mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-10-22 14:50:59 +00:00
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.
This commit is contained in:
1 parent
7d8318f275
commit
8ffd3e514e
7 files changed
+234
-19
No files matched your search
@@ -166,10 +166,15 @@ bool load_obj(const char *path, TriangleMesh *meshptr, ObjInfo& obj_info, std::s
|
||||
obj_info.uv_map_pngs[face_index] = png_name;
|
||||
}
|
||||
if (data.textureCoordinates.size() > 0) {
|
||||
Vec2f uv0(data.textureCoordinates[uvs[0] * 2], data.textureCoordinates[uvs[0] * 2 + 1]);
|
||||
Vec2f uv1(data.textureCoordinates[uvs[1] * 2], data.textureCoordinates[uvs[1] * 2 + 1]);
|
||||
Vec2f uv2(data.textureCoordinates[uvs[2] * 2], data.textureCoordinates[uvs[2] * 2 + 1]);
|
||||
std::array<Vec2f, 3> uv_array{uv0, uv1, uv2};
|
||||
// A face vertex may omit vt or reference a missing one. Fall back to (0, 0) rather than
|
||||
// skipping the face, so obj_info.uvs stays aligned with the face indices.
|
||||
const int uv_count = static_cast<int>(data.textureCoordinates.size() / OBJ_TEXCOORD_LENGTH);
|
||||
auto uv_at = [&data, uv_count](int idx) -> Vec2f {
|
||||
if (idx < 0 || idx >= uv_count)
|
||||
return Vec2f::Zero();
|
||||
return Vec2f(data.textureCoordinates[idx * OBJ_TEXCOORD_LENGTH], data.textureCoordinates[idx * OBJ_TEXCOORD_LENGTH + 1]);
|
||||
};
|
||||
std::array<Vec2f, 3> uv_array{uv_at(uvs[0]), uv_at(uvs[1]), uv_at(uvs[2])};
|
||||
obj_info.uvs.emplace_back(uv_array);
|
||||
}
|
||||
obj_info.face_colors.emplace_back(face_color);
|
||||
|
||||
Reference in new issue
Block a user