Fix coverity findings.
parent
566aa1ae00
commit
c5e3058ab3
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@ -56,7 +56,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <sstream>
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#include <cctype>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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@ -461,29 +460,32 @@ void BaseImporter::TextFileToBuffer(IOStream* stream,
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}
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// ------------------------------------------------------------------------------------------------
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namespace Assimp
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{
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namespace Assimp {
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// Represents an import request
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struct LoadRequest
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{
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struct LoadRequest {
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LoadRequest(const std::string& _file, unsigned int _flags,const BatchLoader::PropertyMap* _map, unsigned int _id)
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: file(_file), flags(_flags), refCnt(1),scene(NULL), loaded(false), id(_id)
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{
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if (_map)
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: file(_file)
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, flags(_flags)
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, refCnt(1)
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, scene(NULL)
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, loaded(false)
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, id(_id) {
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if ( _map ) {
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map = *_map;
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}
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}
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bool operator== ( const std::string& f ) const {
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return file == f;
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}
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const std::string file;
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unsigned int flags;
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unsigned int refCnt;
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aiScene* scene;
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aiScene *scene;
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bool loaded;
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BatchLoader::PropertyMap map;
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unsigned int id;
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bool operator== (const std::string& f) const {
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return file == f;
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}
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};
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}
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@ -130,37 +130,35 @@ public:
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public:
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std::string ID;///< ID of the element. Can be empty. In X3D synonym for "ID" attribute.
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CX3DImporter_NodeElement* Parent;///< Parrent element. If nullptr then this node is root.
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CX3DImporter_NodeElement* Parent;///< Parent element. If nullptr then this node is root.
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std::list<CX3DImporter_NodeElement*> Child;///< Child elements.
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/***********************************************/
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/****************** Functions ******************/
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/***********************************************/
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private:
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/// @brief The destructor, virtual.
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virtual ~CX3DImporter_NodeElement() {
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// empty
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}
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/// \fn CX3DImporter_NodeElement(const CX3DImporter_NodeElement& pNodeElement)
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private:
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/// Disabled copy constructor.
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CX3DImporter_NodeElement(const CX3DImporter_NodeElement& pNodeElement);
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/// \fn CX3DImporter_NodeElement& operator=(const CX3DImporter_NodeElement& pNodeElement)
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/// Disabled assign operator.
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CX3DImporter_NodeElement& operator=(const CX3DImporter_NodeElement& pNodeElement);
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/// \fn CX3DImporter_NodeElement()
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/// Disabled default constructor.
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CX3DImporter_NodeElement();
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protected:
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/// \fn CX3DImporter_NodeElement(const EType pType, CX3DImporter_NodeElement* pParent)
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/// In constructor inheritor must set element type.
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/// \param [in] pType - element type.
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/// \param [in] pParent - parent element.
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CX3DImporter_NodeElement(const EType pType, CX3DImporter_NodeElement* pParent)
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: Type(pType), Parent(pParent)
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{}
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};// class IX3DImporter_NodeElement
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/// \class CX3DImporter_NodeElement_Group
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@ -744,6 +744,10 @@ namespace glTF
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SExtension(const EType pType)
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: Type(pType)
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{}
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virtual ~SExtension() {
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// empty
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}
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};
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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@ -765,8 +769,13 @@ namespace glTF
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/// \fn SCompression_Open3DGC
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/// Constructor.
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SCompression_Open3DGC()
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: SExtension(Compression_Open3DGC)
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{}
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: SExtension(Compression_Open3DGC) {
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// empty
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}
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virtual ~SCompression_Open3DGC() {
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// empty
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}
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};
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#endif
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@ -1005,6 +1005,12 @@ Ref<Buffer> buf = pAsset_Root.buffers.Get(pCompression_Open3DGC.Buffer);
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size_t tval = ifs.GetNIntAttribute(idx);
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switch( ifs.GetIntAttributeType( idx ) )
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{
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case o3dgc::O3DGC_IFS_INT_ATTRIBUTE_TYPE_UNKOWN:
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case o3dgc::O3DGC_IFS_INT_ATTRIBUTE_TYPE_INDEX:
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case o3dgc::O3DGC_IFS_INT_ATTRIBUTE_TYPE_JOINT_ID:
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case o3dgc::O3DGC_IFS_INT_ATTRIBUTE_TYPE_INDEX_BUFFER_ID:
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break;
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default:
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throw DeadlyImportError("GLTF: Open3DGC. Unsupported type of int attribute: " + to_string(ifs.GetIntAttributeType(idx)));
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}
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@ -1049,10 +1055,14 @@ Ref<Buffer> buf = pAsset_Root.buffers.Get(pCompression_Open3DGC.Buffer);
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}
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}
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for(size_t idx = 0, idx_end = size_intattr.size(); idx < idx_end; idx++)
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{
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switch(ifs.GetIntAttributeType(idx))
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{
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for(size_t idx = 0, idx_end = size_intattr.size(); idx < idx_end; idx++) {
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switch(ifs.GetIntAttributeType(idx)) {
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case o3dgc::O3DGC_IFS_INT_ATTRIBUTE_TYPE_UNKOWN:
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case o3dgc::O3DGC_IFS_INT_ATTRIBUTE_TYPE_INDEX:
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case o3dgc::O3DGC_IFS_INT_ATTRIBUTE_TYPE_JOINT_ID:
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case o3dgc::O3DGC_IFS_INT_ATTRIBUTE_TYPE_INDEX_BUFFER_ID:
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break;
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// ifs.SetIntAttribute(idx, (long* const)(decoded_data + get_buf_offset(primitives[0].attributes.joint)));
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default:
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throw DeadlyImportError("GLTF: Open3DGC. Unsupported type of int attribute: " + to_string(ifs.GetIntAttributeType(idx)));
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@ -1062,7 +1072,9 @@ Ref<Buffer> buf = pAsset_Root.buffers.Get(pCompression_Open3DGC.Buffer);
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//
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// Decode data
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//
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if(decoder.DecodePayload(ifs, bstream) != o3dgc::O3DGC_OK) throw DeadlyImportError("GLTF: can not decode Open3DGC data.");
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if ( decoder.DecodePayload( ifs, bstream ) != o3dgc::O3DGC_OK ) {
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throw DeadlyImportError( "GLTF: can not decode Open3DGC data." );
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}
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// Set encoded region for "buffer".
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buf->EncodedRegion_Mark(pCompression_Open3DGC.Offset, pCompression_Open3DGC.Count, decoded_data, decoded_data_size, id);
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@ -37,9 +37,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
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@ -94,8 +91,6 @@ namespace Assimp {
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} // end of namespace Assimp
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glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
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const ExportProperties* pProperties, bool isBinary)
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: mFilename(filename)
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@ -419,17 +414,18 @@ Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
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return parentNodeRef;
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}
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void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
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void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
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{
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if (aim->mNumBones < 1) {
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if (aimesh->mNumBones < 1) {
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return;
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}
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// Store the vertex joint and weight data.
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vec4* vertexJointData = new vec4[aim->mNumVertices];
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vec4* vertexWeightData = new vec4[aim->mNumVertices];
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int* jointsPerVertex = new int[aim->mNumVertices];
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for (size_t i = 0; i < aim->mNumVertices; ++i) {
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const size_t NumVerts( aimesh->mNumVertices );
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vec4* vertexJointData = new vec4[ NumVerts ];
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vec4* vertexWeightData = new vec4[ NumVerts ];
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int* jointsPerVertex = new int[ NumVerts ];
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for (size_t i = 0; i < NumVerts; ++i) {
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jointsPerVertex[i] = 0;
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for (size_t j = 0; j < 4; ++j) {
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vertexJointData[i][j] = 0;
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@ -437,8 +433,8 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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}
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}
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for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) {
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const aiBone* aib = aim->mBones[idx_bone];
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for (unsigned int idx_bone = 0; idx_bone < aimesh->mNumBones; ++idx_bone) {
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const aiBone* aib = aimesh->mBones[idx_bone];
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// aib->mName =====> skinRef->jointNames
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// Find the node with id = mName.
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@ -470,7 +466,9 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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float vertWeight = aib->mWeights[idx_weights].mWeight;
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// A vertex can only have at most four joint weights. Ignore all others.
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if (jointsPerVertex[vertexId] > 3) { continue; }
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if (jointsPerVertex[vertexId] > 3) {
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continue;
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}
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vertexJointData[vertexId][jointsPerVertex[vertexId]] = jointNamesIndex;
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vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
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@ -481,11 +479,15 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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} // End: for-loop mNumMeshes
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Mesh::Primitive& p = meshRef->primitives.back();
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Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if (vertexJointAccessor) p.attributes.joint.push_back(vertexJointAccessor);
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Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if ( vertexJointAccessor ) {
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p.attributes.joint.push_back( vertexJointAccessor );
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}
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Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
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Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if ( vertexWeightAccessor ) {
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p.attributes.weight.push_back( vertexWeightAccessor );
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}
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}
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void glTFExporter::ExportMeshes()
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@ -186,4 +186,6 @@ TEST_F( utObjImportExport, obj_import_test ) {
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SceneDiffer differ;
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EXPECT_TRUE( differ.isEqual( expected, scene ) );
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differ.showReport();
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m_im->FreeScene();
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}
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