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* 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.
123 lines
4.4 KiB
C++
123 lines
4.4 KiB
C++
#include <catch2/catch_all.hpp>
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#include "libslic3r/TriangleMesh.hpp"
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#include "libslic3r/Format/OBJ.hpp"
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#include <boost/nowide/fstream.hpp>
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#include "test_utils.hpp"
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using namespace Slic3r;
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using Catch::Matchers::WithinAbs;
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namespace {
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struct LoadedObj
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{
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bool ok{false};
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TriangleMesh mesh;
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ObjInfo info;
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};
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// A tetrahedron with a material and two texture coordinates, (0.25, 0.5) and (0.75, 1).
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// Only the first face and the vt lines are varied; the other three faces reference vt 1.
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LoadedObj load_textured_tetrahedron(const std::string &first_face, const std::string &vts = "vt 0.25 0.5\nvt 0.75 1\n")
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{
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ScopedTemporaryFile obj(".obj");
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ScopedTemporaryFile mtl(".mtl");
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{
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boost::nowide::ofstream out(mtl.string());
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out << "newmtl a\nKd 1 0 0\n";
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}
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{
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boost::nowide::ofstream out(obj.string());
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out << "mtllib " << mtl.path().filename().string() << "\n"
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<< "v 0 0 0\nv 10 0 0\nv 0 10 0\nv 0 0 10\n"
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<< vts
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<< "usemtl a\n"
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<< first_face << "\n"
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<< "f 1/1 2/1 4/1\nf 1/1 4/1 3/1\nf 2/1 3/1 4/1\n";
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}
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LoadedObj loaded;
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std::string message;
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loaded.ok = load_obj(obj.string().c_str(), &loaded.mesh, loaded.info, message);
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return loaded;
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}
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} // namespace
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TEST_CASE("An out-of-range texture index falls back to a zero UV and keeps the geometry", "[OBJ][Regression]")
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{
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const LoadedObj loaded = load_textured_tetrahedron("f 1/1000000000 3/1 2/1");
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REQUIRE(loaded.ok);
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CHECK(loaded.mesh.facets_count() == 4);
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REQUIRE(loaded.info.uvs.size() == 4);
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const std::array<Vec2f, 3> &uv = loaded.info.uvs.front();
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CHECK_THAT(uv[0].x(), WithinAbs(0., 1e-6));
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CHECK_THAT(uv[0].y(), WithinAbs(0., 1e-6));
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CHECK_THAT(uv[1].x(), WithinAbs(0.25, 1e-6));
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CHECK_THAT(uv[1].y(), WithinAbs(0.5, 1e-6));
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}
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TEST_CASE("A face without texture indices loads among faces that have them", "[OBJ][Regression]")
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{
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const LoadedObj loaded = load_textured_tetrahedron("f 1 3 2");
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REQUIRE(loaded.ok);
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CHECK(loaded.mesh.facets_count() == 4);
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// One UV entry per face, so later faces keep their own coordinates.
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REQUIRE(loaded.info.uvs.size() == 4);
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for (const Vec2f &uv : loaded.info.uvs.front()) {
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CHECK_THAT(uv.x(), WithinAbs(0., 1e-6));
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CHECK_THAT(uv.y(), WithinAbs(0., 1e-6));
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}
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CHECK_THAT(loaded.info.uvs[1][0].x(), WithinAbs(0.25, 1e-6));
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CHECK_THAT(loaded.info.uvs[1][0].y(), WithinAbs(0.5, 1e-6));
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}
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TEST_CASE("A negative texture index counts back from the last texture coordinate", "[OBJ]")
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{
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// -1 is the most recent vt (0.75, 1), -2 the one before it (0.25, 0.5).
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const LoadedObj loaded = load_textured_tetrahedron("f 1/-2 3/-1 2/-1");
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REQUIRE(loaded.ok);
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CHECK(loaded.mesh.facets_count() == 4);
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REQUIRE(loaded.info.uvs.size() == 4);
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const std::array<Vec2f, 3> &uv = loaded.info.uvs.front();
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CHECK_THAT(uv[0].x(), WithinAbs(0.25, 1e-6));
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CHECK_THAT(uv[0].y(), WithinAbs(0.5, 1e-6));
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CHECK_THAT(uv[1].x(), WithinAbs(0.75, 1e-6));
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CHECK_THAT(uv[1].y(), WithinAbs(1., 1e-6));
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}
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TEST_CASE("Texture coordinates with a w component are kept", "[OBJ][Regression]")
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{
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const LoadedObj loaded = load_textured_tetrahedron("f 1/1 3/2 2/2", "vt 0.25 0.5 0\nvt 0.75 1 0\n");
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REQUIRE(loaded.ok);
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CHECK(loaded.mesh.facets_count() == 4);
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REQUIRE(loaded.info.uvs.size() == 4);
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const std::array<Vec2f, 3> &uv = loaded.info.uvs.front();
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CHECK_THAT(uv[0].x(), WithinAbs(0.25, 1e-6));
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CHECK_THAT(uv[0].y(), WithinAbs(0.5, 1e-6));
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CHECK_THAT(uv[1].x(), WithinAbs(0.75, 1e-6));
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CHECK_THAT(uv[1].y(), WithinAbs(1., 1e-6));
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}
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TEST_CASE("A texture coordinate with w does not shift the indices of the ones after it", "[OBJ][Regression]")
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{
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// The w on the first vt used to drop that line, so vt 2 resolved to the third coordinate.
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const LoadedObj loaded = load_textured_tetrahedron("f 1/2 3/3 2/-1", "vt 0.1 0.2 0\nvt 0.25 0.5\nvt 0.75 1\n");
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REQUIRE(loaded.ok);
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REQUIRE(loaded.info.uvs.size() == 4);
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const std::array<Vec2f, 3> &uv = loaded.info.uvs.front();
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CHECK_THAT(uv[0].x(), WithinAbs(0.25, 1e-6));
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CHECK_THAT(uv[0].y(), WithinAbs(0.5, 1e-6));
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CHECK_THAT(uv[1].x(), WithinAbs(0.75, 1e-6));
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CHECK_THAT(uv[1].y(), WithinAbs(1., 1e-6));
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CHECK_THAT(uv[2].x(), WithinAbs(0.75, 1e-6));
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CHECK_THAT(uv[2].y(), WithinAbs(1., 1e-6));
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}
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