Merge branch 'master' into scenepreprocessor-memoryleak

pull/3505/head
Neil Clifford 2020-11-26 08:57:57 +00:00 committed by GitHub
commit ea60563822
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9 changed files with 213 additions and 86 deletions

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@ -641,7 +641,11 @@ void ParseVectorDataArray(std::vector<aiVector3D>& out, const Element& el)
ReadBinaryDataArray(type, count, data, end, buff, el);
ai_assert(data == end);
ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
uint64_t dataToRead = static_cast<uint64_t>(count) * (type == 'd' ? 8 : 4);
ai_assert(buff.size() == dataToRead);
if (dataToRead > buff.size()) {
ParseError("Invalid read size (binary)",&el);
}
const uint32_t count3 = count / 3;
out.reserve(count3);
@ -728,7 +732,11 @@ void ParseVectorDataArray(std::vector<aiColor4D>& out, const Element& el)
ReadBinaryDataArray(type, count, data, end, buff, el);
ai_assert(data == end);
ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
uint64_t dataToRead = static_cast<uint64_t>(count) * (type == 'd' ? 8 : 4);
ai_assert(buff.size() == dataToRead);
if (dataToRead > buff.size()) {
ParseError("Invalid read size (binary)",&el);
}
const uint32_t count4 = count / 4;
out.reserve(count4);
@ -807,7 +815,11 @@ void ParseVectorDataArray(std::vector<aiVector2D>& out, const Element& el)
ReadBinaryDataArray(type, count, data, end, buff, el);
ai_assert(data == end);
ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
uint64_t dataToRead = static_cast<uint64_t>(count) * (type == 'd' ? 8 : 4);
ai_assert(buff.size() == dataToRead);
if (dataToRead > buff.size()) {
ParseError("Invalid read size (binary)",&el);
}
const uint32_t count2 = count / 2;
out.reserve(count2);
@ -879,7 +891,11 @@ void ParseVectorDataArray(std::vector<int>& out, const Element& el)
ReadBinaryDataArray(type, count, data, end, buff, el);
ai_assert(data == end);
ai_assert(buff.size() == count * 4);
uint64_t dataToRead = static_cast<uint64_t>(count) * 4;
ai_assert(buff.size() == dataToRead);
if (dataToRead > buff.size()) {
ParseError("Invalid read size (binary)",&el);
}
out.reserve(count);
@ -937,7 +953,11 @@ void ParseVectorDataArray(std::vector<float>& out, const Element& el)
ReadBinaryDataArray(type, count, data, end, buff, el);
ai_assert(data == end);
ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
uint64_t dataToRead = static_cast<uint64_t>(count) * (type == 'd' ? 8 : 4);
ai_assert(buff.size() == dataToRead);
if (dataToRead > buff.size()) {
ParseError("Invalid read size (binary)",&el);
}
if (type == 'd') {
const double* d = reinterpret_cast<const double*>(&buff[0]);
@ -998,7 +1018,11 @@ void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el)
ReadBinaryDataArray(type, count, data, end, buff, el);
ai_assert(data == end);
ai_assert(buff.size() == count * 4);
uint64_t dataToRead = static_cast<uint64_t>(count) * 4;
ai_assert(buff.size() == dataToRead);
if (dataToRead > buff.size()) {
ParseError("Invalid read size (binary)",&el);
}
out.reserve(count);
@ -1063,7 +1087,11 @@ void ParseVectorDataArray(std::vector<uint64_t>& out, const Element& el)
ReadBinaryDataArray(type, count, data, end, buff, el);
ai_assert(data == end);
ai_assert(buff.size() == count * 8);
uint64_t dataToRead = static_cast<uint64_t>(count) * 8;
ai_assert(buff.size() == dataToRead);
if (dataToRead > buff.size()) {
ParseError("Invalid read size (binary)",&el);
}
out.reserve(count);
@ -1121,7 +1149,11 @@ void ParseVectorDataArray(std::vector<int64_t>& out, const Element& el)
ReadBinaryDataArray(type, count, data, end, buff, el);
ai_assert(data == end);
ai_assert(buff.size() == count * 8);
uint64_t dataToRead = static_cast<uint64_t>(count) * 8;
ai_assert(buff.size() == dataToRead);
if (dataToRead > buff.size()) {
ParseError("Invalid read size (binary)",&el);
}
out.reserve(count);

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@ -863,6 +863,7 @@ struct Sampler : public Object {
};
struct Scene : public Object {
std::string name;
std::vector<Ref<Node>> nodes;
Scene() {}

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@ -1400,6 +1400,11 @@ inline void Node::Read(Value &obj, Asset &r) {
}
inline void Scene::Read(Value &obj, Asset &r) {
if (Value *scene_name = FindString(obj, "name")) {
if (scene_name->IsString()) {
this->name = scene_name->GetString();
}
}
if (Value *array = FindArray(obj, "nodes")) {
for (unsigned int i = 0; i < array->Size(); ++i) {
if (!(*array)[i].IsUint()) continue;

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@ -453,11 +453,16 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
aim->mNumAnimMeshes = (unsigned int)targets.size();
aim->mAnimMeshes = new aiAnimMesh *[aim->mNumAnimMeshes];
for (size_t i = 0; i < targets.size(); i++) {
aim->mAnimMeshes[i] = aiCreateAnimMesh(aim);
bool needPositions = targets[i].position.size() > 0;
bool needNormals = targets[i].normal.size() > 0;
bool needTangents = targets[i].tangent.size() > 0;
// GLTF morph does not support colors and texCoords
aim->mAnimMeshes[i] = aiCreateAnimMesh(aim,
needPositions, needNormals, needTangents, false, false);
aiAnimMesh &aiAnimMesh = *(aim->mAnimMeshes[i]);
Mesh::Primitive::Target &target = targets[i];
if (target.position.size() > 0) {
if (needPositions) {
aiVector3D *positionDiff = nullptr;
target.position[0]->ExtractData(positionDiff);
for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
@ -465,7 +470,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
}
delete[] positionDiff;
}
if (target.normal.size() > 0) {
if (needNormals) {
aiVector3D *normalDiff = nullptr;
target.normal[0]->ExtractData(normalDiff);
for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
@ -473,7 +478,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
}
delete[] normalDiff;
}
if (target.tangent.size() > 0) {
if (needTangents) {
Tangent *tangent = nullptr;
attr.tangent[0]->ExtractData(tangent);
@ -1069,9 +1074,11 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
samplers.translation->output->ExtractData(values);
anim->mNumPositionKeys = static_cast<uint32_t>(samplers.translation->input->count);
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
unsigned int ii = (samplers.translation->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
anim->mPositionKeys[i].mValue = values[i];
anim->mPositionKeys[i].mValue = values[ii];
ii += (samplers.translation->interpolation == Interpolation_CUBICSPLINE) ? 3 : 1;
}
delete[] times;
delete[] values;
@ -1091,12 +1098,14 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
samplers.rotation->output->ExtractData(values);
anim->mNumRotationKeys = static_cast<uint32_t>(samplers.rotation->input->count);
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
unsigned int ii = (samplers.rotation->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
anim->mRotationKeys[i].mValue.x = values[i].w;
anim->mRotationKeys[i].mValue.y = values[i].x;
anim->mRotationKeys[i].mValue.z = values[i].y;
anim->mRotationKeys[i].mValue.w = values[i].z;
anim->mRotationKeys[i].mValue.x = values[ii].w;
anim->mRotationKeys[i].mValue.y = values[ii].x;
anim->mRotationKeys[i].mValue.z = values[ii].y;
anim->mRotationKeys[i].mValue.w = values[ii].z;
ii += (samplers.rotation->interpolation == Interpolation_CUBICSPLINE) ? 3 : 1;
}
delete[] times;
delete[] values;
@ -1117,9 +1126,11 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
samplers.scale->output->ExtractData(values);
anim->mNumScalingKeys = static_cast<uint32_t>(samplers.scale->input->count);
anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
unsigned int ii = (samplers.scale->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {
anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
anim->mScalingKeys[i].mValue = values[i];
anim->mScalingKeys[i].mValue = values[ii];
ii += (samplers.scale->interpolation == Interpolation_CUBICSPLINE) ? 3 : 1;
}
delete[] times;
delete[] values;
@ -1148,11 +1159,14 @@ aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSampler
samplers.weight->output->ExtractData(values);
anim->mNumKeys = static_cast<uint32_t>(samplers.weight->input->count);
const unsigned int numMorphs = (unsigned int)samplers.weight->output->count / anim->mNumKeys;
// for Interpolation_CUBICSPLINE can have more outputs
const unsigned int weightStride = (unsigned int)samplers.weight->output->count / anim->mNumKeys;
const unsigned int numMorphs = (samplers.weight->interpolation == Interpolation_CUBICSPLINE) ? weightStride - 2 : weightStride;
anim->mKeys = new aiMeshMorphKey[anim->mNumKeys];
unsigned int k = 0u;
unsigned int ii = (samplers.weight->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
for (unsigned int i = 0u; i < anim->mNumKeys; ++i) {
unsigned int k = weightStride * i + ii;
anim->mKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
anim->mKeys[i].mNumValuesAndWeights = numMorphs;
anim->mKeys[i].mValues = new unsigned int[numMorphs];
@ -1386,6 +1400,9 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
// read the asset file
glTF2::Asset asset(pIOHandler);
asset.Load(pFile, GetExtension(pFile) == "glb");
if (asset.scene) {
pScene->mName = asset.scene->name;
}
//
// Copy the data out

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@ -44,42 +44,46 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
aiAnimMesh *aiCreateAnimMesh(const aiMesh *mesh)
aiAnimMesh *aiCreateAnimMesh(const aiMesh *mesh, bool needPositions, bool needNormals, bool needTangents, bool needColors, bool needTexCoords)
{
aiAnimMesh *animesh = new aiAnimMesh;
animesh->mNumVertices = mesh->mNumVertices;
if (mesh->mVertices) {
if (needPositions && mesh->mVertices) {
animesh->mVertices = new aiVector3D[animesh->mNumVertices];
std::memcpy(animesh->mVertices, mesh->mVertices, mesh->mNumVertices * sizeof(aiVector3D));
}
if (mesh->mNormals) {
if (needNormals && mesh->mNormals) {
animesh->mNormals = new aiVector3D[animesh->mNumVertices];
std::memcpy(animesh->mNormals, mesh->mNormals, mesh->mNumVertices * sizeof(aiVector3D));
}
if (mesh->mTangents) {
if (needTangents && mesh->mTangents) {
animesh->mTangents = new aiVector3D[animesh->mNumVertices];
std::memcpy(animesh->mTangents, mesh->mTangents, mesh->mNumVertices * sizeof(aiVector3D));
}
if (mesh->mBitangents) {
if (needTangents && mesh->mBitangents) {
animesh->mBitangents = new aiVector3D[animesh->mNumVertices];
std::memcpy(animesh->mBitangents, mesh->mBitangents, mesh->mNumVertices * sizeof(aiVector3D));
}
for (int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
if (mesh->mColors[i]) {
animesh->mColors[i] = new aiColor4D[animesh->mNumVertices];
std::memcpy(animesh->mColors[i], mesh->mColors[i], mesh->mNumVertices * sizeof(aiColor4D));
} else {
animesh->mColors[i] = nullptr;
if (needColors) {
for (int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
if (mesh->mColors[i]) {
animesh->mColors[i] = new aiColor4D[animesh->mNumVertices];
std::memcpy(animesh->mColors[i], mesh->mColors[i], mesh->mNumVertices * sizeof(aiColor4D));
} else {
animesh->mColors[i] = nullptr;
}
}
}
for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (mesh->mTextureCoords[i]) {
animesh->mTextureCoords[i] = new aiVector3D[animesh->mNumVertices];
std::memcpy(animesh->mTextureCoords[i], mesh->mTextureCoords[i], mesh->mNumVertices * sizeof(aiVector3D));
} else {
animesh->mTextureCoords[i] = nullptr;
if (needTexCoords) {
for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (mesh->mTextureCoords[i]) {
animesh->mTextureCoords[i] = new aiVector3D[animesh->mNumVertices];
std::memcpy(animesh->mTextureCoords[i], mesh->mTextureCoords[i], mesh->mNumVertices * sizeof(aiVector3D));
} else {
animesh->mTextureCoords[i] = nullptr;
}
}
}
return animesh;

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -45,25 +43,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the FindDegenerates post-process step.
*/
// internal headers
#include "ProcessHelper.h"
#include "FindDegenerates.h"
#include <assimp/Exceptional.h>
#include <unordered_map>
using namespace Assimp;
//remove mesh at position 'index' from the scene
static void removeMesh(aiScene* pScene, unsigned const index);
//correct node indices to meshes and remove references to deleted mesh
static void updateSceneGraph(aiNode* pNode, unsigned const index);
// Correct node indices to meshes and remove references to deleted mesh
static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap);
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
FindDegeneratesProcess::FindDegeneratesProcess()
: mConfigRemoveDegenerates( false )
, mConfigCheckAreaOfTriangle( false ){
FindDegeneratesProcess::FindDegeneratesProcess() :
mConfigRemoveDegenerates( false ),
mConfigCheckAreaOfTriangle( false ){
// empty
}
@ -91,50 +87,50 @@ void FindDegeneratesProcess::SetupProperties(const Importer* pImp) {
// Executes the post processing step on the given imported data.
void FindDegeneratesProcess::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin");
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
{
//Do not process point cloud, ExecuteOnMesh works only with faces data
if ( nullptr == pScene) {
return;
}
std::unordered_map<unsigned int, unsigned int> meshMap;
meshMap.reserve(pScene->mNumMeshes);
const unsigned int originalNumMeshes = pScene->mNumMeshes;
unsigned int targetIndex = 0;
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
// Do not process point cloud, ExecuteOnMesh works only with faces data
if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) {
removeMesh(pScene, i);
--i; //the current i is removed, do not skip the next one
delete pScene->mMeshes[i];
// Not strictly required, but clean:
pScene->mMeshes[i] = nullptr;
} else {
meshMap[i] = targetIndex;
pScene->mMeshes[targetIndex] = pScene->mMeshes[i];
++targetIndex;
}
}
pScene->mNumMeshes = targetIndex;
if (meshMap.size() < originalNumMeshes) {
updateSceneGraph(pScene->mRootNode, meshMap);
}
ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished");
}
static void removeMesh(aiScene* pScene, unsigned const index) {
//we start at index and copy the pointers one position forward
//save the mesh pointer to delete it later
auto delete_me = pScene->mMeshes[index];
for (unsigned i = index; i < pScene->mNumMeshes - 1; ++i) {
pScene->mMeshes[i] = pScene->mMeshes[i+1];
}
pScene->mMeshes[pScene->mNumMeshes - 1] = nullptr;
--(pScene->mNumMeshes);
delete delete_me;
//removing a mesh also requires updating all references to it in the scene graph
updateSceneGraph(pScene->mRootNode, index);
}
static void updateSceneGraph(aiNode* pNode, unsigned const index) {
static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap) {
unsigned int targetIndex = 0;
for (unsigned i = 0; i < pNode->mNumMeshes; ++i) {
if (pNode->mMeshes[i] > index) {
--(pNode->mMeshes[i]);
continue;
}
if (pNode->mMeshes[i] == index) {
for (unsigned j = i; j < pNode->mNumMeshes -1; ++j) {
pNode->mMeshes[j] = pNode->mMeshes[j+1];
}
--(pNode->mNumMeshes);
--i;
continue;
const unsigned int sourceMeshIndex = pNode->mMeshes[i];
auto it = meshMap.find(sourceMeshIndex);
if (it != meshMap.end()) {
pNode->mMeshes[targetIndex] = it->second;
++targetIndex;
}
}
pNode->mNumMeshes = targetIndex;
//recurse to all children
for (unsigned i = 0; i < pNode->mNumChildren; ++i) {
updateSceneGraph(pNode->mChildren[i], index);
updateSceneGraph(pNode->mChildren[i], meshMap);
}
}

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@ -57,10 +57,20 @@ namespace Assimp {
/**
* Create aiAnimMesh from aiMesh.
* @param mesh The input mesh to create an animated mesh from.
* @param mesh The input mesh to create an animated mesh from.
* @param needPositions If true, positions will be copied from.
* @param needNormals If true, normals will be copied from.
* @param needTangents If true, tangents and bitangents will be copied from.
* @param needColors If true, colors will be copied from.
* @param needTexCoords If true, texCoords will be copied from.
* @return The new created animated mesh.
*/
ASSIMP_API aiAnimMesh *aiCreateAnimMesh(const aiMesh *mesh);
ASSIMP_API aiAnimMesh *aiCreateAnimMesh(const aiMesh *mesh,
bool needPositions = true,
bool needNormals = true,
bool needTangents = true,
bool needColors = true,
bool needTexCoords = true);
} // end of namespace Assimp

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@ -335,12 +335,15 @@ struct aiScene
/**
* @brief The global metadata assigned to the scene itself.
*
* This data contains global metadata which belongs to the scene like
* unit-conversions, versions, vendors or other model-specific data. This
* This data contains global metadata which belongs to the scene like
* unit-conversions, versions, vendors or other model-specific data. This
* can be used to store format-specific metadata as well.
*/
C_STRUCT aiMetadata* mMetaData;
/** The name of the scene itself.
*/
C_STRUCT aiString mName;
#ifdef __cplusplus

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@ -40,8 +40,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "UnitTestPCH.h"
#include "../../include/assimp/scene.h"
#include "PostProcessing/FindDegenerates.h"
#include <memory>
using namespace std;
using namespace Assimp;
@ -147,3 +150,59 @@ TEST_F(FindDegeneratesProcessTest, testDegeneratesRemovalWithAreaCheck) {
EXPECT_EQ(mMesh->mNumUVComponents[1] - 100, mMesh->mNumFaces);
}
namespace
{
std::unique_ptr<aiMesh> getDegenerateMesh()
{
std::unique_ptr<aiMesh> mesh(new aiMesh);
mesh->mNumVertices = 2;
mesh->mVertices = new aiVector3D[2];
mesh->mVertices[0] = aiVector3D{ 0.0f, 0.0f, 0.0f };
mesh->mVertices[1] = aiVector3D{ 1.0f, 0.0f, 0.0f };
mesh->mNumFaces = 1;
mesh->mFaces = new aiFace[1];
mesh->mFaces[0].mNumIndices = 3;
mesh->mFaces[0].mIndices = new unsigned int[3];
mesh->mFaces[0].mIndices[0] = 0;
mesh->mFaces[0].mIndices[1] = 1;
mesh->mFaces[0].mIndices[2] = 0;
return mesh;
}
}
TEST_F(FindDegeneratesProcessTest, meshRemoval) {
mProcess->EnableAreaCheck(true);
mProcess->EnableInstantRemoval(true);
mProcess->ExecuteOnMesh(mMesh);
std::unique_ptr<aiScene> scene(new aiScene);
scene->mNumMeshes = 5;
scene->mMeshes = new aiMesh*[5];
/// Use the mesh which doesn't get completely stripped of faces from the main test.
aiMesh* meshWhichSurvives = mMesh;
mMesh = nullptr;
scene->mMeshes[0] = getDegenerateMesh().release();
scene->mMeshes[1] = getDegenerateMesh().release();
scene->mMeshes[2] = meshWhichSurvives;
scene->mMeshes[3] = getDegenerateMesh().release();
scene->mMeshes[4] = getDegenerateMesh().release();
scene->mRootNode = new aiNode;
scene->mRootNode->mNumMeshes = 5;
scene->mRootNode->mMeshes = new unsigned int[5];
scene->mRootNode->mMeshes[0] = 0;
scene->mRootNode->mMeshes[1] = 1;
scene->mRootNode->mMeshes[2] = 2;
scene->mRootNode->mMeshes[3] = 3;
scene->mRootNode->mMeshes[4] = 4;
mProcess->Execute(scene.get());
EXPECT_EQ(scene->mNumMeshes, 1);
EXPECT_EQ(scene->mMeshes[0], meshWhichSurvives);
EXPECT_EQ(scene->mRootNode->mNumMeshes, 1);
EXPECT_EQ(scene->mRootNode->mMeshes[0], 0);
}