commit
72edaf7f20
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@ -62,6 +62,7 @@ namespace Assimp {
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struct FIValue {
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virtual const std::string &toString() const = 0;
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virtual ~FIValue() {}
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};
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struct FIStringValue: public FIValue {
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@ -121,6 +122,7 @@ struct FICDATAValue: public FIStringValue {
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struct FIDecoder {
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virtual std::shared_ptr<const FIValue> decode(const uint8_t *data, size_t len) = 0;
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virtual ~FIDecoder() {}
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};
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struct FIQName {
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@ -283,9 +283,8 @@ void MDCImporter::InternReadFile(
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pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
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// store the name of the surface for use as node name.
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// FIX: make sure there is a 0 termination
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const_cast<char&>(pcSurface->ucName[AI_MDC_MAXQPATH-1]) = '\0';
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pcMesh->mTextureCoords[3] = (aiVector3D*)pcSurface->ucName;
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pcMesh->mName.Set(std::string(pcSurface->ucName
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, strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1)));
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// go to the first shader in the file. ignore the others.
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if (pcSurface->ulNumShaders)
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@ -294,8 +293,8 @@ void MDCImporter::InternReadFile(
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pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
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// create a new shader
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aszShaders.push_back(std::string( pcShader->ucName, std::min(
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::strlen(pcShader->ucName),sizeof(pcShader->ucName)) ));
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aszShaders.push_back(std::string( pcShader->ucName,
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::strnlen(pcShader->ucName, sizeof(pcShader->ucName)) ));
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}
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// need to create a default material
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else if (UINT_MAX == iDefaultMatIndex)
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@ -432,7 +431,7 @@ void MDCImporter::InternReadFile(
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else if (1 == pScene->mNumMeshes)
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{
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set(std::string((const char*)pScene->mMeshes[0]->mTextureCoords[3]));
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pScene->mRootNode->mName = pScene->mMeshes[0]->mName;
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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@ -447,17 +446,13 @@ void MDCImporter::InternReadFile(
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{
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aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
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pcNode->mParent = pScene->mRootNode;
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pcNode->mName.Set(std::string((const char*)pScene->mMeshes[i]->mTextureCoords[3]));
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pcNode->mName = pScene->mMeshes[i]->mName;
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pcNode->mNumMeshes = 1;
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pcNode->mMeshes = new unsigned int[1];
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pcNode->mMeshes[0] = i;
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}
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}
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// make sure we invalidate the pointer to the mesh name
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pScene->mMeshes[i]->mTextureCoords[3] = NULL;
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// create materials
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pScene->mNumMaterials = (unsigned int)aszShaders.size();
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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@ -87,6 +87,7 @@ namespace pmx
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{
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public:
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virtual void Read(std::istream *stream, PmxSetting *setting) = 0;
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virtual ~PmxVertexSkinning() {}
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};
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class PmxVertexSkinningBDEF1 : public PmxVertexSkinning
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@ -264,8 +264,12 @@ aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile
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{
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unsigned int meshId = pObject->m_Meshes[ i ];
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aiMesh *pMesh = createTopology( pModel, pObject, meshId );
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if( pMesh && pMesh->mNumFaces > 0 ) {
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MeshArray.push_back( pMesh );
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if( pMesh ) {
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if (pMesh->mNumFaces > 0) {
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MeshArray.push_back( pMesh );
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} else {
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delete pMesh;
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}
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}
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}
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@ -317,7 +321,7 @@ aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const Obj
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return NULL;
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}
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aiMesh* pMesh = new aiMesh;
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std::unique_ptr<aiMesh> pMesh(new aiMesh);
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if( !pObjMesh->m_name.empty() ) {
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pMesh->mName.Set( pObjMesh->m_name );
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}
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@ -382,9 +386,9 @@ aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const Obj
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}
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// Create mesh vertices
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createVertexArray(pModel, pData, meshIndex, pMesh, uiIdxCount);
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createVertexArray(pModel, pData, meshIndex, pMesh.get(), uiIdxCount);
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return pMesh;
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return pMesh.release();
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}
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// ------------------------------------------------------------------------------------------------
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@ -447,6 +447,7 @@ void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
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pMesh->mTextureCoords[ 0 ][ rVertIdx ].Set( pVertex->vTexCoord.x, pVertex->vTexCoord.y, 0.0f );
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pMesh->mTextureCoords[ 1 ][ rVertIdx ].Set( pVertex->vLightmap.x, pVertex->vLightmap.y, 0.0f );
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ai_assert( m_pCurrentFace );
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m_pCurrentFace->mIndices[ idx ] = rVertIdx;
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rVertIdx++;
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