|
|
@@ -310,6 +310,10 @@ void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
|
|
|
iNum += (unsigned int)(*avFaces)[aiSplit[p][i]].mIndices.size();
|
|
|
}
|
|
|
p_pcOut->mNumVertices = iNum;
|
|
|
+ if( 0 == iNum ) { // nothing to do
|
|
|
+ delete[] aiSplit; // cleanup
|
|
|
+ return;
|
|
|
+ }
|
|
|
p_pcOut->mVertices = new aiVector3D[iNum];
|
|
|
|
|
|
if (!avColors->empty())
|
|
|
@@ -335,20 +339,25 @@ void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
|
|
|
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
|
|
|
{
|
|
|
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
|
|
|
- p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
|
|
|
+ const size_t idx = ( *avFaces )[ *i ].mIndices[ q ];
|
|
|
+ if( idx >= ( *avPositions ).size() ) {
|
|
|
+ // out of border
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ p_pcOut->mVertices[ iVertex ] = ( *avPositions )[ idx ];
|
|
|
|
|
|
if (!avColors->empty())
|
|
|
- p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
|
|
|
+ p_pcOut->mColors[ 0 ][ iVertex ] = ( *avColors )[ idx ];
|
|
|
|
|
|
if (!avTexCoords->empty())
|
|
|
{
|
|
|
- const aiVector2D& vec = (*avTexCoords)[(*avFaces)[*i].mIndices[q]];
|
|
|
+ const aiVector2D& vec = ( *avTexCoords )[ idx ];
|
|
|
p_pcOut->mTextureCoords[0][iVertex].x = vec.x;
|
|
|
p_pcOut->mTextureCoords[0][iVertex].y = vec.y;
|
|
|
}
|
|
|
|
|
|
if (!avNormals->empty())
|
|
|
- p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
|
|
|
+ p_pcOut->mNormals[ iVertex ] = ( *avNormals )[ idx ];
|
|
|
iVertex++;
|
|
|
}
|
|
|
|