Merge branch 'master' into coverity_scan

pull/2289/head
Kim Kulling 2018-12-29 23:22:14 +01:00
commit 5d483d8d80
13 changed files with 87 additions and 50 deletions

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@ -28,7 +28,11 @@ namespace Assimp {
#define IMPL_STRUCT_READ(ty) \
bool read##ty(ElemBase *v, const size_t cnt, const FileDatabase &db) { \
return read<ty>(db.dna[#ty], dynamic_cast<ty *>(v), cnt, db); \
ty *ptr = dynamic_cast<ty*>(v); \
if (nullptr == ptr) { \
return false; \
} \
return read<ty>(db.dna[#ty], ptr, cnt, db); \
}
#define IMPL_STRUCT_CREATE(ty) \

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@ -1500,24 +1500,18 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
// otherwise it is a normal node (NODE)
const char * node_type;
bool is_joint, is_skeleton_root = false;
if (NULL == findBone(pScene, pNode->mName.C_Str())) {
if (nullptr == findBone(pScene, pNode->mName.C_Str())) {
node_type = "NODE";
is_joint = false;
} else {
node_type = "JOINT";
is_joint = true;
if(!pNode->mParent || NULL == findBone(pScene, pNode->mParent->mName.C_Str()))
if (!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str())) {
is_skeleton_root = true;
}
}
const std::string node_name_escaped = XMLEscape(pNode->mName.data);
/* // customized, Note! the id field is crucial for inter-xml look up, it cannot be replaced with sid ?!
mOutput << startstr
<< "<node ";
if(is_skeleton_root)
mOutput << "id=\"" << "skeleton_root" << "\" "; // For now, only support one skeleton in a scene.
mOutput << (is_joint ? "s" : "") << "id=\"" << node_name_escaped;
*/
mOutput << startstr << "<node ";
if(is_skeleton_root) {
mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"" : "") ; // For now, only support one skeleton in a scene.

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@ -85,24 +85,27 @@ static const aiImporterDesc desc = {
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ColladaLoader::ColladaLoader()
: mFileName()
, mMeshIndexByID()
, mMaterialIndexByName()
, mMeshes()
, newMats()
, mCameras()
, mLights()
, mTextures()
, mAnims()
, noSkeletonMesh( false )
, ignoreUpDirection(false)
, mNodeNameCounter( 0 )
{}
: mFileName()
, mMeshIndexByID()
, mMaterialIndexByName()
, mMeshes()
, newMats()
, mCameras()
, mLights()
, mTextures()
, mAnims()
, noSkeletonMesh( false )
, ignoreUpDirection(false)
, useColladaName( false )
, mNodeNameCounter( 0 ) {
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ColladaLoader::~ColladaLoader()
{}
ColladaLoader::~ColladaLoader() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.

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@ -70,14 +70,27 @@ public: // public data members
bool force_has_children = false;
public: // constructors
/// The default class constructor.
Node() = default;
Node(const std::string& n) : name(n) {}
/// The class constructor with the name.
Node(const std::string& n)
: name(n)
, properties()
, children()
, force_has_children( false ) {
// empty
}
// convenience template to construct with properties directly
template <typename... More>
Node(const std::string& n, const More... more)
: name(n)
{ AddProperties(more...); }
: name(n)
, properties()
, children()
, force_has_children(false) {
AddProperties(more...);
}
public: // functions to add properties or children
// add a single property to the node

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@ -131,13 +131,15 @@ namespace Assimp {
} // end of namespace Assimp
FBXExporter::FBXExporter (
const aiScene* pScene,
const ExportProperties* pProperties
)
: mScene(pScene)
, mProperties(pProperties)
{
FBXExporter::FBXExporter ( const aiScene* pScene, const ExportProperties* pProperties )
: binary(false)
, mScene(pScene)
, mProperties(pProperties)
, outfile()
, connections()
, mesh_uids()
, material_uids()
, node_uids() {
// will probably need to determine UIDs, connections, etc here.
// basically anything that needs to be known
// before we start writing sections to the stream.
@ -2444,7 +2446,6 @@ void FBXExporter::WriteAnimationCurve(
// TODO: keyattr flags and data (STUB for now)
n.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
n.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
ai_assert(static_cast<int32_t>(times.size()) <= std::numeric_limits<int32_t>::max());
n.AddChild(
"KeyAttrRefCount",
std::vector<int32_t>{static_cast<int32_t>(times.size())}

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@ -738,7 +738,11 @@ void SceneCombiner::MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator
// And copy the final weights - adjust the vertex IDs by the
// face index offset of the corresponding mesh.
for (std::vector< BoneSrcIndex >::const_iterator wmit = (*boneIt).pSrcBones.begin(); wmit != wend; ++wmit) {
for (std::vector< BoneSrcIndex >::const_iterator wmit = (*boneIt).pSrcBones.begin(); wmit != (*boneIt).pSrcBones.end(); ++wmit) {
if (wmit == wend) {
break;
}
aiBone* pip = (*wmit).first;
for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw) {
const aiVertexWeight& vfi = pip->mWeights[mp];

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@ -370,7 +370,7 @@ aiLight* XGLImporter::ReadDirectionalLight()
// ------------------------------------------------------------------------------------------------
aiNode* XGLImporter::ReadObject(TempScope& scope, bool skipFirst, const char* closetag)
{
std::unique_ptr<aiNode> nd(new aiNode());
aiNode *nd = new aiNode;
std::vector<aiNode*> children;
std::vector<unsigned int> meshes;
@ -453,11 +453,11 @@ aiNode* XGLImporter::ReadObject(TempScope& scope, bool skipFirst, const char* cl
nd->mChildren = new aiNode*[nd->mNumChildren]();
for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
nd->mChildren[i] = children[i];
children[i]->mParent = nd.get();
children[i]->mParent = nd;
}
}
return nd.release();
return nd;
}
// ------------------------------------------------------------------------------------------------
@ -731,11 +731,10 @@ unsigned int XGLImporter::ResolveMaterialRef(TempScope& scope)
}
// ------------------------------------------------------------------------------------------------
void XGLImporter::ReadMaterial(TempScope& scope)
{
void XGLImporter::ReadMaterial(TempScope& scope) {
const unsigned int mat_id = ReadIDAttr();
std::unique_ptr<aiMaterial> mat(new aiMaterial());
aiMaterial *mat(new aiMaterial );
while (ReadElementUpToClosing("mat")) {
const std::string& s = GetElementName();
if (s == "amb") {
@ -764,11 +763,10 @@ void XGLImporter::ReadMaterial(TempScope& scope)
}
}
scope.materials[mat_id] = mat.get();
scope.materials_linear.push_back(mat.release());
scope.materials[mat_id] = mat;
scope.materials_linear.push_back(mat);
}
// ----------------------------------------------------------------------------------------------
void XGLImporter::ReadFaceVertex(const TempMesh& t, TempFace& out)
{

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@ -656,7 +656,11 @@ namespace glTF2
} ortographic;
} cameraProperties;
Camera() {}
Camera()
: type(Perspective)
, cameraProperties() {
// empty
}
void Read(Value& obj, Asset& r);
};

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@ -744,6 +744,9 @@ namespace glTF2 {
if (!(dict = FindArray(*container, d.mDictId))) {
container->AddMember(StringRef(d.mDictId), Value().SetArray().Move(), mDoc.GetAllocator());
dict = FindArray(*container, d.mDictId);
if (nullptr == dict) {
return;
}
}
for (size_t i = 0; i < d.mObjs.size(); ++i) {

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@ -643,11 +643,12 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buf
Ref<Buffer> buf = vertexJointAccessor->bufferView->buffer;
uint8_t* arrys = new uint8_t[bytesLen];
unsigned int i = 0;
uint8_t* data = new uint8_t[s_bytesPerComp];
for ( unsigned int j = 0; j <= bytesLen; j += bytesPerComp ){
size_t len_p = offset + j;
float f_value = *(float *)&buf->GetPointer()[len_p];
unsigned short c = static_cast<unsigned short>(f_value);
uint8_t* data = new uint8_t[s_bytesPerComp];
::memset(data, 0, s_bytesPerComp * sizeof(uint8_t));
data = (uint8_t*)&c;
memcpy(&arrys[i*s_bytesPerComp], data, s_bytesPerComp);
++i;
@ -657,6 +658,8 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buf
vertexJointAccessor->bufferView->byteLength = s_bytesLen;
p.attributes.joint.push_back( vertexJointAccessor );
delete[] arrys;
delete[] data;
}
Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);

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@ -763,6 +763,12 @@ static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std
}else {
attr.joint[0]->ExtractData(indices16);
}
//
if (nullptr == indices8 && nullptr == indices16) {
// Something went completely wrong!
ai_assert(false);
return;
}
for (int i = 0; i < num_vertices; ++i) {
for (int j = 0; j < 4; ++j) {

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@ -56,6 +56,9 @@ public:
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/PLY/cube.ply", aiProcess_ValidateDataStructure);
EXPECT_EQ( 1u, scene->mNumMeshes );
EXPECT_NE( nullptr, scene->mMeshes[0] );
if (nullptr == scene->mMeshes[0]) {
return false;
}
EXPECT_EQ( 8u, scene->mMeshes[0]->mNumVertices );
EXPECT_EQ( 6u, scene->mMeshes[0]->mNumFaces );

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@ -356,11 +356,12 @@ std::vector<char> ReadFile(const char* name) {
}
::fseek(p, 0, SEEK_END);
const auto size = ::ftell(p);
const size_t size = ::ftell(p);
::fseek(p, 0, SEEK_SET);
ret.resize(size);
::fread(&ret[0], 1, size, p);
const size_t readSize = ::fread(&ret[0], 1, size, p);
EXPECT_EQ(readSize, size);
::fclose(p);
return ret;