diff --git a/code/FIReader.hpp b/code/FIReader.hpp index 5f4e5bb48..e142a571b 100644 --- a/code/FIReader.hpp +++ b/code/FIReader.hpp @@ -62,6 +62,7 @@ namespace Assimp { struct FIValue { virtual const std::string &toString() const = 0; + virtual ~FIValue() {} }; struct FIStringValue: public FIValue { @@ -121,6 +122,7 @@ struct FICDATAValue: public FIStringValue { struct FIDecoder { virtual std::shared_ptr decode(const uint8_t *data, size_t len) = 0; + virtual ~FIDecoder() {} }; struct FIQName { diff --git a/code/MDCLoader.cpp b/code/MDCLoader.cpp index 21aca53ff..8af18992d 100644 --- a/code/MDCLoader.cpp +++ b/code/MDCLoader.cpp @@ -283,9 +283,8 @@ void MDCImporter::InternReadFile( pcMesh->mNumVertices = pcMesh->mNumFaces * 3; // store the name of the surface for use as node name. - // FIX: make sure there is a 0 termination - const_cast(pcSurface->ucName[AI_MDC_MAXQPATH-1]) = '\0'; - pcMesh->mTextureCoords[3] = (aiVector3D*)pcSurface->ucName; + pcMesh->mName.Set(std::string(pcSurface->ucName + , strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1))); // go to the first shader in the file. ignore the others. if (pcSurface->ulNumShaders) @@ -294,8 +293,8 @@ void MDCImporter::InternReadFile( pcMesh->mMaterialIndex = (unsigned int)aszShaders.size(); // create a new shader - aszShaders.push_back(std::string( pcShader->ucName, std::min( - ::strlen(pcShader->ucName),sizeof(pcShader->ucName)) )); + aszShaders.push_back(std::string( pcShader->ucName, + ::strnlen(pcShader->ucName, sizeof(pcShader->ucName)) )); } // need to create a default material else if (UINT_MAX == iDefaultMatIndex) @@ -432,7 +431,7 @@ void MDCImporter::InternReadFile( else if (1 == pScene->mNumMeshes) { pScene->mRootNode = new aiNode(); - pScene->mRootNode->mName.Set(std::string((const char*)pScene->mMeshes[0]->mTextureCoords[3])); + pScene->mRootNode->mName = pScene->mMeshes[0]->mName; pScene->mRootNode->mNumMeshes = 1; pScene->mRootNode->mMeshes = new unsigned int[1]; pScene->mRootNode->mMeshes[0] = 0; @@ -447,17 +446,13 @@ void MDCImporter::InternReadFile( { aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode(); pcNode->mParent = pScene->mRootNode; - pcNode->mName.Set(std::string((const char*)pScene->mMeshes[i]->mTextureCoords[3])); + pcNode->mName = pScene->mMeshes[i]->mName; pcNode->mNumMeshes = 1; pcNode->mMeshes = new unsigned int[1]; pcNode->mMeshes[0] = i; } } - // make sure we invalidate the pointer to the mesh name - for (unsigned int i = 0; i < pScene->mNumMeshes;++i) - pScene->mMeshes[i]->mTextureCoords[3] = NULL; - // create materials pScene->mNumMaterials = (unsigned int)aszShaders.size(); pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials]; diff --git a/code/MMDPmxParser.h b/code/MMDPmxParser.h index 989cffed6..a26eddb04 100644 --- a/code/MMDPmxParser.h +++ b/code/MMDPmxParser.h @@ -87,6 +87,7 @@ namespace pmx { public: virtual void Read(std::istream *stream, PmxSetting *setting) = 0; + virtual ~PmxVertexSkinning() {} }; class PmxVertexSkinningBDEF1 : public PmxVertexSkinning diff --git a/code/ObjFileImporter.cpp b/code/ObjFileImporter.cpp index 9f3bdef97..e1a084d62 100644 --- a/code/ObjFileImporter.cpp +++ b/code/ObjFileImporter.cpp @@ -264,8 +264,12 @@ aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile { unsigned int meshId = pObject->m_Meshes[ i ]; aiMesh *pMesh = createTopology( pModel, pObject, meshId ); - if( pMesh && pMesh->mNumFaces > 0 ) { - MeshArray.push_back( pMesh ); + if( pMesh ) { + if (pMesh->mNumFaces > 0) { + MeshArray.push_back( pMesh ); + } else { + delete pMesh; + } } } @@ -317,7 +321,7 @@ aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const Obj return NULL; } - aiMesh* pMesh = new aiMesh; + std::unique_ptr pMesh(new aiMesh); if( !pObjMesh->m_name.empty() ) { pMesh->mName.Set( pObjMesh->m_name ); } @@ -382,9 +386,9 @@ aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const Obj } // Create mesh vertices - createVertexArray(pModel, pData, meshIndex, pMesh, uiIdxCount); + createVertexArray(pModel, pData, meshIndex, pMesh.get(), uiIdxCount); - return pMesh; + return pMesh.release(); } // ------------------------------------------------------------------------------------------------ diff --git a/code/Q3BSPFileImporter.cpp b/code/Q3BSPFileImporter.cpp index 9d6d8e870..0cdafae42 100644 --- a/code/Q3BSPFileImporter.cpp +++ b/code/Q3BSPFileImporter.cpp @@ -447,6 +447,7 @@ void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel, pMesh->mTextureCoords[ 0 ][ rVertIdx ].Set( pVertex->vTexCoord.x, pVertex->vTexCoord.y, 0.0f ); pMesh->mTextureCoords[ 1 ][ rVertIdx ].Set( pVertex->vLightmap.x, pVertex->vLightmap.y, 0.0f ); + ai_assert( m_pCurrentFace ); m_pCurrentFace->mIndices[ idx ] = rVertIdx; rVertIdx++;