTextures[iMat].length();
szName.length = static_cast<ai_uint32>( aszTextures[iMat].length() );
pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
}

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@ -3,9 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -48,8 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/
*/
#ifndef ASSIMP_BUILD_NO_3D_IMPORTER
#include "Unreal/UnrealLoader.h"
@ -65,9 +61,99 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/importerdesc.h>
#include <memory>
#include <stdint.h>
using namespace Assimp;
namespace Unreal {
/*
0 = Normal one-sided
1 = Normal two-sided
2 = Translucent two-sided
3 = Masked two-sided
4 = Modulation blended two-sided
8 = Placeholder triangle for weapon positioning (invisible)
*/
enum MeshFlags {
MF_NORMAL_OS = 0,
MF_NORMAL_TS = 1,
MF_NORMAL_TRANS_TS = 2,
MF_NORMAL_MASKED_TS = 3,
MF_NORMAL_MOD_TS = 4,
MF_WEAPON_PLACEHOLDER = 8
};
// a single triangle
struct Triangle {
uint16_t mVertex[3]; // Vertex indices
char mType; // James' Mesh Type
char mColor; // Color for flat and Gourand Shaded
unsigned char mTex[3][2]; // Texture UV coordinates
unsigned char mTextureNum; // Source texture offset
char mFlags; // Unreal Mesh Flags (unused)
unsigned int matIndex;
};
// temporary representation for a material
struct TempMat {
TempMat() :
type(), tex(), numFaces(0) {}
explicit TempMat(const Triangle &in) :
type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {}
// type of mesh
Unreal::MeshFlags type;
// index of texture
unsigned int tex;
// number of faces using us
unsigned int numFaces;
// for std::find
bool operator==(const TempMat &o) {
return (tex == o.tex && type == o.type);
}
};
struct Vertex {
int32_t X : 11;
int32_t Y : 11;
int32_t Z : 10;
};
// UNREAL vertex compression
inline void CompressVertex(const aiVector3D &v, uint32_t &out) {
union {
Vertex n;
int32_t t;
};
n.X = (int32_t)v.x;
n.Y = (int32_t)v.y;
n.Z = (int32_t)v.z;
::memcpy(&out, &t, sizeof(int32_t));
//out = t;
}
// UNREAL vertex decompression
inline void DecompressVertex(aiVector3D &v, int32_t in) {
union {
Vertex n;
int32_t i;
};
i = in;
v.x = (float)n.X;
v.y = (float)n.Y;
v.z = (float)n.Z;
}
} // end namespace Unreal
static const aiImporterDesc desc = {
"Unreal Mesh Importer",
"",
@ -403,7 +489,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
// set color and name
mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
s.length = ::strlen(s.data);
s.length = static_cast<ai_uint32>(::strlen(s.data));
mat->AddProperty(&s,AI_MATKEY_NAME);
// set texture, if any

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@ -2,8 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -47,118 +46,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_3D_LOADER_H
#include <assimp/BaseImporter.h>
#include <stdint.h>
namespace Assimp {
namespace Unreal {
/*
0 = Normal one-sided
1 = Normal two-sided
2 = Translucent two-sided
3 = Masked two-sided
4 = Modulation blended two-sided
8 = Placeholder triangle for weapon positioning (invisible)
*/
enum MeshFlags {
MF_NORMAL_OS = 0,
MF_NORMAL_TS = 1,
MF_NORMAL_TRANS_TS = 2,
MF_NORMAL_MASKED_TS = 3,
MF_NORMAL_MOD_TS = 4,
MF_WEAPON_PLACEHOLDER = 8
};
// a single triangle
struct Triangle {
uint16_t mVertex[3]; // Vertex indices
char mType; // James' Mesh Type
char mColor; // Color for flat and Gourand Shaded
unsigned char mTex[3][2]; // Texture UV coordinates
unsigned char mTextureNum; // Source texture offset
char mFlags; // Unreal Mesh Flags (unused)
unsigned int matIndex;
};
// temporary representation for a material
struct TempMat {
TempMat()
: type()
, tex()
, numFaces (0)
{}
explicit TempMat(const Triangle& in)
: type ((Unreal::MeshFlags)in.mType)
, tex (in.mTextureNum)
, numFaces (0)
{}
// type of mesh
Unreal::MeshFlags type;
// index of texture
unsigned int tex;
// number of faces using us
unsigned int numFaces;
// for std::find
bool operator == (const TempMat& o ) {
return (tex == o.tex && type == o.type);
}
};
struct Vertex
{
int32_t X : 11;
int32_t Y : 11;
int32_t Z : 10;
};
// UNREAL vertex compression
inline void CompressVertex(const aiVector3D& v, uint32_t& out)
{
union {
Vertex n;
int32_t t;
};
n.X = (int32_t)v.x;
n.Y = (int32_t)v.y;
n.Z = (int32_t)v.z;
::memcpy( &out, &t, sizeof(int32_t));
//out = t;
}
// UNREAL vertex decompression
inline void DecompressVertex(aiVector3D& v, int32_t in)
{
union {
Vertex n;
int32_t i;
};
i = in;
v.x = (float)n.X;
v.y = (float)n.Y;
v.z = (float)n.Z;
}
} // end namespace Unreal
namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief Importer class to load UNREAL files (*.3d)
*/
class UnrealImporter : public BaseImporter
{
class UnrealImporter : public BaseImporter {
public:
UnrealImporter();
~UnrealImporter();
public:
// -------------------------------------------------------------------
/** @brief Returns whether we can handle the format of the given file
*
@ -184,7 +82,6 @@ protected:
*/
void SetupProperties(const Importer* pImp);
// -------------------------------------------------------------------
/** @brief Imports the given file into the given scene structure.
*
@ -204,4 +101,5 @@ private:
}; // !class UnrealImporter
} // end of namespace Assimp
#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) {
if (!pZip->m_file_offset_alignment)
return 0;
n = (mz_uint32)(pZip->m_archive_size & (pZip->m_file_offset_alignment - 1));
return (pZip->m_file_offset_alignment - n) &
return (mz_uint)(pZip->m_file_offset_alignment - n) &
(pZip->m_file_offset_alignment - 1);
}

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@ -275,7 +275,7 @@ int CDisplay::ReplaceCurrentTexture(const char* szPath)
IDirect3DTexture9* piTexture = NULL;
aiString szString;
strcpy(szString.data,szPath);
szString.length = strlen(szPath);
szString.length = static_cast<ai_uint32>(strlen(szPath));
CMaterialManager::Instance().LoadTexture(&piTexture,&szString);
if (!piTexture) {

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@ -287,7 +287,7 @@ bool CMaterialManager::TryLongerPath(char* szTemp,aiString* p_szString)
size_t iLen2 = iLen+1;
iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
memcpy(p_szString->data,szTempB,iLen2);
p_szString->length = iLen;
p_szString->length = static_cast<ai_uint32>(iLen);
return true;
}
}
@ -301,7 +301,7 @@ bool CMaterialManager::TryLongerPath(char* szTemp,aiString* p_szString)
size_t iLen2 = iLen+1;
iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
memcpy(p_szString->data,szTempB,iLen2);
p_szString->length = iLen;
p_szString->length = static_cast<ai_uint32>(iLen);
return true;
}
}
@ -392,7 +392,7 @@ int CMaterialManager::FindValidPath(aiString* p_szString)
if((pFile=fopen( tmp2,"r" ))){
fclose( pFile );
strcpy(p_szString->data,tmp2);
p_szString->length = strlen(tmp2);
p_szString->length = static_cast<ai_uint32>(strlen(tmp2));
return 1;
}
}
@ -403,11 +403,11 @@ int CMaterialManager::FindValidPath(aiString* p_szString)
fclose(pFile);
// copy the result string back to the aiString
const size_t iLen = strlen(szTemp);
size_t iLen2 = iLen+1;
iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
memcpy(p_szString->data,szTemp,iLen2);
p_szString->length = iLen;
const size_t len = strlen(szTemp);
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;