Fix overflow by face allocation.
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@@ -252,14 +252,13 @@ bool Q3BSPFileImporter::findFirstMapInArchive( Q3BSPZipArchive &rArchive, std::s
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// ------------------------------------------------------------------------------------------------
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// Creates the assimp specific data.
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void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
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Q3BSPZipArchive *pArchive )
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{
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if ( NULL == pModel || NULL == pScene )
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Q3BSPZipArchive *pArchive ) {
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if (nullptr == pModel || nullptr == pScene) {
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return;
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}
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pScene->mRootNode = new aiNode;
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if ( !pModel->m_ModelName.empty() )
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{
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if ( !pModel->m_ModelName.empty() ) {
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pScene->mRootNode->mName.Set( pModel->m_ModelName );
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}
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@@ -276,32 +275,24 @@ void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, a
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// ------------------------------------------------------------------------------------------------
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// Creates all assimp nodes.
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void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
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aiNode *pParent )
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{
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ai_assert( NULL != pModel );
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if ( NULL == pModel )
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{
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aiNode *pParent ) {
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if ( nullptr == pModel ) {
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return;
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}
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unsigned int matIdx = 0;
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unsigned int matIdx( 0 );
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std::vector<aiMesh*> MeshArray;
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std::vector<aiNode*> NodeArray;
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for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end(); ++it )
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{
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for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end(); ++it ) {
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std::vector<Q3BSP::sQ3BSPFace*> *pArray = (*it).second;
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size_t numVerts = countData( *pArray );
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if ( 0 != numVerts )
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{
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if ( 0 != numVerts ) {
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aiMesh* pMesh = new aiMesh;
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aiNode *pNode = CreateTopology( pModel, matIdx, *pArray, pMesh );
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if ( NULL != pNode )
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{
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if ( nullptr != pNode ) {
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NodeArray.push_back( pNode );
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MeshArray.push_back( pMesh );
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}
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else
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{
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} else {
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delete pMesh;
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}
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}
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@@ -419,6 +410,14 @@ void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
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if ( nullptr == pVertex ) {
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continue;
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}
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if (idx > 2) {
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idx = 0;
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m_pCurrentFace = getNextFace(pMesh, faceIdx);
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if (nullptr != m_pCurrentFace) {
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m_pCurrentFace->mNumIndices = 3;
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m_pCurrentFace->mIndices = new unsigned int[3];
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}
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}
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pMesh->mVertices[ vertIdx ].Set( pVertex->vPosition.x, pVertex->vPosition.y, pVertex->vPosition.z );
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pMesh->mNormals[ vertIdx ].Set( pVertex->vNormal.x, pVertex->vNormal.y, pVertex->vNormal.z );
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@@ -430,14 +429,6 @@ void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
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vertIdx++;
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idx++;
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if ( idx > 2 ) {
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idx = 0;
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m_pCurrentFace = getNextFace( pMesh, faceIdx );
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if ( nullptr != m_pCurrentFace ) {
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m_pCurrentFace->mNumIndices = 3;
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m_pCurrentFace->mIndices = new unsigned int[ 3 ];
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}
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}
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}
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//faceIdx--;
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}
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