浏览代码

coverity findings: initialize lookup table for materials.

Kim Kulling 9 年之前
父节点
当前提交
e1818d8ab6
共有 2 个文件被更改,包括 22 次插入14 次删除
  1. 11 5
      code/ProcessHelper.cpp
  2. 11 9
      code/RemoveRedundantMaterials.cpp

+ 11 - 5
code/ProcessHelper.cpp

@@ -95,12 +95,16 @@ void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D&
 }
 
 // -------------------------------------------------------------------------------
-void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max)
-{
-    if (scene->mNumMeshes == 0) return;
+void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max) {
+    if ( NULL == scene ) {
+        return;
+    }
+
+    if ( 0 == scene->mNumMeshes ) {
+        return;
+    }
     FindMeshCenter(scene->mMeshes[0], out, min, max);
-    for (unsigned int i = 1; i < scene->mNumMeshes; ++i)
-    {
+    for (unsigned int i = 1; i < scene->mNumMeshes; ++i) {
         aiVector3D tout, tmin, tmax;
         FindMeshCenter(scene->mMeshes[i], tout, tmin, tmax);
         if (min[0] > tmin[0]) min[0] = tmin[0];
@@ -151,6 +155,8 @@ float ComputePositionEpsilon(const aiMesh* pMesh)
 // -------------------------------------------------------------------------------
 float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
 {
+    ai_assert( NULL != pMeshes );
+
     const float epsilon = 1e-4f;
 
     // calculate the position bounds so we have a reliable epsilon to check position differences against

+ 11 - 9
code/RemoveRedundantMaterials.cpp

@@ -55,7 +55,7 @@ using namespace Assimp;
 // ------------------------------------------------------------------------------------------------
 // Constructor to be privately used by Importer
 RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
-{
+: configFixedMaterials() {
     // nothing to do here
 }
 
@@ -126,16 +126,18 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
             }
         }
 
-        // TODO: reimplement this algorithm to work in-place
-        unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
+        // TODO: re-implement this algorithm to work in-place
+        unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials];
+        for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) {
+            aiMappingTable[ i ] = 0;
+        }
         unsigned int iNewNum = 0;
 
         // Iterate through all materials and calculate a hash for them
         // store all hashes in a list and so a quick search whether
         // we do already have a specific hash. This allows us to
         // determine which materials are identical.
-        uint32_t* aiHashes;
-        aiHashes = new uint32_t[pScene->mNumMaterials];
+        uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
         for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
         {
             // No mesh is referencing this material, remove it.
@@ -177,18 +179,18 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
 
                 // generate new names for all modified materials
                 const unsigned int idx = aiMappingTable[p];
-                if (ppcMaterials[idx])
-                {
+                if (ppcMaterials[idx]) {
                     aiString sz;
                     sz.length = ::sprintf(sz.data,"JoinedMaterial_#%u",p);
                     ((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
-                }
-                else
+                } else {
                     ppcMaterials[idx] = pScene->mMaterials[p];
+                }
             }
             // update all material indices
             for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
                 aiMesh* mesh = pScene->mMeshes[p];
+                ai_assert( NULL!=mesh );
                 mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
             }
             // delete the old material list