Make gltf2 export normal normalization safe
This avoids introducing NaNs e.g. when the input mesh has 0-length normalspull/3214/head
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c5a9fbd47f
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c3a21666da
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@ -348,7 +348,7 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
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if (path[0] == '*') { // embedded
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aiTexture* curTex = mScene->mTextures[atoi(&path[1])];
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prop.texture->source->name = curTex->mFilename.C_Str();
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uint8_t *data = reinterpret_cast<uint8_t *>(curTex->pcData);
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@ -758,7 +758,7 @@ void glTF2Exporter::ExportMeshes()
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// Normalize all normals as the validator can emit a warning otherwise
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if ( nullptr != aim->mNormals) {
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for ( auto i = 0u; i < aim->mNumVertices; ++i ) {
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aim->mNormals[ i ].Normalize();
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aim->mNormals[ i ].NormalizeSafe();
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}
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}
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Binary file not shown.
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@ -446,6 +446,21 @@ TEST_F(utglTF2ImportExport, export_bad_accessor_bounds) {
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EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxWithInfinites-glTF-Binary/BoxWithInfinites_out.gltf"));
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}
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TEST_F(utglTF2ImportExport, export_normalized_normals) {
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Assimp::Importer importer;
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Assimp::Exporter exporter;
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const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals.glb", aiProcess_ValidateDataStructure);
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ASSERT_NE(scene, nullptr);
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EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals_out.glb"));
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// load in again and ensure normal-length normals but no Nan's or Inf's introduced
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scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals_out.glb", aiProcess_ValidateDataStructure);
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for ( auto i = 0u; i < scene->mMeshes[0]->mNumVertices; ++i ) {
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const auto length = scene->mMeshes[0]->mNormals[i].Length();
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EXPECT_TRUE(abs(length) < 1e-6 || abs(length - 1) < 1e-6);
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}
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}
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#endif // ASSIMP_BUILD_NO_EXPORT
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TEST_F(utglTF2ImportExport, sceneMetadata) {
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