Fix memory leak for USD importer (#6549)
* initial commit * remove unused function
This commit is contained in:
@@ -511,14 +511,6 @@ void USDImporterImplTinyusdz::uvsForMesh(
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}
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}
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static aiColor3D *ownedColorPtrFor(const std::array<float, 3> &color) {
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aiColor3D *colorPtr = new aiColor3D();
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colorPtr->r = color[0];
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colorPtr->g = color[1];
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colorPtr->b = color[2];
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return colorPtr;
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}
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static std::string nameForTextureWithId(const RenderScene &render_scene, const int targetId) {
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std::stringstream ss;
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std::string texName;
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@@ -544,14 +536,14 @@ static void assignTexture(
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const int textureId,
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const int aiTextureType) {
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std::string name = nameForTextureWithId(render_scene, textureId);
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aiString *texName = new aiString();
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texName->Set(name);
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aiString texName;
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texName.Set(name);
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std::stringstream ss;
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ss.str("");
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ss << "assignTexture(): name: " << name;
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TINYUSDZLOGD(TAG, "%s", ss.str().c_str());
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// TODO: verify hard-coded '0' index is correct
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mat->AddProperty(texName, _AI_MATKEY_TEXTURE_BASE, aiTextureType, 0);
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mat->AddProperty(&texName, _AI_MATKEY_TEXTURE_BASE, aiTextureType, 0);
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}
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void USDImporterImplTinyusdz::materials(
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@@ -575,18 +567,18 @@ void USDImporterImplTinyusdz::materials(
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TINYUSDZLOGD(TAG, "%s", ss.str().c_str());
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aiMaterial *mat = new aiMaterial;
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aiString *materialName = new aiString();
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materialName->Set(material.name);
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aiString materialName;
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materialName.Set(material.name);
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mat->AddProperty(materialName, AI_MATKEY_NAME);
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mat->AddProperty(
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ownedColorPtrFor(material.surfaceShader.diffuseColor.value),
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reinterpret_cast<const aiColor3D *>(material.surfaceShader.diffuseColor.value.data()),
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1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty(
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ownedColorPtrFor(material.surfaceShader.specularColor.value),
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reinterpret_cast<const aiColor3D *>(material.surfaceShader.specularColor.value.data()),
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1, AI_MATKEY_COLOR_SPECULAR);
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mat->AddProperty(
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ownedColorPtrFor(material.surfaceShader.emissiveColor.value),
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reinterpret_cast<const aiColor3D *>(material.surfaceShader.emissiveColor.value.data()),
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1, AI_MATKEY_COLOR_EMISSIVE);
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ss.str("");
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