/* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 */ #include "AssimpPCH.h" #ifndef AI_BUILD_NO_FINDINVALIDDATA_PROCESS // internal headers #include "FindInvalidDataProcess.h" #include "ProcessHelper.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer FindInvalidDataProcess::FindInvalidDataProcess() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Destructor, private as well FindInvalidDataProcess::~FindInvalidDataProcess() { // 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); } // ------------------------------------------------------------------------------------------------ // 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) { register unsigned int ref = node->mMeshes[a]; if (0xffffffff != (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 ... if(!(node->mNumMeshes = out)) { delete[] node->mMeshes; node->mMeshes = NULL; } } // 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) { DefaultLogger::get()->debug("FindInvalidDataProcess begin"); bool out = false; std::vector meshMapping(pScene->mNumMeshes); unsigned int real = 0, realAnimations = 0; // Process meshes for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { int result; if ((result = ProcessMesh( pScene->mMeshes[a]))) { out = true; if (2 == result) { // remove this mesh delete pScene->mMeshes[a]; AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]); meshMapping[a] = 0xffffffff; continue; } } pScene->mMeshes[real] = pScene->mMeshes[a]; meshMapping[a] = real++; } // Process animations for (unsigned int a = 0; a < pScene->mNumAnimations;++a) ProcessAnimation( pScene->mAnimations[a]); if (out) { if ( real != pScene->mNumMeshes) { if (!real) throw new ImportErrorException("No meshes remaining"); // we need to remove some meshes. // therefore we'll also need to remove all references // to them from the scenegraph UpdateMeshReferences(pScene->mRootNode,meshMapping); pScene->mNumMeshes = real; } DefaultLogger::get()->info("FindInvalidDataProcess finished. Found issues ..."); } else DefaultLogger::get()->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 NULL; } // ------------------------------------------------------------------------------------------------ template <> inline const char* ValidateArrayContents(const aiVector3D* arr, unsigned int size, const std::vector& dirtyMask, bool mayBeIdentical , bool mayBeZero ) { bool b = false; for (unsigned int i = 0; i < size;++i) { if (dirtyMask.size() && dirtyMask[i])continue; 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 (!b && !mayBeIdentical) return "All vectors are identical"; return NULL; } // ------------------------------------------------------------------------------------------------ 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) { DefaultLogger::get()->error(std::string("FindInvalidDataProcess fails on mesh ") + name + ": " + err); delete[] in; in = NULL; return true; } return false; } // ------------------------------------------------------------------------------------------------ template inline bool AllIdentical(T* in, unsigned int num) { if (num <= 1)return true; 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) { int i = 0; // ScenePreprocessor's work ... ai_assert((0 != anim->mPositionKeys && 0 != anim->mRotationKeys && 0 != anim->mScalingKeys)); // Check whether all values in a tracks are identical - in this case // we can remove al keys except one. // POSITIONS if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys)) { 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)) { 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)) { 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) DefaultLogger::get()->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; // process vertex positions if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask)) { DefaultLogger::get()->error("Deleting mesh: Unable to continue without vertex positions"); return 2; } // process texture coordinates for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i) { if (!pMesh->mTextureCoords[i])break; if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask)) { // 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] = NULL; } 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. // we generate a small lookup table in which we mark all // indices into the normals/tangents array that MAY be invalid 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 the lookup table dirtyMask.resize(pMesh->mNumVertices,false); for (unsigned int m = 0; m < pMesh->mNumFaces;++m) { const aiFace& f = pMesh->mFaces[m]; if (2 == f.mNumIndices) { dirtyMask[f.mIndices[0]] = dirtyMask[f.mIndices[1]] = true; } else if (1 == f.mNumIndices)dirtyMask[f.mIndices[0]] = true; } } 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 = NULL; ret = true; } // process mesh bitangents if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices, "bitangents",dirtyMask)) { delete[] pMesh->mTangents; pMesh->mTangents = NULL; ret = true; } } return ret ? 1 : 0; } #endif // !! AI_BUILD_NO_FINDINVALIDDATA_PROCESS