975 lines
37 KiB
C++
975 lines
37 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) 2006-2019, assimp 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 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 ValidateDataStructure.cpp
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* @brief Implementation of the post processing step to validate
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* the data structure returned by Assimp.
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*/
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// internal headers
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#include "ValidateDataStructure.h"
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#include <assimp/BaseImporter.h>
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#include <assimp/fast_atof.h>
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#include "ProcessHelper.h"
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#include <memory>
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// CRT headers
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#include <stdarg.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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ValidateDSProcess::ValidateDSProcess() :
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mScene()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ValidateDSProcess::~ValidateDSProcess()
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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 ValidateDSProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_ValidateDataStructure) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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AI_WONT_RETURN void ValidateDSProcess::ReportError(const char* msg,...)
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{
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ai_assert(NULL != msg);
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va_list args;
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va_start(args,msg);
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char szBuffer[3000];
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const int iLen = vsprintf(szBuffer,msg,args);
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ai_assert(iLen > 0);
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va_end(args);
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throw DeadlyImportError("Validation failed: " + std::string(szBuffer,iLen));
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}
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// ------------------------------------------------------------------------------------------------
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void ValidateDSProcess::ReportWarning(const char* msg,...)
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{
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ai_assert(NULL != msg);
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va_list args;
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va_start(args,msg);
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char szBuffer[3000];
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const int iLen = vsprintf(szBuffer,msg,args);
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ai_assert(iLen > 0);
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va_end(args);
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ASSIMP_LOG_WARN("Validation warning: " + std::string(szBuffer,iLen));
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}
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// ------------------------------------------------------------------------------------------------
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inline int HasNameMatch(const aiString& in, aiNode* node)
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{
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int result = (node->mName == in ? 1 : 0 );
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for (unsigned int i = 0; i < node->mNumChildren;++i) {
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result += HasNameMatch(in,node->mChildren[i]);
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}
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return result;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline void ValidateDSProcess::DoValidation(T** parray, unsigned int size,
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const char* firstName, const char* secondName)
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{
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// validate all entries
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if (size)
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{
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if (!parray)
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{
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ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
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firstName, secondName, size);
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}
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for (unsigned int i = 0; i < size;++i)
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{
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if (!parray[i])
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{
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ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
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firstName,i,secondName,size);
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}
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Validate(parray[i]);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
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const char* firstName, const char* secondName)
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{
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// validate all entries
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if (size)
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{
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if (!parray) {
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ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
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firstName, secondName, size);
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}
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for (unsigned int i = 0; i < size;++i)
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{
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if (!parray[i])
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{
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ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
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firstName,i,secondName,size);
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}
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Validate(parray[i]);
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// check whether there are duplicate names
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for (unsigned int a = i+1; a < size;++a)
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{
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if (parray[i]->mName == parray[a]->mName)
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{
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this->ReportError("aiScene::%s[%i] has the same name as "
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"aiScene::%s[%i]",firstName, i,secondName, a);
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}
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline void ValidateDSProcess::DoValidationWithNameCheck(T** array,
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unsigned int size, const char* firstName,
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const char* secondName)
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{
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// validate all entries
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DoValidationEx(array,size,firstName,secondName);
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for (unsigned int i = 0; i < size;++i)
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{
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int res = HasNameMatch(array[i]->mName,mScene->mRootNode);
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if (!res) {
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ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)",
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firstName,i,array[i]->mName.data);
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}
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else if (1 != res) {
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ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name",
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firstName,i,array[i]->mName.data);
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}
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}
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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 ValidateDSProcess::Execute( aiScene* pScene)
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{
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this->mScene = pScene;
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ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin");
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// validate the node graph of the scene
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Validate(pScene->mRootNode);
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// validate all meshes
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if (pScene->mNumMeshes) {
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DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes");
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}
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else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
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ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
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}
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else if (pScene->mMeshes) {
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ReportError("aiScene::mMeshes is non-null although there are no meshes");
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}
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// validate all animations
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if (pScene->mNumAnimations) {
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DoValidation(pScene->mAnimations,pScene->mNumAnimations,
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"mAnimations","mNumAnimations");
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}
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else if (pScene->mAnimations) {
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ReportError("aiScene::mAnimations is non-null although there are no animations");
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}
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// validate all cameras
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if (pScene->mNumCameras) {
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DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras,
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"mCameras","mNumCameras");
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}
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else if (pScene->mCameras) {
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ReportError("aiScene::mCameras is non-null although there are no cameras");
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}
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// validate all lights
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if (pScene->mNumLights) {
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DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights,
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"mLights","mNumLights");
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}
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else if (pScene->mLights) {
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ReportError("aiScene::mLights is non-null although there are no lights");
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}
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// validate all textures
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if (pScene->mNumTextures) {
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DoValidation(pScene->mTextures,pScene->mNumTextures,
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"mTextures","mNumTextures");
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}
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else if (pScene->mTextures) {
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ReportError("aiScene::mTextures is non-null although there are no textures");
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}
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// validate all materials
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if (pScene->mNumMaterials) {
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DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials");
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}
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#if 0
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// NOTE: ScenePreprocessor generates a default material if none is there
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else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
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ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
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}
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#endif
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else if (pScene->mMaterials) {
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ReportError("aiScene::mMaterials is non-null although there are no materials");
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}
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// if (!has)ReportError("The aiScene data structure is empty");
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ASSIMP_LOG_DEBUG("ValidateDataStructureProcess end");
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}
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// ------------------------------------------------------------------------------------------------
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void ValidateDSProcess::Validate( const aiLight* pLight)
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{
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if (pLight->mType == aiLightSource_UNDEFINED)
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ReportWarning("aiLight::mType is aiLightSource_UNDEFINED");
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if (!pLight->mAttenuationConstant &&
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!pLight->mAttenuationLinear &&
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!pLight->mAttenuationQuadratic) {
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ReportWarning("aiLight::mAttenuationXXX - all are zero");
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}
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if (pLight->mAngleInnerCone > pLight->mAngleOuterCone)
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ReportError("aiLight::mAngleInnerCone is larger than aiLight::mAngleOuterCone");
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if (pLight->mColorDiffuse.IsBlack() && pLight->mColorAmbient.IsBlack()
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&& pLight->mColorSpecular.IsBlack())
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{
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ReportWarning("aiLight::mColorXXX - all are black and won't have any influence");
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ValidateDSProcess::Validate( const aiCamera* pCamera)
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{
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if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear)
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ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear");
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// FIX: there are many 3ds files with invalid FOVs. No reason to
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// reject them at all ... a warning is appropriate.
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if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI)
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ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV",pCamera->mHorizontalFOV);
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}
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// ------------------------------------------------------------------------------------------------
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void ValidateDSProcess::Validate( const aiMesh* pMesh)
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{
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// validate the material index of the mesh
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if (mScene->mNumMaterials && pMesh->mMaterialIndex >= mScene->mNumMaterials)
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{
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ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)",
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pMesh->mMaterialIndex,mScene->mNumMaterials-1);
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}
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Validate(&pMesh->mName);
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for (unsigned int i = 0; i < pMesh->mNumFaces; ++i)
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{
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aiFace& face = pMesh->mFaces[i];
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if (pMesh->mPrimitiveTypes)
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{
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switch (face.mNumIndices)
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{
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case 0:
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ReportError("aiMesh::mFaces[%i].mNumIndices is 0",i);
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case 1:
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if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POINT))
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{
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ReportError("aiMesh::mFaces[%i] is a POINT but aiMesh::mPrimitiveTypes "
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"does not report the POINT flag",i);
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}
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break;
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case 2:
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if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_LINE))
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{
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ReportError("aiMesh::mFaces[%i] is a LINE but aiMesh::mPrimitiveTypes "
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"does not report the LINE flag",i);
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}
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break;
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case 3:
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if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
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{
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ReportError("aiMesh::mFaces[%i] is a TRIANGLE but aiMesh::mPrimitiveTypes "
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"does not report the TRIANGLE flag",i);
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}
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break;
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default:
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if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON))
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{
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this->ReportError("aiMesh::mFaces[%i] is a POLYGON but aiMesh::mPrimitiveTypes "
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"does not report the POLYGON flag",i);
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}
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break;
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};
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}
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if (!face.mIndices)
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ReportError("aiMesh::mFaces[%i].mIndices is NULL",i);
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}
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// positions must always be there ...
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if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) {
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ReportError("The mesh %s contains no vertices", pMesh->mName.C_Str());
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}
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if (pMesh->mNumVertices > AI_MAX_VERTICES) {
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ReportError("Mesh has too many vertices: %u, but the limit is %u",pMesh->mNumVertices,AI_MAX_VERTICES);
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}
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if (pMesh->mNumFaces > AI_MAX_FACES) {
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ReportError("Mesh has too many faces: %u, but the limit is %u",pMesh->mNumFaces,AI_MAX_FACES);
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}
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// if tangents are there there must also be bitangent vectors ...
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if ((pMesh->mTangents != NULL) != (pMesh->mBitangents != NULL)) {
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ReportError("If there are tangents, bitangent vectors must be present as well");
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}
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// faces, too
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if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) {
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ReportError("Mesh %s contains no faces", pMesh->mName.C_Str());
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}
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// now check whether the face indexing layout is correct:
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// unique vertices, pseudo-indexed.
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std::vector<bool> abRefList;
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abRefList.resize(pMesh->mNumVertices,false);
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for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
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{
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aiFace& face = pMesh->mFaces[i];
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if (face.mNumIndices > AI_MAX_FACE_INDICES) {
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ReportError("Face %u has too many faces: %u, but the limit is %u",i,face.mNumIndices,AI_MAX_FACE_INDICES);
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}
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for (unsigned int a = 0; a < face.mNumIndices;++a)
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{
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if (face.mIndices[a] >= pMesh->mNumVertices) {
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ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range",i,a);
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}
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// the MSB flag is temporarily used by the extra verbose
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// mode to tell us that the JoinVerticesProcess might have
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// been executed already.
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/*if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && !(this->mScene->mFlags & AI_SCENE_FLAGS_ALLOW_SHARED) &&
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abRefList[face.mIndices[a]])
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{
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ReportError("aiMesh::mVertices[%i] is referenced twice - second "
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"time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
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}*/
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abRefList[face.mIndices[a]] = true;
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}
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}
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// check whether there are vertices that aren't referenced by a face
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bool b = false;
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for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
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if (!abRefList[i])b = true;
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}
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abRefList.clear();
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if (b)ReportWarning("There are unreferenced vertices");
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// texture channel 2 may not be set if channel 1 is zero ...
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{
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unsigned int i = 0;
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for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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if (!pMesh->HasTextureCoords(i))break;
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}
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for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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if (pMesh->HasTextureCoords(i))
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{
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ReportError("Texture coordinate channel %i exists "
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"although the previous channel was NULL.",i);
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}
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}
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// the same for the vertex colors
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{
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unsigned int i = 0;
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for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
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{
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if (!pMesh->HasVertexColors(i))break;
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}
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for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
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if (pMesh->HasVertexColors(i))
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{
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ReportError("Vertex color channel %i is exists "
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"although the previous channel was NULL.",i);
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}
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}
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// now validate all bones
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if (pMesh->mNumBones)
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{
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if (!pMesh->mBones)
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{
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ReportError("aiMesh::mBones is NULL (aiMesh::mNumBones is %i)",
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pMesh->mNumBones);
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}
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std::unique_ptr<float[]> afSum(nullptr);
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if (pMesh->mNumVertices)
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{
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afSum.reset(new float[pMesh->mNumVertices]);
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for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
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afSum[i] = 0.0f;
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}
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// check whether there are duplicate bone names
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for (unsigned int i = 0; i < pMesh->mNumBones;++i)
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{
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const aiBone* bone = pMesh->mBones[i];
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if (bone->mNumWeights > AI_MAX_BONE_WEIGHTS) {
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ReportError("Bone %u has too many weights: %u, but the limit is %u",i,bone->mNumWeights,AI_MAX_BONE_WEIGHTS);
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}
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if (!pMesh->mBones[i])
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{
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ReportError("aiMesh::mBones[%i] is NULL (aiMesh::mNumBones is %i)",
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i,pMesh->mNumBones);
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}
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Validate(pMesh,pMesh->mBones[i],afSum.get());
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for (unsigned int a = i+1; a < pMesh->mNumBones;++a)
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{
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if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName)
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{
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const char *name = "unknown";
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if (nullptr != pMesh->mBones[ i ]->mName.C_Str()) {
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name = pMesh->mBones[ i ]->mName.C_Str();
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}
|
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ReportError("aiMesh::mBones[%i], name = \"%s\" has the same name as "
|
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"aiMesh::mBones[%i]", i, name, a );
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}
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}
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}
|
|
// check whether all bone weights for a vertex sum to 1.0 ...
|
|
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
|
|
{
|
|
if (afSum[i] && (afSum[i] <= 0.94 || afSum[i] >= 1.05)) {
|
|
ReportWarning("aiMesh::mVertices[%i]: bone weight sum != 1.0 (sum is %f)",i,afSum[i]);
|
|
}
|
|
}
|
|
}
|
|
else if (pMesh->mBones)
|
|
{
|
|
ReportError("aiMesh::mBones is non-null although there are no bones");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiMesh* pMesh,
|
|
const aiBone* pBone,float* afSum)
|
|
{
|
|
this->Validate(&pBone->mName);
|
|
|
|
if (!pBone->mNumWeights) {
|
|
ReportError("aiBone::mNumWeights is zero");
|
|
}
|
|
|
|
// check whether all vertices affected by this bone are valid
|
|
for (unsigned int i = 0; i < pBone->mNumWeights;++i)
|
|
{
|
|
if (pBone->mWeights[i].mVertexId >= pMesh->mNumVertices) {
|
|
ReportError("aiBone::mWeights[%i].mVertexId is out of range",i);
|
|
}
|
|
else if (!pBone->mWeights[i].mWeight || pBone->mWeights[i].mWeight > 1.0f) {
|
|
ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value",i);
|
|
}
|
|
afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
|
|
{
|
|
Validate(&pAnimation->mName);
|
|
|
|
// validate all materials
|
|
if (pAnimation->mNumChannels)
|
|
{
|
|
if (!pAnimation->mChannels) {
|
|
ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)",
|
|
pAnimation->mNumChannels);
|
|
}
|
|
for (unsigned int i = 0; i < pAnimation->mNumChannels;++i)
|
|
{
|
|
if (!pAnimation->mChannels[i])
|
|
{
|
|
ReportError("aiAnimation::mChannels[%i] is NULL (aiAnimation::mNumChannels is %i)",
|
|
i, pAnimation->mNumChannels);
|
|
}
|
|
Validate(pAnimation, pAnimation->mChannels[i]);
|
|
}
|
|
}
|
|
else ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
|
|
|
|
// Animation duration is allowed to be zero in cases where the anim contains only a single key frame.
|
|
// if (!pAnimation->mDuration)this->ReportError("aiAnimation::mDuration is zero");
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
|
|
aiTextureType type)
|
|
{
|
|
const char* szType = TextureTypeToString(type);
|
|
|
|
// ****************************************************************************
|
|
// Search all keys of the material ...
|
|
// textures must be specified with ascending indices
|
|
// (e.g. diffuse #2 may not be specified if diffuse #1 is not there ...)
|
|
// ****************************************************************************
|
|
|
|
int iNumIndices = 0;
|
|
int iIndex = -1;
|
|
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
|
|
{
|
|
aiMaterialProperty* prop = pMaterial->mProperties[i];
|
|
if (!::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == type) {
|
|
iIndex = std::max(iIndex, (int) prop->mIndex);
|
|
++iNumIndices;
|
|
|
|
if (aiPTI_String != prop->mType)
|
|
ReportError("Material property %s is expected to be a string",prop->mKey.data);
|
|
}
|
|
}
|
|
if (iIndex +1 != iNumIndices) {
|
|
ReportError("%s #%i is set, but there are only %i %s textures",
|
|
szType,iIndex,iNumIndices,szType);
|
|
}
|
|
if (!iNumIndices)return;
|
|
std::vector<aiTextureMapping> mappings(iNumIndices);
|
|
|
|
// Now check whether all UV indices are valid ...
|
|
bool bNoSpecified = true;
|
|
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
|
|
{
|
|
aiMaterialProperty* prop = pMaterial->mProperties[i];
|
|
if (prop->mSemantic != type)continue;
|
|
|
|
if ((int)prop->mIndex >= iNumIndices)
|
|
{
|
|
ReportError("Found texture property with index %i, although there "
|
|
"are only %i textures of type %s",
|
|
prop->mIndex, iNumIndices, szType);
|
|
}
|
|
|
|
if (!::strcmp(prop->mKey.data,"$tex.mapping")) {
|
|
if (aiPTI_Integer != prop->mType || prop->mDataLength < sizeof(aiTextureMapping))
|
|
{
|
|
ReportError("Material property %s%i is expected to be an integer (size is %i)",
|
|
prop->mKey.data,prop->mIndex,prop->mDataLength);
|
|
}
|
|
mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
|
|
}
|
|
else if (!::strcmp(prop->mKey.data,"$tex.uvtrafo")) {
|
|
if (aiPTI_Float != prop->mType || prop->mDataLength < sizeof(aiUVTransform))
|
|
{
|
|
ReportError("Material property %s%i is expected to be 5 floats large (size is %i)",
|
|
prop->mKey.data,prop->mIndex, prop->mDataLength);
|
|
}
|
|
mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
|
|
}
|
|
else if (!::strcmp(prop->mKey.data,"$tex.uvwsrc")) {
|
|
if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength)
|
|
{
|
|
ReportError("Material property %s%i is expected to be an integer (size is %i)",
|
|
prop->mKey.data,prop->mIndex,prop->mDataLength);
|
|
}
|
|
bNoSpecified = false;
|
|
|
|
// Ignore UV indices for texture channels that are not there ...
|
|
|
|
// Get the value
|
|
iIndex = *((unsigned int*)prop->mData);
|
|
|
|
// Check whether there is a mesh using this material
|
|
// which has not enough UV channels ...
|
|
for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
|
|
{
|
|
aiMesh* mesh = this->mScene->mMeshes[a];
|
|
if(mesh->mMaterialIndex == (unsigned int)i)
|
|
{
|
|
int iChannels = 0;
|
|
while (mesh->HasTextureCoords(iChannels))++iChannels;
|
|
if (iIndex >= iChannels)
|
|
{
|
|
ReportWarning("Invalid UV index: %i (key %s). Mesh %i has only %i UV channels",
|
|
iIndex,prop->mKey.data,a,iChannels);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (bNoSpecified)
|
|
{
|
|
// Assume that all textures are using the first UV channel
|
|
for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
|
|
{
|
|
aiMesh* mesh = mScene->mMeshes[a];
|
|
if(mesh->mMaterialIndex == (unsigned int)iIndex && mappings[0] == aiTextureMapping_UV)
|
|
{
|
|
if (!mesh->mTextureCoords[0])
|
|
{
|
|
// This is a special case ... it could be that the
|
|
// original mesh format intended the use of a special
|
|
// mapping here.
|
|
ReportWarning("UV-mapped texture, but there are no UV coords");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
|
|
{
|
|
// check whether there are material keys that are obviously not legal
|
|
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
|
|
{
|
|
const aiMaterialProperty* prop = pMaterial->mProperties[i];
|
|
if (!prop) {
|
|
ReportError("aiMaterial::mProperties[%i] is NULL (aiMaterial::mNumProperties is %i)",
|
|
i,pMaterial->mNumProperties);
|
|
}
|
|
if (!prop->mDataLength || !prop->mData) {
|
|
ReportError("aiMaterial::mProperties[%i].mDataLength or "
|
|
"aiMaterial::mProperties[%i].mData is 0",i,i);
|
|
}
|
|
// check all predefined types
|
|
if (aiPTI_String == prop->mType) {
|
|
// FIX: strings are now stored in a less expensive way, but we can't use the
|
|
// validation routine for 'normal' aiStrings
|
|
if (prop->mDataLength < 5 || prop->mDataLength < 4 + (*reinterpret_cast<uint32_t*>(prop->mData)) + 1) {
|
|
ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
|
"too small to contain a string (%i, needed: %i)",
|
|
i,prop->mDataLength,sizeof(aiString));
|
|
}
|
|
if(prop->mData[prop->mDataLength-1]) {
|
|
ReportError("Missing null-terminator in string material property");
|
|
}
|
|
// Validate((const aiString*)prop->mData);
|
|
}
|
|
else if (aiPTI_Float == prop->mType) {
|
|
if (prop->mDataLength < sizeof(float)) {
|
|
ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
|
"too small to contain a float (%i, needed: %i)",
|
|
i,prop->mDataLength,sizeof(float));
|
|
}
|
|
}
|
|
else if (aiPTI_Integer == prop->mType) {
|
|
if (prop->mDataLength < sizeof(int)) {
|
|
ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
|
"too small to contain an integer (%i, needed: %i)",
|
|
i,prop->mDataLength,sizeof(int));
|
|
}
|
|
}
|
|
// TODO: check whether there is a key with an unknown name ...
|
|
}
|
|
|
|
// make some more specific tests
|
|
ai_real fTemp;
|
|
int iShading;
|
|
if (AI_SUCCESS == aiGetMaterialInteger( pMaterial,AI_MATKEY_SHADING_MODEL,&iShading)) {
|
|
switch ((aiShadingMode)iShading)
|
|
{
|
|
case aiShadingMode_Blinn:
|
|
case aiShadingMode_CookTorrance:
|
|
case aiShadingMode_Phong:
|
|
|
|
if (AI_SUCCESS != aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS,&fTemp)) {
|
|
ReportWarning("A specular shading model is specified but there is no "
|
|
"AI_MATKEY_SHININESS key");
|
|
}
|
|
if (AI_SUCCESS == aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS_STRENGTH,&fTemp) && !fTemp) {
|
|
ReportWarning("A specular shading model is specified but the value of the "
|
|
"AI_MATKEY_SHININESS_STRENGTH key is 0.0");
|
|
}
|
|
break;
|
|
default: ;
|
|
};
|
|
}
|
|
|
|
if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) {
|
|
ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)");
|
|
}
|
|
|
|
// Check whether there are invalid texture keys
|
|
// TODO: that's a relict of the past, where texture type and index were baked
|
|
// into the material string ... we could do that in one single pass.
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_DIFFUSE);
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_SPECULAR);
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_AMBIENT);
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_EMISSIVE);
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_OPACITY);
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_SHININESS);
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_HEIGHT);
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_NORMALS);
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_DISPLACEMENT);
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_LIGHTMAP);
|
|
SearchForInvalidTextures(pMaterial,aiTextureType_REFLECTION);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiTexture* pTexture)
|
|
{
|
|
// the data section may NEVER be NULL
|
|
if (!pTexture->pcData) {
|
|
ReportError("aiTexture::pcData is NULL");
|
|
}
|
|
if (pTexture->mHeight)
|
|
{
|
|
if (!pTexture->mWidth)ReportError("aiTexture::mWidth is zero "
|
|
"(aiTexture::mHeight is %i, uncompressed texture)",pTexture->mHeight);
|
|
}
|
|
else
|
|
{
|
|
if (!pTexture->mWidth) {
|
|
ReportError("aiTexture::mWidth is zero (compressed texture)");
|
|
}
|
|
if ('\0' != pTexture->achFormatHint[3]) {
|
|
ReportWarning("aiTexture::achFormatHint must be zero-terminated");
|
|
}
|
|
else if ('.' == pTexture->achFormatHint[0]) {
|
|
ReportWarning("aiTexture::achFormatHint should contain a file extension "
|
|
"without a leading dot (format hint: %s).",pTexture->achFormatHint);
|
|
}
|
|
}
|
|
|
|
const char* sz = pTexture->achFormatHint;
|
|
if ((sz[0] >= 'A' && sz[0] <= 'Z') ||
|
|
(sz[1] >= 'A' && sz[1] <= 'Z') ||
|
|
(sz[2] >= 'A' && sz[2] <= 'Z') ||
|
|
(sz[3] >= 'A' && sz[3] <= 'Z')) {
|
|
ReportError("aiTexture::achFormatHint contains non-lowercase letters");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
|
|
const aiNodeAnim* pNodeAnim)
|
|
{
|
|
Validate(&pNodeAnim->mNodeName);
|
|
|
|
if (!pNodeAnim->mNumPositionKeys && !pNodeAnim->mScalingKeys && !pNodeAnim->mNumRotationKeys)
|
|
ReportError("Empty node animation channel");
|
|
|
|
// otherwise check whether one of the keys exceeds the total duration of the animation
|
|
if (pNodeAnim->mNumPositionKeys)
|
|
{
|
|
if (!pNodeAnim->mPositionKeys)
|
|
{
|
|
this->ReportError("aiNodeAnim::mPositionKeys is NULL (aiNodeAnim::mNumPositionKeys is %i)",
|
|
pNodeAnim->mNumPositionKeys);
|
|
}
|
|
double dLast = -10e10;
|
|
for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys;++i)
|
|
{
|
|
// ScenePreprocessor will compute the duration if still the default value
|
|
// (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
|
|
// seems to be due the compilers register usage/width.
|
|
if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration+0.001)
|
|
{
|
|
ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger "
|
|
"than aiAnimation::mDuration (which is %.5f)",i,
|
|
(float)pNodeAnim->mPositionKeys[i].mTime,
|
|
(float)pAnimation->mDuration);
|
|
}
|
|
if (i && pNodeAnim->mPositionKeys[i].mTime <= dLast)
|
|
{
|
|
ReportWarning("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is smaller "
|
|
"than aiAnimation::mPositionKeys[%i] (which is %.5f)",i,
|
|
(float)pNodeAnim->mPositionKeys[i].mTime,
|
|
i-1, (float)dLast);
|
|
}
|
|
dLast = pNodeAnim->mPositionKeys[i].mTime;
|
|
}
|
|
}
|
|
// rotation keys
|
|
if (pNodeAnim->mNumRotationKeys)
|
|
{
|
|
if (!pNodeAnim->mRotationKeys)
|
|
{
|
|
this->ReportError("aiNodeAnim::mRotationKeys is NULL (aiNodeAnim::mNumRotationKeys is %i)",
|
|
pNodeAnim->mNumRotationKeys);
|
|
}
|
|
double dLast = -10e10;
|
|
for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys;++i)
|
|
{
|
|
if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration+0.001)
|
|
{
|
|
ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger "
|
|
"than aiAnimation::mDuration (which is %.5f)",i,
|
|
(float)pNodeAnim->mRotationKeys[i].mTime,
|
|
(float)pAnimation->mDuration);
|
|
}
|
|
if (i && pNodeAnim->mRotationKeys[i].mTime <= dLast)
|
|
{
|
|
ReportWarning("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is smaller "
|
|
"than aiAnimation::mRotationKeys[%i] (which is %.5f)",i,
|
|
(float)pNodeAnim->mRotationKeys[i].mTime,
|
|
i-1, (float)dLast);
|
|
}
|
|
dLast = pNodeAnim->mRotationKeys[i].mTime;
|
|
}
|
|
}
|
|
// scaling keys
|
|
if (pNodeAnim->mNumScalingKeys)
|
|
{
|
|
if (!pNodeAnim->mScalingKeys) {
|
|
ReportError("aiNodeAnim::mScalingKeys is NULL (aiNodeAnim::mNumScalingKeys is %i)",
|
|
pNodeAnim->mNumScalingKeys);
|
|
}
|
|
double dLast = -10e10;
|
|
for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys;++i)
|
|
{
|
|
if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration+0.001)
|
|
{
|
|
ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger "
|
|
"than aiAnimation::mDuration (which is %.5f)",i,
|
|
(float)pNodeAnim->mScalingKeys[i].mTime,
|
|
(float)pAnimation->mDuration);
|
|
}
|
|
if (i && pNodeAnim->mScalingKeys[i].mTime <= dLast)
|
|
{
|
|
ReportWarning("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is smaller "
|
|
"than aiAnimation::mScalingKeys[%i] (which is %.5f)",i,
|
|
(float)pNodeAnim->mScalingKeys[i].mTime,
|
|
i-1, (float)dLast);
|
|
}
|
|
dLast = pNodeAnim->mScalingKeys[i].mTime;
|
|
}
|
|
}
|
|
|
|
if (!pNodeAnim->mNumScalingKeys && !pNodeAnim->mNumRotationKeys &&
|
|
!pNodeAnim->mNumPositionKeys)
|
|
{
|
|
ReportError("A node animation channel must have at least one subtrack");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiNode* pNode)
|
|
{
|
|
if (!pNode)ReportError("A node of the scenegraph is NULL");
|
|
if (pNode != mScene->mRootNode && !pNode->mParent)
|
|
this->ReportError("A node has no valid parent (aiNode::mParent is NULL)");
|
|
|
|
this->Validate(&pNode->mName);
|
|
|
|
// validate all meshes
|
|
if (pNode->mNumMeshes)
|
|
{
|
|
if (!pNode->mMeshes)
|
|
{
|
|
ReportError("aiNode::mMeshes is NULL (aiNode::mNumMeshes is %i)",
|
|
pNode->mNumMeshes);
|
|
}
|
|
std::vector<bool> abHadMesh;
|
|
abHadMesh.resize(mScene->mNumMeshes,false);
|
|
for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
|
|
{
|
|
if (pNode->mMeshes[i] >= mScene->mNumMeshes)
|
|
{
|
|
ReportError("aiNode::mMeshes[%i] is out of range (maximum is %i)",
|
|
pNode->mMeshes[i],mScene->mNumMeshes-1);
|
|
}
|
|
if (abHadMesh[pNode->mMeshes[i]])
|
|
{
|
|
ReportError("aiNode::mMeshes[%i] is already referenced by this node (value: %i)",
|
|
i,pNode->mMeshes[i]);
|
|
}
|
|
abHadMesh[pNode->mMeshes[i]] = true;
|
|
}
|
|
}
|
|
if (pNode->mNumChildren)
|
|
{
|
|
if (!pNode->mChildren) {
|
|
ReportError("aiNode::mChildren is NULL (aiNode::mNumChildren is %i)",
|
|
pNode->mNumChildren);
|
|
}
|
|
for (unsigned int i = 0; i < pNode->mNumChildren;++i) {
|
|
Validate(pNode->mChildren[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiString* pString)
|
|
{
|
|
if (pString->length > MAXLEN)
|
|
{
|
|
this->ReportError("aiString::length is too large (%i, maximum is %i)",
|
|
pString->length,MAXLEN);
|
|
}
|
|
const char* sz = pString->data;
|
|
while (true)
|
|
{
|
|
if ('\0' == *sz)
|
|
{
|
|
if (pString->length != (unsigned int)(sz-pString->data))
|
|
ReportError("aiString::data is invalid: the terminal zero is at a wrong offset");
|
|
break;
|
|
}
|
|
else if (sz >= &pString->data[MAXLEN])
|
|
ReportError("aiString::data is invalid. There is no terminal character");
|
|
++sz;
|
|
}
|
|
}
|