summaryrefslogtreecommitdiff
path: root/thirdparty/assimp/code/PostProcessing/ValidateDataStructure.cpp
blob: 6212bfb690a48447fdbda1b3fd34f0f33d336b8c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

Copyright (c) 2006-2020, assimp team



All rights reserved.

Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/

/** @file  ValidateDataStructure.cpp
 *  @brief Implementation of the post processing step to validate
 *    the data structure returned by Assimp.
 */

// internal headers
#include "ValidateDataStructure.h"
#include <assimp/BaseImporter.h>
#include <assimp/fast_atof.h>
#include "ProcessHelper.h"
#include <memory>

// CRT headers
#include <stdarg.h>

using namespace Assimp;

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ValidateDSProcess::ValidateDSProcess() :
    mScene()
{}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ValidateDSProcess::~ValidateDSProcess()
{}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool ValidateDSProcess::IsActive( unsigned int pFlags) const
{
    return (pFlags & aiProcess_ValidateDataStructure) != 0;
}
// ------------------------------------------------------------------------------------------------
AI_WONT_RETURN void ValidateDSProcess::ReportError(const char* msg,...)
{
    ai_assert(NULL != msg);

    va_list args;
    va_start(args,msg);

    char szBuffer[3000];
    const int iLen = vsprintf(szBuffer,msg,args);
    ai_assert(iLen > 0);

    va_end(args);

    throw DeadlyImportError("Validation failed: " + std::string(szBuffer,iLen));
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::ReportWarning(const char* msg,...)
{
    ai_assert(NULL != msg);

    va_list args;
    va_start(args,msg);

    char szBuffer[3000];
    const int iLen = vsprintf(szBuffer,msg,args);
    ai_assert(iLen > 0);

    va_end(args);
    ASSIMP_LOG_WARN("Validation warning: " + std::string(szBuffer,iLen));
}

// ------------------------------------------------------------------------------------------------
inline
int HasNameMatch(const aiString& in, aiNode* node) {
    int result = (node->mName == in ? 1 : 0 );
    for (unsigned int i = 0; i < node->mNumChildren;++i)    {
        result += HasNameMatch(in,node->mChildren[i]);
    }
    return result;
}

// ------------------------------------------------------------------------------------------------
template <typename T>
inline
void ValidateDSProcess::DoValidation(T** parray, unsigned int size, const char* firstName, const char* secondName) {
    // validate all entries
    if (size)
    {
        if (!parray)
        {
            ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
                firstName, secondName, size);
        }
        for (unsigned int i = 0; i < size;++i)
        {
            if (!parray[i])
            {
                ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
                    firstName,i,secondName,size);
            }
            Validate(parray[i]);
        }
    }
}

// ------------------------------------------------------------------------------------------------
template <typename T>
inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
    const char* firstName, const char* secondName)
{
    // validate all entries
    if (size)
    {
        if (!parray)    {
            ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
                firstName, secondName, size);
        }
        for (unsigned int i = 0; i < size;++i)
        {
            if (!parray[i])
            {
                ReportError("aiScene::%s[%u] is NULL (aiScene::%s is %u)",
                    firstName,i,secondName,size);
            }
            Validate(parray[i]);

            // check whether there are duplicate names
            for (unsigned int a = i+1; a < size;++a)
            {
                if (parray[i]->mName == parray[a]->mName)
                {
                	ReportError("aiScene::%s[%u] has the same name as "
                        "aiScene::%s[%u]",firstName, i,secondName, a);
                }
            }
        }
    }
}

// ------------------------------------------------------------------------------------------------
template <typename T>
inline
void ValidateDSProcess::DoValidationWithNameCheck(T** array, unsigned int size, const char* firstName,
        const char* secondName) {
    // validate all entries
    DoValidationEx(array,size,firstName,secondName);

    for (unsigned int i = 0; i < size;++i) {
        int res = HasNameMatch(array[i]->mName,mScene->mRootNode);
        if (0 == res)   {
            const std::string name = static_cast<char*>(array[i]->mName.data);
            ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)",
                firstName,i, name.c_str());
        } else if (1 != res)  {
            const std::string name = static_cast<char*>(array[i]->mName.data);
            ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name",
                firstName,i, name.c_str());
        }
    }
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void ValidateDSProcess::Execute( aiScene* pScene) {
    mScene = pScene;
    ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin");

    // validate the node graph of the scene
    Validate(pScene->mRootNode);

    // validate all meshes
    if (pScene->mNumMeshes) {
        DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes");
    }
    else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
        ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
    }
    else if (pScene->mMeshes)   {
        ReportError("aiScene::mMeshes is non-null although there are no meshes");
    }

    // validate all animations
    if (pScene->mNumAnimations) {
        DoValidation(pScene->mAnimations,pScene->mNumAnimations,
            "mAnimations","mNumAnimations");
    }
    else if (pScene->mAnimations)   {
        ReportError("aiScene::mAnimations is non-null although there are no animations");
    }

    // validate all cameras
    if (pScene->mNumCameras) {
        DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras,
            "mCameras","mNumCameras");
    }
    else if (pScene->mCameras)  {
        ReportError("aiScene::mCameras is non-null although there are no cameras");
    }

    // validate all lights
    if (pScene->mNumLights) {
        DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights,
            "mLights","mNumLights");
    }
    else if (pScene->mLights)   {
        ReportError("aiScene::mLights is non-null although there are no lights");
    }

    // validate all textures
    if (pScene->mNumTextures) {
        DoValidation(pScene->mTextures,pScene->mNumTextures,
            "mTextures","mNumTextures");
    }
    else if (pScene->mTextures) {
        ReportError("aiScene::mTextures is non-null although there are no textures");
    }

    // validate all materials
    if (pScene->mNumMaterials) {
        DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials");
    }
#if 0
    // NOTE: ScenePreprocessor generates a default material if none is there
    else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
        ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
    }
#endif
    else if (pScene->mMaterials)    {
        ReportError("aiScene::mMaterials is non-null although there are no materials");
    }

//  if (!has)ReportError("The aiScene data structure is empty");
    ASSIMP_LOG_DEBUG("ValidateDataStructureProcess end");
}

// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiLight* pLight)
{
    if (pLight->mType == aiLightSource_UNDEFINED)
        ReportWarning("aiLight::mType is aiLightSource_UNDEFINED");

    if (!pLight->mAttenuationConstant &&
        !pLight->mAttenuationLinear   &&
        !pLight->mAttenuationQuadratic) {
        ReportWarning("aiLight::mAttenuationXXX - all are zero");
    }

    if (pLight->mAngleInnerCone > pLight->mAngleOuterCone)
        ReportError("aiLight::mAngleInnerCone is larger than aiLight::mAngleOuterCone");

    if (pLight->mColorDiffuse.IsBlack() && pLight->mColorAmbient.IsBlack()
        && pLight->mColorSpecular.IsBlack())
    {
        ReportWarning("aiLight::mColorXXX - all are black and won't have any influence");
    }
}

// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiCamera* pCamera)
{
    if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear)
        ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear");

    // FIX: there are many 3ds files with invalid FOVs. No reason to
    // reject them at all ... a warning is appropriate.
    if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI)
        ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV",pCamera->mHorizontalFOV);
}

// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiMesh* pMesh)
{
    // validate the material index of the mesh
    if (mScene->mNumMaterials && pMesh->mMaterialIndex >= mScene->mNumMaterials)
    {
        ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)",
            pMesh->mMaterialIndex,mScene->mNumMaterials-1);
    }

    Validate(&pMesh->mName);

    for (unsigned int i = 0; i < pMesh->mNumFaces; ++i)
    {
        aiFace& face = pMesh->mFaces[i];

        if (pMesh->mPrimitiveTypes)
        {
            switch (face.mNumIndices)
            {
            case 0:
                ReportError("aiMesh::mFaces[%i].mNumIndices is 0",i);
                break;
            case 1:
                if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POINT))
                {
                    ReportError("aiMesh::mFaces[%i] is a POINT but aiMesh::mPrimitiveTypes "
                        "does not report the POINT flag",i);
                }
                break;
            case 2:
                if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_LINE))
                {
                    ReportError("aiMesh::mFaces[%i] is a LINE but aiMesh::mPrimitiveTypes "
                        "does not report the LINE flag",i);
                }
                break;
            case 3:
                if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
                {
                    ReportError("aiMesh::mFaces[%i] is a TRIANGLE but aiMesh::mPrimitiveTypes "
                        "does not report the TRIANGLE flag",i);
                }
                break;
            default:
                if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON))
                {
                    this->ReportError("aiMesh::mFaces[%i] is a POLYGON but aiMesh::mPrimitiveTypes "
                        "does not report the POLYGON flag",i);
                }
                break;
            };
        }

        if (!face.mIndices)
            ReportError("aiMesh::mFaces[%i].mIndices is NULL",i);
    }

    // positions must always be there ...
    if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) {
        ReportError("The mesh %s contains no vertices", pMesh->mName.C_Str());
    }

    if (pMesh->mNumVertices > AI_MAX_VERTICES) {
        ReportError("Mesh has too many vertices: %u, but the limit is %u",pMesh->mNumVertices,AI_MAX_VERTICES);
    }
    if (pMesh->mNumFaces > AI_MAX_FACES) {
        ReportError("Mesh has too many faces: %u, but the limit is %u",pMesh->mNumFaces,AI_MAX_FACES);
    }

    // if tangents are there there must also be bitangent vectors ...
    if ((pMesh->mTangents != NULL) != (pMesh->mBitangents != NULL)) {
        ReportError("If there are tangents, bitangent vectors must be present as well");
    }

    // faces, too
    if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags))   {
        ReportError("Mesh %s contains no faces", pMesh->mName.C_Str());
    }

    // now check whether the face indexing layout is correct:
    // unique vertices, pseudo-indexed.
    std::vector<bool> abRefList;
    abRefList.resize(pMesh->mNumVertices,false);
    for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
    {
        aiFace& face = pMesh->mFaces[i];
        if (face.mNumIndices > AI_MAX_FACE_INDICES) {
            ReportError("Face %u has too many faces: %u, but the limit is %u",i,face.mNumIndices,AI_MAX_FACE_INDICES);
        }

        for (unsigned int a = 0; a < face.mNumIndices;++a)
        {
            if (face.mIndices[a] >= pMesh->mNumVertices)    {
                ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range",i,a);
            }
            // the MSB flag is temporarily used by the extra verbose
            // mode to tell us that the JoinVerticesProcess might have
            // been executed already.
			/*if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && !(this->mScene->mFlags & AI_SCENE_FLAGS_ALLOW_SHARED) &&
				abRefList[face.mIndices[a]])
            {
                ReportError("aiMesh::mVertices[%i] is referenced twice - second "
                    "time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
            }*/
            abRefList[face.mIndices[a]] = true;
        }
    }

    // check whether there are vertices that aren't referenced by a face
    bool b = false;
    for (unsigned int i = 0; i < pMesh->mNumVertices;++i)   {
        if (!abRefList[i])b = true;
    }
    abRefList.clear();
    if (b) {
    	ReportWarning("There are unreferenced vertices");
    }

    // texture channel 2 may not be set if channel 1 is zero ...
    {
        unsigned int i = 0;
        for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
        {
            if (!pMesh->HasTextureCoords(i))break;
        }
        for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
            if (pMesh->HasTextureCoords(i))
            {
                ReportError("Texture coordinate channel %i exists "
                    "although the previous channel was NULL.",i);
            }
    }
    // the same for the vertex colors
    {
        unsigned int i = 0;
        for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
        {
            if (!pMesh->HasVertexColors(i))break;
        }
        for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
            if (pMesh->HasVertexColors(i))
            {
                ReportError("Vertex color channel %i is exists "
                    "although the previous channel was NULL.",i);
            }
    }


    // now validate all bones
    if (pMesh->mNumBones)
    {
        if (!pMesh->mBones)
        {
            ReportError("aiMesh::mBones is NULL (aiMesh::mNumBones is %i)",
                pMesh->mNumBones);
        }
        std::unique_ptr<float[]> afSum(nullptr);
        if (pMesh->mNumVertices)
        {
            afSum.reset(new float[pMesh->mNumVertices]);
            for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
                afSum[i] = 0.0f;
        }

        // check whether there are duplicate bone names
        for (unsigned int i = 0; i < pMesh->mNumBones;++i)
        {
            const aiBone* bone = pMesh->mBones[i];
            if (bone->mNumWeights > AI_MAX_BONE_WEIGHTS) {
                ReportError("Bone %u has too many weights: %u, but the limit is %u",i,bone->mNumWeights,AI_MAX_BONE_WEIGHTS);
            }

            if (!pMesh->mBones[i])
            {
                ReportError("aiMesh::mBones[%i] is NULL (aiMesh::mNumBones is %i)",
                    i,pMesh->mNumBones);
            }
            Validate(pMesh,pMesh->mBones[i],afSum.get());

            for (unsigned int a = i+1; a < pMesh->mNumBones;++a)
            {
                if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName)
                {
                    const char *name = "unknown";
                    if (nullptr != pMesh->mBones[ i ]->mName.C_Str()) {
                        name = pMesh->mBones[ i ]->mName.C_Str();
                    }
                    ReportError("aiMesh::mBones[%i], name = \"%s\" has the same name as "
                        "aiMesh::mBones[%i]", i, name, a );
                }
            }
        }
        // check whether all bone weights for a vertex sum to 1.0 ...
        for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
        {
            if (afSum[i] && (afSum[i] <= 0.94 || afSum[i] >= 1.05)) {
                ReportWarning("aiMesh::mVertices[%i]: bone weight sum != 1.0 (sum is %f)",i,afSum[i]);
            }
        }
    }
    else if (pMesh->mBones)
    {
        ReportError("aiMesh::mBones is non-null although there are no bones");
    }
}

// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiMesh* pMesh, const aiBone* pBone,float* afSum) {
    this->Validate(&pBone->mName);

    if (!pBone->mNumWeights)    {
        //ReportError("aiBone::mNumWeights is zero");
    }

    // check whether all vertices affected by this bone are valid
    for (unsigned int i = 0; i < pBone->mNumWeights;++i)
    {
        if (pBone->mWeights[i].mVertexId >= pMesh->mNumVertices)    {
            ReportError("aiBone::mWeights[%i].mVertexId is out of range",i);
        }
        else if (!pBone->mWeights[i].mWeight || pBone->mWeights[i].mWeight > 1.0f)  {
            ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value",i);
        }
        afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight;
    }
}

// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
{
    Validate(&pAnimation->mName);

    // validate all animations
    if (pAnimation->mNumChannels || pAnimation->mNumMorphMeshChannels)
    {
        if (!pAnimation->mChannels && pAnimation->mNumChannels) {
            ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)",
                pAnimation->mNumChannels);
        }
        if (!pAnimation->mMorphMeshChannels && pAnimation->mNumMorphMeshChannels) {
            ReportError("aiAnimation::mMorphMeshChannels is NULL (aiAnimation::mNumMorphMeshChannels is %i)",
                pAnimation->mNumMorphMeshChannels);
        }
        for (unsigned int i = 0; i < pAnimation->mNumChannels;++i)
        {
            if (!pAnimation->mChannels[i])
            {
                ReportError("aiAnimation::mChannels[%i] is NULL (aiAnimation::mNumChannels is %i)",
                    i, pAnimation->mNumChannels);
            }
            Validate(pAnimation, pAnimation->mChannels[i]);
        }
        for (unsigned int i = 0; i < pAnimation->mNumMorphMeshChannels;++i)
        {
            if (!pAnimation->mMorphMeshChannels[i])
            {
                ReportError("aiAnimation::mMorphMeshChannels[%i] is NULL (aiAnimation::mNumMorphMeshChannels is %i)",
                    i, pAnimation->mNumMorphMeshChannels);
            }
            Validate(pAnimation, pAnimation->mMorphMeshChannels[i]);
        }
    }
    else {
    	ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
    }
}

// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
    aiTextureType type)
{
    const char* szType = TextureTypeToString(type);

    // ****************************************************************************
    // Search all keys of the material ...
    // textures must be specified with ascending indices
    // (e.g. diffuse #2 may not be specified if diffuse #1 is not there ...)
    // ****************************************************************************

    int iNumIndices = 0;
    int iIndex = -1;
    for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
        aiMaterialProperty* prop = pMaterial->mProperties[ i ];
        ai_assert(nullptr != prop);
        if ( !::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == static_cast<unsigned int>(type))  {
            iIndex = std::max(iIndex, (int) prop->mIndex);
            ++iNumIndices;

            if (aiPTI_String != prop->mType) {
                ReportError("Material property %s is expected to be a string", prop->mKey.data);
            }
        }
    }
    if (iIndex +1 != iNumIndices)   {
        ReportError("%s #%i is set, but there are only %i %s textures",
            szType,iIndex,iNumIndices,szType);
    }
	if (!iNumIndices) {
		return;
	}
    std::vector<aiTextureMapping> mappings(iNumIndices);

    // Now check whether all UV indices are valid ...
    bool bNoSpecified = true;
    for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
        aiMaterialProperty* prop = pMaterial->mProperties[i];
		if (prop->mSemantic != type) {
			continue;
		}

        if ((int)prop->mIndex >= iNumIndices)
        {
            ReportError("Found texture property with index %i, although there "
                "are only %i textures of type %s",
                prop->mIndex, iNumIndices, szType);
        }

        if (!::strcmp(prop->mKey.data,"$tex.mapping"))  {
            if (aiPTI_Integer != prop->mType || prop->mDataLength < sizeof(aiTextureMapping))
            {
                ReportError("Material property %s%i is expected to be an integer (size is %i)",
                    prop->mKey.data,prop->mIndex,prop->mDataLength);
            }
            mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
        }
        else if (!::strcmp(prop->mKey.data,"$tex.uvtrafo")) {
            if (aiPTI_Float != prop->mType || prop->mDataLength < sizeof(aiUVTransform))
            {
                ReportError("Material property %s%i is expected to be 5 floats large (size is %i)",
                    prop->mKey.data,prop->mIndex, prop->mDataLength);
            }
			//mappings[prop->mIndex] = ((aiUVTransform*)prop->mData);
        }
        else if (!::strcmp(prop->mKey.data,"$tex.uvwsrc")) {
            if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength)
            {
                ReportError("Material property %s%i is expected to be an integer (size is %i)",
                    prop->mKey.data,prop->mIndex,prop->mDataLength);
            }
            bNoSpecified = false;

            // Ignore UV indices for texture channels that are not there ...

            // Get the value
            iIndex = *((unsigned int*)prop->mData);

            // Check whether there is a mesh using this material
            // which has not enough UV channels ...
            for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
            {
                aiMesh* mesh = this->mScene->mMeshes[a];
                if(mesh->mMaterialIndex == (unsigned int)i)
                {
                    int iChannels = 0;
                    while (mesh->HasTextureCoords(iChannels))++iChannels;
                    if (iIndex >= iChannels)
                    {
                        ReportWarning("Invalid UV index: %i (key %s). Mesh %i has only %i UV channels",
                            iIndex,prop->mKey.data,a,iChannels);
                    }
                }
            }
        }
    }
    if (bNoSpecified)
    {
        // Assume that all textures are using the first UV channel
        for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
        {
            aiMesh* mesh = mScene->mMeshes[a];
            if(mesh->mMaterialIndex == (unsigned int)iIndex && mappings[0] == aiTextureMapping_UV)
            {
                if (!mesh->mTextureCoords[0])
                {
                    // This is a special case ... it could be that the
                    // original mesh format intended the use of a special
                    // mapping here.
                    ReportWarning("UV-mapped texture, but there are no UV coords");
                }
            }
        }
    }
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
{
    // check whether there are material keys that are obviously not legal
    for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
    {
        const aiMaterialProperty* prop = pMaterial->mProperties[i];
        if (!prop)  {
            ReportError("aiMaterial::mProperties[%i] is NULL (aiMaterial::mNumProperties is %i)",
                i,pMaterial->mNumProperties);
        }
        if (!prop->mDataLength || !prop->mData) {
            ReportError("aiMaterial::mProperties[%i].mDataLength or "
                "aiMaterial::mProperties[%i].mData is 0",i,i);
        }
        // check all predefined types
        if (aiPTI_String == prop->mType)    {
            // FIX: strings are now stored in a less expensive way, but we can't use the
            // validation routine for 'normal' aiStrings
            if (prop->mDataLength < 5 || prop->mDataLength < 4 + (*reinterpret_cast<uint32_t*>(prop->mData)) + 1)   {
                ReportError("aiMaterial::mProperties[%i].mDataLength is "
                    "too small to contain a string (%i, needed: %i)",
                    i,prop->mDataLength,static_cast<int>(sizeof(aiString)));
            }
            if(prop->mData[prop->mDataLength-1]) {
                ReportError("Missing null-terminator in string material property");
            }
        //  Validate((const aiString*)prop->mData);
        }
        else if (aiPTI_Float == prop->mType)    {
            if (prop->mDataLength < sizeof(float))  {
                ReportError("aiMaterial::mProperties[%i].mDataLength is "
                    "too small to contain a float (%i, needed: %i)",
                    i,prop->mDataLength, static_cast<int>(sizeof(float)));
            }
        }
        else if (aiPTI_Integer == prop->mType)  {
            if (prop->mDataLength < sizeof(int))    {
                ReportError("aiMaterial::mProperties[%i].mDataLength is "
                    "too small to contain an integer (%i, needed: %i)",
                    i,prop->mDataLength, static_cast<int>(sizeof(int)));
            }
        }
        // TODO: check whether there is a key with an unknown name ...
    }

    // make some more specific tests
    ai_real fTemp;
    int iShading;
    if (AI_SUCCESS == aiGetMaterialInteger( pMaterial,AI_MATKEY_SHADING_MODEL,&iShading))   {
        switch ((aiShadingMode)iShading)
        {
        case aiShadingMode_Blinn:
        case aiShadingMode_CookTorrance:
        case aiShadingMode_Phong:

            if (AI_SUCCESS != aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS,&fTemp)) {
                ReportWarning("A specular shading model is specified but there is no "
                    "AI_MATKEY_SHININESS key");
            }
            if (AI_SUCCESS == aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS_STRENGTH,&fTemp) && !fTemp)  {
                ReportWarning("A specular shading model is specified but the value of the "
                    "AI_MATKEY_SHININESS_STRENGTH key is 0.0");
            }
            break;
        default:
            break;
        }
    }

    if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) {
        ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)");
    }

    // Check whether there are invalid texture keys
    // TODO: that's a relict of the past, where texture type and index were baked
    // into the material string ... we could do that in one single pass.
    SearchForInvalidTextures(pMaterial,aiTextureType_DIFFUSE);
    SearchForInvalidTextures(pMaterial,aiTextureType_SPECULAR);
    SearchForInvalidTextures(pMaterial,aiTextureType_AMBIENT);
    SearchForInvalidTextures(pMaterial,aiTextureType_EMISSIVE);
    SearchForInvalidTextures(pMaterial,aiTextureType_OPACITY);
    SearchForInvalidTextures(pMaterial,aiTextureType_SHININESS);
    SearchForInvalidTextures(pMaterial,aiTextureType_HEIGHT);
    SearchForInvalidTextures(pMaterial,aiTextureType_NORMALS);
    SearchForInvalidTextures(pMaterial,aiTextureType_DISPLACEMENT);
    SearchForInvalidTextures(pMaterial,aiTextureType_LIGHTMAP);
    SearchForInvalidTextures(pMaterial,aiTextureType_REFLECTION);
    SearchForInvalidTextures(pMaterial,aiTextureType_BASE_COLOR);
    SearchForInvalidTextures(pMaterial,aiTextureType_NORMAL_CAMERA);
    SearchForInvalidTextures(pMaterial,aiTextureType_EMISSION_COLOR);
    SearchForInvalidTextures(pMaterial,aiTextureType_METALNESS);
    SearchForInvalidTextures(pMaterial,aiTextureType_DIFFUSE_ROUGHNESS);
    SearchForInvalidTextures(pMaterial,aiTextureType_AMBIENT_OCCLUSION);
}

// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiTexture* pTexture)
{
    // the data section may NEVER be NULL
    if (!pTexture->pcData)  {
        ReportError("aiTexture::pcData is NULL");
    }
    if (pTexture->mHeight)
    {
        if (!pTexture->mWidth){
        	ReportError("aiTexture::mWidth is zero (aiTexture::mHeight is %i, uncompressed texture)",
        			pTexture->mHeight);
        }
    }
    else
    {
        if (!pTexture->mWidth) {
            ReportError("aiTexture::mWidth is zero (compressed texture)");
        }
        if ('\0' != pTexture->achFormatHint[HINTMAXTEXTURELEN - 1]) {
            ReportWarning("aiTexture::achFormatHint must be zero-terminated");
        }
        else if ('.'  == pTexture->achFormatHint[0])    {
            ReportWarning("aiTexture::achFormatHint should contain a file extension "
                "without a leading dot (format hint: %s).",pTexture->achFormatHint);
        }
    }

    const char* sz = pTexture->achFormatHint;
    if ((sz[0] >= 'A' && sz[0] <= 'Z') ||
        (sz[1] >= 'A' && sz[1] <= 'Z') ||
        (sz[2] >= 'A' && sz[2] <= 'Z') ||
        (sz[3] >= 'A' && sz[3] <= 'Z')) {
        ReportError("aiTexture::achFormatHint contains non-lowercase letters");
    }
}

// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
     const aiNodeAnim* pNodeAnim)
{
    Validate(&pNodeAnim->mNodeName);

    if (!pNodeAnim->mNumPositionKeys && !pNodeAnim->mScalingKeys && !pNodeAnim->mNumRotationKeys) {
        ReportError("Empty node animation channel");
    }
    // otherwise check whether one of the keys exceeds the total duration of the animation
    if (pNodeAnim->mNumPositionKeys)
    {
        if (!pNodeAnim->mPositionKeys)
        {
        	ReportError("aiNodeAnim::mPositionKeys is NULL (aiNodeAnim::mNumPositionKeys is %i)",
                pNodeAnim->mNumPositionKeys);
        }
        double dLast = -10e10;
        for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys;++i)
        {
            // ScenePreprocessor will compute the duration if still the default value
            // (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
            //  seems to be due the compilers register usage/width.
            if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration+0.001)
            {
                ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger "
                    "than aiAnimation::mDuration (which is %.5f)",i,
                    (float)pNodeAnim->mPositionKeys[i].mTime,
                    (float)pAnimation->mDuration);
            }
            if (i && pNodeAnim->mPositionKeys[i].mTime <= dLast)
            {
                ReportWarning("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is smaller "
                    "than aiAnimation::mPositionKeys[%i] (which is %.5f)",i,
                    (float)pNodeAnim->mPositionKeys[i].mTime,
                    i-1, (float)dLast);
            }
            dLast = pNodeAnim->mPositionKeys[i].mTime;
        }
    }
    // rotation keys
    if (pNodeAnim->mNumRotationKeys)
    {
        if (!pNodeAnim->mRotationKeys)
        {
            ReportError("aiNodeAnim::mRotationKeys is NULL (aiNodeAnim::mNumRotationKeys is %i)",
                pNodeAnim->mNumRotationKeys);
        }
        double dLast = -10e10;
        for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys;++i)
        {
            if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration+0.001)
            {
                ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger "
                    "than aiAnimation::mDuration (which is %.5f)",i,
                    (float)pNodeAnim->mRotationKeys[i].mTime,
                    (float)pAnimation->mDuration);
            }
            if (i && pNodeAnim->mRotationKeys[i].mTime <= dLast)
            {
                ReportWarning("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is smaller "
                    "than aiAnimation::mRotationKeys[%i] (which is %.5f)",i,
                    (float)pNodeAnim->mRotationKeys[i].mTime,
                    i-1, (float)dLast);
            }
            dLast = pNodeAnim->mRotationKeys[i].mTime;
        }
    }
    // scaling keys
    if (pNodeAnim->mNumScalingKeys)
    {
        if (!pNodeAnim->mScalingKeys)   {
            ReportError("aiNodeAnim::mScalingKeys is NULL (aiNodeAnim::mNumScalingKeys is %i)",
                pNodeAnim->mNumScalingKeys);
        }
        double dLast = -10e10;
        for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys;++i)
        {
            if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration+0.001)
            {
                ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger "
                    "than aiAnimation::mDuration (which is %.5f)",i,
                    (float)pNodeAnim->mScalingKeys[i].mTime,
                    (float)pAnimation->mDuration);
            }
            if (i && pNodeAnim->mScalingKeys[i].mTime <= dLast)
            {
                ReportWarning("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is smaller "
                    "than aiAnimation::mScalingKeys[%i] (which is %.5f)",i,
                    (float)pNodeAnim->mScalingKeys[i].mTime,
                    i-1, (float)dLast);
            }
            dLast = pNodeAnim->mScalingKeys[i].mTime;
        }
    }

    if (!pNodeAnim->mNumScalingKeys && !pNodeAnim->mNumRotationKeys &&
        !pNodeAnim->mNumPositionKeys)
    {
        ReportError("A node animation channel must have at least one subtrack");
    }
}

void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
     const aiMeshMorphAnim* pMeshMorphAnim)
{
    Validate(&pMeshMorphAnim->mName);

    if (!pMeshMorphAnim->mNumKeys) {
        ReportError("Empty mesh morph animation channel");
    }

    // otherwise check whether one of the keys exceeds the total duration of the animation
    if (pMeshMorphAnim->mNumKeys)
    {
        if (!pMeshMorphAnim->mKeys)
        {
            ReportError("aiMeshMorphAnim::mKeys is NULL (aiMeshMorphAnim::mNumKeys is %i)",
                pMeshMorphAnim->mNumKeys);
        }
        double dLast = -10e10;
        for (unsigned int i = 0; i < pMeshMorphAnim->mNumKeys;++i)
        {
            // ScenePreprocessor will compute the duration if still the default value
            // (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
            //  seems to be due the compilers register usage/width.
            if (pAnimation->mDuration > 0. && pMeshMorphAnim->mKeys[i].mTime > pAnimation->mDuration+0.001)
            {
                ReportError("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is larger "
                    "than aiAnimation::mDuration (which is %.5f)",i,
                    (float)pMeshMorphAnim->mKeys[i].mTime,
                    (float)pAnimation->mDuration);
            }
            if (i && pMeshMorphAnim->mKeys[i].mTime <= dLast)
            {
                ReportWarning("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is smaller "
                    "than aiMeshMorphAnim::mKeys[%i] (which is %.5f)",i,
                    (float)pMeshMorphAnim->mKeys[i].mTime,
                    i-1, (float)dLast);
            }
            dLast = pMeshMorphAnim->mKeys[i].mTime;
        }
    }
}

// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiNode* pNode)
{
    if (!pNode) {
    	ReportError("A node of the scenegraph is NULL");
    }
    // Validate node name string first so that it's safe to use in below expressions
    this->Validate(&pNode->mName);
    const char* nodeName = (&pNode->mName)->C_Str();
    if (pNode != mScene->mRootNode && !pNode->mParent){
        ReportError("Non-root node %s lacks a valid parent (aiNode::mParent is NULL) ", nodeName);
    }

    // validate all meshes
    if (pNode->mNumMeshes)
    {
        if (!pNode->mMeshes)
        {
            ReportError("aiNode::mMeshes is NULL for node %s (aiNode::mNumMeshes is %i)",
            		  nodeName, pNode->mNumMeshes);
        }
        std::vector<bool> abHadMesh;
        abHadMesh.resize(mScene->mNumMeshes,false);
        for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
        {
            if (pNode->mMeshes[i] >= mScene->mNumMeshes)
            {
                ReportError("aiNode::mMeshes[%i] is out of range for node %s (maximum is %i)",
                    pNode->mMeshes[i], nodeName, mScene->mNumMeshes-1);
            }
            if (abHadMesh[pNode->mMeshes[i]])
            {
                ReportError("aiNode::mMeshes[%i] is already referenced by this node %s (value: %i)",
                    i, nodeName, pNode->mMeshes[i]);
            }
            abHadMesh[pNode->mMeshes[i]] = true;
        }
    }
    if (pNode->mNumChildren)
    {
        if (!pNode->mChildren)  {
            ReportError("aiNode::mChildren is NULL for node %s (aiNode::mNumChildren is %i)",
            		nodeName, pNode->mNumChildren);
        }
        for (unsigned int i = 0; i < pNode->mNumChildren;++i)   {
            Validate(pNode->mChildren[i]);
        }
    }
}

// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiString* pString)
{
    if (pString->length > MAXLEN)
    {
        ReportError("aiString::length is too large (%u, maximum is %lu)",
            pString->length,MAXLEN);
    }
    const char* sz = pString->data;
    while (true)
    {
        if ('\0' == *sz)
        {
            if (pString->length != (unsigned int)(sz-pString->data)) {
                ReportError("aiString::data is invalid: the terminal zero is at a wrong offset");
            }
            break;
        }
        else if (sz >= &pString->data[MAXLEN]) {
            ReportError("aiString::data is invalid. There is no terminal character");
        }
        ++sz;
    }
}