* bugfix: Fixed the memory leak when texture transforming (#6236) --------- Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
This commit is contained in:
@@ -1,7 +1,6 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2025, assimp team
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All rights reserved.
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@@ -35,27 +34,20 @@ 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 A helper class that processes texture transformations */
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#include "TextureTransform.h"
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include "TextureTransform.h"
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#include <assimp/StringUtils.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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TextureTransformStep::TextureTransformStep() : configFlags() {
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// nothing to do here
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}
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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@@ -202,7 +194,6 @@ inline static const char* MappingModeToChar(aiTextureMapMode map) {
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void TextureTransformStep::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("TransformUVCoordsProcess begin");
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/* We build a per-mesh list of texture transformations we'll need
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* to apply. To achieve this, we iterate through all materials,
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* find all textures and get their transformations and UV indices.
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@@ -426,7 +417,6 @@ void TextureTransformStep::Execute( aiScene* pScene) {
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// it shouldn't be too worse if we remove them.
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unsigned int size = (unsigned int)trafo.size();
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if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) {
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if (!DefaultLogger::isNullLogger()) {
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ASSIMP_LOG_ERROR(static_cast<unsigned int>(trafo.size()), " UV channels required but just ",
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AI_MAX_NUMBER_OF_TEXTURECOORDS, " available");
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@@ -434,7 +424,6 @@ void TextureTransformStep::Execute( aiScene* pScene) {
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size = AI_MAX_NUMBER_OF_TEXTURECOORDS;
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}
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aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
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old[n] = mesh->mTextureCoords[n];
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@@ -443,14 +432,13 @@ void TextureTransformStep::Execute( aiScene* pScene) {
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// that we're not going to need later can be overridden.
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it = trafo.begin();
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for (unsigned int n = 0; n < trafo.size();++n,++it) {
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if (n >= size) {
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// Try to use an untransformed channel for all channels we threw over board
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UpdateUVIndex((*it).updateList,untransformed);
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continue;
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}
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outChannels++;
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++outChannels;
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// Write to the log
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if (!DefaultLogger::isNullLogger()) {
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@@ -470,15 +458,18 @@ void TextureTransformStep::Execute( aiScene* pScene) {
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// Check whether we need a new buffer here
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if (mesh->mTextureCoords[n]) {
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it2 = it;++it2;
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it2 = it;
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++it2;
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for (unsigned int m = n+1; m < size;++m, ++it2) {
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if ((*it2).uvIndex == n){
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it2 = trafo.begin();
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break;
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}
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}
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if (it2 == trafo.begin()){
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if (it2 == trafo.begin()) {
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{
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std::unique_ptr<aiVector3D[]> oldTextureCoords(mesh->mTextureCoords[n]);
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}
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mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
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}
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}
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@@ -536,13 +527,12 @@ void TextureTransformStep::Execute( aiScene* pScene) {
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// Print some detailed statistics into the log
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if (!DefaultLogger::isNullLogger()) {
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if (transformedChannels) {
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ASSIMP_LOG_INFO("TransformUVCoordsProcess end: ", outChannels, " output channels (in: ", inChannels, ", modified: ", transformedChannels,")");
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} else {
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ASSIMP_LOG_DEBUG("TransformUVCoordsProcess finished");
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ASSIMP_LOG_INFO("TransformUVCoordsProcess finished");
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}
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}
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}
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} // namespace Assimp
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@@ -1,7 +1,6 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2025, assimp team
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All rights reserved.
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@@ -43,9 +42,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED
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#define AI_TEXTURE_TRANSFORM_H_INCLUDED
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#include <assimp/BaseImporter.h>
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#include "Common/BaseProcess.h"
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#include <assimp/BaseImporter.h>
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#include <assimp/material.h>
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#include <list>
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@@ -56,129 +55,103 @@ namespace Assimp {
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#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff
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#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee
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#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5))
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// ---------------------------------------------------------------------------
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/** Small helper structure representing a shortcut into the material list
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* to be able to update some values quickly.
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*/
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/**
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* @brief Small helper structure representing a shortcut into the material list
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* to be able to update some values quickly.
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*/
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struct TTUpdateInfo {
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TTUpdateInfo() AI_NO_EXCEPT
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: directShortcut(nullptr)
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, mat(nullptr)
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, semantic(0)
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, index(0) {
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// empty
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}
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//! Direct shortcut, if available
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unsigned int* directShortcut;
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unsigned int* directShortcut = nullptr;
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//! Material
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aiMaterial *mat;
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aiMaterial *mat = nullptr;
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//! Texture type and index
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unsigned int semantic, index;
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//! Texture type
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unsigned int semantic = 0;
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//! Texture index
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unsigned int index = 0;
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};
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// ---------------------------------------------------------------------------
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/** Helper class representing texture coordinate transformations
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*/
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/**
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* @brief Helper class representing texture coordinate transformations
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*/
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struct STransformVecInfo : public aiUVTransform {
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STransformVecInfo() AI_NO_EXCEPT
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: uvIndex(0)
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, mapU(aiTextureMapMode_Wrap)
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, mapV(aiTextureMapMode_Wrap)
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, lockedPos(AI_TT_UV_IDX_LOCK_NONE) {
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// empty
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}
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//! Source texture coordinate index
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unsigned int uvIndex;
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unsigned int uvIndex = 0;
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//! Texture mapping mode in the u, v direction
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aiTextureMapMode mapU,mapV;
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//! Texture mapping mode in the u direction
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aiTextureMapMode mapU = aiTextureMapMode_Wrap;
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//! Texture mapping mode in the v direction
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aiTextureMapMode mapV = aiTextureMapMode_Wrap;
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//! Locked destination UV index
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//! AI_TT_UV_IDX_LOCK_TBD - to be determined
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//! AI_TT_UV_IDX_LOCK_NONE - none (default)
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unsigned int lockedPos;
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unsigned int lockedPos = AI_TT_UV_IDX_LOCK_NONE;
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//! Update info - shortcuts into all materials
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//! that are referencing this transform setup
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std::list<TTUpdateInfo> updateList;
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// -------------------------------------------------------------------
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/** Compare two transform setups
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*/
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inline bool operator== (const STransformVecInfo& other) const
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{
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inline bool operator== (const STransformVecInfo& other) const {
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// We use a small epsilon here
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const static float epsilon = 0.05f;
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if (std::fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
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std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon)
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{
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std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon) {
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return false;
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}
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if (std::fabs( mScaling.x - other.mScaling.x ) > epsilon ||
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std::fabs( mScaling.y - other.mScaling.y ) > epsilon)
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{
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std::fabs( mScaling.y - other.mScaling.y ) > epsilon) {
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return false;
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}
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if (std::fabs( mRotation - other.mRotation) > epsilon)
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{
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if (std::fabs( mRotation - other.mRotation) > epsilon) {
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return false;
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}
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return true;
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}
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inline bool operator!= (const STransformVecInfo& other) const
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{
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inline bool operator!= (const STransformVecInfo& other) const {
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return !(*this == other);
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}
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// -------------------------------------------------------------------
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/** Returns whether this is an untransformed texture coordinate set
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*/
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inline bool IsUntransformed() const
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{
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/**
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* @brief Returns whether this is an untransformed texture coordinate set
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*/
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inline bool IsUntransformed() const {
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return (1.0f == mScaling.x && 1.f == mScaling.y &&
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!mTranslation.x && !mTranslation.y &&
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mRotation < AI_TT_ROTATION_EPSILON);
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!mTranslation.x && !mTranslation.y && mRotation < AI_TT_ROTATION_EPSILON);
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}
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// -------------------------------------------------------------------
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/** Build a 3x3 matrix from the transformations
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*/
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inline void GetMatrix(aiMatrix3x3& mOut)
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{
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/**
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* @brief Build a 3x3 matrix from the transformations
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*/
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inline void GetMatrix(aiMatrix3x3& mOut) {
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mOut = aiMatrix3x3();
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if (1.0f != mScaling.x || 1.0f != mScaling.y)
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{
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if (1.0f != mScaling.x || 1.0f != mScaling.y) {
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aiMatrix3x3 mScale;
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mScale.a1 = mScaling.x;
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mScale.b2 = mScaling.y;
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mOut = mScale;
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}
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if (mRotation)
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{
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if (mRotation) {
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aiMatrix3x3 mRot;
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mRot.a1 = mRot.b2 = std::cos(mRotation);
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mRot.a2 = mRot.b1 = std::sin(mRotation);
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mRot.a2 = -mRot.a2;
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mOut *= mRot;
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}
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if (mTranslation.x || mTranslation.y)
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{
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if (mTranslation.x || mTranslation.y) {
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aiMatrix3x3 mTrans;
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mTrans.a3 = mTranslation.x;
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mTrans.b3 = mTranslation.y;
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@@ -187,16 +160,18 @@ struct STransformVecInfo : public aiUVTransform {
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}
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};
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// ---------------------------------------------------------------------------
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/** Helper step to compute final UV coordinate sets if there are scalings
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/**
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* @brief Helper step to compute final UV coordinate sets if there are scalings
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* or rotations in the original data read from the file.
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*/
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class TextureTransformStep : public BaseProcess {
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*/
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class TextureTransformStep final : public BaseProcess {
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public:
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// -------------------------------------------------------------------
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/// The default class constructor / destructor.
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TextureTransformStep();
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/// The default class constructor. /
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TextureTransformStep() = default;
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/// The default class destructor.
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~TextureTransformStep() override = default;
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// -------------------------------------------------------------------
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@@ -210,10 +185,11 @@ public:
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protected:
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// -------------------------------------------------------------------
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/** Preprocess a specific UV transformation setup
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/**
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* @brief Preprocess a specific UV transformation setup
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*
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* @param info Transformation setup to be preprocessed.
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*/
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*/
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void PreProcessUVTransform(STransformVecInfo& info);
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private:
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