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1 /*
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2 ---------------------------------------------------------------------------
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3 Open Asset Import Library (assimp)
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4 ---------------------------------------------------------------------------
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5
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6 Copyright (c) 2006-2012, assimp team
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7
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8 All rights reserved.
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9
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10 Redistribution and use of this software in source and binary forms,
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11 with or without modification, are permitted provided that the following
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12 conditions are met:
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13
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14 * Redistributions of source code must retain the above
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15 copyright notice, this list of conditions and the
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16 following disclaimer.
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17
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18 * Redistributions in binary form must reproduce the above
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19 copyright notice, this list of conditions and the
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20 following disclaimer in the documentation and/or other
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21 materials provided with the distribution.
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22
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23 * Neither the name of the assimp team, nor the names of its
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24 contributors may be used to endorse or promote products
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25 derived from this software without specific prior
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26 written permission of the assimp team.
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27
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28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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39 ---------------------------------------------------------------------------
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40 */
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41
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42 /** @file ValidateDataStructure.cpp
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43 * @brief Implementation of the post processing step to validate
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44 * the data structure returned by Assimp.
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45 */
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46
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47 #include "AssimpPCH.h"
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48
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49 // internal headers
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50 #include "ValidateDataStructure.h"
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51 #include "BaseImporter.h"
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52 #include "fast_atof.h"
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53 #include "ProcessHelper.h"
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54
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55 // CRT headers
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56 #include <stdarg.h>
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57
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58 using namespace Assimp;
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59
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60 // ------------------------------------------------------------------------------------------------
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61 // Constructor to be privately used by Importer
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62 ValidateDSProcess::ValidateDSProcess()
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63 {}
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64
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65 // ------------------------------------------------------------------------------------------------
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66 // Destructor, private as well
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67 ValidateDSProcess::~ValidateDSProcess()
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68 {}
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69
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70 // ------------------------------------------------------------------------------------------------
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71 // Returns whether the processing step is present in the given flag field.
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72 bool ValidateDSProcess::IsActive( unsigned int pFlags) const
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73 {
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74 return (pFlags & aiProcess_ValidateDataStructure) != 0;
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75 }
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76 // ------------------------------------------------------------------------------------------------
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77 AI_WONT_RETURN void ValidateDSProcess::ReportError(const char* msg,...)
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78 {
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79 ai_assert(NULL != msg);
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80
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81 va_list args;
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82 va_start(args,msg);
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83
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84 char szBuffer[3000];
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85 const int iLen = vsprintf(szBuffer,msg,args);
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86 ai_assert(iLen > 0);
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87
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88 va_end(args);
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89 #ifdef _DEBUG
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90 ai_assert( false );
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91 #endif
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92 throw DeadlyImportError("Validation failed: " + std::string(szBuffer,iLen));
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93 }
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94 // ------------------------------------------------------------------------------------------------
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95 void ValidateDSProcess::ReportWarning(const char* msg,...)
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96 {
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97 ai_assert(NULL != msg);
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98
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99 va_list args;
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100 va_start(args,msg);
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101
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102 char szBuffer[3000];
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103 const int iLen = vsprintf(szBuffer,msg,args);
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104 ai_assert(iLen > 0);
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105
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106 va_end(args);
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107 DefaultLogger::get()->warn("Validation warning: " + std::string(szBuffer,iLen));
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108 }
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109
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110 // ------------------------------------------------------------------------------------------------
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111 inline int HasNameMatch(const aiString& in, aiNode* node)
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112 {
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113 int result = (node->mName == in ? 1 : 0 );
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114 for (unsigned int i = 0; i < node->mNumChildren;++i) {
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115 result += HasNameMatch(in,node->mChildren[i]);
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116 }
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117 return result;
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118 }
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119
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120 // ------------------------------------------------------------------------------------------------
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121 template <typename T>
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122 inline void ValidateDSProcess::DoValidation(T** parray, unsigned int size,
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123 const char* firstName, const char* secondName)
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124 {
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125 // validate all entries
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126 if (size)
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127 {
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128 if (!parray)
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129 {
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130 ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
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131 firstName, secondName, size);
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132 }
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133 for (unsigned int i = 0; i < size;++i)
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134 {
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135 if (!parray[i])
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136 {
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137 ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
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138 firstName,i,secondName,size);
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139 }
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140 Validate(parray[i]);
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141 }
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142 }
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143 }
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144
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145 // ------------------------------------------------------------------------------------------------
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146 template <typename T>
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147 inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
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148 const char* firstName, const char* secondName)
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149 {
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150 // validate all entries
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151 if (size)
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152 {
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153 if (!parray) {
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154 ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
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155 firstName, secondName, size);
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156 }
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157 for (unsigned int i = 0; i < size;++i)
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158 {
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159 if (!parray[i])
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160 {
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161 ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
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162 firstName,i,secondName,size);
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163 }
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164 Validate(parray[i]);
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165
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166 // check whether there are duplicate names
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167 for (unsigned int a = i+1; a < size;++a)
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168 {
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169 if (parray[i]->mName == parray[a]->mName)
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170 {
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171 this->ReportError("aiScene::%s[%i] has the same name as "
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172 "aiScene::%s[%i]",firstName, i,secondName, a);
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173 }
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174 }
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175 }
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176 }
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177 }
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178
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179 // ------------------------------------------------------------------------------------------------
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180 template <typename T>
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181 inline void ValidateDSProcess::DoValidationWithNameCheck(T** array,
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182 unsigned int size, const char* firstName,
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183 const char* secondName)
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184 {
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185 // validate all entries
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186 DoValidationEx(array,size,firstName,secondName);
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187
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188 for (unsigned int i = 0; i < size;++i)
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189 {
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190 int res = HasNameMatch(array[i]->mName,mScene->mRootNode);
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191 if (!res) {
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192 ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)",
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193 firstName,i,array[i]->mName.data);
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194 }
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195 else if (1 != res) {
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196 ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name",
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197 firstName,i,array[i]->mName.data);
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198 }
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199 }
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200 }
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201
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202 // ------------------------------------------------------------------------------------------------
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203 // Executes the post processing step on the given imported data.
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204 void ValidateDSProcess::Execute( aiScene* pScene)
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205 {
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206 this->mScene = pScene;
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207 DefaultLogger::get()->debug("ValidateDataStructureProcess begin");
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208
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209 // validate the node graph of the scene
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210 Validate(pScene->mRootNode);
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211
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212 // validate all meshes
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213 if (pScene->mNumMeshes) {
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214 DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes");
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215 }
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216 else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
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217 ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
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218 }
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219 else if (pScene->mMeshes) {
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220 ReportError("aiScene::mMeshes is non-null although there are no meshes");
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221 }
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222
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223 // validate all animations
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224 if (pScene->mNumAnimations) {
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225 DoValidation(pScene->mAnimations,pScene->mNumAnimations,
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226 "mAnimations","mNumAnimations");
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227 }
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228 else if (pScene->mAnimations) {
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229 ReportError("aiScene::mAnimations is non-null although there are no animations");
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230 }
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231
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232 // validate all cameras
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233 if (pScene->mNumCameras) {
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234 DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras,
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235 "mCameras","mNumCameras");
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236 }
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237 else if (pScene->mCameras) {
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238 ReportError("aiScene::mCameras is non-null although there are no cameras");
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239 }
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240
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241 // validate all lights
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242 if (pScene->mNumLights) {
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243 DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights,
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244 "mLights","mNumLights");
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245 }
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246 else if (pScene->mLights) {
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247 ReportError("aiScene::mLights is non-null although there are no lights");
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248 }
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249
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250 // validate all textures
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251 if (pScene->mNumTextures) {
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252 DoValidation(pScene->mTextures,pScene->mNumTextures,
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253 "mTextures","mNumTextures");
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254 }
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255 else if (pScene->mTextures) {
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256 ReportError("aiScene::mTextures is non-null although there are no textures");
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257 }
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258
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259 // validate all materials
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260 if (pScene->mNumMaterials) {
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261 DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials");
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262 }
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263 #if 0
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264 // NOTE: ScenePreprocessor generates a default material if none is there
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265 else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
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266 ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
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267 }
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268 #endif
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269 else if (pScene->mMaterials) {
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270 ReportError("aiScene::mMaterials is non-null although there are no materials");
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271 }
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272
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273 // if (!has)ReportError("The aiScene data structure is empty");
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274 DefaultLogger::get()->debug("ValidateDataStructureProcess end");
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275 }
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276
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277 // ------------------------------------------------------------------------------------------------
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278 void ValidateDSProcess::Validate( const aiLight* pLight)
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279 {
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280 if (pLight->mType == aiLightSource_UNDEFINED)
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281 ReportWarning("aiLight::mType is aiLightSource_UNDEFINED");
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282
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283 if (!pLight->mAttenuationConstant &&
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284 !pLight->mAttenuationLinear &&
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285 !pLight->mAttenuationQuadratic) {
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286 ReportWarning("aiLight::mAttenuationXXX - all are zero");
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287 }
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288
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289 if (pLight->mAngleInnerCone > pLight->mAngleOuterCone)
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290 ReportError("aiLight::mAngleInnerCone is larger than aiLight::mAngleOuterCone");
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291
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292 if (pLight->mColorDiffuse.IsBlack() && pLight->mColorAmbient.IsBlack()
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293 && pLight->mColorSpecular.IsBlack())
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294 {
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295 ReportWarning("aiLight::mColorXXX - all are black and won't have any influence");
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296 }
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297 }
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298
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299 // ------------------------------------------------------------------------------------------------
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300 void ValidateDSProcess::Validate( const aiCamera* pCamera)
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301 {
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302 if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear)
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303 ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear");
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304
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305 // FIX: there are many 3ds files with invalid FOVs. No reason to
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306 // reject them at all ... a warning is appropriate.
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307 if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI)
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308 ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV",pCamera->mHorizontalFOV);
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309 }
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310
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311 // ------------------------------------------------------------------------------------------------
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312 void ValidateDSProcess::Validate( const aiMesh* pMesh)
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313 {
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314 // validate the material index of the mesh
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315 if (mScene->mNumMaterials && pMesh->mMaterialIndex >= mScene->mNumMaterials)
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316 {
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317 ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)",
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318 pMesh->mMaterialIndex,mScene->mNumMaterials-1);
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319 }
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320
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321 Validate(&pMesh->mName);
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322
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323 for (unsigned int i = 0; i < pMesh->mNumFaces; ++i)
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324 {
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325 aiFace& face = pMesh->mFaces[i];
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326
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327 if (pMesh->mPrimitiveTypes)
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328 {
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329 switch (face.mNumIndices)
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330 {
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331 case 0:
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332 ReportError("aiMesh::mFaces[%i].mNumIndices is 0",i);
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333 case 1:
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334 if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POINT))
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335 {
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336 ReportError("aiMesh::mFaces[%i] is a POINT but aiMesh::mPrimtiveTypes "
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337 "does not report the POINT flag",i);
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338 }
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339 break;
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340 case 2:
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341 if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_LINE))
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342 {
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343 ReportError("aiMesh::mFaces[%i] is a LINE but aiMesh::mPrimtiveTypes "
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344 "does not report the LINE flag",i);
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345 }
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346 break;
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347 case 3:
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348 if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
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349 {
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350 ReportError("aiMesh::mFaces[%i] is a TRIANGLE but aiMesh::mPrimtiveTypes "
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351 "does not report the TRIANGLE flag",i);
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352 }
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353 break;
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354 default:
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355 if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON))
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356 {
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357 this->ReportError("aiMesh::mFaces[%i] is a POLYGON but aiMesh::mPrimtiveTypes "
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358 "does not report the POLYGON flag",i);
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359 }
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360 break;
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361 };
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362 }
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363
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364 if (!face.mIndices)
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365 ReportError("aiMesh::mFaces[%i].mIndices is NULL",i);
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366 }
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367
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368 // positions must always be there ...
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369 if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) {
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370 ReportError("The mesh contains no vertices");
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371 }
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372
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373 if (pMesh->mNumVertices > AI_MAX_VERTICES) {
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nuclear@0
|
374 ReportError("Mesh has too many vertices: %u, but the limit is %u",pMesh->mNumVertices,AI_MAX_VERTICES);
|
nuclear@0
|
375 }
|
nuclear@0
|
376 if (pMesh->mNumFaces > AI_MAX_FACES) {
|
nuclear@0
|
377 ReportError("Mesh has too many faces: %u, but the limit is %u",pMesh->mNumFaces,AI_MAX_FACES);
|
nuclear@0
|
378 }
|
nuclear@0
|
379
|
nuclear@0
|
380 // if tangents are there there must also be bitangent vectors ...
|
nuclear@0
|
381 if ((pMesh->mTangents != NULL) != (pMesh->mBitangents != NULL)) {
|
nuclear@0
|
382 ReportError("If there are tangents, bitangent vectors must be present as well");
|
nuclear@0
|
383 }
|
nuclear@0
|
384
|
nuclear@0
|
385 // faces, too
|
nuclear@0
|
386 if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) {
|
nuclear@0
|
387 ReportError("Mesh contains no faces");
|
nuclear@0
|
388 }
|
nuclear@0
|
389
|
nuclear@0
|
390 // now check whether the face indexing layout is correct:
|
nuclear@0
|
391 // unique vertices, pseudo-indexed.
|
nuclear@0
|
392 std::vector<bool> abRefList;
|
nuclear@0
|
393 abRefList.resize(pMesh->mNumVertices,false);
|
nuclear@0
|
394 for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
|
nuclear@0
|
395 {
|
nuclear@0
|
396 aiFace& face = pMesh->mFaces[i];
|
nuclear@0
|
397 if (face.mNumIndices > AI_MAX_FACE_INDICES) {
|
nuclear@0
|
398 ReportError("Face %u has too many faces: %u, but the limit is %u",i,face.mNumIndices,AI_MAX_FACE_INDICES);
|
nuclear@0
|
399 }
|
nuclear@0
|
400
|
nuclear@0
|
401 for (unsigned int a = 0; a < face.mNumIndices;++a)
|
nuclear@0
|
402 {
|
nuclear@0
|
403 if (face.mIndices[a] >= pMesh->mNumVertices) {
|
nuclear@0
|
404 ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range",i,a);
|
nuclear@0
|
405 }
|
nuclear@0
|
406 // the MSB flag is temporarily used by the extra verbose
|
nuclear@0
|
407 // mode to tell us that the JoinVerticesProcess might have
|
nuclear@0
|
408 // been executed already.
|
nuclear@0
|
409 if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && abRefList[face.mIndices[a]])
|
nuclear@0
|
410 {
|
nuclear@0
|
411 ReportError("aiMesh::mVertices[%i] is referenced twice - second "
|
nuclear@0
|
412 "time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
|
nuclear@0
|
413 }
|
nuclear@0
|
414 abRefList[face.mIndices[a]] = true;
|
nuclear@0
|
415 }
|
nuclear@0
|
416 }
|
nuclear@0
|
417
|
nuclear@0
|
418 // check whether there are vertices that aren't referenced by a face
|
nuclear@0
|
419 bool b = false;
|
nuclear@0
|
420 for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
|
nuclear@0
|
421 if (!abRefList[i])b = true;
|
nuclear@0
|
422 }
|
nuclear@0
|
423 abRefList.clear();
|
nuclear@0
|
424 if (b)ReportWarning("There are unreferenced vertices");
|
nuclear@0
|
425
|
nuclear@0
|
426 // texture channel 2 may not be set if channel 1 is zero ...
|
nuclear@0
|
427 {
|
nuclear@0
|
428 unsigned int i = 0;
|
nuclear@0
|
429 for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
|
nuclear@0
|
430 {
|
nuclear@0
|
431 if (!pMesh->HasTextureCoords(i))break;
|
nuclear@0
|
432 }
|
nuclear@0
|
433 for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
|
nuclear@0
|
434 if (pMesh->HasTextureCoords(i))
|
nuclear@0
|
435 {
|
nuclear@0
|
436 ReportError("Texture coordinate channel %i exists "
|
nuclear@0
|
437 "although the previous channel was NULL.",i);
|
nuclear@0
|
438 }
|
nuclear@0
|
439 }
|
nuclear@0
|
440 // the same for the vertex colors
|
nuclear@0
|
441 {
|
nuclear@0
|
442 unsigned int i = 0;
|
nuclear@0
|
443 for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
|
nuclear@0
|
444 {
|
nuclear@0
|
445 if (!pMesh->HasVertexColors(i))break;
|
nuclear@0
|
446 }
|
nuclear@0
|
447 for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
|
nuclear@0
|
448 if (pMesh->HasVertexColors(i))
|
nuclear@0
|
449 {
|
nuclear@0
|
450 ReportError("Vertex color channel %i is exists "
|
nuclear@0
|
451 "although the previous channel was NULL.",i);
|
nuclear@0
|
452 }
|
nuclear@0
|
453 }
|
nuclear@0
|
454
|
nuclear@0
|
455
|
nuclear@0
|
456 // now validate all bones
|
nuclear@0
|
457 if (pMesh->mNumBones)
|
nuclear@0
|
458 {
|
nuclear@0
|
459 if (!pMesh->mBones)
|
nuclear@0
|
460 {
|
nuclear@0
|
461 ReportError("aiMesh::mBones is NULL (aiMesh::mNumBones is %i)",
|
nuclear@0
|
462 pMesh->mNumBones);
|
nuclear@0
|
463 }
|
nuclear@0
|
464 boost::scoped_array<float> afSum(NULL);
|
nuclear@0
|
465 if (pMesh->mNumVertices)
|
nuclear@0
|
466 {
|
nuclear@0
|
467 afSum.reset(new float[pMesh->mNumVertices]);
|
nuclear@0
|
468 for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
|
nuclear@0
|
469 afSum[i] = 0.0f;
|
nuclear@0
|
470 }
|
nuclear@0
|
471
|
nuclear@0
|
472 // check whether there are duplicate bone names
|
nuclear@0
|
473 for (unsigned int i = 0; i < pMesh->mNumBones;++i)
|
nuclear@0
|
474 {
|
nuclear@0
|
475 const aiBone* bone = pMesh->mBones[i];
|
nuclear@0
|
476 if (bone->mNumWeights > AI_MAX_BONE_WEIGHTS) {
|
nuclear@0
|
477 ReportError("Bone %u has too many weights: %u, but the limit is %u",i,bone->mNumWeights,AI_MAX_BONE_WEIGHTS);
|
nuclear@0
|
478 }
|
nuclear@0
|
479
|
nuclear@0
|
480 if (!pMesh->mBones[i])
|
nuclear@0
|
481 {
|
nuclear@0
|
482 ReportError("aiMesh::mBones[%i] is NULL (aiMesh::mNumBones is %i)",
|
nuclear@0
|
483 i,pMesh->mNumBones);
|
nuclear@0
|
484 }
|
nuclear@0
|
485 Validate(pMesh,pMesh->mBones[i],afSum.get());
|
nuclear@0
|
486
|
nuclear@0
|
487 for (unsigned int a = i+1; a < pMesh->mNumBones;++a)
|
nuclear@0
|
488 {
|
nuclear@0
|
489 if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName)
|
nuclear@0
|
490 {
|
nuclear@0
|
491 ReportError("aiMesh::mBones[%i] has the same name as "
|
nuclear@0
|
492 "aiMesh::mBones[%i]",i,a);
|
nuclear@0
|
493 }
|
nuclear@0
|
494 }
|
nuclear@0
|
495 }
|
nuclear@0
|
496 // check whether all bone weights for a vertex sum to 1.0 ...
|
nuclear@0
|
497 for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
|
nuclear@0
|
498 {
|
nuclear@0
|
499 if (afSum[i] && (afSum[i] <= 0.94 || afSum[i] >= 1.05)) {
|
nuclear@0
|
500 ReportWarning("aiMesh::mVertices[%i]: bone weight sum != 1.0 (sum is %f)",i,afSum[i]);
|
nuclear@0
|
501 }
|
nuclear@0
|
502 }
|
nuclear@0
|
503 }
|
nuclear@0
|
504 else if (pMesh->mBones)
|
nuclear@0
|
505 {
|
nuclear@0
|
506 ReportError("aiMesh::mBones is non-null although there are no bones");
|
nuclear@0
|
507 }
|
nuclear@0
|
508 }
|
nuclear@0
|
509
|
nuclear@0
|
510 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
511 void ValidateDSProcess::Validate( const aiMesh* pMesh,
|
nuclear@0
|
512 const aiBone* pBone,float* afSum)
|
nuclear@0
|
513 {
|
nuclear@0
|
514 this->Validate(&pBone->mName);
|
nuclear@0
|
515
|
nuclear@0
|
516 if (!pBone->mNumWeights) {
|
nuclear@0
|
517 ReportError("aiBone::mNumWeights is zero");
|
nuclear@0
|
518 }
|
nuclear@0
|
519
|
nuclear@0
|
520 // check whether all vertices affected by this bone are valid
|
nuclear@0
|
521 for (unsigned int i = 0; i < pBone->mNumWeights;++i)
|
nuclear@0
|
522 {
|
nuclear@0
|
523 if (pBone->mWeights[i].mVertexId >= pMesh->mNumVertices) {
|
nuclear@0
|
524 ReportError("aiBone::mWeights[%i].mVertexId is out of range",i);
|
nuclear@0
|
525 }
|
nuclear@0
|
526 else if (!pBone->mWeights[i].mWeight || pBone->mWeights[i].mWeight > 1.0f) {
|
nuclear@0
|
527 ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value",i);
|
nuclear@0
|
528 }
|
nuclear@0
|
529 afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight;
|
nuclear@0
|
530 }
|
nuclear@0
|
531 }
|
nuclear@0
|
532
|
nuclear@0
|
533 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
534 void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
|
nuclear@0
|
535 {
|
nuclear@0
|
536 Validate(&pAnimation->mName);
|
nuclear@0
|
537
|
nuclear@0
|
538 // validate all materials
|
nuclear@0
|
539 if (pAnimation->mNumChannels)
|
nuclear@0
|
540 {
|
nuclear@0
|
541 if (!pAnimation->mChannels) {
|
nuclear@0
|
542 ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)",
|
nuclear@0
|
543 pAnimation->mNumChannels);
|
nuclear@0
|
544 }
|
nuclear@0
|
545 for (unsigned int i = 0; i < pAnimation->mNumChannels;++i)
|
nuclear@0
|
546 {
|
nuclear@0
|
547 if (!pAnimation->mChannels[i])
|
nuclear@0
|
548 {
|
nuclear@0
|
549 ReportError("aiAnimation::mChannels[%i] is NULL (aiAnimation::mNumChannels is %i)",
|
nuclear@0
|
550 i, pAnimation->mNumChannels);
|
nuclear@0
|
551 }
|
nuclear@0
|
552 Validate(pAnimation, pAnimation->mChannels[i]);
|
nuclear@0
|
553 }
|
nuclear@0
|
554 }
|
nuclear@0
|
555 else ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
|
nuclear@0
|
556
|
nuclear@0
|
557 // Animation duration is allowed to be zero in cases where the anim contains only a single key frame.
|
nuclear@0
|
558 // if (!pAnimation->mDuration)this->ReportError("aiAnimation::mDuration is zero");
|
nuclear@0
|
559 }
|
nuclear@0
|
560
|
nuclear@0
|
561 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
562 void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
|
nuclear@0
|
563 aiTextureType type)
|
nuclear@0
|
564 {
|
nuclear@0
|
565 const char* szType = TextureTypeToString(type);
|
nuclear@0
|
566
|
nuclear@0
|
567 // ****************************************************************************
|
nuclear@0
|
568 // Search all keys of the material ...
|
nuclear@0
|
569 // textures must be specified with ascending indices
|
nuclear@0
|
570 // (e.g. diffuse #2 may not be specified if diffuse #1 is not there ...)
|
nuclear@0
|
571 // ****************************************************************************
|
nuclear@0
|
572
|
nuclear@0
|
573 int iNumIndices = 0;
|
nuclear@0
|
574 int iIndex = -1;
|
nuclear@0
|
575 for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
|
nuclear@0
|
576 {
|
nuclear@0
|
577 aiMaterialProperty* prop = pMaterial->mProperties[i];
|
nuclear@0
|
578 if (!::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == type) {
|
nuclear@0
|
579 iIndex = std::max(iIndex, (int) prop->mIndex);
|
nuclear@0
|
580 ++iNumIndices;
|
nuclear@0
|
581
|
nuclear@0
|
582 if (aiPTI_String != prop->mType)
|
nuclear@0
|
583 ReportError("Material property %s is expected to be a string",prop->mKey.data);
|
nuclear@0
|
584 }
|
nuclear@0
|
585 }
|
nuclear@0
|
586 if (iIndex +1 != iNumIndices) {
|
nuclear@0
|
587 ReportError("%s #%i is set, but there are only %i %s textures",
|
nuclear@0
|
588 szType,iIndex,iNumIndices,szType);
|
nuclear@0
|
589 }
|
nuclear@0
|
590 if (!iNumIndices)return;
|
nuclear@0
|
591 std::vector<aiTextureMapping> mappings(iNumIndices);
|
nuclear@0
|
592
|
nuclear@0
|
593 // Now check whether all UV indices are valid ...
|
nuclear@0
|
594 bool bNoSpecified = true;
|
nuclear@0
|
595 for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
|
nuclear@0
|
596 {
|
nuclear@0
|
597 aiMaterialProperty* prop = pMaterial->mProperties[i];
|
nuclear@0
|
598 if (prop->mSemantic != type)continue;
|
nuclear@0
|
599
|
nuclear@0
|
600 if ((int)prop->mIndex >= iNumIndices)
|
nuclear@0
|
601 {
|
nuclear@0
|
602 ReportError("Found texture property with index %i, although there "
|
nuclear@0
|
603 "are only %i textures of type %s",
|
nuclear@0
|
604 prop->mIndex, iNumIndices, szType);
|
nuclear@0
|
605 }
|
nuclear@0
|
606
|
nuclear@0
|
607 if (!::strcmp(prop->mKey.data,"$tex.mapping")) {
|
nuclear@0
|
608 if (aiPTI_Integer != prop->mType || prop->mDataLength < sizeof(aiTextureMapping))
|
nuclear@0
|
609 {
|
nuclear@0
|
610 ReportError("Material property %s%i is expected to be an integer (size is %i)",
|
nuclear@0
|
611 prop->mKey.data,prop->mIndex,prop->mDataLength);
|
nuclear@0
|
612 }
|
nuclear@0
|
613 mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
|
nuclear@0
|
614 }
|
nuclear@0
|
615 else if (!::strcmp(prop->mKey.data,"$tex.uvtrafo")) {
|
nuclear@0
|
616 if (aiPTI_Float != prop->mType || prop->mDataLength < sizeof(aiUVTransform))
|
nuclear@0
|
617 {
|
nuclear@0
|
618 ReportError("Material property %s%i is expected to be 5 floats large (size is %i)",
|
nuclear@0
|
619 prop->mKey.data,prop->mIndex, prop->mDataLength);
|
nuclear@0
|
620 }
|
nuclear@0
|
621 mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
|
nuclear@0
|
622 }
|
nuclear@0
|
623 else if (!::strcmp(prop->mKey.data,"$tex.uvwsrc")) {
|
nuclear@0
|
624 if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength)
|
nuclear@0
|
625 {
|
nuclear@0
|
626 ReportError("Material property %s%i is expected to be an integer (size is %i)",
|
nuclear@0
|
627 prop->mKey.data,prop->mIndex,prop->mDataLength);
|
nuclear@0
|
628 }
|
nuclear@0
|
629 bNoSpecified = false;
|
nuclear@0
|
630
|
nuclear@0
|
631 // Ignore UV indices for texture channels that are not there ...
|
nuclear@0
|
632
|
nuclear@0
|
633 // Get the value
|
nuclear@0
|
634 iIndex = *((unsigned int*)prop->mData);
|
nuclear@0
|
635
|
nuclear@0
|
636 // Check whether there is a mesh using this material
|
nuclear@0
|
637 // which has not enough UV channels ...
|
nuclear@0
|
638 for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
|
nuclear@0
|
639 {
|
nuclear@0
|
640 aiMesh* mesh = this->mScene->mMeshes[a];
|
nuclear@0
|
641 if(mesh->mMaterialIndex == (unsigned int)i)
|
nuclear@0
|
642 {
|
nuclear@0
|
643 int iChannels = 0;
|
nuclear@0
|
644 while (mesh->HasTextureCoords(iChannels))++iChannels;
|
nuclear@0
|
645 if (iIndex >= iChannels)
|
nuclear@0
|
646 {
|
nuclear@0
|
647 ReportWarning("Invalid UV index: %i (key %s). Mesh %i has only %i UV channels",
|
nuclear@0
|
648 iIndex,prop->mKey.data,a,iChannels);
|
nuclear@0
|
649 }
|
nuclear@0
|
650 }
|
nuclear@0
|
651 }
|
nuclear@0
|
652 }
|
nuclear@0
|
653 }
|
nuclear@0
|
654 if (bNoSpecified)
|
nuclear@0
|
655 {
|
nuclear@0
|
656 // Assume that all textures are using the first UV channel
|
nuclear@0
|
657 for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
|
nuclear@0
|
658 {
|
nuclear@0
|
659 aiMesh* mesh = mScene->mMeshes[a];
|
nuclear@0
|
660 if(mesh->mMaterialIndex == (unsigned int)iIndex && mappings[0] == aiTextureMapping_UV)
|
nuclear@0
|
661 {
|
nuclear@0
|
662 if (!mesh->mTextureCoords[0])
|
nuclear@0
|
663 {
|
nuclear@0
|
664 // This is a special case ... it could be that the
|
nuclear@0
|
665 // original mesh format intended the use of a special
|
nuclear@0
|
666 // mapping here.
|
nuclear@0
|
667 ReportWarning("UV-mapped texture, but there are no UV coords");
|
nuclear@0
|
668 }
|
nuclear@0
|
669 }
|
nuclear@0
|
670 }
|
nuclear@0
|
671 }
|
nuclear@0
|
672 }
|
nuclear@0
|
673 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
674 void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
|
nuclear@0
|
675 {
|
nuclear@0
|
676 // check whether there are material keys that are obviously not legal
|
nuclear@0
|
677 for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
|
nuclear@0
|
678 {
|
nuclear@0
|
679 const aiMaterialProperty* prop = pMaterial->mProperties[i];
|
nuclear@0
|
680 if (!prop) {
|
nuclear@0
|
681 ReportError("aiMaterial::mProperties[%i] is NULL (aiMaterial::mNumProperties is %i)",
|
nuclear@0
|
682 i,pMaterial->mNumProperties);
|
nuclear@0
|
683 }
|
nuclear@0
|
684 if (!prop->mDataLength || !prop->mData) {
|
nuclear@0
|
685 ReportError("aiMaterial::mProperties[%i].mDataLength or "
|
nuclear@0
|
686 "aiMaterial::mProperties[%i].mData is 0",i,i);
|
nuclear@0
|
687 }
|
nuclear@0
|
688 // check all predefined types
|
nuclear@0
|
689 if (aiPTI_String == prop->mType) {
|
nuclear@0
|
690 // FIX: strings are now stored in a less expensive way, but we can't use the
|
nuclear@0
|
691 // validation routine for 'normal' aiStrings
|
nuclear@0
|
692 uint32_t len;
|
nuclear@0
|
693 if (prop->mDataLength < 5 || prop->mDataLength < 4 + (len=*reinterpret_cast<uint32_t*>(prop->mData)) + 1) {
|
nuclear@0
|
694 ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
nuclear@0
|
695 "too small to contain a string (%i, needed: %i)",
|
nuclear@0
|
696 i,prop->mDataLength,sizeof(aiString));
|
nuclear@0
|
697 }
|
nuclear@0
|
698 if(prop->mData[prop->mDataLength-1]) {
|
nuclear@0
|
699 ReportError("Missing null-terminator in string material property");
|
nuclear@0
|
700 }
|
nuclear@0
|
701 // Validate((const aiString*)prop->mData);
|
nuclear@0
|
702 }
|
nuclear@0
|
703 else if (aiPTI_Float == prop->mType) {
|
nuclear@0
|
704 if (prop->mDataLength < sizeof(float)) {
|
nuclear@0
|
705 ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
nuclear@0
|
706 "too small to contain a float (%i, needed: %i)",
|
nuclear@0
|
707 i,prop->mDataLength,sizeof(float));
|
nuclear@0
|
708 }
|
nuclear@0
|
709 }
|
nuclear@0
|
710 else if (aiPTI_Integer == prop->mType) {
|
nuclear@0
|
711 if (prop->mDataLength < sizeof(int)) {
|
nuclear@0
|
712 ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
nuclear@0
|
713 "too small to contain an integer (%i, needed: %i)",
|
nuclear@0
|
714 i,prop->mDataLength,sizeof(int));
|
nuclear@0
|
715 }
|
nuclear@0
|
716 }
|
nuclear@0
|
717 // TODO: check whether there is a key with an unknown name ...
|
nuclear@0
|
718 }
|
nuclear@0
|
719
|
nuclear@0
|
720 // make some more specific tests
|
nuclear@0
|
721 float fTemp;
|
nuclear@0
|
722 int iShading;
|
nuclear@0
|
723 if (AI_SUCCESS == aiGetMaterialInteger( pMaterial,AI_MATKEY_SHADING_MODEL,&iShading)) {
|
nuclear@0
|
724 switch ((aiShadingMode)iShading)
|
nuclear@0
|
725 {
|
nuclear@0
|
726 case aiShadingMode_Blinn:
|
nuclear@0
|
727 case aiShadingMode_CookTorrance:
|
nuclear@0
|
728 case aiShadingMode_Phong:
|
nuclear@0
|
729
|
nuclear@0
|
730 if (AI_SUCCESS != aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS,&fTemp)) {
|
nuclear@0
|
731 ReportWarning("A specular shading model is specified but there is no "
|
nuclear@0
|
732 "AI_MATKEY_SHININESS key");
|
nuclear@0
|
733 }
|
nuclear@0
|
734 if (AI_SUCCESS == aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS_STRENGTH,&fTemp) && !fTemp) {
|
nuclear@0
|
735 ReportWarning("A specular shading model is specified but the value of the "
|
nuclear@0
|
736 "AI_MATKEY_SHININESS_STRENGTH key is 0.0");
|
nuclear@0
|
737 }
|
nuclear@0
|
738 break;
|
nuclear@0
|
739 default: ;
|
nuclear@0
|
740 };
|
nuclear@0
|
741 }
|
nuclear@0
|
742
|
nuclear@0
|
743 if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01f)) {
|
nuclear@0
|
744 ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)");
|
nuclear@0
|
745 }
|
nuclear@0
|
746
|
nuclear@0
|
747 // Check whether there are invalid texture keys
|
nuclear@0
|
748 // TODO: that's a relict of the past, where texture type and index were baked
|
nuclear@0
|
749 // into the material string ... we could do that in one single pass.
|
nuclear@0
|
750 SearchForInvalidTextures(pMaterial,aiTextureType_DIFFUSE);
|
nuclear@0
|
751 SearchForInvalidTextures(pMaterial,aiTextureType_SPECULAR);
|
nuclear@0
|
752 SearchForInvalidTextures(pMaterial,aiTextureType_AMBIENT);
|
nuclear@0
|
753 SearchForInvalidTextures(pMaterial,aiTextureType_EMISSIVE);
|
nuclear@0
|
754 SearchForInvalidTextures(pMaterial,aiTextureType_OPACITY);
|
nuclear@0
|
755 SearchForInvalidTextures(pMaterial,aiTextureType_SHININESS);
|
nuclear@0
|
756 SearchForInvalidTextures(pMaterial,aiTextureType_HEIGHT);
|
nuclear@0
|
757 SearchForInvalidTextures(pMaterial,aiTextureType_NORMALS);
|
nuclear@0
|
758 SearchForInvalidTextures(pMaterial,aiTextureType_DISPLACEMENT);
|
nuclear@0
|
759 SearchForInvalidTextures(pMaterial,aiTextureType_LIGHTMAP);
|
nuclear@0
|
760 SearchForInvalidTextures(pMaterial,aiTextureType_REFLECTION);
|
nuclear@0
|
761 }
|
nuclear@0
|
762
|
nuclear@0
|
763 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
764 void ValidateDSProcess::Validate( const aiTexture* pTexture)
|
nuclear@0
|
765 {
|
nuclear@0
|
766 // the data section may NEVER be NULL
|
nuclear@0
|
767 if (!pTexture->pcData) {
|
nuclear@0
|
768 ReportError("aiTexture::pcData is NULL");
|
nuclear@0
|
769 }
|
nuclear@0
|
770 if (pTexture->mHeight)
|
nuclear@0
|
771 {
|
nuclear@0
|
772 if (!pTexture->mWidth)ReportError("aiTexture::mWidth is zero "
|
nuclear@0
|
773 "(aiTexture::mHeight is %i, uncompressed texture)",pTexture->mHeight);
|
nuclear@0
|
774 }
|
nuclear@0
|
775 else
|
nuclear@0
|
776 {
|
nuclear@0
|
777 if (!pTexture->mWidth) {
|
nuclear@0
|
778 ReportError("aiTexture::mWidth is zero (compressed texture)");
|
nuclear@0
|
779 }
|
nuclear@0
|
780 if ('\0' != pTexture->achFormatHint[3]) {
|
nuclear@0
|
781 ReportWarning("aiTexture::achFormatHint must be zero-terminated");
|
nuclear@0
|
782 }
|
nuclear@0
|
783 else if ('.' == pTexture->achFormatHint[0]) {
|
nuclear@0
|
784 ReportWarning("aiTexture::achFormatHint should contain a file extension "
|
nuclear@0
|
785 "without a leading dot (format hint: %s).",pTexture->achFormatHint);
|
nuclear@0
|
786 }
|
nuclear@0
|
787 }
|
nuclear@0
|
788
|
nuclear@0
|
789 const char* sz = pTexture->achFormatHint;
|
nuclear@0
|
790 if ((sz[0] >= 'A' && sz[0] <= 'Z') ||
|
nuclear@0
|
791 (sz[1] >= 'A' && sz[1] <= 'Z') ||
|
nuclear@0
|
792 (sz[2] >= 'A' && sz[2] <= 'Z') ||
|
nuclear@0
|
793 (sz[3] >= 'A' && sz[3] <= 'Z')) {
|
nuclear@0
|
794 ReportError("aiTexture::achFormatHint contains non-lowercase letters");
|
nuclear@0
|
795 }
|
nuclear@0
|
796 }
|
nuclear@0
|
797
|
nuclear@0
|
798 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
799 void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
|
nuclear@0
|
800 const aiNodeAnim* pNodeAnim)
|
nuclear@0
|
801 {
|
nuclear@0
|
802 Validate(&pNodeAnim->mNodeName);
|
nuclear@0
|
803
|
nuclear@0
|
804 if (!pNodeAnim->mNumPositionKeys && !pNodeAnim->mScalingKeys && !pNodeAnim->mNumRotationKeys)
|
nuclear@0
|
805 ReportError("Empty node animation channel");
|
nuclear@0
|
806
|
nuclear@0
|
807 // otherwise check whether one of the keys exceeds the total duration of the animation
|
nuclear@0
|
808 if (pNodeAnim->mNumPositionKeys)
|
nuclear@0
|
809 {
|
nuclear@0
|
810 if (!pNodeAnim->mPositionKeys)
|
nuclear@0
|
811 {
|
nuclear@0
|
812 this->ReportError("aiNodeAnim::mPositionKeys is NULL (aiNodeAnim::mNumPositionKeys is %i)",
|
nuclear@0
|
813 pNodeAnim->mNumPositionKeys);
|
nuclear@0
|
814 }
|
nuclear@0
|
815 double dLast = -10e10;
|
nuclear@0
|
816 for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys;++i)
|
nuclear@0
|
817 {
|
nuclear@0
|
818 // ScenePreprocessor will compute the duration if still the default value
|
nuclear@0
|
819 // (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
|
nuclear@0
|
820 // seems to be due the compilers register usage/width.
|
nuclear@0
|
821 if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration+0.001)
|
nuclear@0
|
822 {
|
nuclear@0
|
823 ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger "
|
nuclear@0
|
824 "than aiAnimation::mDuration (which is %.5f)",i,
|
nuclear@0
|
825 (float)pNodeAnim->mPositionKeys[i].mTime,
|
nuclear@0
|
826 (float)pAnimation->mDuration);
|
nuclear@0
|
827 }
|
nuclear@0
|
828 if (i && pNodeAnim->mPositionKeys[i].mTime <= dLast)
|
nuclear@0
|
829 {
|
nuclear@0
|
830 ReportWarning("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is smaller "
|
nuclear@0
|
831 "than aiAnimation::mPositionKeys[%i] (which is %.5f)",i,
|
nuclear@0
|
832 (float)pNodeAnim->mPositionKeys[i].mTime,
|
nuclear@0
|
833 i-1, (float)dLast);
|
nuclear@0
|
834 }
|
nuclear@0
|
835 dLast = pNodeAnim->mPositionKeys[i].mTime;
|
nuclear@0
|
836 }
|
nuclear@0
|
837 }
|
nuclear@0
|
838 // rotation keys
|
nuclear@0
|
839 if (pNodeAnim->mNumRotationKeys)
|
nuclear@0
|
840 {
|
nuclear@0
|
841 if (!pNodeAnim->mRotationKeys)
|
nuclear@0
|
842 {
|
nuclear@0
|
843 this->ReportError("aiNodeAnim::mRotationKeys is NULL (aiNodeAnim::mNumRotationKeys is %i)",
|
nuclear@0
|
844 pNodeAnim->mNumRotationKeys);
|
nuclear@0
|
845 }
|
nuclear@0
|
846 double dLast = -10e10;
|
nuclear@0
|
847 for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys;++i)
|
nuclear@0
|
848 {
|
nuclear@0
|
849 if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration+0.001)
|
nuclear@0
|
850 {
|
nuclear@0
|
851 ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger "
|
nuclear@0
|
852 "than aiAnimation::mDuration (which is %.5f)",i,
|
nuclear@0
|
853 (float)pNodeAnim->mRotationKeys[i].mTime,
|
nuclear@0
|
854 (float)pAnimation->mDuration);
|
nuclear@0
|
855 }
|
nuclear@0
|
856 if (i && pNodeAnim->mRotationKeys[i].mTime <= dLast)
|
nuclear@0
|
857 {
|
nuclear@0
|
858 ReportWarning("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is smaller "
|
nuclear@0
|
859 "than aiAnimation::mRotationKeys[%i] (which is %.5f)",i,
|
nuclear@0
|
860 (float)pNodeAnim->mRotationKeys[i].mTime,
|
nuclear@0
|
861 i-1, (float)dLast);
|
nuclear@0
|
862 }
|
nuclear@0
|
863 dLast = pNodeAnim->mRotationKeys[i].mTime;
|
nuclear@0
|
864 }
|
nuclear@0
|
865 }
|
nuclear@0
|
866 // scaling keys
|
nuclear@0
|
867 if (pNodeAnim->mNumScalingKeys)
|
nuclear@0
|
868 {
|
nuclear@0
|
869 if (!pNodeAnim->mScalingKeys) {
|
nuclear@0
|
870 ReportError("aiNodeAnim::mScalingKeys is NULL (aiNodeAnim::mNumScalingKeys is %i)",
|
nuclear@0
|
871 pNodeAnim->mNumScalingKeys);
|
nuclear@0
|
872 }
|
nuclear@0
|
873 double dLast = -10e10;
|
nuclear@0
|
874 for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys;++i)
|
nuclear@0
|
875 {
|
nuclear@0
|
876 if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration+0.001)
|
nuclear@0
|
877 {
|
nuclear@0
|
878 ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger "
|
nuclear@0
|
879 "than aiAnimation::mDuration (which is %.5f)",i,
|
nuclear@0
|
880 (float)pNodeAnim->mScalingKeys[i].mTime,
|
nuclear@0
|
881 (float)pAnimation->mDuration);
|
nuclear@0
|
882 }
|
nuclear@0
|
883 if (i && pNodeAnim->mScalingKeys[i].mTime <= dLast)
|
nuclear@0
|
884 {
|
nuclear@0
|
885 ReportWarning("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is smaller "
|
nuclear@0
|
886 "than aiAnimation::mScalingKeys[%i] (which is %.5f)",i,
|
nuclear@0
|
887 (float)pNodeAnim->mScalingKeys[i].mTime,
|
nuclear@0
|
888 i-1, (float)dLast);
|
nuclear@0
|
889 }
|
nuclear@0
|
890 dLast = pNodeAnim->mScalingKeys[i].mTime;
|
nuclear@0
|
891 }
|
nuclear@0
|
892 }
|
nuclear@0
|
893
|
nuclear@0
|
894 if (!pNodeAnim->mNumScalingKeys && !pNodeAnim->mNumRotationKeys &&
|
nuclear@0
|
895 !pNodeAnim->mNumPositionKeys)
|
nuclear@0
|
896 {
|
nuclear@0
|
897 ReportError("A node animation channel must have at least one subtrack");
|
nuclear@0
|
898 }
|
nuclear@0
|
899 }
|
nuclear@0
|
900
|
nuclear@0
|
901 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
902 void ValidateDSProcess::Validate( const aiNode* pNode)
|
nuclear@0
|
903 {
|
nuclear@0
|
904 if (!pNode)ReportError("A node of the scenegraph is NULL");
|
nuclear@0
|
905 if (pNode != mScene->mRootNode && !pNode->mParent)
|
nuclear@0
|
906 this->ReportError("A node has no valid parent (aiNode::mParent is NULL)");
|
nuclear@0
|
907
|
nuclear@0
|
908 this->Validate(&pNode->mName);
|
nuclear@0
|
909
|
nuclear@0
|
910 // validate all meshes
|
nuclear@0
|
911 if (pNode->mNumMeshes)
|
nuclear@0
|
912 {
|
nuclear@0
|
913 if (!pNode->mMeshes)
|
nuclear@0
|
914 {
|
nuclear@0
|
915 ReportError("aiNode::mMeshes is NULL (aiNode::mNumMeshes is %i)",
|
nuclear@0
|
916 pNode->mNumMeshes);
|
nuclear@0
|
917 }
|
nuclear@0
|
918 std::vector<bool> abHadMesh;
|
nuclear@0
|
919 abHadMesh.resize(mScene->mNumMeshes,false);
|
nuclear@0
|
920 for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
|
nuclear@0
|
921 {
|
nuclear@0
|
922 if (pNode->mMeshes[i] >= mScene->mNumMeshes)
|
nuclear@0
|
923 {
|
nuclear@0
|
924 ReportError("aiNode::mMeshes[%i] is out of range (maximum is %i)",
|
nuclear@0
|
925 pNode->mMeshes[i],mScene->mNumMeshes-1);
|
nuclear@0
|
926 }
|
nuclear@0
|
927 if (abHadMesh[pNode->mMeshes[i]])
|
nuclear@0
|
928 {
|
nuclear@0
|
929 ReportError("aiNode::mMeshes[%i] is already referenced by this node (value: %i)",
|
nuclear@0
|
930 i,pNode->mMeshes[i]);
|
nuclear@0
|
931 }
|
nuclear@0
|
932 abHadMesh[pNode->mMeshes[i]] = true;
|
nuclear@0
|
933 }
|
nuclear@0
|
934 }
|
nuclear@0
|
935 if (pNode->mNumChildren)
|
nuclear@0
|
936 {
|
nuclear@0
|
937 if (!pNode->mChildren) {
|
nuclear@0
|
938 ReportError("aiNode::mChildren is NULL (aiNode::mNumChildren is %i)",
|
nuclear@0
|
939 pNode->mNumChildren);
|
nuclear@0
|
940 }
|
nuclear@0
|
941 for (unsigned int i = 0; i < pNode->mNumChildren;++i) {
|
nuclear@0
|
942 Validate(pNode->mChildren[i]);
|
nuclear@0
|
943 }
|
nuclear@0
|
944 }
|
nuclear@0
|
945 }
|
nuclear@0
|
946
|
nuclear@0
|
947 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
948 void ValidateDSProcess::Validate( const aiString* pString)
|
nuclear@0
|
949 {
|
nuclear@0
|
950 if (pString->length > MAXLEN)
|
nuclear@0
|
951 {
|
nuclear@0
|
952 this->ReportError("aiString::length is too large (%i, maximum is %i)",
|
nuclear@0
|
953 pString->length,MAXLEN);
|
nuclear@0
|
954 }
|
nuclear@0
|
955 const char* sz = pString->data;
|
nuclear@0
|
956 while (true)
|
nuclear@0
|
957 {
|
nuclear@0
|
958 if ('\0' == *sz)
|
nuclear@0
|
959 {
|
nuclear@0
|
960 if (pString->length != (unsigned int)(sz-pString->data))
|
nuclear@0
|
961 ReportError("aiString::data is invalid: the terminal zero is at a wrong offset");
|
nuclear@0
|
962 break;
|
nuclear@0
|
963 }
|
nuclear@0
|
964 else if (sz >= &pString->data[MAXLEN])
|
nuclear@0
|
965 ReportError("aiString::data is invalid. There is no terminal character");
|
nuclear@0
|
966 ++sz;
|
nuclear@0
|
967 }
|
nuclear@0
|
968 }
|