X: fix out of bound access.
parent
eb27fb753d
commit
ced080f9f3
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@ -332,7 +332,7 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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// collect vertex data for indices of this face
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for( unsigned int d = 0; d < df.mNumIndices; ++d ) {
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df.mIndices[d] = newIndex;
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df.mIndices[ d ] = newIndex;
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const unsigned int newIdx( pf.mIndices[ d ] );
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if ( newIdx > sourceMesh->mPositions.size() ) {
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continue;
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@ -344,7 +344,10 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
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// Normal, if present
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if ( mesh->HasNormals() ) {
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mesh->mNormals[ newIndex ] = sourceMesh->mNormals[ sourceMesh->mNormFaces[ f ].mIndices[ d ] ];
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if ( sourceMesh->mNormFaces[ f ].mIndices.size() > d ) {
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const size_t idx( sourceMesh->mNormFaces[ f ].mIndices[ d ] );
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mesh->mNormals[ newIndex ] = sourceMesh->mNormals[ idx ];
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}
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}
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// texture coord sets
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@ -58,8 +58,8 @@ struct aiNode;
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namespace Assimp {
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namespace XFile {
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struct Scene;
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struct Node;
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struct Scene;
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struct Node;
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}
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// ---------------------------------------------------------------------------
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@ -1,6 +1,6 @@
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ply
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format ascii 1.0
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comment Created by Open Asset Import Library - http://assimp.sf.net (v4.1.2760932948)
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comment Created by Open Asset Import Library - http://assimp.sf.net (v4.1.3945266037)
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element vertex 8
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property float x
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property float y
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@ -133,10 +133,10 @@ TEST_F(BlendImportMaterials, testImportMaterialwith2texturesAnd2TexCoordMappings
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// material has 2 diffuse textures
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ASSERT_TRUE(pTest->HasMaterials());
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EXPECT_EQ(1, pTest->mNumMaterials);
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EXPECT_EQ(1u, pTest->mNumMaterials);
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const aiMaterial *pMat = pTest->mMaterials[0];
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ASSERT_TRUE(nullptr != pMat);
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ASSERT_EQ(2, pMat->GetTextureCount(aiTextureType_DIFFUSE));
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ASSERT_EQ(2u, pMat->GetTextureCount(aiTextureType_DIFFUSE));
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aiString aPath;
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aiTextureMapping tm = aiTextureMapping::aiTextureMapping_OTHER;
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aiReturn result = pMat->GetTexture(aiTextureType_DIFFUSE, 0, &aPath, &tm);
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@ -146,7 +146,7 @@ TEST_F(BlendImportMaterials, testImportMaterialwith2texturesAnd2TexCoordMappings
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// mesh has 2 texturecoord sets
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ASSERT_TRUE(pTest->HasMeshes());
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EXPECT_EQ(1, pTest->mNumMeshes);
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EXPECT_EQ(1u, pTest->mNumMeshes);
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const aiMesh *pMesh = pTest->mMeshes[0];
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ASSERT_TRUE(nullptr != pMesh);
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ASSERT_TRUE(pMesh->HasTextureCoords(0));
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