coverity findings: initialize lookup table for materials.
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@@ -55,7 +55,7 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
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{
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: configFixedMaterials() {
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// nothing to do here
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}
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@@ -126,16 +126,18 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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}
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}
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// TODO: reimplement this algorithm to work in-place
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unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
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// TODO: re-implement this algorithm to work in-place
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unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials];
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for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) {
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aiMappingTable[ i ] = 0;
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}
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unsigned int iNewNum = 0;
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// Iterate through all materials and calculate a hash for them
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// store all hashes in a list and so a quick search whether
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// we do already have a specific hash. This allows us to
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// determine which materials are identical.
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uint32_t* aiHashes;
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aiHashes = new uint32_t[pScene->mNumMaterials];
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uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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{
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// No mesh is referencing this material, remove it.
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@@ -177,18 +179,18 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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// generate new names for all modified materials
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const unsigned int idx = aiMappingTable[p];
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if (ppcMaterials[idx])
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{
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if (ppcMaterials[idx]) {
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aiString sz;
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sz.length = ::sprintf(sz.data,"JoinedMaterial_#%u",p);
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((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
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}
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else
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} else {
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ppcMaterials[idx] = pScene->mMaterials[p];
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}
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}
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// update all material indices
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
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aiMesh* mesh = pScene->mMeshes[p];
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ai_assert( NULL!=mesh );
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mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
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}
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// delete the old material list
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