366 lines
12 KiB
C++
366 lines
12 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Defines a post processing step to search an importer's output
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for data that is obviously invalid */
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#include "AssimpPCH.h"
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#ifndef AI_BUILD_NO_FINDINVALIDDATA_PROCESS
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// internal headers
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#include "FindInvalidDataProcess.h"
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#include "ProcessHelper.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FindInvalidDataProcess::FindInvalidDataProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FindInvalidDataProcess::~FindInvalidDataProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const
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{
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return 0 != (pFlags & aiProcess_FindInvalidData);
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}
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// ------------------------------------------------------------------------------------------------
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// Update mesh references in the node graph
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void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping)
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{
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if (node->mNumMeshes)
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{
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unsigned int out = 0;
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for (unsigned int a = 0; a < node->mNumMeshes;++a)
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{
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register unsigned int ref = node->mMeshes[a];
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if (0xffffffff != (ref = meshMapping[ref]))
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{
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node->mMeshes[out++] = ref;
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}
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}
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// just let the members that are unused, that's much cheaper
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// than a full array realloc'n'copy party ...
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if(!(node->mNumMeshes = out))
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{
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delete[] node->mMeshes;
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node->mMeshes = NULL;
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}
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}
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// recursively update all children
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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UpdateMeshReferences(node->mChildren[i],meshMapping);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void FindInvalidDataProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("FindInvalidDataProcess begin");
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bool out = false;
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std::vector<unsigned int> meshMapping(pScene->mNumMeshes);
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unsigned int real = 0, realAnimations = 0;
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// Process meshes
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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int result;
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if ((result = ProcessMesh( pScene->mMeshes[a])))
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{
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out = true;
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if (2 == result)
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{
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// remove this mesh
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delete pScene->mMeshes[a];
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AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);
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meshMapping[a] = 0xffffffff;
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continue;
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}
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}
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pScene->mMeshes[real] = pScene->mMeshes[a];
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meshMapping[a] = real++;
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}
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// Process animations
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for (unsigned int a = 0; a < pScene->mNumAnimations;++a)
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ProcessAnimation( pScene->mAnimations[a]);
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if (out)
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{
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if ( real != pScene->mNumMeshes)
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{
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if (!real)
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throw new ImportErrorException("No meshes remaining");
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// we need to remove some meshes.
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// therefore we'll also need to remove all references
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// to them from the scenegraph
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UpdateMeshReferences(pScene->mRootNode,meshMapping);
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pScene->mNumMeshes = real;
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}
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DefaultLogger::get()->info("FindInvalidDataProcess finished. Found issues ...");
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}
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else DefaultLogger::get()->debug("FindInvalidDataProcess finished. Everything seems to be OK.");
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline const char* ValidateArrayContents(const T* arr, unsigned int size,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
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{
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return NULL;
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}
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// ------------------------------------------------------------------------------------------------
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template <>
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inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero )
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{
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bool b = false;
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for (unsigned int i = 0; i < size;++i)
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{
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if (dirtyMask.size() && dirtyMask[i])continue;
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const aiVector3D& v = arr[i];
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if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z))
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{
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return "INF/NAN was found in a vector component";
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}
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if (!mayBeZero && !v.x && !v.y && !v.z )
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{
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return "Found zero-length vector";
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}
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if (i && v != arr[i-1])b = true;
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}
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if (!b && !mayBeIdentical)
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return "All vectors are identical";
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return NULL;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline bool ProcessArray(T*& in, unsigned int num,const char* name,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
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{
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const char* err = ValidateArrayContents(in,num,dirtyMask,
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mayBeIdentical,mayBeZero);
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if (err)
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{
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DefaultLogger::get()->error(std::string("FindInvalidDataProcess fails on mesh ") + name + ": " + err);
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delete[] in;
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in = NULL;
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return true;
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline bool AllIdentical(T* in, unsigned int num)
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{
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if (num <= 1)return true;
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for (unsigned int i = 0; i < num-1;++i)
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{
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if (in[i] != in[i+1])return false;
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Search an animation for invalid content
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void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim)
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{
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// Process all animation channels
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for (unsigned int a = 0; a < anim->mNumChannels;++a)
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ProcessAnimationChannel( anim->mChannels[a]);
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}
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// ------------------------------------------------------------------------------------------------
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void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
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{
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int i = 0;
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// ScenePreprocessor's work ...
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ai_assert((0 != anim->mPositionKeys && 0 != anim->mRotationKeys && 0 != anim->mScalingKeys));
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// Check whether all values in a tracks are identical - in this case
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// we can remove al keys except one.
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// POSITIONS
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if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys))
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{
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aiVectorKey v = anim->mPositionKeys[0];
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// Reallocate ... we need just ONE element, it makes no sense to reuse the array
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delete[] anim->mPositionKeys;
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anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys = 1];
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anim->mPositionKeys[0] = v;
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i = 1;
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}
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// ROTATIONS
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if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys))
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{
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aiQuatKey v = anim->mRotationKeys[0];
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// Reallocate ... we need just ONE element, it makes no sense to reuse the array
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delete[] anim->mRotationKeys;
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anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys = 1];
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anim->mRotationKeys[0] = v;
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i = 1;
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}
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// SCALINGS
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if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys))
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{
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aiVectorKey v = anim->mScalingKeys[0];
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// Reallocate ... we need just ONE element, it makes no sense to reuse the array
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delete[] anim->mScalingKeys;
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anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys = 1];
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anim->mScalingKeys[0] = v;
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i = 1;
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}
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if (1 == i)
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DefaultLogger::get()->warn("Simplified dummy tracks with just one key");
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}
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// ------------------------------------------------------------------------------------------------
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// Search a mesh for invalid contents
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int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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{
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bool ret = false;
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std::vector<bool> dirtyMask;
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// process vertex positions
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if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask))
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{
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DefaultLogger::get()->error("Deleting mesh: Unable to continue without vertex positions");
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return 2;
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}
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// process texture coordinates
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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if (!pMesh->mTextureCoords[i])break;
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if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask))
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{
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// delete all subsequent texture coordinate sets.
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
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{
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delete[] pMesh->mTextureCoords[a]; pMesh->mTextureCoords[a] = NULL;
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}
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ret = true;
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}
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}
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// -- we don't validate vertex colors, it's difficult to say whether
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// they are invalid or not.
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// normals and tangents are undefined for point and line faces.
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// we generate a small lookup table in which we mark all
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// indices into the normals/tangents array that MAY be invalid
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if (pMesh->mNormals || pMesh->mTangents)
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{
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if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||
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aiPrimitiveType_LINE & pMesh->mPrimitiveTypes)
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{
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if (aiPrimitiveType_TRIANGLE & pMesh->mPrimitiveTypes ||
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aiPrimitiveType_POLYGON & pMesh->mPrimitiveTypes)
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{
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// we need the lookup table
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dirtyMask.resize(pMesh->mNumVertices,false);
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for (unsigned int m = 0; m < pMesh->mNumFaces;++m)
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{
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const aiFace& f = pMesh->mFaces[m];
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if (2 == f.mNumIndices)
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{
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dirtyMask[f.mIndices[0]] = dirtyMask[f.mIndices[1]] = true;
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}
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else if (1 == f.mNumIndices)dirtyMask[f.mIndices[0]] = true;
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}
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}
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else return ret;
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}
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// process mesh normals
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if (pMesh->mNormals && ProcessArray(pMesh->mNormals,pMesh->mNumVertices,
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"normals",dirtyMask,true,false))
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ret = true;
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// process mesh tangents
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if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,
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"tangents",dirtyMask))
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{
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delete[] pMesh->mBitangents; pMesh->mBitangents = NULL;
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ret = true;
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}
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// process mesh bitangents
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if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,
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"bitangents",dirtyMask))
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{
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delete[] pMesh->mTangents; pMesh->mTangents = NULL;
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ret = true;
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}
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}
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return ret ? 1 : 0;
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}
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#endif // !! AI_BUILD_NO_FINDINVALIDDATA_PROCESS
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