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
This commit is contained in:
Charlie Gettys
2019-03-30 14:12:13 -04:00
parent 3e19545dc7
commit f15f37634d
12 changed files with 58 additions and 58 deletions

View File

@@ -443,10 +443,10 @@ void MD5Importer::LoadMD5MeshFile ()
for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
{
MD5::WeightDesc& desc = meshSrc.mWeights[w];
MD5::WeightDesc& weightDesc = meshSrc.mWeights[w];
/* FIX for some invalid exporters */
if (!(desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
++piCount[desc.mBone];
if (!(weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
++piCount[weightDesc.mBone];
}
}
@@ -493,20 +493,20 @@ void MD5Importer::LoadMD5MeshFile ()
if (w >= meshSrc.mWeights.size())
throw DeadlyImportError("MD5MESH: Invalid weight index");
MD5::WeightDesc& desc = meshSrc.mWeights[w];
if ( desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON) {
MD5::WeightDesc& weightDesc = meshSrc.mWeights[w];
if ( weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON) {
continue;
}
const ai_real fNewWeight = desc.mWeight / fSum;
const ai_real fNewWeight = weightDesc.mWeight / fSum;
// transform the local position into worldspace
MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (desc.vOffsetPosition);
MD5::BoneDesc& boneSrc = meshParser.mJoints[weightDesc.mBone];
const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (weightDesc.vOffsetPosition);
// use the original weight to compute the vertex position
// (some MD5s seem to depend on the invalid weight values ...)
*pv += ((boneSrc.mPositionXYZ+v)* (ai_real)desc.mWeight);
*pv += ((boneSrc.mPositionXYZ+v)* (ai_real)weightDesc.mWeight);
aiBone* bone = mesh->mBones[boneSrc.mMap];
*bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);