Refactor logic which checks for too large allocations
It's now easier to change the limit
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@@ -296,7 +296,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
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SkipSpaces(&buffer);
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unsigned int t = strtoul10(buffer,&buffer);
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if (t >= std::numeric_limits<int32_t>::max() / sizeof(aiVector3D)) {
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if (t >= AI_MAX_ALLOC(aiVector3D)) {
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throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
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}
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obj.vertices.reserve(t);
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@@ -589,7 +589,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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mesh->mNumFaces = (*cit).first;
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if (mesh->mNumFaces == 0) {
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throw DeadlyImportError("AC3D: No faces");
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} else if (mesh->mNumFaces > std::numeric_limits<int32_t>::max() / sizeof(aiFace)) {
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} else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) {
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throw DeadlyImportError("AC3D: Too many faces, would run out of memory");
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}
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aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
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@@ -597,7 +597,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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mesh->mNumVertices = (*cit).second;
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if (mesh->mNumVertices == 0) {
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throw DeadlyImportError("AC3D: No vertices");
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} else if (mesh->mNumVertices > std::numeric_limits<int32_t>::max() / sizeof(aiVector3D)) {
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} else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
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throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
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}
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aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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