/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2024, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions 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 NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF 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 #include using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer FindInvalidDataProcess::FindInvalidDataProcess() : configEpsilon(0.0), mIgnoreTexCoods(false) { // 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 configuration void 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 graph void UpdateMeshReferences(aiNode *node, const std::vector &meshMapping) { if (node->mNumMeshes) { unsigned int out = 0; for (unsigned int a = 0; a < node->mNumMeshes; ++a) { unsigned int ref = node->mMeshes[a]; if (ref >= meshMapping.size()) throw DeadlyImportError("Invalid mesh ref"); 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 ... node->mNumMeshes = out; if (0 == out) { delete[] node->mMeshes; node->mMeshes = nullptr; } } // 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 meshMapping(pScene->mNumMeshes); unsigned int real = 0; // Process meshes for (unsigned int a = 0; a < pScene->mNumMeshes; a++) { int result = ProcessMesh(pScene->mMeshes[a]); if (0 == result) { out = true; } if (2 == result) { // remove this mesh delete pScene->mMeshes[a]; pScene->mMeshes[a] = nullptr; meshMapping[a] = UINT_MAX; out = true; continue; } pScene->mMeshes[real] = pScene->mMeshes[a]; meshMapping[a] = real++; } // Process animations for (unsigned int animIdx = 0; animIdx < pScene->mNumAnimations; ++animIdx) { ProcessAnimation(pScene->mAnimations[animIdx]); } 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 try { UpdateMeshReferences(pScene->mRootNode, meshMapping); } catch (const std::exception&) { // fix the real number of meshes otherwise we'll get double free in the scene destructor pScene->mNumMeshes = real; throw; } pScene->mNumMeshes = real; } ASSIMP_LOG_INFO("FindInvalidDataProcess finished. Found issues ..."); } else { ASSIMP_LOG_DEBUG("FindInvalidDataProcess finished. Everything seems to be OK."); } } // ------------------------------------------------------------------------------------------------ template inline const char *ValidateArrayContents(const T * /*arr*/, unsigned int /*size*/, const std::vector & /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/) { return nullptr; } // ------------------------------------------------------------------------------------------------ template <> inline const char *ValidateArrayContents(const aiVector3D *arr, unsigned int size, const std::vector &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 inline bool ProcessArray(T *&in, unsigned int num, const char *name, const std::vector &dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true) { const char *err = ValidateArrayContents(in, num, dirtyMask, mayBeIdentical, mayBeZero); if (err) { ASSIMP_LOG_ERROR("FindInvalidDataProcess fails on mesh ", name, ": ", err); delete[] in; in = nullptr; return true; } return false; } // ------------------------------------------------------------------------------------------------ template 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(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(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 inline bool 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 content void 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) { ASSIMP_LOG_ERROR("Invalid node anuimation instance detected."); 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 contents int FindInvalidDataProcess::ProcessMesh(aiMesh *pMesh) { bool ret = false; std::vector 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] = nullptr; 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 = nullptr; ret = true; } // Process mesh bitangents if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents, pMesh->mNumVertices, "bitangents", dirtyMask)) { delete[] pMesh->mTangents; pMesh->mTangents = nullptr; ret = true; } } return ret ? 1 : 0; } #endif // !! ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS