fix memory leak during export
This commit is contained in:
+41
-36
@@ -189,42 +189,42 @@ M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
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continue;
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if (aiProps[k].pKey) {
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switch (m3d_propertytypes[k].format) {
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case m3dpf_color:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, c) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, mkColor(&c));
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break;
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case m3dpf_float:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, f) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id,
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/* not (uint32_t)f, because we don't want to convert
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case m3dpf_color:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, c) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, mkColor(&c));
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break;
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case m3dpf_float:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, f) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id,
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/* not (uint32_t)f, because we don't want to convert
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* it, we want to see it as 32 bits of memory */
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*((uint32_t *)&f));
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break;
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case m3dpf_uint8:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, j) == AI_SUCCESS) {
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// special conversion for illumination model property
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if (m3d_propertytypes[k].id == m3dp_il) {
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switch (j) {
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case aiShadingMode_NoShading: j = 0; break;
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case aiShadingMode_Phong: j = 2; break;
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default: j = 1; break;
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}
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*((uint32_t *)&f));
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break;
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case m3dpf_uint8:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, j) == AI_SUCCESS) {
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// special conversion for illumination model property
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if (m3d_propertytypes[k].id == m3dp_il) {
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switch (j) {
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case aiShadingMode_NoShading: j = 0; break;
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case aiShadingMode_Phong: j = 2; break;
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default: j = 1; break;
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}
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, j);
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}
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break;
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default:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, j) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, j);
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break;
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, j);
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}
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break;
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default:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, j) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, j);
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break;
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}
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}
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if (aiTxProps[k].pKey &&
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@@ -292,8 +292,8 @@ void ExportSceneM3D(
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// Prototyped and registered in Exporter.cpp
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void ExportSceneM3DA(
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const char *,
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IOSystem*,
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const aiScene*,
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IOSystem *,
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const aiScene *,
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const ExportProperties *
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) {
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@@ -312,7 +312,9 @@ void ExportSceneM3DA(
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M3DExporter::M3DExporter(const aiScene *pScene, const ExportProperties *pProperties) :
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mScene(pScene),
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mProperties(pProperties),
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outfile() {}
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outfile() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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void M3DExporter::doExport(
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@@ -352,6 +354,9 @@ void M3DExporter::doExport(
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// explicitly release file pointer,
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// so we don't have to rely on class destruction.
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outfile.reset();
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M3D_FREE(m3d->name);
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m3d->name = nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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