BlenderDNA.h:
* Fix rethrow that would crash the program. * QUESTION: am I throwing the right exception here. COBLoader: * catch exception by const ref * fix equality checks using strncmp taht weren't actually checking equality FBXMaterial: Catch exception by const ref (+ Debug log that it's done so) FBXConverter: Rename local variables to avoid shadowing parameter ImageExtractor: Remove duplicated/unreachable code FBXConverter: Another shadowed variable fix MD5Loader: 2 shadowed variables IRRLoader: shadowed parameter StepFileReader.cpp: Shadowed parameter IRRLoader: remove empty else statement STLExporter: Throw error instead of silently ignoring unimplemented option Misc empty blocks removed or debug logging added
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@@ -443,10 +443,10 @@ void MD5Importer::LoadMD5MeshFile ()
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for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
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for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
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{
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MD5::WeightDesc& desc = meshSrc.mWeights[w];
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MD5::WeightDesc& weightDesc = meshSrc.mWeights[w];
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/* FIX for some invalid exporters */
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if (!(desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
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++piCount[desc.mBone];
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if (!(weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
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++piCount[weightDesc.mBone];
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}
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}
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@@ -493,20 +493,20 @@ void MD5Importer::LoadMD5MeshFile ()
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if (w >= meshSrc.mWeights.size())
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throw DeadlyImportError("MD5MESH: Invalid weight index");
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MD5::WeightDesc& desc = meshSrc.mWeights[w];
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if ( desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON) {
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MD5::WeightDesc& weightDesc = meshSrc.mWeights[w];
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if ( weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON) {
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continue;
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}
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const ai_real fNewWeight = desc.mWeight / fSum;
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const ai_real fNewWeight = weightDesc.mWeight / fSum;
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// transform the local position into worldspace
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MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
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const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (desc.vOffsetPosition);
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MD5::BoneDesc& boneSrc = meshParser.mJoints[weightDesc.mBone];
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const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (weightDesc.vOffsetPosition);
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// use the original weight to compute the vertex position
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// (some MD5s seem to depend on the invalid weight values ...)
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*pv += ((boneSrc.mPositionXYZ+v)* (ai_real)desc.mWeight);
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*pv += ((boneSrc.mPositionXYZ+v)* (ai_real)weightDesc.mWeight);
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aiBone* bone = mesh->mBones[boneSrc.mMap];
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*bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
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