Added some more essential includes to AssimpPCH.hAdded support for line and point meshes to most steps - I did nto yet adapt all unit tests, so meshes with mixed primitive types are not absolutely safe at the moment. Added camera and light support to the PretransformVert step. Fixed some small inaccuracies and fixed a bug reported by Mark Sibly causing all transformations to be invalid. However the step is nto yet completely correct, there are still some small artifacts. Updated light and camera data structures, added temporary validation code for the Renamed AI_SCENE_FLAGS_ANIM_SKELETON_ONLY to a more generic AI_SCENE_FLAGS_INCOMPLETE flag. Fixed bug in the OFF loader causing meshes with polygons to crash Added line support to the DXF loader - seems to fail for the moment cause of SortByPType. Added support for lights and cameras to NFF, implemented another NFF format subtype (file starts with 'nff'). Implemented NFF 'tpp' chunk and a corresponding texture extension. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@185 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
283 lines
9.0 KiB
C++
283 lines
9.0 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 Defines a post processing step to search an importer's output
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for data that is obviously invalid */
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#include "AssimpPCH.h"
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#ifndef AI_BUILD_NO_FINDINVALIDDATA_PROCESS
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// internal headers
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#include "FindInvalidDataProcess.h"
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#include "ProcessHelper.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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FindInvalidDataProcess::FindInvalidDataProcess()
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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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FindInvalidDataProcess::~FindInvalidDataProcess()
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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 FindInvalidDataProcess::IsActive( unsigned int pFlags) const
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{
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// this step is always active
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Update mesh references in the node graph
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void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping)
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{
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if (node->mNumMeshes)
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{
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unsigned int out = 0;
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for (unsigned int a = 0; a < node->mNumMeshes;++a)
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{
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register unsigned int ref = node->mMeshes[a];
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if (0xffffffff != (ref = meshMapping[ref]))
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{
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node->mMeshes[out++] = ref;
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}
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}
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// just let the members that are unused, that's much cheaper
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// than a full array realloc'n'copy party ...
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if(!(node->mNumMeshes = out))
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{
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delete[] node->mMeshes;
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node->mMeshes = NULL;
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}
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}
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// recursively update all children
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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UpdateMeshReferences(node->mChildren[i],meshMapping);
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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 FindInvalidDataProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("FindInvalidDataProcess begin");
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bool out = false;
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std::vector<unsigned int> meshMapping(pScene->mNumMeshes);
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unsigned int real = 0;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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int result;
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if ((result = ProcessMesh( pScene->mMeshes[a])))
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{
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out = true;
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if (2 == result)
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{
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// remove this mesh
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delete pScene->mMeshes[a];
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AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);
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meshMapping[a] = 0xffffffff;
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continue;
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}
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}
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pScene->mMeshes[real] = pScene->mMeshes[a];
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meshMapping[a] = real++;
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}
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if (out)
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{
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if ( real != pScene->mNumMeshes)
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{
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if (!real)
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throw new ImportErrorException("No meshes remaining");
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// we need to remove some meshes.
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// therefore we'll also need to remove all references
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// to them from the scenegraph
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UpdateMeshReferences(pScene->mRootNode,meshMapping);
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pScene->mNumMeshes = real;
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}
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DefaultLogger::get()->info("FindInvalidDataProcess finished. Found issues ...");
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}
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else DefaultLogger::get()->debug("FindInvalidDataProcess finished. Everything seems to be OK.");
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline const char* ValidateArrayContents(const T* arr, unsigned int size,
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const std::vector<bool>& dirtyMask)
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{
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return NULL;
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}
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// ------------------------------------------------------------------------------------------------
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template <>
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inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
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const std::vector<bool>& dirtyMask)
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{
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bool b = false;
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for (unsigned int i = 0; i < size;++i)
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{
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if (dirtyMask.size() && dirtyMask[i])continue;
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const aiVector3D& v = arr[i];
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if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z))
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{
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return "INF/NAN was found in a vector component";
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}
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if (i && v != arr[i-1])b = true;
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}
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if (!b)
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return "All vectors are identical";
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return NULL;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline bool ProcessArray(T*& in, unsigned int num,const char* name,
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const std::vector<bool>& dirtyMask)
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{
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const char* err = ValidateArrayContents(in,num,dirtyMask);
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if (err)
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{
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DefaultLogger::get()->error(std::string("FindInvalidDataProcess fails on mesh ") + name + ": " + err);
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delete[] in;
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in = NULL;
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return true;
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}
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return false;
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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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int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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{
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bool ret = false;
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std::vector<bool> dirtyMask;
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// process vertex positions
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if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask))
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{
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DefaultLogger::get()->error("Deleting mesh: Unable to continue without vertex positions");
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return 2;
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}
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// process texture coordinates
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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if (!pMesh->mTextureCoords[i])break;
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if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask))
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{
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// delete all subsequent texture coordinate sets.
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
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{
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delete[] pMesh->mTextureCoords[a]; pMesh->mTextureCoords[a] = NULL;
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}
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ret = true;
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}
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}
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// -- we don't validate vertex colors, it's difficult to say whether
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// they are invalid or not.
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// normals and tangents are undefined for point and line faces.
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// we generate a small lookup table in which we mark all
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// indices into the normals/tangents array that MAY be invalid
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if (pMesh->mNormals || pMesh->mTangents)
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{
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if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||
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aiPrimitiveType_LINE & pMesh->mPrimitiveTypes)
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{
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if (aiPrimitiveType_TRIANGLE & pMesh->mPrimitiveTypes ||
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aiPrimitiveType_POLYGON & pMesh->mPrimitiveTypes)
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{
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// we need the lookup table
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dirtyMask.resize(pMesh->mNumVertices,false);
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for (unsigned int m = 0; m < pMesh->mNumFaces;++m)
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{
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const aiFace& f = pMesh->mFaces[m];
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if (2 == f.mNumIndices)
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{
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dirtyMask[f.mIndices[0]] = dirtyMask[f.mIndices[1]] = true;
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}
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else if (1 == f.mNumIndices)dirtyMask[f.mIndices[0]] = true;
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}
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}
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else return ret;
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}
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// process mesh normals
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if (pMesh->mNormals && ProcessArray(pMesh->mNormals,pMesh->mNumVertices,"normals",dirtyMask))
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ret = true;
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// process mesh tangents
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if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,"tangents",dirtyMask))
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{
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delete[] pMesh->mBitangents; pMesh->mBitangents = NULL;
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ret = true;
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}
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// process mesh bitangents
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if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,"bitangents",dirtyMask))
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{
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delete[] pMesh->mTangents; pMesh->mTangents = NULL;
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ret = true;
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}
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}
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return ret ? 1 : 0;
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}
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#endif // !! AI_BUILD_NO_FINDINVALIDDATA_PROCESS
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