Merge branch 'master' into coverity_scan
commit
dadc656d3a
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@ -10,11 +10,10 @@ language: cpp
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compiler:
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- gcc
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- clang
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before_script:
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cmake . -DASSIMP_ENABLE_BOOST_WORKAROUND=YES
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script:
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make
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@ -66,6 +66,8 @@ public:
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LineReader(StreamReaderLE& reader)
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// do NOT skip empty lines. In DXF files, they count as valid data.
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: splitter(reader,false,true)
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, groupcode( 0 )
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, value()
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, end()
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{
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}
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@ -83,7 +83,8 @@ public:
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note: trim is *always* assumed true if skyp_empty_lines==true
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*/
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LineSplitter(StreamReaderLE& stream, bool skip_empty_lines = true, bool trim = true)
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: stream(stream)
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: idx( 0 )
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, stream(stream)
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, swallow()
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, skip_empty_lines(skip_empty_lines)
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, trim(trim)
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@ -94,6 +95,10 @@ public:
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idx = 0;
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}
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~LineSplitter() {
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// empty
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}
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public:
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// -----------------------------------------
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@ -227,7 +232,10 @@ public:
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}
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private:
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LineSplitter( const LineSplitter & );
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LineSplitter &operator = ( const LineSplitter & );
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private:
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line_idx idx;
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std::string cur;
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StreamReaderLE& stream;
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@ -172,13 +172,14 @@ bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
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{
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delete pcMesh->mBones[i]->mWeights;
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if (!newWeights[i].empty())
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{
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if (!newWeights[i].empty()) {
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pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
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memcpy(pcMesh->mBones[i]->mWeights,&newWeights[i][0],
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memcpy(pcMesh->mBones[i]->mWeights, &newWeights[i][0],
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sizeof(aiVertexWeight) * newWeights[i].size());
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delete[] newWeights;
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} else {
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pcMesh->mBones[i]->mWeights = NULL;
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}
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else pcMesh->mBones[i]->mWeights = NULL;
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}
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// delete the old members
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@ -801,19 +801,6 @@ void OpenGEXImporter::handleColorNode( ODDLParser::DDLNode *node, aiScene *pScen
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}
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}
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//------------------------------------------------------------------------------------------------
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bool isSpecialRootDir(aiString &texName) {
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if (texName.length < 2) {
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return false;
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}
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if (texName.data[0] = '/' || texName.data[1] == '/') {
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------------------------------
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void OpenGEXImporter::handleTextureNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
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if( NULL == node ) {
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@ -312,6 +312,7 @@ void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
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p_pcOut->mNumVertices = iNum;
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if( 0 == iNum ) { // nothing to do
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delete[] aiSplit; // cleanup
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delete p_pcOut;
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return;
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}
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p_pcOut->mVertices = new aiVector3D[iNum];
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@ -95,12 +95,16 @@ void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D&
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}
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// -------------------------------------------------------------------------------
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void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max)
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{
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if (scene->mNumMeshes == 0) return;
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void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max) {
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if ( NULL == scene ) {
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return;
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}
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if ( 0 == scene->mNumMeshes ) {
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return;
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}
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FindMeshCenter(scene->mMeshes[0], out, min, max);
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for (unsigned int i = 1; i < scene->mNumMeshes; ++i)
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{
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for (unsigned int i = 1; i < scene->mNumMeshes; ++i) {
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aiVector3D tout, tmin, tmax;
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FindMeshCenter(scene->mMeshes[i], tout, tmin, tmax);
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if (min[0] > tmin[0]) min[0] = tmin[0];
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@ -151,6 +155,8 @@ float ComputePositionEpsilon(const aiMesh* pMesh)
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// -------------------------------------------------------------------------------
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float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
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{
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ai_assert( NULL != pMeshes );
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const float epsilon = 1e-4f;
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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@ -55,7 +55,7 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
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{
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: configFixedMaterials() {
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// nothing to do here
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}
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@ -126,16 +126,18 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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}
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}
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// TODO: reimplement this algorithm to work in-place
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unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
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// TODO: re-implement this algorithm to work in-place
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unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials];
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for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) {
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aiMappingTable[ i ] = 0;
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}
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unsigned int iNewNum = 0;
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// Iterate through all materials and calculate a hash for them
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// store all hashes in a list and so a quick search whether
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// we do already have a specific hash. This allows us to
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// determine which materials are identical.
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uint32_t* aiHashes;
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aiHashes = new uint32_t[pScene->mNumMaterials];
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uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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{
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// No mesh is referencing this material, remove it.
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@ -177,18 +179,18 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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// generate new names for all modified materials
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const unsigned int idx = aiMappingTable[p];
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if (ppcMaterials[idx])
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{
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if (ppcMaterials[idx]) {
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aiString sz;
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sz.length = ::sprintf(sz.data,"JoinedMaterial_#%u",p);
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((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
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}
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else
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} else {
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ppcMaterials[idx] = pScene->mMaterials[p];
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}
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}
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// update all material indices
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
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aiMesh* mesh = pScene->mMeshes[p];
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ai_assert( NULL!=mesh );
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mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
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}
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// delete the old material list
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@ -863,6 +863,7 @@ namespace STEP {
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: reader(reader)
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, splitter(*reader,true,true)
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, evaluated_count()
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, schema( NULL )
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{}
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public:
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