From 058f98a63658dc1a2579826ba167fd61bed1e21f Mon Sep 17 00:00:00 2001 From: sanine Date: Fri, 4 Mar 2022 10:47:15 -0600 Subject: add assimp submodule --- .../code/PostProcessing/ValidateDataStructure.cpp | 942 +++++++++++++++++++++ 1 file changed, 942 insertions(+) create mode 100644 src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp (limited to 'src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp') 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 +#include +#include + +// CRT headers +#include + +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 +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 +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 +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(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(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 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 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, "$tex.file") && prop->mSemantic == static_cast(type)) { + iIndex = std::max(iIndex, (int)prop->mIndex); + ++iNumIndices; + + if (aiPTI_String != prop->mType) { + ReportError("Material property %s is expected to be a string", prop->mKey.data); + } + } + } + if (iIndex + 1 != iNumIndices) { + ReportError("%s #%i is set, but there are only %i %s textures", + szType, iIndex, iNumIndices, szType); + } + if (!iNumIndices) { + return; + } + std::vector mappings(iNumIndices); + + // Now check whether all UV indices are valid ... + bool bNoSpecified = true; + for (unsigned int i = 0; i < pMaterial->mNumProperties; ++i) { + aiMaterialProperty *prop = pMaterial->mProperties[i]; + if (static_cast(prop->mSemantic) != type) { + continue; + } + + if ((int)prop->mIndex >= iNumIndices) { + ReportError("Found texture property with index %i, although there " + "are only %i textures of type %s", + prop->mIndex, iNumIndices, szType); + } + + if (!::strcmp(prop->mKey.data, "$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(prop->mData)) + 1) { + ReportError("aiMaterial::mProperties[%i].mDataLength is " + "too small to contain a string (%i, needed: %i)", + i, prop->mDataLength, static_cast(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(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(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 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; + } +} -- cgit v1.2.1