diff --git a/code/AssetLib/HMP/HMPLoader.cpp b/code/AssetLib/HMP/HMPLoader.cpp index 93d69dbcd..1625cb359 100644 --- a/code/AssetLib/HMP/HMPLoader.cpp +++ b/code/AssetLib/HMP/HMPLoader.cpp @@ -275,7 +275,9 @@ void HMPImporter::InternReadFile_HMP7() { // now load all vertices from the file aiVector3D *pcVertOut = pcMesh->mVertices; + ai_assert(pcVertOut != nullptr); aiVector3D *pcNorOut = pcMesh->mNormals; + ai_assert(pcNorOut != nullptr); const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent; for (unsigned int y = 0; y < height; ++y) { for (unsigned int x = 0; x < width; ++x) { @@ -327,29 +329,31 @@ void HMPImporter::CreateMaterial(const unsigned char *szCurrent, // now read the first skin and skip all others ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent); - } else { - // generate a default material - const int iMode = (int)aiShadingMode_Gouraud; - aiMaterial *pcHelper = new aiMaterial(); - pcHelper->AddProperty(&iMode, 1, AI_MATKEY_SHADING_MODEL); + *szCurrentOut = szCurrent; + return; + } - aiColor3D clr; - clr.b = clr.g = clr.r = 0.6f; - pcHelper->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); - pcHelper->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR); + // generate a default material + const int iMode = (int)aiShadingMode_Gouraud; + aiMaterial *pcHelper = new aiMaterial(); + pcHelper->AddProperty(&iMode, 1, AI_MATKEY_SHADING_MODEL); - clr.b = clr.g = clr.r = 0.05f; - pcHelper->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT); + aiColor3D clr; + clr.b = clr.g = clr.r = 0.6f; + pcHelper->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); + pcHelper->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR); - aiString szName; - szName.Set(AI_DEFAULT_MATERIAL_NAME); - pcHelper->AddProperty(&szName, AI_MATKEY_NAME); + clr.b = clr.g = clr.r = 0.05f; + pcHelper->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT); - // add the material to the scene - pScene->mNumMaterials = 1; - pScene->mMaterials = new aiMaterial *[1]; - pScene->mMaterials[0] = pcHelper; - } + aiString szName; + szName.Set(AI_DEFAULT_MATERIAL_NAME); + pcHelper->AddProperty(&szName, AI_MATKEY_NAME); + + // add the material to the scene + pScene->mNumMaterials = 1; + pScene->mMaterials = new aiMaterial *[1]; + pScene->mMaterials[0] = pcHelper; *szCurrentOut = szCurrent; } @@ -373,27 +377,36 @@ void HMPImporter::CreateOutputFaceList(unsigned int width, unsigned int height) aiVector3D *pcUVOut(pcUVs); // Build the terrain square + const unsigned int upperBound = pcMesh->mNumVertices; unsigned int iCurrent = 0; for (unsigned int y = 0; y < height - 1; ++y) { + const size_t offset0 = y * width; + const size_t offset1 = (y + 1) * width; for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) { pcFaceOut->mNumIndices = 4; pcFaceOut->mIndices = new unsigned int[4]; + if ((offset0 + x + 1) >= upperBound){ + continue; + } + if ((offset1 + x + 1) >= upperBound){ + continue; + } - *pcVertOut++ = pcMesh->mVertices[y * width + x]; - *pcVertOut++ = pcMesh->mVertices[(y + 1) * width + x]; - *pcVertOut++ = pcMesh->mVertices[(y + 1) * width + x + 1]; - *pcVertOut++ = pcMesh->mVertices[y * width + x + 1]; + *pcVertOut++ = pcMesh->mVertices[offset0 + x]; + *pcVertOut++ = pcMesh->mVertices[offset1 + x]; + *pcVertOut++ = pcMesh->mVertices[offset1 + x + 1]; + *pcVertOut++ = pcMesh->mVertices[offset0 + x + 1]; - *pcNorOut++ = pcMesh->mNormals[y * width + x]; - *pcNorOut++ = pcMesh->mNormals[(y + 1) * width + x]; - *pcNorOut++ = pcMesh->mNormals[(y + 1) * width + x + 1]; - *pcNorOut++ = pcMesh->mNormals[y * width + x + 1]; + *pcNorOut++ = pcMesh->mNormals[offset0 + x]; + *pcNorOut++ = pcMesh->mNormals[offset1 + x]; + *pcNorOut++ = pcMesh->mNormals[offset1 + x + 1]; + *pcNorOut++ = pcMesh->mNormals[offset0 + x + 1]; if (pcMesh->mTextureCoords[0]) { - *pcUVOut++ = pcMesh->mTextureCoords[0][y * width + x]; - *pcUVOut++ = pcMesh->mTextureCoords[0][(y + 1) * width + x]; - *pcUVOut++ = pcMesh->mTextureCoords[0][(y + 1) * width + x + 1]; - *pcUVOut++ = pcMesh->mTextureCoords[0][y * width + x + 1]; + *pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x]; + *pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x]; + *pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x + 1]; + *pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x + 1]; } for (unsigned int i = 0; i < 4; ++i)