794 lines
24 KiB
C++
794 lines
24 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 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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// STL headers
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#include <vector>
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#include <assert.h>
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// internal headers
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#include "ValidateDataStructure.h"
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#include "BaseImporter.h"
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#include "StringComparison.h"
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#include "fast_atof.h"
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// public ASSIMP headers
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#include "../include/DefaultLogger.h"
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#include "../include/aiPostProcess.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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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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{
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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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ValidateDSProcess::~ValidateDSProcess()
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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 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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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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int iLen;
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#if _MSC_VER >= 1400
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iLen = vsprintf_s(szBuffer,msg,args);
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#else
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iLen = vsprintf(szBuffer,msg,args);
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#endif
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if (0 >= iLen)
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{
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// :-) should not happen ...
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throw new ImportErrorException("Idiot ... learn coding!");
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}
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va_end(args);
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throw new ImportErrorException("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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int iLen;
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#if _MSC_VER >= 1400
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iLen = vsprintf_s(szBuffer,msg,args);
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#else
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iLen = vsprintf(szBuffer,msg,args);
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#endif
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if (0 >= iLen)
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{
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// :-) should not happen ...
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throw new ImportErrorException("Idiot ... learn coding!");
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}
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va_end(args);
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DefaultLogger::get()->warn("Validation warning: " + std::string(szBuffer,iLen));
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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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DefaultLogger::get()->debug("ValidateDataStructureProcess begin");
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// validate all meshes
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if (pScene->mNumMeshes)
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{
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if (!pScene->mMeshes)
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{
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this->ReportError("aiScene::mMeshes is NULL (aiScene::mNumMeshes is %i)",
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pScene->mNumMeshes);
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}
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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if (!pScene->mMeshes[i])
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{
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this->ReportError("aiScene::mMeshes[%i] is NULL (aiScene::mNumMeshes is %i)",
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i,pScene->mNumMeshes);
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}
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this->Validate(pScene->mMeshes[i]);
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}
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}
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else if (!(this->mScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY))
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{
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this->ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
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}
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// validate all animations
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if (pScene->mNumAnimations)
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{
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if (!pScene->mAnimations)
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{
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this->ReportError("aiScene::mAnimations is NULL (aiScene::mNumAnimations is %i)",
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pScene->mNumAnimations);
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}
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for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
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{
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if (!pScene->mAnimations[i])
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{
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this->ReportError("aiScene::mAnimations[%i] is NULL (aiScene::mNumAnimations is %i)",
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i,pScene->mNumAnimations);
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}
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this->Validate(pScene->mAnimations[i]);
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// check whether there are duplicate animation names
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for (unsigned int a = i+1; a < pScene->mNumAnimations;++a)
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{
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if (pScene->mAnimations[i]->mName == pScene->mAnimations[a]->mName)
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{
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this->ReportError("aiScene::mAnimations[%i] has the same name as "
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"aiScene::mAnimations[%i]",i,a);
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}
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}
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}
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}
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else if (this->mScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY)
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{
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this->ReportError("aiScene::mNumAnimations is 0 and the "
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"AI_SCENE_FLAGS_ANIM_SKELETON_ONLY flag is set.");
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}
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// validate all textures
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if (pScene->mNumTextures)
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{
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if (!pScene->mTextures)
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{
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this->ReportError("aiScene::mTextures is NULL (aiScene::mNumTextures is %i)",
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pScene->mNumTextures);
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}
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for (unsigned int i = 0; i < pScene->mNumTextures;++i)
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{
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if (!pScene->mTextures[i])
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{
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this->ReportError("aiScene::mTextures[%i] is NULL (aiScene::mNumTextures is %i)",
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i,pScene->mNumTextures);
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}
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this->Validate(pScene->mTextures[i]);
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}
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}
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// validate all materials
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if (pScene->mNumMaterials)
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{
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if (!pScene->mMaterials)
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{
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this->ReportError("aiScene::mMaterials is NULL (aiScene::mNumMaterials is %i)",
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pScene->mNumMaterials);
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}
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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{
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if (!pScene->mMaterials[i])
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{
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this->ReportError("aiScene::mMaterials[%i] is NULL (aiScene::mNumMaterials is %i)",
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i,pScene->mNumMaterials);
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}
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this->Validate(pScene->mMaterials[i]);
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}
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}
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else this->ReportError("aiScene::mNumMaterials is 0. At least one material must be there.");
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// validate the node graph of the scene
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this->Validate(pScene->mRootNode);
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DefaultLogger::get()->debug("ValidateDataStructureProcess end");
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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 (pMesh->mMaterialIndex >= this->mScene->mNumMaterials)
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{
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this->ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)",
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pMesh->mMaterialIndex,this->mScene->mNumMaterials-1);
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}
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if (this->mScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY)
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{
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if (pMesh->mNumVertices || pMesh->mVertices ||
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pMesh->mNumFaces || pMesh->mFaces)
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{
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this->ReportWarning("The mesh contains vertices and faces although "
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"the AI_SCENE_FLAGS_ANIM_SKELETON_ONLY flag is set");
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}
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}
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else
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{
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// positions must always be there ...
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if (!pMesh->mNumVertices || !pMesh->mVertices)
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{
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this->ReportError("The mesh contains no vertices");
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}
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// faces, too
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if (!pMesh->mNumFaces || !pMesh->mFaces)
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{
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this->ReportError("The mesh contains no faces");
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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.mIndices)this->ReportError("aiMesh::mFaces[%i].mIndices is NULL",i);
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if (face.mNumIndices < 3)this->ReportError(
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"aiMesh::mFaces[%i].mIndices is not a triangle or polygon",i);
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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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{
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this->ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range",i,a);
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}
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if (abRefList[face.mIndices[a]])
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{
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this->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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abRefList.clear();
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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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this->ReportError("Texture coordinate channel %i is existing, "
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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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this->ReportError("Vertex color channel %i is existing, "
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"although the previous channel was NULL.",i);
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}
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}
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}
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// now validate all bones
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if (pMesh->HasBones())
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{
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if (!pMesh->mBones)
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{
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this->ReportError("aiMesh::mBones is NULL (aiMesh::mNumBones is %i)",
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pMesh->mNumBones);
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}
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float* afSum = NULL;
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if (pMesh->mNumVertices)
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{
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afSum = 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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if (!pMesh->mBones[i])
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{
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this->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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this->Validate(pMesh,pMesh->mBones[i],afSum);
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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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this->ReportError("aiMesh::mBones[%i] has the same name as "
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"aiMesh::mBones[%i]",i,a);
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}
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}
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}
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// check whether all bone weights for a vertex sum to 1.0 ...
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for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
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{
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if (afSum[i] && (afSum[i] <= 0.995 || afSum[i] >= 1.005))
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{
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delete[] afSum;
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this->ReportError("aiMesh::mVertices[%i]: The sum of all bone "
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"weights isn't 1.0f (sum is %f)",i,afSum[i]);
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}
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}
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delete[] afSum;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ValidateDSProcess::Validate( const aiMesh* pMesh,
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const aiBone* pBone,float* afSum)
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{
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this->Validate(&pBone->mName);
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// check whether all vertices affected by this bone are valid
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for (unsigned int i = 0; i < pBone->mNumWeights;++i)
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{
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if (pBone->mWeights[i].mVertexId > pMesh->mNumVertices)
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{
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this->ReportError("aiBone::mWeights[%i].mVertexId is out of range",i);
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}
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else if (!pBone->mWeights[i].mWeight || pBone->mWeights[i].mWeight > 1.0f)
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{
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this->ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value",i);
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}
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afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
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{
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this->Validate(&pAnimation->mName);
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// validate all materials
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if (pAnimation->mNumBones)
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{
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if (!pAnimation->mBones)
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{
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this->ReportError("aiAnimation::mBones is NULL (aiAnimation::mNumBones is %i)",
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pAnimation->mBones);
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}
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for (unsigned int i = 0; i < pAnimation->mNumBones;++i)
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{
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if (!pAnimation->mBones[i])
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{
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this->ReportError("aiAnimation::mBones[%i] is NULL (aiAnimation::mNumBones is %i)",
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i,pAnimation->mNumBones);
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}
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this->Validate(pAnimation, pAnimation->mBones[i]);
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}
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}
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else this->ReportError("aiAnimation::mNumBones is 0. At least one bone animation channel must be there.");
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if (!pAnimation->mDuration)this->ReportError("aiAnimation::mDuration is zero");
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}
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// ------------------------------------------------------------------------------------------------
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void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
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const char* szType)
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{
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ai_assert(NULL != szType);
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// search all keys of the material ...
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// textures must be specified with rising indices (e.g. diffuse #2 may not be
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// specified if diffuse #1 is not there ...)
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// "$tex.file.<szType>[<index>]"
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char szBaseBuf[512];
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int iLen;
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#if _MSC_VER >= 1400
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iLen = ::sprintf_s(szBaseBuf,"$tex.file.%s",szType);
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#else
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iLen = ::sprintf(szBaseBuf,"$tex.file.%s",szType);
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#endif
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if (0 >= iLen)return;
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int iNumIndices = 0;
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int iIndex = -1;
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for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
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{
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aiMaterialProperty* prop = pMaterial->mProperties[i];
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if (0 == ASSIMP_strincmp( prop->mKey->data, szBaseBuf, iLen ))
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{
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const char* sz = &prop->mKey->data[iLen];
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if (*sz)
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{
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++sz;
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iIndex = std::max(iIndex, (int)strtol10(sz,NULL));
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++iNumIndices;
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}
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if (aiPTI_String != prop->mType)
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this->ReportError("Material property %s is expected to be a string",prop->mKey);
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}
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}
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if (iIndex +1 != iNumIndices)
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{
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this->ReportError("%s #%i is set, but there are only %i %s textures",
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szType,iIndex,iNumIndices,szType);
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}
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// now check whether all UV indices are valid ...
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#if _MSC_VER >= 1400
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iLen = ::sprintf_s(szBaseBuf,"$tex.uvw.%s",szType);
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#else
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iLen = ::sprintf(szBaseBuf,"$tex.uvw.%s",szType);
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#endif
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if (0 >= iLen)return;
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for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
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{
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aiMaterialProperty* prop = pMaterial->mProperties[i];
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if (0 == ASSIMP_strincmp( prop->mKey->data, szBaseBuf, iLen ))
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{
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if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength)
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this->ReportError("Material property %s is expected to be an integer",prop->mKey);
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const char* sz = &prop->mKey->data[iLen];
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if (*sz)
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{
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++sz;
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iIndex = strtol10(sz,NULL);
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// ignore UV indices for texture channel that are not there ...
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if (iIndex >= iNumIndices)
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{
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// get the value
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iIndex = *((unsigned int*)prop->mData);
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// check whether there is a mesh using this material
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// which has not enough UV channels ...
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for (unsigned int a = 0; a < this->mScene->mNumMeshes;++a)
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{
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aiMesh* mesh = this->mScene->mMeshes[a];
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if(mesh->mMaterialIndex == iIndex)
|
|
{
|
|
int iChannels = 0;
|
|
while (mesh->HasTextureCoords(iChannels++));
|
|
if (iIndex >= iChannels)
|
|
{
|
|
this->ReportError("Invalid UV index: %i (key %s). Mesh %i has only %i UV channels",
|
|
iIndex,prop->mKey,a,iChannels);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
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)
|
|
{
|
|
this->ReportError("aiMaterial::mProperties[%i] is NULL (aiMaterial::mNumProperties is %i)",
|
|
i,pMaterial->mNumProperties);
|
|
}
|
|
if (!prop->mDataLength || !prop->mData)
|
|
{
|
|
this->ReportError("aiMaterial::mProperties[%i].mDataLength or "
|
|
"aiMaterial::mProperties[%i].mData is 0",i,i);
|
|
}
|
|
// check all predefined types
|
|
if (aiPTI_String == prop->mType)
|
|
{
|
|
if (prop->mDataLength < sizeof(aiString))
|
|
{
|
|
this->ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
|
"too small to contain a string (%i, needed: %i)",
|
|
i,prop->mDataLength,sizeof(aiString));
|
|
}
|
|
this->Validate((const aiString*)prop->mData);
|
|
}
|
|
else if (aiPTI_Float == prop->mType)
|
|
{
|
|
if (prop->mDataLength < sizeof(float))
|
|
{
|
|
this->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))
|
|
{
|
|
this->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
|
|
float 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))
|
|
{
|
|
this->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)
|
|
{
|
|
this->ReportWarning("A specular shading model is specified but the value of the "
|
|
"AI_MATKEY_SHININESS_STRENGTH key is 0.0");
|
|
}
|
|
break;
|
|
};
|
|
}
|
|
|
|
// check whether there are invalid texture keys
|
|
SearchForInvalidTextures(pMaterial,"diffuse");
|
|
SearchForInvalidTextures(pMaterial,"specular");
|
|
SearchForInvalidTextures(pMaterial,"ambient");
|
|
SearchForInvalidTextures(pMaterial,"emissive");
|
|
SearchForInvalidTextures(pMaterial,"opacity");
|
|
SearchForInvalidTextures(pMaterial,"shininess");
|
|
SearchForInvalidTextures(pMaterial,"normals");
|
|
SearchForInvalidTextures(pMaterial,"height");
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiTexture* pTexture)
|
|
{
|
|
// the data section may NEVER be NULL
|
|
if (!pTexture->pcData)
|
|
{
|
|
this->ReportError("aiTexture::pcData is NULL");
|
|
}
|
|
if (pTexture->mHeight)
|
|
{
|
|
if (!pTexture->mWidth)this->ReportError("aiTexture::mWidth is zero "
|
|
"(aiTexture::mHeight is %i, uncompressed texture)",pTexture->mHeight);
|
|
}
|
|
else
|
|
{
|
|
if (!pTexture->mWidth)this->ReportError("aiTexture::mWidth is zero (compressed texture)");
|
|
if ('.' == pTexture->achFormatHint[0])
|
|
{
|
|
char szTemp[5];
|
|
szTemp[0] = pTexture->achFormatHint[0];
|
|
szTemp[1] = pTexture->achFormatHint[1];
|
|
szTemp[2] = pTexture->achFormatHint[2];
|
|
szTemp[3] = pTexture->achFormatHint[3];
|
|
szTemp[4] = '\0';
|
|
|
|
this->ReportWarning("aiTexture::achFormatHint should contain a file extension "
|
|
"without a leading dot (format hint: %s).",szTemp);
|
|
}
|
|
}
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
|
|
const aiBoneAnim* pBoneAnim)
|
|
{
|
|
this->Validate(&pBoneAnim->mBoneName);
|
|
|
|
#if 0
|
|
// check whether there is a bone with this name ...
|
|
unsigned int i = 0;
|
|
for (; i < this->mScene->mNumMeshes;++i)
|
|
{
|
|
aiMesh* mesh = this->mScene->mMeshes[i];
|
|
for (unsigned int a = 0; a < mesh->mNumBones;++a)
|
|
{
|
|
if (mesh->mBones[a]->mName == pBoneAnim->mBoneName)
|
|
goto __break_out;
|
|
}
|
|
}
|
|
__break_out:
|
|
if (i == this->mScene->mNumMeshes)
|
|
{
|
|
this->ReportWarning("aiBoneAnim::mBoneName is \"%s\". However, no bone with this name was found",
|
|
pBoneAnim->mBoneName.data);
|
|
}
|
|
if (!pBoneAnim->mNumPositionKeys && !pBoneAnim->mNumRotationKeys && !pBoneAnim->mNumScalingKeys)
|
|
{
|
|
this->ReportWarning("A bone animation channel has no keys");
|
|
}
|
|
#endif
|
|
// otherwise check whether one of the keys exceeds the total duration of the animation
|
|
if (pBoneAnim->mNumPositionKeys)
|
|
{
|
|
if (!pBoneAnim->mPositionKeys)
|
|
{
|
|
this->ReportError("aiBoneAnim::mPositionKeys is NULL (aiBoneAnim::mNumPositionKeys is %i)",
|
|
pBoneAnim->mNumPositionKeys);
|
|
}
|
|
for (unsigned int i = 0; i < pBoneAnim->mNumPositionKeys;++i)
|
|
{
|
|
if (pBoneAnim->mPositionKeys[i].mTime > pAnimation->mDuration)
|
|
{
|
|
this->ReportError("aiBoneAnim::mPositionKeys[%i].mTime (%.5f) is larger "
|
|
"than aiAnimation::mDuration (which is %.5f)",i,
|
|
(float)pBoneAnim->mPositionKeys[i].mTime,
|
|
(float)pAnimation->mDuration);
|
|
}
|
|
}
|
|
}
|
|
// rotation keys
|
|
if (pBoneAnim->mNumRotationKeys)
|
|
{
|
|
if (!pBoneAnim->mRotationKeys)
|
|
{
|
|
this->ReportError("aiBoneAnim::mRotationKeys is NULL (aiBoneAnim::mNumRotationKeys is %i)",
|
|
pBoneAnim->mNumRotationKeys);
|
|
}
|
|
for (unsigned int i = 0; i < pBoneAnim->mNumRotationKeys;++i)
|
|
{
|
|
if (pBoneAnim->mRotationKeys[i].mTime > pAnimation->mDuration)
|
|
{
|
|
this->ReportError("aiBoneAnim::mRotationKeys[%i].mTime (%.5f) is larger "
|
|
"than aiAnimation::mDuration (which is %.5f)",i,
|
|
(float)pBoneAnim->mRotationKeys[i].mTime,
|
|
(float)pAnimation->mDuration);
|
|
}
|
|
}
|
|
}
|
|
// scaling keys
|
|
if (pBoneAnim->mNumScalingKeys)
|
|
{
|
|
if (!pBoneAnim->mScalingKeys)
|
|
{
|
|
this->ReportError("aiBoneAnim::mScalingKeys is NULL (aiBoneAnim::mNumScalingKeys is %i)",
|
|
pBoneAnim->mNumScalingKeys);
|
|
}
|
|
for (unsigned int i = 0; i < pBoneAnim->mNumScalingKeys;++i)
|
|
{
|
|
if (pBoneAnim->mScalingKeys[i].mTime > pAnimation->mDuration)
|
|
{
|
|
this->ReportError("aiBoneAnim::mScalingKeys[%i].mTime (%.5f) is larger "
|
|
"than aiAnimation::mDuration (which is %.5f)",i,
|
|
(float)pBoneAnim->mScalingKeys[i].mTime,
|
|
(float)pAnimation->mDuration);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiNode* pNode)
|
|
{
|
|
if (!pNode)this->ReportError("A node of the scenegraph is NULL");
|
|
if (pNode != this->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)
|
|
{
|
|
this->ReportError("aiNode::mMeshes is NULL (aiNode::mNumMeshes is %i)",
|
|
pNode->mNumMeshes);
|
|
}
|
|
std::vector<bool> abHadMesh;
|
|
abHadMesh.resize(this->mScene->mNumMeshes,false);
|
|
for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
|
|
{
|
|
if (pNode->mMeshes[i] >= this->mScene->mNumMeshes)
|
|
{
|
|
this->ReportError("aiNode::mMeshes[%i] is out of range (maximum is %i)",
|
|
pNode->mMeshes[i],this->mScene->mNumMeshes-1);
|
|
}
|
|
if (abHadMesh[pNode->mMeshes[i]])
|
|
{
|
|
this->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)
|
|
{
|
|
this->ReportError("aiNode::mChildren is NULL (aiNode::mNumChildren is %i)",
|
|
pNode->mNumChildren);
|
|
}
|
|
for (unsigned int i = 0; i < pNode->mNumChildren;++i)
|
|
{
|
|
this->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))
|
|
this->ReportError("aiString::data is invalid: the terminal zero is at a wrong offset");
|
|
break;
|
|
}
|
|
else if (sz >= &pString->data[MAXLEN])
|
|
this->ReportError("aiString::data is invalid. There is no terminal character");
|
|
++sz;
|
|
}
|
|
}
|