986 lines
32 KiB
C++
986 lines
32 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (ASSIMP)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2008, ASSIMP Development Team
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the following
|
|
conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the ASSIMP team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the ASSIMP Development Team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @file ValidateDataStructure.cpp
|
|
* @brief Implementation of the post processing step to validate
|
|
* the data structure returned by Assimp.
|
|
*/
|
|
|
|
#include "AssimpPCH.h"
|
|
|
|
// internal headers
|
|
#include "ValidateDataStructure.h"
|
|
#include "BaseImporter.h"
|
|
#include "fast_atof.h"
|
|
|
|
// CRT headers
|
|
#include <stdarg.h>
|
|
|
|
using namespace Assimp;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
ValidateDSProcess::ValidateDSProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
ValidateDSProcess::~ValidateDSProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the processing step is present in the given flag field.
|
|
bool ValidateDSProcess::IsActive( unsigned int pFlags) const
|
|
{
|
|
return (pFlags & aiProcess_ValidateDataStructure) != 0;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::ReportError(const char* msg,...)
|
|
{
|
|
ai_assert(NULL != msg);
|
|
|
|
va_list args;
|
|
va_start(args,msg);
|
|
|
|
char szBuffer[3000];
|
|
const int iLen = vsprintf(szBuffer,msg,args);
|
|
ai_assert(iLen > 0);
|
|
|
|
va_end(args);
|
|
#ifdef _DEBUG
|
|
aiAssert( false,szBuffer,__LINE__,__FILE__ );
|
|
#endif
|
|
throw new ImportErrorException("Validation failed: " + std::string(szBuffer,iLen));
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::ReportWarning(const char* msg,...)
|
|
{
|
|
ai_assert(NULL != msg);
|
|
|
|
va_list args;
|
|
va_start(args,msg);
|
|
|
|
char szBuffer[3000];
|
|
const int iLen = vsprintf(szBuffer,msg,args);
|
|
ai_assert(iLen > 0);
|
|
|
|
va_end(args);
|
|
DefaultLogger::get()->warn("Validation warning: " + std::string(szBuffer,iLen));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
inline int HasNameMatch(const aiString& in, aiNode* node)
|
|
{
|
|
int result = (node->mName == in ? 1 : 0 );
|
|
for (unsigned int i = 0; i < node->mNumChildren;++i) {
|
|
result += HasNameMatch(in,node->mChildren[i]);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
template <typename T>
|
|
inline void ValidateDSProcess::DoValidation(T** parray, unsigned int size,
|
|
const char* firstName, const char* secondName)
|
|
{
|
|
// validate all entries
|
|
if (size)
|
|
{
|
|
if (!parray)
|
|
{
|
|
ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
|
|
firstName, secondName, size);
|
|
}
|
|
for (unsigned int i = 0; i < size;++i)
|
|
{
|
|
if (!parray[i])
|
|
{
|
|
ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
|
|
firstName,i,secondName,size);
|
|
}
|
|
Validate(parray[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
template <typename T>
|
|
inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
|
|
const char* firstName, const char* secondName)
|
|
{
|
|
// validate all entries
|
|
if (size)
|
|
{
|
|
if (!parray) {
|
|
ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
|
|
firstName, secondName, size);
|
|
}
|
|
for (unsigned int i = 0; i < size;++i)
|
|
{
|
|
if (!parray[i])
|
|
{
|
|
ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
|
|
firstName,i,secondName,size);
|
|
}
|
|
Validate(parray[i]);
|
|
|
|
// check whether there are duplicate names
|
|
for (unsigned int a = i+1; a < size;++a)
|
|
{
|
|
if (parray[i]->mName == parray[a]->mName)
|
|
{
|
|
this->ReportError("aiScene::%s[%i] has the same name as "
|
|
"aiScene::%s[%i]",firstName, i,secondName, a);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
template <typename T>
|
|
inline void ValidateDSProcess::DoValidationWithNameCheck(T** array,
|
|
unsigned int size, const char* firstName,
|
|
const char* secondName)
|
|
{
|
|
// validate all entries
|
|
DoValidationEx(array,size,firstName,secondName);
|
|
|
|
for (unsigned int i = 0; i < size;++i)
|
|
{
|
|
int res = HasNameMatch(array[i]->mName,mScene->mRootNode);
|
|
if (!res) {
|
|
ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)",
|
|
firstName,i,array[i]->mName.data);
|
|
}
|
|
else if (1 != res) {
|
|
ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name",
|
|
firstName,i,array[i]->mName.data);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
void ValidateDSProcess::Execute( aiScene* pScene)
|
|
{
|
|
this->mScene = pScene;
|
|
DefaultLogger::get()->debug("ValidateDataStructureProcess begin");
|
|
|
|
// validate the node graph of the scene
|
|
Validate(pScene->mRootNode);
|
|
|
|
// At least one of the mXXX arrays must be non-empty or we'll flag
|
|
// the scene as invalid
|
|
bool has = false;
|
|
|
|
// validate all meshes
|
|
if (pScene->mNumMeshes) {
|
|
// has = true;
|
|
DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes");
|
|
}
|
|
else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
|
|
ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
|
|
}
|
|
else if (pScene->mMeshes) {
|
|
ReportError("aiScene::mMeshes is non-null although there are no meshes");
|
|
}
|
|
|
|
// validate all animations
|
|
if (pScene->mNumAnimations) {
|
|
// has = true;
|
|
DoValidation(pScene->mAnimations,pScene->mNumAnimations,
|
|
"mAnimations","mNumAnimations");
|
|
}
|
|
else if (pScene->mAnimations) {
|
|
ReportError("aiScene::mAnimations is non-null although there are no animations");
|
|
}
|
|
|
|
// validate all cameras
|
|
if (pScene->mNumCameras) {
|
|
// has = true;
|
|
DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras,
|
|
"mCameras","mNumCameras");
|
|
}
|
|
else if (pScene->mCameras) {
|
|
ReportError("aiScene::mCameras is non-null although there are no cameras");
|
|
}
|
|
|
|
// validate all lights
|
|
if (pScene->mNumLights) {
|
|
// has = true;
|
|
DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights,
|
|
"mLights","mNumLights");
|
|
}
|
|
else if (pScene->mLights) {
|
|
ReportError("aiScene::mLights is non-null although there are no lights");
|
|
}
|
|
|
|
// validate all materials
|
|
if (pScene->mNumMaterials) {
|
|
// has = true;
|
|
DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials");
|
|
}
|
|
#if 0
|
|
// NOTE: ScenePreprocessor generates a default material if none is there
|
|
else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
|
|
ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
|
|
}
|
|
#endif
|
|
else if (pScene->mMaterials) {
|
|
ReportError("aiScene::mMaterials is non-null although there are no materials");
|
|
}
|
|
|
|
// if (!has)ReportError("The aiScene data structure is empty");
|
|
DefaultLogger::get()->debug("ValidateDataStructureProcess end");
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiLight* pLight)
|
|
{
|
|
if (pLight->mType == aiLightSource_UNDEFINED)
|
|
ReportWarning("aiLight::mType is aiLightSource_UNDEFINED");
|
|
|
|
if (!pLight->mAttenuationConstant &&
|
|
!pLight->mAttenuationLinear &&
|
|
!pLight->mAttenuationQuadratic) {
|
|
ReportWarning("aiLight::mAttenuationXXX - all are zero");
|
|
}
|
|
|
|
if (pLight->mAngleInnerCone > pLight->mAngleOuterCone)
|
|
ReportError("aiLight::mAngleInnerCone is larger than aiLight::mAngleOuterCone");
|
|
|
|
if (pLight->mColorDiffuse.IsBlack() && pLight->mColorAmbient.IsBlack()
|
|
&& pLight->mColorSpecular.IsBlack())
|
|
{
|
|
ReportWarning("aiLight::mColorXXX - all are black and won't have any influence");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiCamera* pCamera)
|
|
{
|
|
if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear)
|
|
ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear");
|
|
|
|
// FIX: there are many 3ds files with invalid FOVs. No reason to
|
|
// reject them at all ... a warning is appropriate.
|
|
if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI)
|
|
ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV",pCamera->mHorizontalFOV);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ValidateDSProcess::Validate( const aiMesh* pMesh)
|
|
{
|
|
// validate the material index of the mesh
|
|
if (mScene->mNumMaterials && pMesh->mMaterialIndex >= mScene->mNumMaterials)
|
|
{
|
|
ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)",
|
|
pMesh->mMaterialIndex,mScene->mNumMaterials-1);
|
|
}
|
|
|
|
for (unsigned int i = 0; i < pMesh->mNumFaces; ++i)
|
|
{
|
|
aiFace& face = pMesh->mFaces[i];
|
|
|
|
if (pMesh->mPrimitiveTypes)
|
|
{
|
|
switch (face.mNumIndices)
|
|
{
|
|
case 0:
|
|
ReportError("aiMesh::mFaces[%i].mNumIndices is 0",i);
|
|
case 1:
|
|
if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POINT))
|
|
{
|
|
ReportError("aiMesh::mFaces[%i] is a POINT but aiMesh::mPrimtiveTypes "
|
|
"does not report the POINT flag",i);
|
|
}
|
|
break;
|
|
case 2:
|
|
if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_LINE))
|
|
{
|
|
ReportError("aiMesh::mFaces[%i] is a LINE but aiMesh::mPrimtiveTypes "
|
|
"does not report the LINE flag",i);
|
|
}
|
|
break;
|
|
case 3:
|
|
if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
|
|
{
|
|
ReportError("aiMesh::mFaces[%i] is a TRIANGLE but aiMesh::mPrimtiveTypes "
|
|
"does not report the TRIANGLE flag",i);
|
|
}
|
|
break;
|
|
default:
|
|
if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON))
|
|
{
|
|
this->ReportError("aiMesh::mFaces[%i] is a POLYGON but aiMesh::mPrimtiveTypes "
|
|
"does not report the POLYGON flag",i);
|
|
}
|
|
break;
|
|
};
|
|
}
|
|
|
|
if (!face.mIndices)
|
|
ReportError("aiMesh::mFaces[%i].mIndices is NULL",i);
|
|
}
|
|
|
|
// positions must always be there ...
|
|
if (!pMesh->mNumVertices || !pMesh->mVertices && !mScene->mFlags) {
|
|
ReportError("The mesh contains no vertices");
|
|
}
|
|
|
|
// if tangents are there there must also be bitangent vectors ...
|
|
if ((pMesh->mTangents != NULL) != (pMesh->mBitangents != NULL)) {
|
|
ReportError("If there are tangents there must also be bitangent vectors");
|
|
}
|
|
|
|
// faces, too
|
|
if (!pMesh->mNumFaces || !pMesh->mFaces && !mScene->mFlags) {
|
|
ReportError("The mesh contains no faces");
|
|
}
|
|
|
|
// now check whether the face indexing layout is correct:
|
|
// unique vertices, pseudo-indexed.
|
|
std::vector<bool> abRefList;
|
|
abRefList.resize(pMesh->mNumVertices,false);
|
|
for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
|
|
{
|
|
aiFace& face = pMesh->mFaces[i];
|
|
for (unsigned int a = 0; a < face.mNumIndices;++a)
|
|
{
|
|
if (face.mIndices[a] >= pMesh->mNumVertices) {
|
|
ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range",i,a);
|
|
}
|
|
// the MSB flag is temporarily used by the extra verbose
|
|
// mode to tell us that the JoinVerticesProcess might have
|
|
// been executed already.
|
|
if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && abRefList[face.mIndices[a]])
|
|
{
|
|
ReportError("aiMesh::mVertices[%i] is referenced twice - second "
|
|
"time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
|
|
}
|
|
abRefList[face.mIndices[a]] = true;
|
|
}
|
|
}
|
|
|
|
// check whether there are vertices that aren't referenced by a face
|
|
bool b = false;
|
|
for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
|
|
if (!abRefList[i])b = true;
|
|
}
|
|
abRefList.clear();
|
|
if (b)ReportWarning("There are unreferenced vertices");
|
|
|
|
// texture channel 2 may not be set if channel 1 is zero ...
|
|
{
|
|
unsigned int i = 0;
|
|
for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
|
|
{
|
|
if (!pMesh->HasTextureCoords(i))break;
|
|
}
|
|
for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
|
|
if (pMesh->HasTextureCoords(i))
|
|
{
|
|
ReportError("Texture coordinate channel %i exists "
|
|
"although the previous channel was NULL.",i);
|
|
}
|
|
}
|
|
// the same for the vertex colors
|
|
{
|
|
unsigned int i = 0;
|
|
for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
|
|
{
|
|
if (!pMesh->HasVertexColors(i))break;
|
|
}
|
|
for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
|
|
if (pMesh->HasVertexColors(i))
|
|
{
|
|
ReportError("Vertex color channel %i is exists "
|
|
"although the previous channel was NULL.",i);
|
|
}
|
|
}
|
|
|
|
|
|
// now validate all bones
|
|
if (pMesh->mNumBones)
|
|
{
|
|
if (!pMesh->mBones)
|
|
{
|
|
ReportError("aiMesh::mBones is NULL (aiMesh::mNumBones is %i)",
|
|
pMesh->mNumBones);
|
|
}
|
|
float* afSum = NULL;
|
|
if (pMesh->mNumVertices)
|
|
{
|
|
afSum = new float[pMesh->mNumVertices];
|
|
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
|
|
afSum[i] = 0.0f;
|
|
}
|
|
|
|
// check whether there are duplicate bone names
|
|
for (unsigned int i = 0; i < pMesh->mNumBones;++i)
|
|
{
|
|
if (!pMesh->mBones[i])
|
|
{
|
|
delete[] afSum;
|
|
ReportError("aiMesh::mBones[%i] is NULL (aiMesh::mNumBones is %i)",
|
|
i,pMesh->mNumBones);
|
|
}
|
|
Validate(pMesh,pMesh->mBones[i],afSum);
|
|
|
|
for (unsigned int a = i+1; a < pMesh->mNumBones;++a)
|
|
{
|
|
if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName)
|
|
{
|
|
delete[] afSum;
|
|
ReportError("aiMesh::mBones[%i] has the same name as "
|
|
"aiMesh::mBones[%i]",i,a);
|
|
}
|
|
}
|
|
}
|
|
// 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]);
|
|
}
|
|
}
|
|
delete[] afSum;
|
|
}
|
|
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 = NULL;
|
|
switch (type)
|
|
{
|
|
case aiTextureType_DIFFUSE:
|
|
szType = "Diffuse";
|
|
break;
|
|
|
|
case aiTextureType_SPECULAR:
|
|
szType = "Specular";
|
|
break;
|
|
|
|
case aiTextureType_AMBIENT:
|
|
szType = "Ambient";
|
|
break;
|
|
|
|
case aiTextureType_EMISSIVE:
|
|
szType = "Emissive";
|
|
break;
|
|
|
|
case aiTextureType_OPACITY:
|
|
szType = "Opacity";
|
|
break;
|
|
|
|
case aiTextureType_SHININESS:
|
|
szType = "Shininess";
|
|
break;
|
|
|
|
case aiTextureType_NORMALS:
|
|
szType = "Normals";
|
|
break;
|
|
|
|
case aiTextureType_HEIGHT:
|
|
szType = "Height";
|
|
break;
|
|
default:
|
|
break;
|
|
};
|
|
|
|
// ****************************************************************************
|
|
// 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 ...
|
|
if (prop->mDataLength < sizeof(size_t) + ((const aiString*)prop->mData)->length + 1) {
|
|
ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
|
"too small to contain a string (%i, needed: %i)",
|
|
i,prop->mDataLength,sizeof(aiString));
|
|
}
|
|
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
|
|
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)) {
|
|
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 > 1.01f)) {
|
|
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 characters");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
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 teh default value
|
|
if (-1. != pAnimation->mDuration && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration)
|
|
{
|
|
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 (-1. != pAnimation->mDuration && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration)
|
|
{
|
|
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 (-1. != pAnimation->mDuration && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration)
|
|
{
|
|
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;
|
|
}
|
|
}
|