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https://github.com/Laupetin/OpenAssetTools.git
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chore: use std vector for std arrays
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@@ -209,8 +209,8 @@ namespace BSP
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return nullptr;
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return nullptr;
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}
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}
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std::unique_ptr<char> gfxMapData(new char[static_cast<size_t>(gfxFile.m_length)]);
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std::vector<char> gfxMapData(static_cast<size_t>(gfxFile.m_length));
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gfxFile.m_stream->read(gfxMapData.get(), gfxFile.m_length);
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gfxFile.m_stream->read(gfxMapData.data(), gfxFile.m_length);
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if (gfxFile.m_stream->gcount() != gfxFile.m_length)
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if (gfxFile.m_stream->gcount() != gfxFile.m_length)
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{
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{
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con::error("Read error of gfx fbx file: {}", gfxFbxPath);
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con::error("Read error of gfx fbx file: {}", gfxFbxPath);
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@@ -222,7 +222,7 @@ namespace BSP
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optsGfx.target_axes = ufbx_axes_right_handed_y_up;
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optsGfx.target_axes = ufbx_axes_right_handed_y_up;
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optsGfx.generate_missing_normals = true;
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optsGfx.generate_missing_normals = true;
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optsGfx.allow_missing_vertex_position = false;
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optsGfx.allow_missing_vertex_position = false;
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ufbx_scene* gfxScene = ufbx_load_memory(gfxMapData.get(), static_cast<size_t>(gfxFile.m_length), &optsGfx, &errorGfx);
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ufbx_scene* gfxScene = ufbx_load_memory(gfxMapData.data(), static_cast<size_t>(gfxFile.m_length), &optsGfx, &errorGfx);
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if (!gfxScene)
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if (!gfxScene)
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{
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{
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con::error("Failed to load map gfx fbx file: {}", errorGfx.description.data);
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con::error("Failed to load map gfx fbx file: {}", errorGfx.description.data);
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@@ -239,9 +239,9 @@ namespace BSP
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}
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}
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else
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else
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{
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{
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std::unique_ptr<char> colMapData(new char[static_cast<size_t>(colFile.m_length)]);
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std::vector<char> colMapData(static_cast<size_t>(colFile.m_length));
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colFile.m_stream->seekg(0);
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colFile.m_stream->seekg(0);
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colFile.m_stream->read(colMapData.get(), colFile.m_length);
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colFile.m_stream->read(colMapData.data(), colFile.m_length);
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if (colFile.m_stream->gcount() != colFile.m_length)
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if (colFile.m_stream->gcount() != colFile.m_length)
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{
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{
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con::error("Read error of collision fbx file: {}", colFbxPath);
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con::error("Read error of collision fbx file: {}", colFbxPath);
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@@ -253,7 +253,7 @@ namespace BSP
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optsCol.target_axes = ufbx_axes_right_handed_y_up;
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optsCol.target_axes = ufbx_axes_right_handed_y_up;
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optsCol.generate_missing_normals = true;
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optsCol.generate_missing_normals = true;
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optsCol.allow_missing_vertex_position = false;
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optsCol.allow_missing_vertex_position = false;
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colScene = ufbx_load_memory(colMapData.get(), static_cast<size_t>(colFile.m_length), &optsCol, &errorCol);
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colScene = ufbx_load_memory(colMapData.data(), static_cast<size_t>(colFile.m_length), &optsCol, &errorCol);
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if (!colScene)
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if (!colScene)
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{
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{
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con::error("Failed to load map collision fbx file: {}", errorCol.description.data);
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con::error("Failed to load map collision fbx file: {}", errorCol.description.data);
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