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Harden OBJ and DRC Import Against Malformed Files (#15948)
* Validate OBJ Texture-Coordinate Indices load_obj read the texture coordinates of a face without checking the vt index, so a face referencing a vt past the end of the list read out of bounds and crashed, and a face vertex with no vt read index -1. Out-of-range or missing indices now fall back to a zero UV. The face keeps its entry in the per-face UV list, so the following faces stay aligned, and the geometry loads as before. Negative (relative) vt indices were also rebased by dividing the float count by 3, but each vt stores two floats. * Reject DRC Meshes Without Positions or with Invalid Face Indices load_drc dereferenced the POSITION attribute without checking that the mesh has one, and trusted the decoded face indices, which the Draco decoder does not check against the point count. Both now fail the load cleanly. A failed vertex conversion is treated the same way. The libslic3r tests link Draco so they can encode the malformed meshes in-test. * Keep OBJ Texture Coordinates That Carry a W Component The vt parser stopped reading the optional third component when texture coordinates were cut down to u and v, but the check that nothing is left on the line stayed. A legal "vt u v w" line was therefore rejected and silently dropped, shifting every later texture index. The w component is parsed again and discarded. The texture coordinate stride is now a named constant, OBJ_TEXCOORD_LENGTH, used by the parser and the importer, so the relative-index rebase cannot drift from the storage layout again.
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@@ -48,24 +48,37 @@ bool load_drc(const char *path, TriangleMesh *meshptr)
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indexed_triangle_set its;
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const PointAttribute *const positions = dracoMesh.GetNamedAttribute(GeometryAttribute::POSITION);
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if (positions == nullptr) {
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BOOST_LOG_TRIVIAL(error) << "load_drc: the mesh has no POSITION attribute";
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return false;
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}
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size_t num_vertices = positions->size();
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its.vertices.reserve(num_vertices);
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for (AttributeValueIndex i(0); i < num_vertices; ++ i) {
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float pos[3];
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positions->ConvertValue<float>(i, 3, pos);
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if (!positions->ConvertValue<float>(i, 3, pos)) {
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BOOST_LOG_TRIVIAL(error) << "load_drc: invalid vertex position";
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return false;
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}
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its.vertices.emplace_back(pos[0], pos[1], pos[2]);
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}
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// The Draco decoder does not check face indices against the point count.
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const uint32_t num_points = dracoMesh.num_points();
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size_t num_faces = dracoMesh.num_faces();
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its.indices.reserve(num_faces);
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for (FaceIndex i(0); i < num_faces; ++ i) {
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Mesh::Face face = dracoMesh.face(i);
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its.indices.emplace_back(
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positions->mapped_index(face[0]).value(),
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positions->mapped_index(face[1]).value(),
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positions->mapped_index(face[2]).value()
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);
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const Mesh::Face &face = dracoMesh.face(i);
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stl_triangle_vertex_indices facet;
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for (int k = 0; k < 3; ++ k) {
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const size_t vertex_idx = face[k].value() < num_points ? positions->mapped_index(face[k]).value() : num_vertices;
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if (vertex_idx >= num_vertices) {
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BOOST_LOG_TRIVIAL(error) << "load_drc: invalid vertex index";
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return false;
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}
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facet[k] = static_cast<int>(vertex_idx);
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}
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its.indices.emplace_back(facet);
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}
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*meshptr = TriangleMesh(std::move(its));
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