/*---------------------------------------------------------------------------Open Asset Import Library (assimp)---------------------------------------------------------------------------Copyright (c) 2006-2022, assimp teamAll rights reserved.Redistribution and use of this software in source and binary forms,with or without modification, are permitted provided that the followingconditions are met:* Redistributions of source code must retain the abovecopyright notice, this list of conditions and thefollowing disclaimer.* Redistributions in binary form must reproduce the abovecopyright notice, this list of conditions and thefollowing disclaimer in the documentation and/or othermaterials provided with the distribution.* Neither the name of the assimp team, nor the names of itscontributors may be used to endorse or promote productsderived from this software without specific priorwritten permission of the assimp team.THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOTLIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FORA PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHTOWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOTLIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANYTHEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USEOF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.---------------------------------------------------------------------------*//** @file Defines a post processing step to search an importer's outputfor data that is obviously invalid */#ifndef ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS// internal headers#include "FindInvalidDataProcess.h"#include "ProcessHelper.h"#include <assimp/Exceptional.h>#include <assimp/qnan.h>using namespace Assimp;// ------------------------------------------------------------------------------------------------// Constructor to be privately used by ImporterFindInvalidDataProcess::FindInvalidDataProcess() :configEpsilon(0.0), mIgnoreTexCoods(false) {// nothing to do here}// ------------------------------------------------------------------------------------------------// Destructor, private as wellFindInvalidDataProcess::~FindInvalidDataProcess() = default;// ------------------------------------------------------------------------------------------------// Returns whether the processing step is present in the given flag field.bool FindInvalidDataProcess::IsActive(unsigned int pFlags) const {return 0 != (pFlags & aiProcess_FindInvalidData);}// ------------------------------------------------------------------------------------------------// Setup import configurationvoid FindInvalidDataProcess::SetupProperties(const Importer *pImp) {// Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACYconfigEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY, 0.f));mIgnoreTexCoods = pImp->GetPropertyBool(AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS, false);}// ------------------------------------------------------------------------------------------------// Update mesh references in the node graphvoid UpdateMeshReferences(aiNode *node, const std::vector<unsigned int> &meshMapping) {if (node->mNumMeshes) {unsigned int out = 0;for (unsigned int a = 0; a < node->mNumMeshes; ++a) {unsigned int ref = node->mMeshes[a];if (UINT_MAX != (ref = meshMapping[ref])) {node->mMeshes[out++] = ref;}}// just let the members that are unused, that's much cheaper// than a full array realloc'n'copy party ...node->mNumMeshes = out;if (0 == out) {delete[] node->mMeshes;node->mMeshes = nullptr;}}// recursively update all childrenfor (unsigned int i = 0; i < node->mNumChildren; ++i) {UpdateMeshReferences(node->mChildren[i], meshMapping);}}// ------------------------------------------------------------------------------------------------// Executes the post processing step on the given imported data.void FindInvalidDataProcess::Execute(aiScene *pScene) {ASSIMP_LOG_DEBUG("FindInvalidDataProcess begin");bool out = false;std::vector<unsigned int> meshMapping(pScene->mNumMeshes);unsigned int real = 0;// Process meshesfor (unsigned int a = 0; a < pScene->mNumMeshes; a++) {int result = ProcessMesh(pScene->mMeshes[a]);if (0 == result) {out = true;}if (2 == result) {// remove this meshdelete pScene->mMeshes[a];pScene->mMeshes[a] = nullptr;meshMapping[a] = UINT_MAX;out = true;continue;}pScene->mMeshes[real] = pScene->mMeshes[a];meshMapping[a] = real++;}// Process animationsfor (unsigned int animIdx = 0; animIdx < pScene->mNumAnimations; ++animIdx) {ProcessAnimation(pScene->mAnimations[animIdx]);}if (out) {if (real != pScene->mNumMeshes) {if (!real) {throw DeadlyImportError("No meshes remaining");}// we need to remove some meshes.// therefore we'll also need to remove all references// to them from the scenegraphUpdateMeshReferences(pScene->mRootNode, meshMapping);pScene->mNumMeshes = real;}ASSIMP_LOG_INFO("FindInvalidDataProcess finished. Found issues ...");} else {ASSIMP_LOG_DEBUG("FindInvalidDataProcess finished. Everything seems to be OK.");}}// ------------------------------------------------------------------------------------------------template <typename T>inline const char *ValidateArrayContents(const T * /*arr*/, unsigned int /*size*/,const std::vector<bool> & /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/) {return nullptr;}// ------------------------------------------------------------------------------------------------template <>inline const char *ValidateArrayContents<aiVector3D>(const aiVector3D *arr, unsigned int size,const std::vector<bool> &dirtyMask, bool mayBeIdentical, bool mayBeZero) {bool b = false;unsigned int cnt = 0;for (unsigned int i = 0; i < size; ++i) {if (dirtyMask.size() && dirtyMask[i]) {continue;}++cnt;const aiVector3D &v = arr[i];if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) {return "INF/NAN was found in a vector component";}if (!mayBeZero && !v.x && !v.y && !v.z) {return "Found zero-length vector";}if (i && v != arr[i - 1]) b = true;}if (cnt > 1 && !b && !mayBeIdentical) {return "All vectors are identical";}return nullptr;}// ------------------------------------------------------------------------------------------------template <typename T>inline bool ProcessArray(T *&in, unsigned int num, const char *name,const std::vector<bool> &dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true) {const char *err = ValidateArrayContents(in, num, dirtyMask, mayBeIdentical, mayBeZero);if (err) {ASSIMP_LOG_ERROR("FindInvalidDataProcess fails on mesh ", name, ": ", err);delete[] in;in = nullptr;return true;}return false;}// ------------------------------------------------------------------------------------------------template <typename T>AI_FORCE_INLINE bool EpsilonCompare(const T &n, const T &s, ai_real epsilon);// ------------------------------------------------------------------------------------------------AI_FORCE_INLINE bool EpsilonCompare(ai_real n, ai_real s, ai_real epsilon) {return std::fabs(n - s) > epsilon;}// ------------------------------------------------------------------------------------------------template <>bool EpsilonCompare<aiVectorKey>(const aiVectorKey &n, const aiVectorKey &s, ai_real epsilon) {return EpsilonCompare(n.mValue.x, s.mValue.x, epsilon) &&EpsilonCompare(n.mValue.y, s.mValue.y, epsilon) &&EpsilonCompare(n.mValue.z, s.mValue.z, epsilon);}// ------------------------------------------------------------------------------------------------template <>bool EpsilonCompare<aiQuatKey>(const aiQuatKey &n, const aiQuatKey &s, ai_real epsilon) {return EpsilonCompare(n.mValue.x, s.mValue.x, epsilon) &&EpsilonCompare(n.mValue.y, s.mValue.y, epsilon) &&EpsilonCompare(n.mValue.z, s.mValue.z, epsilon) &&EpsilonCompare(n.mValue.w, s.mValue.w, epsilon);}// ------------------------------------------------------------------------------------------------template <typename T>inline bool AllIdentical(T *in, unsigned int num, ai_real epsilon) {if (num <= 1) {return true;}if (fabs(epsilon) > 0.f) {for (unsigned int i = 0; i < num - 1; ++i) {if (!EpsilonCompare(in[i], in[i + 1], epsilon)) {return false;}}} else {for (unsigned int i = 0; i < num - 1; ++i) {if (in[i] != in[i + 1]) {return false;}}}return true;}// ------------------------------------------------------------------------------------------------// Search an animation for invalid contentvoid FindInvalidDataProcess::ProcessAnimation(aiAnimation *anim) {// Process all animation channelsfor (unsigned int a = 0; a < anim->mNumChannels; ++a) {ProcessAnimationChannel(anim->mChannels[a]);}}// ------------------------------------------------------------------------------------------------void FindInvalidDataProcess::ProcessAnimationChannel(aiNodeAnim *anim) {ai_assert(nullptr != anim);if (anim->mNumPositionKeys == 0 && anim->mNumRotationKeys == 0 && anim->mNumScalingKeys == 0) {ai_assert_entry();return;}// Check whether all values in a tracks are identical - in this case// we can remove al keys except one.// POSITIONSint i = 0;if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys, anim->mNumPositionKeys, configEpsilon)) {aiVectorKey v = anim->mPositionKeys[0];// Reallocate ... we need just ONE element, it makes no sense to reuse the arraydelete[] anim->mPositionKeys;anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys = 1];anim->mPositionKeys[0] = v;i = 1;}// ROTATIONSif (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys, anim->mNumRotationKeys, configEpsilon)) {aiQuatKey v = anim->mRotationKeys[0];// Reallocate ... we need just ONE element, it makes no sense to reuse the arraydelete[] anim->mRotationKeys;anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys = 1];anim->mRotationKeys[0] = v;i = 1;}// SCALINGSif (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys, anim->mNumScalingKeys, configEpsilon)) {aiVectorKey v = anim->mScalingKeys[0];// Reallocate ... we need just ONE element, it makes no sense to reuse the arraydelete[] anim->mScalingKeys;anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys = 1];anim->mScalingKeys[0] = v;i = 1;}if (1 == i) {ASSIMP_LOG_WARN("Simplified dummy tracks with just one key");}}// ------------------------------------------------------------------------------------------------// Search a mesh for invalid contentsint FindInvalidDataProcess::ProcessMesh(aiMesh *pMesh) {bool ret = false;std::vector<bool> dirtyMask(pMesh->mNumVertices, pMesh->mNumFaces != 0);// Ignore elements that are not referenced by vertices.// (they are, for example, caused by the FindDegenerates step)for (unsigned int m = 0; m < pMesh->mNumFaces; ++m) {const aiFace &f = pMesh->mFaces[m];for (unsigned int i = 0; i < f.mNumIndices; ++i) {dirtyMask[f.mIndices[i]] = false;}}// Process vertex positionsif (pMesh->mVertices && ProcessArray(pMesh->mVertices, pMesh->mNumVertices, "positions", dirtyMask)) {ASSIMP_LOG_ERROR("Deleting mesh: Unable to continue without vertex positions");return 2;}// process texture coordinatesif (!mIgnoreTexCoods) {for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {pMesh->mNumUVComponents[i] = 0;// delete all subsequent texture coordinate sets.for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {delete[] pMesh->mTextureCoords[a];pMesh->mTextureCoords[a] = nullptr;pMesh->mNumUVComponents[a] = 0;}ret = true;}}}// -- we don't validate vertex colors, it's difficult to say whether// they are invalid or not.// Normals and tangents are undefined for point and line faces.if (pMesh->mNormals || pMesh->mTangents) {if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||aiPrimitiveType_LINE & pMesh->mPrimitiveTypes) {if (aiPrimitiveType_TRIANGLE & pMesh->mPrimitiveTypes ||aiPrimitiveType_POLYGON & pMesh->mPrimitiveTypes) {// We need to update the lookup-tablefor (unsigned int m = 0; m < pMesh->mNumFaces; ++m) {const aiFace &f = pMesh->mFaces[m];if (f.mNumIndices < 3) {dirtyMask[f.mIndices[0]] = true;if (f.mNumIndices == 2) {dirtyMask[f.mIndices[1]] = true;}}}}// Normals, tangents and bitangents are undefined for// the whole mesh (and should not even be there)else {return ret;}}// Process mesh normalsif (pMesh->mNormals && ProcessArray(pMesh->mNormals, pMesh->mNumVertices,"normals", dirtyMask, true, false))ret = true;// Process mesh tangentsif (pMesh->mTangents && ProcessArray(pMesh->mTangents, pMesh->mNumVertices, "tangents", dirtyMask)) {delete[] pMesh->mBitangents;pMesh->mBitangents = nullptr;ret = true;}// Process mesh bitangentsif (pMesh->mBitangents && ProcessArray(pMesh->mBitangents, pMesh->mNumVertices, "bitangents", dirtyMask)) {delete[] pMesh->mTangents;pMesh->mTangents = nullptr;ret = true;}}return ret ? 1 : 0;}#endif // !! ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
此处可能存在不合适展示的内容,页面不予展示。您可通过相关编辑功能自查并修改。
如您确认内容无涉及 不当用语 / 纯广告导流 / 暴力 / 低俗色情 / 侵权 / 盗版 / 虚假 / 无价值内容或违法国家有关法律法规的内容,可点击提交进行申诉,我们将尽快为您处理。