summaryrefslogtreecommitdiff
path: root/src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp')
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp942
1 files changed, 942 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp b/src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp
new file mode 100644
index 0000000..e99f6a6
--- /dev/null
+++ b/src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp
@@ -0,0 +1,942 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file ValidateDataStructure.cpp
+ * @brief Implementation of the post processing step to validate
+ * the data structure returned by Assimp.
+ */
+
+// internal headers
+#include "ValidateDataStructure.h"
+#include "ProcessHelper.h"
+#include <assimp/BaseImporter.h>
+#include <assimp/fast_atof.h>
+#include <memory>
+
+// CRT headers
+#include <stdarg.h>
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+ValidateDSProcess::ValidateDSProcess() :
+ mScene() {}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+ValidateDSProcess::~ValidateDSProcess() {}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the processing step is present in the given flag field.
+bool ValidateDSProcess::IsActive(unsigned int pFlags) const {
+ return (pFlags & aiProcess_ValidateDataStructure) != 0;
+}
+// ------------------------------------------------------------------------------------------------
+AI_WONT_RETURN void ValidateDSProcess::ReportError(const char *msg, ...) {
+ ai_assert(nullptr != msg);
+
+ va_list args;
+ va_start(args, msg);
+
+ char szBuffer[3000];
+ const int iLen = vsprintf(szBuffer, msg, args);
+ ai_assert(iLen > 0);
+
+ va_end(args);
+
+ throw DeadlyImportError("Validation failed: ", std::string(szBuffer, iLen));
+}
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::ReportWarning(const char *msg, ...) {
+ ai_assert(nullptr != msg);
+
+ va_list args;
+ va_start(args, msg);
+
+ char szBuffer[3000];
+ const int iLen = vsprintf(szBuffer, msg, args);
+ ai_assert(iLen > 0);
+
+ va_end(args);
+ ASSIMP_LOG_WARN("Validation warning: ", std::string(szBuffer, iLen));
+}
+
+// ------------------------------------------------------------------------------------------------
+inline int HasNameMatch(const aiString &in, aiNode *node) {
+ int result = (node->mName == in ? 1 : 0);
+ for (unsigned int i = 0; i < node->mNumChildren; ++i) {
+ result += HasNameMatch(in, node->mChildren[i]);
+ }
+ return result;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename T>
+inline void ValidateDSProcess::DoValidation(T **parray, unsigned int size, const char *firstName, const char *secondName) {
+ // validate all entries
+ if (size) {
+ if (!parray) {
+ ReportError("aiScene::%s is nullptr (aiScene::%s is %i)",
+ firstName, secondName, size);
+ }
+ for (unsigned int i = 0; i < size; ++i) {
+ if (!parray[i]) {
+ ReportError("aiScene::%s[%i] is nullptr (aiScene::%s is %i)",
+ firstName, i, secondName, size);
+ }
+ Validate(parray[i]);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename T>
+inline void ValidateDSProcess::DoValidationEx(T **parray, unsigned int size,
+ const char *firstName, const char *secondName) {
+ // validate all entries
+ if (size) {
+ if (!parray) {
+ ReportError("aiScene::%s is nullptr (aiScene::%s is %i)",
+ firstName, secondName, size);
+ }
+ for (unsigned int i = 0; i < size; ++i) {
+ if (!parray[i]) {
+ ReportError("aiScene::%s[%u] is nullptr (aiScene::%s is %u)",
+ firstName, i, secondName, size);
+ }
+ Validate(parray[i]);
+
+ // check whether there are duplicate names
+ for (unsigned int a = i + 1; a < size; ++a) {
+ if (parray[i]->mName == parray[a]->mName) {
+ ReportError("aiScene::%s[%u] has the same name as "
+ "aiScene::%s[%u]",
+ firstName, i, secondName, a);
+ }
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename T>
+inline void ValidateDSProcess::DoValidationWithNameCheck(T **array, unsigned int size, const char *firstName,
+ const char *secondName) {
+ // validate all entries
+ DoValidationEx(array, size, firstName, secondName);
+
+ for (unsigned int i = 0; i < size; ++i) {
+ int res = HasNameMatch(array[i]->mName, mScene->mRootNode);
+ if (0 == res) {
+ const std::string name = static_cast<char *>(array[i]->mName.data);
+ ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)",
+ firstName, i, name.c_str());
+ } else if (1 != res) {
+ const std::string name = static_cast<char *>(array[i]->mName.data);
+ ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name",
+ firstName, i, name.c_str());
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Executes the post processing step on the given imported data.
+void ValidateDSProcess::Execute(aiScene *pScene) {
+ mScene = pScene;
+ ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin");
+
+ // validate the node graph of the scene
+ Validate(pScene->mRootNode);
+
+ // validate all meshes
+ if (pScene->mNumMeshes) {
+ DoValidation(pScene->mMeshes, pScene->mNumMeshes, "mMeshes", "mNumMeshes");
+ } else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
+ ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
+ } else if (pScene->mMeshes) {
+ ReportError("aiScene::mMeshes is non-null although there are no meshes");
+ }
+
+ // validate all animations
+ if (pScene->mNumAnimations) {
+ DoValidation(pScene->mAnimations, pScene->mNumAnimations,
+ "mAnimations", "mNumAnimations");
+ } else if (pScene->mAnimations) {
+ ReportError("aiScene::mAnimations is non-null although there are no animations");
+ }
+
+ // validate all cameras
+ if (pScene->mNumCameras) {
+ DoValidationWithNameCheck(pScene->mCameras, pScene->mNumCameras,
+ "mCameras", "mNumCameras");
+ } else if (pScene->mCameras) {
+ ReportError("aiScene::mCameras is non-null although there are no cameras");
+ }
+
+ // validate all lights
+ if (pScene->mNumLights) {
+ DoValidationWithNameCheck(pScene->mLights, pScene->mNumLights,
+ "mLights", "mNumLights");
+ } else if (pScene->mLights) {
+ ReportError("aiScene::mLights is non-null although there are no lights");
+ }
+
+ // validate all textures
+ if (pScene->mNumTextures) {
+ DoValidation(pScene->mTextures, pScene->mNumTextures,
+ "mTextures", "mNumTextures");
+ } else if (pScene->mTextures) {
+ ReportError("aiScene::mTextures is non-null although there are no textures");
+ }
+
+ // validate all materials
+ if (pScene->mNumMaterials) {
+ DoValidation(pScene->mMaterials, pScene->mNumMaterials, "mMaterials", "mNumMaterials");
+ }
+#if 0
+ // NOTE: ScenePreprocessor generates a default material if none is there
+ else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
+ ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
+ }
+#endif
+ else if (pScene->mMaterials) {
+ ReportError("aiScene::mMaterials is non-null although there are no materials");
+ }
+
+ // if (!has)ReportError("The aiScene data structure is empty");
+ ASSIMP_LOG_DEBUG("ValidateDataStructureProcess end");
+}
+
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::Validate(const aiLight *pLight) {
+ if (pLight->mType == aiLightSource_UNDEFINED)
+ ReportWarning("aiLight::mType is aiLightSource_UNDEFINED");
+
+ if (!pLight->mAttenuationConstant &&
+ !pLight->mAttenuationLinear &&
+ !pLight->mAttenuationQuadratic) {
+ ReportWarning("aiLight::mAttenuationXXX - all are zero");
+ }
+
+ if (pLight->mAngleInnerCone > pLight->mAngleOuterCone)
+ ReportError("aiLight::mAngleInnerCone is larger than aiLight::mAngleOuterCone");
+
+ if (pLight->mColorDiffuse.IsBlack() && pLight->mColorAmbient.IsBlack() && pLight->mColorSpecular.IsBlack()) {
+ ReportWarning("aiLight::mColorXXX - all are black and won't have any influence");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::Validate(const aiCamera *pCamera) {
+ if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear)
+ ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear");
+
+ // FIX: there are many 3ds files with invalid FOVs. No reason to
+ // reject them at all ... a warning is appropriate.
+ if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI)
+ ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV", pCamera->mHorizontalFOV);
+}
+
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::Validate(const aiMesh *pMesh) {
+ // validate the material index of the mesh
+ if (mScene->mNumMaterials && pMesh->mMaterialIndex >= mScene->mNumMaterials) {
+ ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)",
+ pMesh->mMaterialIndex, mScene->mNumMaterials - 1);
+ }
+
+ Validate(&pMesh->mName);
+
+ for (unsigned int i = 0; i < pMesh->mNumFaces; ++i) {
+ aiFace &face = pMesh->mFaces[i];
+
+ if (pMesh->mPrimitiveTypes) {
+ switch (face.mNumIndices) {
+ case 0:
+ ReportError("aiMesh::mFaces[%i].mNumIndices is 0", i);
+ break;
+ case 1:
+ if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POINT)) {
+ ReportError("aiMesh::mFaces[%i] is a POINT but aiMesh::mPrimitiveTypes "
+ "does not report the POINT flag",
+ i);
+ }
+ break;
+ case 2:
+ if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_LINE)) {
+ ReportError("aiMesh::mFaces[%i] is a LINE but aiMesh::mPrimitiveTypes "
+ "does not report the LINE flag",
+ i);
+ }
+ break;
+ case 3:
+ if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE)) {
+ ReportError("aiMesh::mFaces[%i] is a TRIANGLE but aiMesh::mPrimitiveTypes "
+ "does not report the TRIANGLE flag",
+ i);
+ }
+ break;
+ default:
+ if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) {
+ this->ReportError("aiMesh::mFaces[%i] is a POLYGON but aiMesh::mPrimitiveTypes "
+ "does not report the POLYGON flag",
+ i);
+ }
+ break;
+ };
+ }
+
+ if (!face.mIndices)
+ ReportError("aiMesh::mFaces[%i].mIndices is nullptr", i);
+ }
+
+ // positions must always be there ...
+ if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) {
+ ReportError("The mesh %s contains no vertices", pMesh->mName.C_Str());
+ }
+
+ if (pMesh->mNumVertices > AI_MAX_VERTICES) {
+ ReportError("Mesh has too many vertices: %u, but the limit is %u", pMesh->mNumVertices, AI_MAX_VERTICES);
+ }
+ if (pMesh->mNumFaces > AI_MAX_FACES) {
+ ReportError("Mesh has too many faces: %u, but the limit is %u", pMesh->mNumFaces, AI_MAX_FACES);
+ }
+
+ // if tangents are there there must also be bitangent vectors ...
+ if ((pMesh->mTangents != nullptr) != (pMesh->mBitangents != nullptr)) {
+ ReportError("If there are tangents, bitangent vectors must be present as well");
+ }
+
+ // faces, too
+ if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) {
+ ReportError("Mesh %s contains no faces", pMesh->mName.C_Str());
+ }
+
+ // now check whether the face indexing layout is correct:
+ // unique vertices, pseudo-indexed.
+ std::vector<bool> abRefList;
+ abRefList.resize(pMesh->mNumVertices, false);
+ for (unsigned int i = 0; i < pMesh->mNumFaces; ++i) {
+ aiFace &face = pMesh->mFaces[i];
+ if (face.mNumIndices > AI_MAX_FACE_INDICES) {
+ ReportError("Face %u has too many faces: %u, but the limit is %u", i, face.mNumIndices, AI_MAX_FACE_INDICES);
+ }
+
+ for (unsigned int a = 0; a < face.mNumIndices; ++a) {
+ if (face.mIndices[a] >= pMesh->mNumVertices) {
+ ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range", i, a);
+ }
+ // the MSB flag is temporarily used by the extra verbose
+ // mode to tell us that the JoinVerticesProcess might have
+ // been executed already.
+ /*if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && !(this->mScene->mFlags & AI_SCENE_FLAGS_ALLOW_SHARED) &&
+ abRefList[face.mIndices[a]])
+ {
+ ReportError("aiMesh::mVertices[%i] is referenced twice - second "
+ "time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
+ }*/
+ abRefList[face.mIndices[a]] = true;
+ }
+ }
+
+ // check whether there are vertices that aren't referenced by a face
+ bool b = false;
+ for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) {
+ if (!abRefList[i]) b = true;
+ }
+ abRefList.clear();
+ if (b) {
+ ReportWarning("There are unreferenced vertices");
+ }
+
+ // texture channel 2 may not be set if channel 1 is zero ...
+ {
+ unsigned int i = 0;
+ for (; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (!pMesh->HasTextureCoords(i)) break;
+ }
+ for (; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
+ if (pMesh->HasTextureCoords(i)) {
+ ReportError("Texture coordinate channel %i exists "
+ "although the previous channel was nullptr.",
+ i);
+ }
+ }
+ // the same for the vertex colors
+ {
+ unsigned int i = 0;
+ for (; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
+ if (!pMesh->HasVertexColors(i)) break;
+ }
+ for (; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i)
+ if (pMesh->HasVertexColors(i)) {
+ ReportError("Vertex color channel %i is exists "
+ "although the previous channel was nullptr.",
+ i);
+ }
+ }
+
+ // now validate all bones
+ if (pMesh->mNumBones) {
+ if (!pMesh->mBones) {
+ ReportError("aiMesh::mBones is nullptr (aiMesh::mNumBones is %i)",
+ pMesh->mNumBones);
+ }
+ std::unique_ptr<float[]> afSum(nullptr);
+ if (pMesh->mNumVertices) {
+ afSum.reset(new float[pMesh->mNumVertices]);
+ for (unsigned int i = 0; i < pMesh->mNumVertices; ++i)
+ afSum[i] = 0.0f;
+ }
+
+ // check whether there are duplicate bone names
+ for (unsigned int i = 0; i < pMesh->mNumBones; ++i) {
+ const aiBone *bone = pMesh->mBones[i];
+ if (bone->mNumWeights > AI_MAX_BONE_WEIGHTS) {
+ ReportError("Bone %u has too many weights: %u, but the limit is %u", i, bone->mNumWeights, AI_MAX_BONE_WEIGHTS);
+ }
+
+ if (!pMesh->mBones[i]) {
+ ReportError("aiMesh::mBones[%i] is nullptr (aiMesh::mNumBones is %i)",
+ i, pMesh->mNumBones);
+ }
+ Validate(pMesh, pMesh->mBones[i], afSum.get());
+
+ for (unsigned int a = i + 1; a < pMesh->mNumBones; ++a) {
+ if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName) {
+ const char *name = "unknown";
+ if (nullptr != pMesh->mBones[i]->mName.C_Str()) {
+ name = pMesh->mBones[i]->mName.C_Str();
+ }
+ ReportError("aiMesh::mBones[%i], name = \"%s\" has the same name as "
+ "aiMesh::mBones[%i]",
+ i, name, a);
+ }
+ }
+ }
+ // check whether all bone weights for a vertex sum to 1.0 ...
+ for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) {
+ if (afSum[i] && (afSum[i] <= 0.94 || afSum[i] >= 1.05)) {
+ ReportWarning("aiMesh::mVertices[%i]: bone weight sum != 1.0 (sum is %f)", i, afSum[i]);
+ }
+ }
+ } else if (pMesh->mBones) {
+ ReportError("aiMesh::mBones is non-null although there are no bones");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::Validate(const aiMesh *pMesh, const aiBone *pBone, float *afSum) {
+ this->Validate(&pBone->mName);
+
+ if (!pBone->mNumWeights) {
+ //ReportError("aiBone::mNumWeights is zero");
+ }
+
+ // check whether all vertices affected by this bone are valid
+ for (unsigned int i = 0; i < pBone->mNumWeights; ++i) {
+ if (pBone->mWeights[i].mVertexId >= pMesh->mNumVertices) {
+ ReportError("aiBone::mWeights[%i].mVertexId is out of range", i);
+ } else if (!pBone->mWeights[i].mWeight || pBone->mWeights[i].mWeight > 1.0f) {
+ ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value", i);
+ }
+ afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::Validate(const aiAnimation *pAnimation) {
+ Validate(&pAnimation->mName);
+
+ // validate all animations
+ if (pAnimation->mNumChannels || pAnimation->mNumMorphMeshChannels) {
+ if (!pAnimation->mChannels && pAnimation->mNumChannels) {
+ ReportError("aiAnimation::mChannels is nullptr (aiAnimation::mNumChannels is %i)",
+ pAnimation->mNumChannels);
+ }
+ if (!pAnimation->mMorphMeshChannels && pAnimation->mNumMorphMeshChannels) {
+ ReportError("aiAnimation::mMorphMeshChannels is nullptr (aiAnimation::mNumMorphMeshChannels is %i)",
+ pAnimation->mNumMorphMeshChannels);
+ }
+ for (unsigned int i = 0; i < pAnimation->mNumChannels; ++i) {
+ if (!pAnimation->mChannels[i]) {
+ ReportError("aiAnimation::mChannels[%i] is nullptr (aiAnimation::mNumChannels is %i)",
+ i, pAnimation->mNumChannels);
+ }
+ Validate(pAnimation, pAnimation->mChannels[i]);
+ }
+ for (unsigned int i = 0; i < pAnimation->mNumMorphMeshChannels; ++i) {
+ if (!pAnimation->mMorphMeshChannels[i]) {
+ ReportError("aiAnimation::mMorphMeshChannels[%i] is nullptr (aiAnimation::mNumMorphMeshChannels is %i)",
+ i, pAnimation->mNumMorphMeshChannels);
+ }
+ Validate(pAnimation, pAnimation->mMorphMeshChannels[i]);
+ }
+ } else {
+ ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial *pMaterial,
+ aiTextureType type) {
+ const char *szType = TextureTypeToString(type);
+
+ // ****************************************************************************
+ // Search all keys of the material ...
+ // textures must be specified with ascending indices
+ // (e.g. diffuse #2 may not be specified if diffuse #1 is not there ...)
+ // ****************************************************************************
+
+ int iNumIndices = 0;
+ int iIndex = -1;
+ for (unsigned int i = 0; i < pMaterial->mNumProperties; ++i) {
+ aiMaterialProperty *prop = pMaterial->mProperties[i];
+ ai_assert(nullptr != prop);
+ if (!::strcmp(prop->mKey.data, "$tex.file") && prop->mSemantic == static_cast<unsigned int>(type)) {
+ iIndex = std::max(iIndex, (int)prop->mIndex);
+ ++iNumIndices;
+
+ if (aiPTI_String != prop->mType) {
+ ReportError("Material property %s is expected to be a string", prop->mKey.data);
+ }
+ }
+ }
+ if (iIndex + 1 != iNumIndices) {
+ ReportError("%s #%i is set, but there are only %i %s textures",
+ szType, iIndex, iNumIndices, szType);
+ }
+ if (!iNumIndices) {
+ return;
+ }
+ std::vector<aiTextureMapping> mappings(iNumIndices);
+
+ // Now check whether all UV indices are valid ...
+ bool bNoSpecified = true;
+ for (unsigned int i = 0; i < pMaterial->mNumProperties; ++i) {
+ aiMaterialProperty *prop = pMaterial->mProperties[i];
+ if (static_cast<aiTextureType>(prop->mSemantic) != type) {
+ continue;
+ }
+
+ if ((int)prop->mIndex >= iNumIndices) {
+ ReportError("Found texture property with index %i, although there "
+ "are only %i textures of type %s",
+ prop->mIndex, iNumIndices, szType);
+ }
+
+ if (!::strcmp(prop->mKey.data, "$tex.mapping")) {
+ if (aiPTI_Integer != prop->mType || prop->mDataLength < sizeof(aiTextureMapping)) {
+ ReportError("Material property %s%i is expected to be an integer (size is %i)",
+ prop->mKey.data, prop->mIndex, prop->mDataLength);
+ }
+ mappings[prop->mIndex] = *((aiTextureMapping *)prop->mData);
+ } else if (!::strcmp(prop->mKey.data, "$tex.uvtrafo")) {
+ if (aiPTI_Float != prop->mType || prop->mDataLength < sizeof(aiUVTransform)) {
+ ReportError("Material property %s%i is expected to be 5 floats large (size is %i)",
+ prop->mKey.data, prop->mIndex, prop->mDataLength);
+ }
+ //mappings[prop->mIndex] = ((aiUVTransform*)prop->mData);
+ } else if (!::strcmp(prop->mKey.data, "$tex.uvwsrc")) {
+ if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength) {
+ ReportError("Material property %s%i is expected to be an integer (size is %i)",
+ prop->mKey.data, prop->mIndex, prop->mDataLength);
+ }
+ bNoSpecified = false;
+
+ // Ignore UV indices for texture channels that are not there ...
+
+ // Get the value
+ iIndex = *((unsigned int *)prop->mData);
+
+ // Check whether there is a mesh using this material
+ // which has not enough UV channels ...
+ for (unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
+ aiMesh *mesh = this->mScene->mMeshes[a];
+ if (mesh->mMaterialIndex == (unsigned int)i) {
+ int iChannels = 0;
+ while (mesh->HasTextureCoords(iChannels))
+ ++iChannels;
+ if (iIndex >= iChannels) {
+ ReportWarning("Invalid UV index: %i (key %s). Mesh %i has only %i UV channels",
+ iIndex, prop->mKey.data, a, iChannels);
+ }
+ }
+ }
+ }
+ }
+ if (bNoSpecified) {
+ // Assume that all textures are using the first UV channel
+ for (unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
+ aiMesh *mesh = mScene->mMeshes[a];
+ if (mesh->mMaterialIndex == (unsigned int)iIndex && mappings[0] == aiTextureMapping_UV) {
+ if (!mesh->mTextureCoords[0]) {
+ // This is a special case ... it could be that the
+ // original mesh format intended the use of a special
+ // mapping here.
+ ReportWarning("UV-mapped texture, but there are no UV coords");
+ }
+ }
+ }
+ }
+}
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::Validate(const aiMaterial *pMaterial) {
+ // check whether there are material keys that are obviously not legal
+ for (unsigned int i = 0; i < pMaterial->mNumProperties; ++i) {
+ const aiMaterialProperty *prop = pMaterial->mProperties[i];
+ if (!prop) {
+ ReportError("aiMaterial::mProperties[%i] is nullptr (aiMaterial::mNumProperties is %i)",
+ i, pMaterial->mNumProperties);
+ }
+ if (!prop->mDataLength || !prop->mData) {
+ ReportError("aiMaterial::mProperties[%i].mDataLength or "
+ "aiMaterial::mProperties[%i].mData is 0",
+ i, i);
+ }
+ // check all predefined types
+ if (aiPTI_String == prop->mType) {
+ // FIX: strings are now stored in a less expensive way, but we can't use the
+ // validation routine for 'normal' aiStrings
+ if (prop->mDataLength < 5 || prop->mDataLength < 4 + (*reinterpret_cast<uint32_t *>(prop->mData)) + 1) {
+ ReportError("aiMaterial::mProperties[%i].mDataLength is "
+ "too small to contain a string (%i, needed: %i)",
+ i, prop->mDataLength, static_cast<int>(sizeof(aiString)));
+ }
+ if (prop->mData[prop->mDataLength - 1]) {
+ ReportError("Missing null-terminator in string material property");
+ }
+ // Validate((const aiString*)prop->mData);
+ } else if (aiPTI_Float == prop->mType) {
+ if (prop->mDataLength < sizeof(float)) {
+ ReportError("aiMaterial::mProperties[%i].mDataLength is "
+ "too small to contain a float (%i, needed: %i)",
+ i, prop->mDataLength, static_cast<int>(sizeof(float)));
+ }
+ } else if (aiPTI_Integer == prop->mType) {
+ if (prop->mDataLength < sizeof(int)) {
+ ReportError("aiMaterial::mProperties[%i].mDataLength is "
+ "too small to contain an integer (%i, needed: %i)",
+ i, prop->mDataLength, static_cast<int>(sizeof(int)));
+ }
+ }
+ // TODO: check whether there is a key with an unknown name ...
+ }
+
+ // make some more specific tests
+ ai_real fTemp;
+ int iShading;
+ if (AI_SUCCESS == aiGetMaterialInteger(pMaterial, AI_MATKEY_SHADING_MODEL, &iShading)) {
+ switch ((aiShadingMode)iShading) {
+ case aiShadingMode_Blinn:
+ case aiShadingMode_CookTorrance:
+ case aiShadingMode_Phong:
+
+ if (AI_SUCCESS != aiGetMaterialFloat(pMaterial, AI_MATKEY_SHININESS, &fTemp)) {
+ ReportWarning("A specular shading model is specified but there is no "
+ "AI_MATKEY_SHININESS key");
+ }
+ if (AI_SUCCESS == aiGetMaterialFloat(pMaterial, AI_MATKEY_SHININESS_STRENGTH, &fTemp) && !fTemp) {
+ ReportWarning("A specular shading model is specified but the value of the "
+ "AI_MATKEY_SHININESS_STRENGTH key is 0.0");
+ }
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (AI_SUCCESS == aiGetMaterialFloat(pMaterial, AI_MATKEY_OPACITY, &fTemp) && (!fTemp || fTemp > 1.01)) {
+ ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)");
+ }
+
+ // Check whether there are invalid texture keys
+ // TODO: that's a relict of the past, where texture type and index were baked
+ // into the material string ... we could do that in one single pass.
+ SearchForInvalidTextures(pMaterial, aiTextureType_DIFFUSE);
+ SearchForInvalidTextures(pMaterial, aiTextureType_SPECULAR);
+ SearchForInvalidTextures(pMaterial, aiTextureType_AMBIENT);
+ SearchForInvalidTextures(pMaterial, aiTextureType_EMISSIVE);
+ SearchForInvalidTextures(pMaterial, aiTextureType_OPACITY);
+ SearchForInvalidTextures(pMaterial, aiTextureType_SHININESS);
+ SearchForInvalidTextures(pMaterial, aiTextureType_HEIGHT);
+ SearchForInvalidTextures(pMaterial, aiTextureType_NORMALS);
+ SearchForInvalidTextures(pMaterial, aiTextureType_DISPLACEMENT);
+ SearchForInvalidTextures(pMaterial, aiTextureType_LIGHTMAP);
+ SearchForInvalidTextures(pMaterial, aiTextureType_REFLECTION);
+ SearchForInvalidTextures(pMaterial, aiTextureType_BASE_COLOR);
+ SearchForInvalidTextures(pMaterial, aiTextureType_NORMAL_CAMERA);
+ SearchForInvalidTextures(pMaterial, aiTextureType_EMISSION_COLOR);
+ SearchForInvalidTextures(pMaterial, aiTextureType_METALNESS);
+ SearchForInvalidTextures(pMaterial, aiTextureType_DIFFUSE_ROUGHNESS);
+ SearchForInvalidTextures(pMaterial, aiTextureType_AMBIENT_OCCLUSION);
+}
+
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::Validate(const aiTexture *pTexture) {
+ // the data section may NEVER be nullptr
+ if (nullptr == pTexture->pcData) {
+ ReportError("aiTexture::pcData is nullptr");
+ }
+ if (pTexture->mHeight) {
+ if (!pTexture->mWidth) {
+ ReportError("aiTexture::mWidth is zero (aiTexture::mHeight is %i, uncompressed texture)",
+ pTexture->mHeight);
+ }
+ } else {
+ if (!pTexture->mWidth) {
+ ReportError("aiTexture::mWidth is zero (compressed texture)");
+ }
+ if ('\0' != pTexture->achFormatHint[HINTMAXTEXTURELEN - 1]) {
+ ReportWarning("aiTexture::achFormatHint must be zero-terminated");
+ } else if ('.' == pTexture->achFormatHint[0]) {
+ ReportWarning("aiTexture::achFormatHint should contain a file extension "
+ "without a leading dot (format hint: %s).",
+ pTexture->achFormatHint);
+ }
+ }
+
+ const char *sz = pTexture->achFormatHint;
+ if ((sz[0] >= 'A' && sz[0] <= 'Z') ||
+ (sz[1] >= 'A' && sz[1] <= 'Z') ||
+ (sz[2] >= 'A' && sz[2] <= 'Z') ||
+ (sz[3] >= 'A' && sz[3] <= 'Z')) {
+ ReportError("aiTexture::achFormatHint contains non-lowercase letters");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::Validate(const aiAnimation *pAnimation,
+ const aiNodeAnim *pNodeAnim) {
+ Validate(&pNodeAnim->mNodeName);
+
+ if (!pNodeAnim->mNumPositionKeys && !pNodeAnim->mScalingKeys && !pNodeAnim->mNumRotationKeys) {
+ ReportError("Empty node animation channel");
+ }
+ // otherwise check whether one of the keys exceeds the total duration of the animation
+ if (pNodeAnim->mNumPositionKeys) {
+ if (!pNodeAnim->mPositionKeys) {
+ ReportError("aiNodeAnim::mPositionKeys is nullptr (aiNodeAnim::mNumPositionKeys is %i)",
+ pNodeAnim->mNumPositionKeys);
+ }
+ double dLast = -10e10;
+ for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys; ++i) {
+ // ScenePreprocessor will compute the duration if still the default value
+ // (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
+ // seems to be due the compilers register usage/width.
+ if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration + 0.001) {
+ ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger "
+ "than aiAnimation::mDuration (which is %.5f)",
+ i,
+ (float)pNodeAnim->mPositionKeys[i].mTime,
+ (float)pAnimation->mDuration);
+ }
+ if (i && pNodeAnim->mPositionKeys[i].mTime <= dLast) {
+ ReportWarning("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is smaller "
+ "than aiAnimation::mPositionKeys[%i] (which is %.5f)",
+ i,
+ (float)pNodeAnim->mPositionKeys[i].mTime,
+ i - 1, (float)dLast);
+ }
+ dLast = pNodeAnim->mPositionKeys[i].mTime;
+ }
+ }
+ // rotation keys
+ if (pNodeAnim->mNumRotationKeys) {
+ if (!pNodeAnim->mRotationKeys) {
+ ReportError("aiNodeAnim::mRotationKeys is nullptr (aiNodeAnim::mNumRotationKeys is %i)",
+ pNodeAnim->mNumRotationKeys);
+ }
+ double dLast = -10e10;
+ for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys; ++i) {
+ if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration + 0.001) {
+ ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger "
+ "than aiAnimation::mDuration (which is %.5f)",
+ i,
+ (float)pNodeAnim->mRotationKeys[i].mTime,
+ (float)pAnimation->mDuration);
+ }
+ if (i && pNodeAnim->mRotationKeys[i].mTime <= dLast) {
+ ReportWarning("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is smaller "
+ "than aiAnimation::mRotationKeys[%i] (which is %.5f)",
+ i,
+ (float)pNodeAnim->mRotationKeys[i].mTime,
+ i - 1, (float)dLast);
+ }
+ dLast = pNodeAnim->mRotationKeys[i].mTime;
+ }
+ }
+ // scaling keys
+ if (pNodeAnim->mNumScalingKeys) {
+ if (!pNodeAnim->mScalingKeys) {
+ ReportError("aiNodeAnim::mScalingKeys is nullptr (aiNodeAnim::mNumScalingKeys is %i)",
+ pNodeAnim->mNumScalingKeys);
+ }
+ double dLast = -10e10;
+ for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys; ++i) {
+ if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration + 0.001) {
+ ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger "
+ "than aiAnimation::mDuration (which is %.5f)",
+ i,
+ (float)pNodeAnim->mScalingKeys[i].mTime,
+ (float)pAnimation->mDuration);
+ }
+ if (i && pNodeAnim->mScalingKeys[i].mTime <= dLast) {
+ ReportWarning("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is smaller "
+ "than aiAnimation::mScalingKeys[%i] (which is %.5f)",
+ i,
+ (float)pNodeAnim->mScalingKeys[i].mTime,
+ i - 1, (float)dLast);
+ }
+ dLast = pNodeAnim->mScalingKeys[i].mTime;
+ }
+ }
+
+ if (!pNodeAnim->mNumScalingKeys && !pNodeAnim->mNumRotationKeys &&
+ !pNodeAnim->mNumPositionKeys) {
+ ReportError("A node animation channel must have at least one subtrack");
+ }
+}
+
+void ValidateDSProcess::Validate(const aiAnimation *pAnimation,
+ const aiMeshMorphAnim *pMeshMorphAnim) {
+ Validate(&pMeshMorphAnim->mName);
+
+ if (!pMeshMorphAnim->mNumKeys) {
+ ReportWarning("Empty mesh morph animation channel");
+ return;
+ }
+
+ // otherwise check whether one of the keys exceeds the total duration of the animation
+ if (pMeshMorphAnim->mNumKeys) {
+ if (!pMeshMorphAnim->mKeys) {
+ ReportError("aiMeshMorphAnim::mKeys is nullptr (aiMeshMorphAnim::mNumKeys is %i)",
+ pMeshMorphAnim->mNumKeys);
+ }
+ double dLast = -10e10;
+ for (unsigned int i = 0; i < pMeshMorphAnim->mNumKeys; ++i) {
+ // ScenePreprocessor will compute the duration if still the default value
+ // (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
+ // seems to be due the compilers register usage/width.
+ if (pAnimation->mDuration > 0. && pMeshMorphAnim->mKeys[i].mTime > pAnimation->mDuration + 0.001) {
+ ReportError("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is larger "
+ "than aiAnimation::mDuration (which is %.5f)",
+ i,
+ (float)pMeshMorphAnim->mKeys[i].mTime,
+ (float)pAnimation->mDuration);
+ }
+ if (i && pMeshMorphAnim->mKeys[i].mTime <= dLast) {
+ ReportWarning("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is smaller "
+ "than aiMeshMorphAnim::mKeys[%i] (which is %.5f)",
+ i,
+ (float)pMeshMorphAnim->mKeys[i].mTime,
+ i - 1, (float)dLast);
+ }
+ dLast = pMeshMorphAnim->mKeys[i].mTime;
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::Validate(const aiNode *pNode) {
+ if (!pNode) {
+ ReportError("A node of the scene-graph is nullptr");
+ }
+ // Validate node name string first so that it's safe to use in below expressions
+ this->Validate(&pNode->mName);
+ const char *nodeName = (&pNode->mName)->C_Str();
+ if (pNode != mScene->mRootNode && !pNode->mParent) {
+ ReportError("Non-root node %s lacks a valid parent (aiNode::mParent is nullptr) ", nodeName);
+ }
+
+ // validate all meshes
+ if (pNode->mNumMeshes) {
+ if (!pNode->mMeshes) {
+ ReportError("aiNode::mMeshes is nullptr for node %s (aiNode::mNumMeshes is %i)",
+ nodeName, pNode->mNumMeshes);
+ }
+ std::vector<bool> abHadMesh;
+ abHadMesh.resize(mScene->mNumMeshes, false);
+ for (unsigned int i = 0; i < pNode->mNumMeshes; ++i) {
+ if (pNode->mMeshes[i] >= mScene->mNumMeshes) {
+ ReportError("aiNode::mMeshes[%i] is out of range for node %s (maximum is %i)",
+ pNode->mMeshes[i], nodeName, mScene->mNumMeshes - 1);
+ }
+ if (abHadMesh[pNode->mMeshes[i]]) {
+ ReportError("aiNode::mMeshes[%i] is already referenced by this node %s (value: %i)",
+ i, nodeName, pNode->mMeshes[i]);
+ }
+ abHadMesh[pNode->mMeshes[i]] = true;
+ }
+ }
+ if (pNode->mNumChildren) {
+ if (!pNode->mChildren) {
+ ReportError("aiNode::mChildren is nullptr for node %s (aiNode::mNumChildren is %i)",
+ nodeName, pNode->mNumChildren);
+ }
+ for (unsigned int i = 0; i < pNode->mNumChildren; ++i) {
+ Validate(pNode->mChildren[i]);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ValidateDSProcess::Validate(const aiString *pString) {
+ if (pString->length > MAXLEN) {
+ ReportError("aiString::length is too large (%u, maximum is %lu)",
+ pString->length, MAXLEN);
+ }
+ const char *sz = pString->data;
+ while (true) {
+ if ('\0' == *sz) {
+ if (pString->length != (unsigned int)(sz - pString->data)) {
+ ReportError("aiString::data is invalid: the terminal zero is at a wrong offset");
+ }
+ break;
+ } else if (sz >= &pString->data[MAXLEN]) {
+ ReportError("aiString::data is invalid. There is no terminal character");
+ }
+ ++sz;
+ }
+}