Drop faces when indices are out of range.

pull/3329/head
Malcolm Tyrrell 2020-07-15 09:05:09 +01:00
parent 67a710efad
commit a56134ba33
1 changed files with 67 additions and 50 deletions

View File

@ -298,25 +298,37 @@ void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
}
}
static inline void SetFace(aiFace &face, int a) {
face.mNumIndices = 1;
face.mIndices = new unsigned int[1];
face.mIndices[0] = a;
static inline void SetFaceAndAdvance(aiFace*& face, unsigned int numVertices, unsigned int a) {
if (a >= numVertices) {
return;
}
face->mNumIndices = 1;
face->mIndices = new unsigned int[1];
face->mIndices[0] = a;
++face;
}
static inline void SetFace(aiFace &face, int a, int b) {
face.mNumIndices = 2;
face.mIndices = new unsigned int[2];
face.mIndices[0] = a;
face.mIndices[1] = b;
static inline void SetFaceAndAdvance(aiFace*& face, unsigned int numVertices, unsigned int a, unsigned int b) {
if ((a >= numVertices) || (b >= numVertices)) {
return;
}
face->mNumIndices = 2;
face->mIndices = new unsigned int[2];
face->mIndices[0] = a;
face->mIndices[1] = b;
++face;
}
static inline void SetFace(aiFace &face, int a, int b, int c) {
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
face.mIndices[0] = a;
face.mIndices[1] = b;
face.mIndices[2] = c;
static inline void SetFaceAndAdvance(aiFace*& face, unsigned int numVertices, unsigned int a, unsigned int b, unsigned int c) {
if ((a >= numVertices) || (b >= numVertices) || (c >= numVertices)) {
return;
}
face->mNumIndices = 3;
face->mIndices = new unsigned int[3];
face->mIndices[0] = a;
face->mIndices[1] = b;
face->mIndices[2] = c;
++face;
}
#ifdef ASSIMP_BUILD_DEBUG
@ -486,6 +498,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
}
aiFace *faces = nullptr;
aiFace *facePtr = nullptr;
size_t nFaces = 0;
if (prim.indices) {
@ -497,9 +510,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
switch (prim.mode) {
case PrimitiveMode_POINTS: {
nFaces = count;
faces = new aiFace[nFaces];
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFace(faces[i], data.GetUInt(i));
SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(i));
}
break;
}
@ -510,9 +523,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = nFaces * 2;
}
faces = new aiFace[nFaces];
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1));
}
break;
}
@ -520,13 +533,13 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
faces = new aiFace[nFaces];
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1));
for (unsigned int i = 2; i < count; ++i) {
SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[i - 2].mIndices[1], data.GetUInt(i));
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[count - 2].mIndices[1], faces[0].mIndices[0]);
}
break;
}
@ -537,33 +550,33 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = nFaces * 3;
}
faces = new aiFace[nFaces];
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
faces = new aiFace[nFaces];
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < nFaces; ++i) {
//The ordering is to ensure that the triangles are all drawn with the same orientation
if ((i + 1) % 2 == 0) {
//For even n, vertices n + 1, n, and n + 2 define triangle n
SetFace(faces[i], data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
} else {
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFace(faces[i], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
SetFaceAndAdvance(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
}
break;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance(facePtr, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
for (unsigned int i = 1; i < nFaces; ++i) {
SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
}
break;
}
@ -575,9 +588,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
switch (prim.mode) {
case PrimitiveMode_POINTS: {
nFaces = count;
faces = new aiFace[nFaces];
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFace(faces[i], i);
SetFaceAndAdvance(facePtr, aim->mNumVertices, i);
}
break;
}
@ -588,9 +601,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = (unsigned int)nFaces * 2;
}
faces = new aiFace[nFaces];
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], i, i + 1);
SetFaceAndAdvance(facePtr, aim->mNumVertices, i, i + 1);
}
break;
}
@ -598,13 +611,13 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1);
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance(facePtr, aim->mNumVertices, 0, 1);
for (unsigned int i = 2; i < count; ++i) {
SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[i - 2].mIndices[1], i);
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[count - 2].mIndices[1], faces[0].mIndices[0]);
}
break;
}
@ -615,42 +628,46 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = (unsigned int)nFaces * 3;
}
faces = new aiFace[nFaces];
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], i, i + 1, i + 2);
SetFaceAndAdvance(facePtr, aim->mNumVertices, i, i + 1, i + 2);
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
faces = new aiFace[nFaces];
facePtr = faces = new aiFace[nFaces];
for (unsigned int i = 0; i < nFaces; ++i) {
//The ordering is to ensure that the triangles are all drawn with the same orientation
if ((i + 1) % 2 == 0) {
//For even n, vertices n + 1, n, and n + 2 define triangle n
SetFace(faces[i], i + 1, i, i + 2);
SetFaceAndAdvance(facePtr, aim->mNumVertices, i + 1, i, i + 2);
} else {
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFace(faces[i], i, i + 1, i + 2);
SetFaceAndAdvance(facePtr, aim->mNumVertices, i, i + 1, i + 2);
}
}
break;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1, 2);
facePtr = faces = new aiFace[nFaces];
SetFaceAndAdvance(facePtr, aim->mNumVertices, 0, 1, 2);
for (unsigned int i = 1; i < nFaces; ++i) {
SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
SetFaceAndAdvance(facePtr, aim->mNumVertices, faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
}
break;
}
}
if (nullptr != faces) {
if (faces) {
aim->mFaces = faces;
aim->mNumFaces = static_cast<unsigned int>(nFaces);
ai_assert(CheckValidFacesIndices(faces, static_cast<unsigned>(nFaces), aim->mNumVertices));
const unsigned int actualNumFaces = facePtr - faces;
if (actualNumFaces < nFaces) {
ASSIMP_LOG_WARN("Some faces had out-of-range indices. Those faces were dropped.");
}
aim->mNumFaces = actualNumFaces;
ai_assert(CheckValidFacesIndices(faces, actualNumFaces, aim->mNumVertices));
}
if (prim.material) {