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@@ -138,9 +138,15 @@ void OFFImporter::InternReadFile( const std::string& pFile,
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throw DeadlyImportError("OFF: There are no valid faces");
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}
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- pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = 1 ];
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- aiMesh* mesh = pScene->mMeshes[0] = new aiMesh();
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- aiFace* faces = mesh->mFaces = new aiFace [mesh->mNumFaces = numFaces];
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+ pScene->mNumMeshes = 1;
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+ pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
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+
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+ aiMesh* mesh = new aiMesh();
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+ pScene->mMeshes[0] = mesh;
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+
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+ mesh->mNumFaces = numFaces;
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+ aiFace* faces = new aiFace [mesh->mNumFaces];
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+ mesh->mFaces = faces;
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std::vector<aiVector3D> tempPositions(numVertices);
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@@ -171,7 +177,8 @@ void OFFImporter::InternReadFile( const std::string& pFile,
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break;
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}
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sz = line;SkipSpaces(&sz);
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- if(!(faces->mNumIndices = strtoul10(sz,&sz)) || faces->mNumIndices > 9)
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+ faces->mNumIndices = strtoul10(sz,&sz);
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+ if(!(faces->mNumIndices) || faces->mNumIndices > 9)
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{
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DefaultLogger::get()->error("OFF: Faces with zero indices aren't allowed");
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--mesh->mNumFaces;
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@@ -185,43 +192,54 @@ void OFFImporter::InternReadFile( const std::string& pFile,
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throw DeadlyImportError("OFF: There are no valid faces");
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// allocate storage for the output vertices
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- aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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+ std::vector<aiVector3D> verts;
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+ verts.reserve(mesh->mNumVertices);
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// second: now parse all face indices
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- buffer = old;faces = mesh->mFaces;
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+ buffer = old;
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+ faces = mesh->mFaces;
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for (unsigned int i = 0, p = 0; i< mesh->mNumFaces;)
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{
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if(!GetNextLine(buffer,line))break;
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unsigned int idx;
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sz = line;SkipSpaces(&sz);
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- if(!(idx = strtoul10(sz,&sz)) || idx > 9)
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+ idx = strtoul10(sz,&sz);
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+ if(!(idx) || idx > 9)
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continue;
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faces->mIndices = new unsigned int [faces->mNumIndices];
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for (unsigned int m = 0; m < faces->mNumIndices;++m)
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{
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SkipSpaces(&sz);
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- if ((idx = strtoul10(sz,&sz)) >= numVertices)
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+ idx = strtoul10(sz,&sz);
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+ if ((idx) >= numVertices)
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{
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DefaultLogger::get()->error("OFF: Vertex index is out of range");
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idx = numVertices-1;
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}
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faces->mIndices[m] = p++;
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- *verts++ = tempPositions[idx];
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+ verts.push_back(tempPositions[idx]);
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}
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++i;
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++faces;
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}
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+ if (mesh->mNumVertices != verts.size()) {
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+ throw DeadlyImportError("OFF: Vertex count mismatch");
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+ }
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+ mesh->mVertices = new aiVector3D[verts.size()];
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+ memcpy(mesh->mVertices, &verts[0], verts.size() * sizeof(aiVector3D));
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// generate the output node graph
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<OFFRoot>");
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- pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes = 1];
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+ pScene->mRootNode->mNumMeshes = 1;
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+ pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes];
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pScene->mRootNode->mMeshes[0] = 0;
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// generate a default material
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- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 1];
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+ pScene->mNumMaterials = 1;
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+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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aiMaterial* pcMat = new aiMaterial();
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aiColor4D clr(0.6f,0.6f,0.6f,1.0f);
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