From 398a8f757e401bfac5569940e56f82659c7f9e74 Mon Sep 17 00:00:00 2001 From: bzt Date: Wed, 29 Jan 2020 22:08:34 +0100 Subject: [PATCH] Additional checks on invalid input --- code/M3D/M3DImporter.cpp | 46 +++++++++++++++++++++++++++------------- 1 file changed, 31 insertions(+), 15 deletions(-) diff --git a/code/M3D/M3DImporter.cpp b/code/M3D/M3DImporter.cpp index a77e75a27..b0759542b 100644 --- a/code/M3D/M3DImporter.cpp +++ b/code/M3D/M3DImporter.cpp @@ -225,7 +225,7 @@ void M3DImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSys // ------------------------------------------------------------------------------------------------ // convert materials. properties are converted using a static table in M3DMaterials.h -void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) { +void M3DImporter::importMaterials(const M3DWrapper &m3d) { unsigned int i, j, k, l, n; m3dm_t *m; aiString name = aiString(AI_DEFAULT_MATERIAL_NAME); @@ -233,9 +233,9 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) { ai_real f; ai_assert(mScene != nullptr); - ai_assert(m3d_wrap); + ai_assert(m3d); - mScene->mNumMaterials = m3d_wrap->nummaterial + 1; + mScene->mNumMaterials = m3d->nummaterial + 1; mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials]; ASSIMP_LOG_DEBUG_F("M3D: importMaterials ", mScene->mNumMaterials); @@ -248,8 +248,11 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) { mat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE); mScene->mMaterials[0] = mat; - for (i = 0; i < m3d_wrap->nummaterial; i++) { - m = &m3d_wrap->material[i]; + if (!m3d->nummaterial || !m3d->material) + return; + + for (i = 0; i < m3d->nummaterial; i++) { + m = &m3d->material[i]; aiMaterial *mat = new aiMaterial; name.Set(std::string(m->name)); mat->AddProperty(&name, AI_MATKEY_NAME); @@ -294,9 +297,9 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) { // texture map properties if (m->prop[j].type >= 128 && aiTxProps[k].pKey && // extra check, should never happen, do we have the refered texture? - m->prop[j].value.textureid < m3d_wrap->numtexture && - m3d_wrap->texture[m->prop[j].value.textureid].name) { - name.Set(std::string(std::string(m3d_wrap->texture[m->prop[j].value.textureid].name) + ".png")); + m->prop[j].value.textureid < m3d->numtexture && + m3d->texture[m->prop[j].value.textureid].name) { + name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png")); mat->AddProperty(&name, aiTxProps[k].pKey, aiTxProps[k].type, aiTxProps[k].index); n = 0; mat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index); @@ -319,7 +322,7 @@ void M3DImporter::importTextures(const M3DWrapper &m3d) { mScene->mNumTextures = m3d->numtexture; ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures); - if (!m3d->numtexture) + if (!m3d->numtexture || !m3d->texture) return; mScene->mTextures = new aiTexture *[m3d->numtexture]; @@ -387,6 +390,9 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) { ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface); + if (!m3d->numface || !m3d->face || !m3d->numvertex || !m3d->vertex) + return; + for (i = 0; i < m3d->numface; i++) { // we must switch mesh if material changes if (lastMat != m3d->face[i].materialid) { @@ -420,6 +426,7 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) { k = static_cast(vertices->size()); pFace->mIndices[j] = k; l = m3d->face[i].vertex[j]; + if(l >= m3d->numvertex) continue; pos.x = m3d->vertex[l].x; pos.y = m3d->vertex[l].y; pos.z = m3d->vertex[l].z; @@ -432,14 +439,14 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) { vertexids->push_back(l); } l = m3d->face[i].texcoord[j]; - if (l != M3D_UNDEF) { + if (l != M3D_UNDEF && l < m3d->numtmap) { uv.x = m3d->tmap[l].u; uv.y = m3d->tmap[l].v; uv.z = 0.0; texcoords->push_back(uv); } l = m3d->face[i].normal[j]; - if (l != M3D_UNDEF) { + if (l != M3D_UNDEF && l < m3d->numvertex) { norm.x = m3d->vertex[l].x; norm.y = m3d->vertex[l].y; norm.z = m3d->vertex[l].z; @@ -487,6 +494,9 @@ void M3DImporter::importBones(const M3DWrapper &m3d, unsigned int parentid, aiNo ASSIMP_LOG_DEBUG_F("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid); + if (!m3d->numbone || !m3d->bone) + return; + for (n = 0, i = parentid + 1; i < m3d->numbone; i++) if (m3d->bone[i].parent == parentid) n++; pParent->mChildren = new aiNode *[n]; @@ -521,7 +531,7 @@ void M3DImporter::importAnimations(const M3DWrapper &m3d) { ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations); - if (!m3d->numaction || !m3d->numbone) + if (!m3d->numaction || !m3d->action || !m3d->numbone || !m3d->bone || !m3d->vertex) return; mScene->mAnimations = new aiAnimation *[m3d->numaction]; @@ -552,6 +562,7 @@ void M3DImporter::importAnimations(const M3DWrapper &m3d) { ori = a->frame[j].transform[k].ori; } } + if(pos >= m3d->numvertex || ori >= m3d->numvertex) continue; m3dv_t *v = &m3d->vertex[pos]; m3dv_t *q = &m3d->vertex[ori]; pAnim->mChannels[l]->mPositionKeys[j].mTime = t; @@ -587,6 +598,8 @@ void M3DImporter::convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned in ai_assert(m3d); ai_assert(posid != M3D_UNDEF && posid < m3d->numvertex); ai_assert(orientid != M3D_UNDEF && orientid < m3d->numvertex); + if (!m3d->numvertex || !m3d->vertex) + return; m3dv_t *p = &m3d->vertex[posid]; m3dv_t *q = &m3d->vertex[orientid]; @@ -701,7 +714,7 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector // vertex but assimp uses lists of local vertex id/weight pairs per local bone list pMesh->mNumBones = m3d->numbone; /* we need aiBone with mOffsetMatrix for bones without weights as well */ - if (pMesh->mNumBones) { + if (pMesh->mNumBones && m3d->numbone && m3d->bone) { pMesh->mBones = new aiBone *[pMesh->mNumBones]; for (unsigned int i = 0; i < m3d->numbone; i++) { aiNode *pNode; @@ -715,10 +728,11 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector } else pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4(); } - if (vertexids->size()) { + if (vertexids->size() && m3d->numvertex && m3d->vertex && m3d->numskin && m3d->skin) { unsigned int i, j; // first count how many vertices we have per bone for (i = 0; i < vertexids->size(); i++) { + if(vertexids->at(i) >= m3d->numvertex) continue; unsigned int s = m3d->vertex[vertexids->at(i)].skinid; if (s != M3D_UNDEF && s != M3D_INDEXMAX) { for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) { @@ -742,9 +756,11 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector } // fill up with data for (i = 0; i < vertexids->size(); i++) { + if(vertexids->at(i) >= m3d->numvertex) continue; unsigned int s = m3d->vertex[vertexids->at(i)].skinid; - if (s != M3D_UNDEF && s != M3D_INDEXMAX) { + if (s != M3D_UNDEF && s != M3D_INDEXMAX && s < m3d->numskin) { for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) { + if(m3d->skin[s].boneid[k] >= m3d->numbone) continue; aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name)); for (j = 0; j < pMesh->mNumBones; j++) { if (pMesh->mBones[j]->mName == name) {