| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423 | /*---------------------------------------------------------------------------Open Asset Import Library (assimp)---------------------------------------------------------------------------Copyright (c) 2006-2019, assimp teamAll rights reserved.Redistribution and use of this software in source and binary forms,with or without modification, are permitted provided that the followingconditions 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 NOTLIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FORA PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHTOWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOTLIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANYTHEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USEOF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.---------------------------------------------------------------------------*//** @file Defines a post processing step to search an importer's output    for data that is obviously invalid  */#ifndef ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS// internal headers#include "FindInvalidDataProcess.h"#include "ProcessHelper.h"#include <assimp/Exceptional.h>#include <assimp/qnan.h>using namespace Assimp;// ------------------------------------------------------------------------------------------------// Constructor to be privately used by ImporterFindInvalidDataProcess::FindInvalidDataProcess(): configEpsilon(0.0), mIgnoreTexCoods( false ){    // nothing to do here}// ------------------------------------------------------------------------------------------------// Destructor, private as wellFindInvalidDataProcess::~FindInvalidDataProcess() {    // nothing to do here}// ------------------------------------------------------------------------------------------------// Returns whether the processing step is present in the given flag field.bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const {    return 0 != (pFlags & aiProcess_FindInvalidData);}// ------------------------------------------------------------------------------------------------// Setup import configurationvoid FindInvalidDataProcess::SetupProperties(const Importer* pImp) {    // Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY    configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));    mIgnoreTexCoods = pImp->GetPropertyBool(AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS, false);}// ------------------------------------------------------------------------------------------------// Update mesh references in the node graphvoid UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping) {    if (node->mNumMeshes)   {        unsigned int out = 0;        for (unsigned int a = 0; a < node->mNumMeshes;++a)  {            unsigned int ref = node->mMeshes[a];            if (UINT_MAX != (ref = meshMapping[ref]))   {                node->mMeshes[out++] = ref;            }        }        // just let the members that are unused, that's much cheaper        // than a full array realloc'n'copy party ...        if(!(node->mNumMeshes = out))   {            delete[] node->mMeshes;            node->mMeshes = NULL;        }    }    // recursively update all children    for (unsigned int i = 0; i < node->mNumChildren;++i) {        UpdateMeshReferences(node->mChildren[i],meshMapping);    }}// ------------------------------------------------------------------------------------------------// Executes the post processing step on the given imported data.void FindInvalidDataProcess::Execute( aiScene* pScene) {    ASSIMP_LOG_DEBUG("FindInvalidDataProcess begin");    bool out = false;    std::vector<unsigned int> meshMapping(pScene->mNumMeshes);    unsigned int real = 0;    // Process meshes    for( unsigned int a = 0; a < pScene->mNumMeshes; a++)   {        int result;        if ((result = ProcessMesh( pScene->mMeshes[a])))    {            out = true;            if (2 == result)    {                // remove this mesh                delete pScene->mMeshes[a];                AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);                meshMapping[a] = UINT_MAX;                continue;            }        }        pScene->mMeshes[real] = pScene->mMeshes[a];        meshMapping[a] = real++;    }    // Process animations    for (unsigned int a = 0; a < pScene->mNumAnimations;++a) {        ProcessAnimation( pScene->mAnimations[a]);    }    if (out)    {        if ( real != pScene->mNumMeshes)    {            if (!real) {                throw DeadlyImportError("No meshes remaining");            }            // we need to remove some meshes.            // therefore we'll also need to remove all references            // to them from the scenegraph            UpdateMeshReferences(pScene->mRootNode,meshMapping);            pScene->mNumMeshes = real;        }        ASSIMP_LOG_INFO("FindInvalidDataProcess finished. Found issues ...");    } else {        ASSIMP_LOG_DEBUG("FindInvalidDataProcess finished. Everything seems to be OK.");    }}// ------------------------------------------------------------------------------------------------template <typename T>inlineconst char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,        const std::vector<bool>& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/){    return nullptr;}// ------------------------------------------------------------------------------------------------template <>inlineconst char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,        const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero ) {    bool b = false;    unsigned int cnt = 0;    for (unsigned int i = 0; i < size;++i)  {        if (dirtyMask.size() && dirtyMask[i]) {            continue;        }        ++cnt;        const aiVector3D& v = arr[i];        if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z))    {            return "INF/NAN was found in a vector component";        }        if (!mayBeZero && !v.x && !v.y && !v.z )    {            return "Found zero-length vector";        }        if (i && v != arr[i-1])b = true;    }    if (cnt > 1 && !b && !mayBeIdentical) {        return "All vectors are identical";    }    return nullptr;}// ------------------------------------------------------------------------------------------------template <typename T>inline bool ProcessArray(T*& in, unsigned int num,const char* name,        const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true) {    const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero);    if (err)    {        ASSIMP_LOG_ERROR_F( "FindInvalidDataProcess fails on mesh ", name, ": ", err);        delete[] in;        in = NULL;        return true;    }    return false;}// ------------------------------------------------------------------------------------------------template <typename T>AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, ai_real epsilon);// ------------------------------------------------------------------------------------------------AI_FORCE_INLINE bool EpsilonCompare(ai_real n, ai_real s, ai_real epsilon) {    return std::fabs(n-s)>epsilon;}// ------------------------------------------------------------------------------------------------template <>bool EpsilonCompare<aiVectorKey>(const aiVectorKey& n, const aiVectorKey& s, ai_real epsilon) {    return        EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&        EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&        EpsilonCompare(n.mValue.z,s.mValue.z,epsilon);}// ------------------------------------------------------------------------------------------------template <>bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, ai_real epsilon)   {    return        EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&        EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&        EpsilonCompare(n.mValue.z,s.mValue.z,epsilon) &&        EpsilonCompare(n.mValue.w,s.mValue.w,epsilon);}// ------------------------------------------------------------------------------------------------template <typename T>inlinebool AllIdentical(T* in, unsigned int num, ai_real epsilon) {    if (num <= 1) {        return true;    }    if (fabs(epsilon) > 0.f) {        for (unsigned int i = 0; i < num-1;++i) {            if (!EpsilonCompare(in[i],in[i+1],epsilon)) {                return false;            }        }    } else {        for (unsigned int i = 0; i < num-1;++i) {            if (in[i] != in[i+1]) {                return false;            }        }    }    return true;}// ------------------------------------------------------------------------------------------------// Search an animation for invalid contentvoid FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim) {    // Process all animation channels    for ( unsigned int a = 0; a < anim->mNumChannels; ++a ) {        ProcessAnimationChannel( anim->mChannels[a]);    }}// ------------------------------------------------------------------------------------------------void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim) {    ai_assert( nullptr != anim );    if (anim->mNumPositionKeys == 0 && anim->mNumRotationKeys == 0 && anim->mNumScalingKeys == 0) {        ai_assert_entry();        return;    }    // Check whether all values in a tracks are identical - in this case    // we can remove al keys except one.    // POSITIONS    int i = 0;    if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon)) {        aiVectorKey v = anim->mPositionKeys[0];        // Reallocate ... we need just ONE element, it makes no sense to reuse the array        delete[] anim->mPositionKeys;        anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys = 1];        anim->mPositionKeys[0] = v;        i = 1;    }    // ROTATIONS    if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon)) {        aiQuatKey v = anim->mRotationKeys[0];        // Reallocate ... we need just ONE element, it makes no sense to reuse the array        delete[] anim->mRotationKeys;        anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys = 1];        anim->mRotationKeys[0] = v;        i = 1;    }    // SCALINGS    if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon)) {        aiVectorKey v = anim->mScalingKeys[0];        // Reallocate ... we need just ONE element, it makes no sense to reuse the array        delete[] anim->mScalingKeys;        anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys = 1];        anim->mScalingKeys[0] = v;        i = 1;    }    if ( 1 == i ) {        ASSIMP_LOG_WARN("Simplified dummy tracks with just one key");    }}// ------------------------------------------------------------------------------------------------// Search a mesh for invalid contentsint FindInvalidDataProcess::ProcessMesh(aiMesh* pMesh){    bool ret = false;    std::vector<bool> dirtyMask(pMesh->mNumVertices, pMesh->mNumFaces != 0);    // Ignore elements that are not referenced by vertices.    // (they are, for example, caused by the FindDegenerates step)    for (unsigned int m = 0; m < pMesh->mNumFaces; ++m) {        const aiFace& f = pMesh->mFaces[m];        for (unsigned int i = 0; i < f.mNumIndices; ++i) {            dirtyMask[f.mIndices[i]] = false;        }    }    // Process vertex positions    if (pMesh->mVertices && ProcessArray(pMesh->mVertices, pMesh->mNumVertices, "positions", dirtyMask)) {        ASSIMP_LOG_ERROR("Deleting mesh: Unable to continue without vertex positions");        return 2;    }    // process texture coordinates    if (!mIgnoreTexCoods) {        for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {            if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {                pMesh->mNumUVComponents[i] = 0;                // delete all subsequent texture coordinate sets.                for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {                    delete[] pMesh->mTextureCoords[a];                    pMesh->mTextureCoords[a] = NULL;                    pMesh->mNumUVComponents[a] = 0;                }                ret = true;            }        }    }    // -- we don't validate vertex colors, it's difficult to say whether    // they are invalid or not.    // Normals and tangents are undefined for point and line faces.    if (pMesh->mNormals || pMesh->mTangents)    {        if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||            aiPrimitiveType_LINE  & pMesh->mPrimitiveTypes)        {            if (aiPrimitiveType_TRIANGLE & pMesh->mPrimitiveTypes ||                aiPrimitiveType_POLYGON  & pMesh->mPrimitiveTypes)            {                // We need to update the lookup-table                for (unsigned int m = 0; m < pMesh->mNumFaces;++m) {                    const aiFace& f = pMesh->mFaces[ m ];                    if (f.mNumIndices < 3)  {                        dirtyMask[f.mIndices[0]] = true;                        if (f.mNumIndices == 2) {                            dirtyMask[f.mIndices[1]] = true;                        }                    }                }            }            // Normals, tangents and bitangents are undefined for            // the whole mesh (and should not even be there)            else {                return ret;            }        }        // Process mesh normals        if (pMesh->mNormals && ProcessArray(pMesh->mNormals,pMesh->mNumVertices,            "normals",dirtyMask,true,false))            ret = true;        // Process mesh tangents        if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,"tangents",dirtyMask))    {            delete[] pMesh->mBitangents; pMesh->mBitangents = NULL;            ret = true;        }        // Process mesh bitangents        if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,"bitangents",dirtyMask))  {            delete[] pMesh->mTangents; pMesh->mTangents = NULL;            ret = true;        }    }    return ret ? 1 : 0;}#endif // !! ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
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