Fix buffer overrun when parsing 'l' line.

This commit is contained in:
Syoyo Fujita
2018-07-25 16:24:40 +09:00
parent 0e950513a3
commit 0d68262246
2 changed files with 255 additions and 261 deletions

View File

@@ -137,8 +137,10 @@ static void PrintInfo(const tinyobj::attrib_t& attrib,
for (size_t i = 0; i < shapes.size(); i++) {
printf("shape[%ld].name = %s\n", static_cast<long>(i),
shapes[i].name.c_str());
printf("Size of shape[%ld].indices: %lu\n", static_cast<long>(i),
printf("Size of shape[%ld].mesh.indices: %lu\n", static_cast<long>(i),
static_cast<unsigned long>(shapes[i].mesh.indices.size()));
printf("Size of shape[%ld].path.indices: %lu\n", static_cast<long>(i),
static_cast<unsigned long>(shapes[i].path.indices.size()));
size_t index_offset = 0;

View File

@@ -23,6 +23,7 @@ THE SOFTWARE.
*/
//
// version 1.2.1 : Added initial support for line('l') primitive(PR #178)
// version 1.2.0 : Hardened implementation(#175)
// version 1.1.1 : Support smoothing groups(#162)
// version 1.1.0 : Support parsing vertex color(#144)
@@ -237,7 +238,7 @@ typedef struct {
} mesh_t;
typedef struct {
std::vector<int> indices; // pairs of indices for lines
std::vector<int> indices; // pairs of indices for lines
} path_t;
typedef struct {
@@ -377,8 +378,8 @@ void LoadMtl(std::map<std::string, int> *material_map,
#include <cstddef>
#include <cstdlib>
#include <cstring>
#include <utility>
#include <limits>
#include <utility>
#include <fstream>
#include <sstream>
@@ -407,8 +408,8 @@ struct face_t {
};
struct line_t {
int idx0;
int idx1;
int idx0;
int idx1;
};
struct tag_sizes {
@@ -945,7 +946,7 @@ static bool ParseTextureNameAndOption(std::string *texname,
token += 4;
parseReal2(&(texopt->brightness), &(texopt->contrast), &token, 0.0, 1.0);
} else {
// Assume texture filename
// Assume texture filename
#if 0
size_t len = strcspn(token, " \t\r"); // untile next space
texture_name = std::string(token, token + len);
@@ -1010,9 +1011,8 @@ static void InitMaterial(material_t *material) {
}
// code from https://wrf.ecse.rpi.edu//Research/Short_Notes/pnpoly.html
template<typename T>
static int pnpoly(int nvert, T *vertx, T *verty, T testx,
T testy) {
template <typename T>
static int pnpoly(int nvert, T *vertx, T *verty, T testx, T testy) {
int i, j, c = 0;
for (i = 0, j = nvert - 1; i < nvert; j = i++) {
if (((verty[i] > testy) != (verty[j] > testy)) &&
@@ -1026,255 +1026,247 @@ static int pnpoly(int nvert, T *vertx, T *verty, T testx,
// TODO(syoyo): refactor function.
static bool exportGroupsToShape(shape_t *shape,
const std::vector<face_t> &faceGroup,
std::vector<int> &lineGroup,
const std::vector<tag_t> &tags,
const int material_id,
const std::string &name, bool triangulate,
const std::vector<real_t> &v) {
const std::vector<face_t> &faceGroup,
std::vector<int> &lineGroup,
const std::vector<tag_t> &tags,
const int material_id, const std::string &name,
bool triangulate,
const std::vector<real_t> &v) {
if (faceGroup.empty() && lineGroup.empty()) {
return false;
}
if (!faceGroup.empty()) {
// Flatten vertices and indices
for (size_t i = 0; i < faceGroup.size(); i++) {
const face_t &face = faceGroup[i];
// Flatten vertices and indices
for (size_t i = 0; i < faceGroup.size(); i++) {
const face_t &face = faceGroup[i];
size_t npolys = face.vertex_indices.size();
size_t npolys = face.vertex_indices.size();
if (npolys < 3) {
// Face must have 3+ vertices.
continue;
}
vertex_index_t i0 = face.vertex_indices[0];
vertex_index_t i1(-1);
vertex_index_t i2 = face.vertex_indices[1];
if (triangulate) {
// find the two axes to work in
size_t axes[2] = {1, 2};
for (size_t k = 0; k < npolys; ++k) {
i0 = face.vertex_indices[(k + 0) % npolys];
i1 = face.vertex_indices[(k + 1) % npolys];
i2 = face.vertex_indices[(k + 2) % npolys];
size_t vi0 = size_t(i0.v_idx);
size_t vi1 = size_t(i1.v_idx);
size_t vi2 = size_t(i2.v_idx);
if (((3 * vi0 + 2) >= v.size()) ||
((3 * vi1 + 2) >= v.size()) ||
((3 * vi2 + 2) >= v.size())) {
// Invalid triangle.
// FIXME(syoyo): Is it ok to simply skip this invalid triangle?
continue;
}
real_t v0x = v[vi0 * 3 + 0];
real_t v0y = v[vi0 * 3 + 1];
real_t v0z = v[vi0 * 3 + 2];
real_t v1x = v[vi1 * 3 + 0];
real_t v1y = v[vi1 * 3 + 1];
real_t v1z = v[vi1 * 3 + 2];
real_t v2x = v[vi2 * 3 + 0];
real_t v2y = v[vi2 * 3 + 1];
real_t v2z = v[vi2 * 3 + 2];
real_t e0x = v1x - v0x;
real_t e0y = v1y - v0y;
real_t e0z = v1z - v0z;
real_t e1x = v2x - v1x;
real_t e1y = v2y - v1y;
real_t e1z = v2z - v1z;
real_t cx = std::fabs(e0y * e1z - e0z * e1y);
real_t cy = std::fabs(e0z * e1x - e0x * e1z);
real_t cz = std::fabs(e0x * e1y - e0y * e1x);
const real_t epsilon = std::numeric_limits<real_t>::epsilon();
if (cx > epsilon || cy > epsilon || cz > epsilon) {
// found a corner
if (cx > cy && cx > cz) {
} else {
axes[0] = 0;
if (cz > cx && cz > cy) axes[1] = 1;
}
break;
}
if (npolys < 3) {
// Face must have 3+ vertices.
continue;
}
real_t area = 0;
for (size_t k = 0; k < npolys; ++k) {
i0 = face.vertex_indices[(k + 0) % npolys];
i1 = face.vertex_indices[(k + 1) % npolys];
size_t vi0 = size_t(i0.v_idx);
size_t vi1 = size_t(i1.v_idx);
if (((vi0 * 3 + axes[0]) >= v.size()) ||
((vi0 * 3 + axes[1]) >= v.size()) ||
((vi1 * 3 + axes[0]) >= v.size()) ||
((vi1 * 3 + axes[1]) >= v.size())) {
// Invalid index.
continue;
}
real_t v0x = v[vi0 * 3 + axes[0]];
real_t v0y = v[vi0 * 3 + axes[1]];
real_t v1x = v[vi1 * 3 + axes[0]];
real_t v1y = v[vi1 * 3 + axes[1]];
area += (v0x * v1y - v0y * v1x) * static_cast<real_t>(0.5);
}
vertex_index_t i0 = face.vertex_indices[0];
vertex_index_t i1(-1);
vertex_index_t i2 = face.vertex_indices[1];
int maxRounds =
10; // arbitrary max loop count to protect against unexpected errors
if (triangulate) {
// find the two axes to work in
size_t axes[2] = {1, 2};
for (size_t k = 0; k < npolys; ++k) {
i0 = face.vertex_indices[(k + 0) % npolys];
i1 = face.vertex_indices[(k + 1) % npolys];
i2 = face.vertex_indices[(k + 2) % npolys];
size_t vi0 = size_t(i0.v_idx);
size_t vi1 = size_t(i1.v_idx);
size_t vi2 = size_t(i2.v_idx);
face_t remainingFace = face; // copy
size_t guess_vert = 0;
vertex_index_t ind[3];
real_t vx[3];
real_t vy[3];
while (remainingFace.vertex_indices.size() > 3 && maxRounds > 0) {
npolys = remainingFace.vertex_indices.size();
if (guess_vert >= npolys) {
maxRounds -= 1;
guess_vert -= npolys;
}
for (size_t k = 0; k < 3; k++) {
ind[k] = remainingFace.vertex_indices[(guess_vert + k) % npolys];
size_t vi = size_t(ind[k].v_idx);
if (((vi * 3 + axes[0]) >= v.size()) ||
((vi * 3 + axes[1]) >= v.size())) {
// ???
vx[k] = static_cast<real_t>(0.0);
vy[k] = static_cast<real_t>(0.0);
} else {
vx[k] = v[vi * 3 + axes[0]];
vy[k] = v[vi * 3 + axes[1]];
}
}
real_t e0x = vx[1] - vx[0];
real_t e0y = vy[1] - vy[0];
real_t e1x = vx[2] - vx[1];
real_t e1y = vy[2] - vy[1];
real_t cross = e0x * e1y - e0y * e1x;
// if an internal angle
if (cross * area < static_cast<real_t>(0.0)) {
guess_vert += 1;
continue;
}
// check all other verts in case they are inside this triangle
bool overlap = false;
for (size_t otherVert = 3; otherVert < npolys; ++otherVert) {
size_t idx = (guess_vert + otherVert) % npolys;
if (idx >= remainingFace.vertex_indices.size()) {
// ???
if (((3 * vi0 + 2) >= v.size()) || ((3 * vi1 + 2) >= v.size()) ||
((3 * vi2 + 2) >= v.size())) {
// Invalid triangle.
// FIXME(syoyo): Is it ok to simply skip this invalid triangle?
continue;
}
size_t ovi = size_t(
remainingFace.vertex_indices[idx]
.v_idx);
if (((ovi * 3 + axes[0]) >= v.size()) ||
((ovi * 3 + axes[1]) >= v.size())) {
// ???
continue;
}
real_t tx = v[ovi * 3 + axes[0]];
real_t ty = v[ovi * 3 + axes[1]];
if (pnpoly(3, vx, vy, tx, ty)) {
overlap = true;
real_t v0x = v[vi0 * 3 + 0];
real_t v0y = v[vi0 * 3 + 1];
real_t v0z = v[vi0 * 3 + 2];
real_t v1x = v[vi1 * 3 + 0];
real_t v1y = v[vi1 * 3 + 1];
real_t v1z = v[vi1 * 3 + 2];
real_t v2x = v[vi2 * 3 + 0];
real_t v2y = v[vi2 * 3 + 1];
real_t v2z = v[vi2 * 3 + 2];
real_t e0x = v1x - v0x;
real_t e0y = v1y - v0y;
real_t e0z = v1z - v0z;
real_t e1x = v2x - v1x;
real_t e1y = v2y - v1y;
real_t e1z = v2z - v1z;
real_t cx = std::fabs(e0y * e1z - e0z * e1y);
real_t cy = std::fabs(e0z * e1x - e0x * e1z);
real_t cz = std::fabs(e0x * e1y - e0y * e1x);
const real_t epsilon = std::numeric_limits<real_t>::epsilon();
if (cx > epsilon || cy > epsilon || cz > epsilon) {
// found a corner
if (cx > cy && cx > cz) {
} else {
axes[0] = 0;
if (cz > cx && cz > cy) axes[1] = 1;
}
break;
}
}
if (overlap) {
guess_vert += 1;
continue;
real_t area = 0;
for (size_t k = 0; k < npolys; ++k) {
i0 = face.vertex_indices[(k + 0) % npolys];
i1 = face.vertex_indices[(k + 1) % npolys];
size_t vi0 = size_t(i0.v_idx);
size_t vi1 = size_t(i1.v_idx);
if (((vi0 * 3 + axes[0]) >= v.size()) ||
((vi0 * 3 + axes[1]) >= v.size()) ||
((vi1 * 3 + axes[0]) >= v.size()) ||
((vi1 * 3 + axes[1]) >= v.size())) {
// Invalid index.
continue;
}
real_t v0x = v[vi0 * 3 + axes[0]];
real_t v0y = v[vi0 * 3 + axes[1]];
real_t v1x = v[vi1 * 3 + axes[0]];
real_t v1y = v[vi1 * 3 + axes[1]];
area += (v0x * v1y - v0y * v1x) * static_cast<real_t>(0.5);
}
// this triangle is an ear
{
index_t idx0, idx1, idx2;
idx0.vertex_index = ind[0].v_idx;
idx0.normal_index = ind[0].vn_idx;
idx0.texcoord_index = ind[0].vt_idx;
idx1.vertex_index = ind[1].v_idx;
idx1.normal_index = ind[1].vn_idx;
idx1.texcoord_index = ind[1].vt_idx;
idx2.vertex_index = ind[2].v_idx;
idx2.normal_index = ind[2].vn_idx;
idx2.texcoord_index = ind[2].vt_idx;
int maxRounds = 10; // arbitrary max loop count to protect against
// unexpected errors
shape->mesh.indices.push_back(idx0);
shape->mesh.indices.push_back(idx1);
shape->mesh.indices.push_back(idx2);
face_t remainingFace = face; // copy
size_t guess_vert = 0;
vertex_index_t ind[3];
real_t vx[3];
real_t vy[3];
while (remainingFace.vertex_indices.size() > 3 && maxRounds > 0) {
npolys = remainingFace.vertex_indices.size();
if (guess_vert >= npolys) {
maxRounds -= 1;
guess_vert -= npolys;
}
for (size_t k = 0; k < 3; k++) {
ind[k] = remainingFace.vertex_indices[(guess_vert + k) % npolys];
size_t vi = size_t(ind[k].v_idx);
if (((vi * 3 + axes[0]) >= v.size()) ||
((vi * 3 + axes[1]) >= v.size())) {
// ???
vx[k] = static_cast<real_t>(0.0);
vy[k] = static_cast<real_t>(0.0);
} else {
vx[k] = v[vi * 3 + axes[0]];
vy[k] = v[vi * 3 + axes[1]];
}
}
real_t e0x = vx[1] - vx[0];
real_t e0y = vy[1] - vy[0];
real_t e1x = vx[2] - vx[1];
real_t e1y = vy[2] - vy[1];
real_t cross = e0x * e1y - e0y * e1x;
// if an internal angle
if (cross * area < static_cast<real_t>(0.0)) {
guess_vert += 1;
continue;
}
shape->mesh.num_face_vertices.push_back(3);
shape->mesh.material_ids.push_back(material_id);
shape->mesh.smoothing_group_ids.push_back(face.smoothing_group_id);
// check all other verts in case they are inside this triangle
bool overlap = false;
for (size_t otherVert = 3; otherVert < npolys; ++otherVert) {
size_t idx = (guess_vert + otherVert) % npolys;
if (idx >= remainingFace.vertex_indices.size()) {
// ???
continue;
}
size_t ovi = size_t(remainingFace.vertex_indices[idx].v_idx);
if (((ovi * 3 + axes[0]) >= v.size()) ||
((ovi * 3 + axes[1]) >= v.size())) {
// ???
continue;
}
real_t tx = v[ovi * 3 + axes[0]];
real_t ty = v[ovi * 3 + axes[1]];
if (pnpoly(3, vx, vy, tx, ty)) {
overlap = true;
break;
}
}
if (overlap) {
guess_vert += 1;
continue;
}
// this triangle is an ear
{
index_t idx0, idx1, idx2;
idx0.vertex_index = ind[0].v_idx;
idx0.normal_index = ind[0].vn_idx;
idx0.texcoord_index = ind[0].vt_idx;
idx1.vertex_index = ind[1].v_idx;
idx1.normal_index = ind[1].vn_idx;
idx1.texcoord_index = ind[1].vt_idx;
idx2.vertex_index = ind[2].v_idx;
idx2.normal_index = ind[2].vn_idx;
idx2.texcoord_index = ind[2].vt_idx;
shape->mesh.indices.push_back(idx0);
shape->mesh.indices.push_back(idx1);
shape->mesh.indices.push_back(idx2);
shape->mesh.num_face_vertices.push_back(3);
shape->mesh.material_ids.push_back(material_id);
shape->mesh.smoothing_group_ids.push_back(face.smoothing_group_id);
}
// remove v1 from the list
size_t removed_vert_index = (guess_vert + 1) % npolys;
while (removed_vert_index + 1 < npolys) {
remainingFace.vertex_indices[removed_vert_index] =
remainingFace.vertex_indices[removed_vert_index + 1];
removed_vert_index += 1;
}
remainingFace.vertex_indices.pop_back();
}
// remove v1 from the list
size_t removed_vert_index = (guess_vert + 1) % npolys;
while (removed_vert_index + 1 < npolys) {
remainingFace.vertex_indices[removed_vert_index] =
remainingFace.vertex_indices[removed_vert_index + 1];
removed_vert_index += 1;
if (remainingFace.vertex_indices.size() == 3) {
i0 = remainingFace.vertex_indices[0];
i1 = remainingFace.vertex_indices[1];
i2 = remainingFace.vertex_indices[2];
{
index_t idx0, idx1, idx2;
idx0.vertex_index = i0.v_idx;
idx0.normal_index = i0.vn_idx;
idx0.texcoord_index = i0.vt_idx;
idx1.vertex_index = i1.v_idx;
idx1.normal_index = i1.vn_idx;
idx1.texcoord_index = i1.vt_idx;
idx2.vertex_index = i2.v_idx;
idx2.normal_index = i2.vn_idx;
idx2.texcoord_index = i2.vt_idx;
shape->mesh.indices.push_back(idx0);
shape->mesh.indices.push_back(idx1);
shape->mesh.indices.push_back(idx2);
shape->mesh.num_face_vertices.push_back(3);
shape->mesh.material_ids.push_back(material_id);
shape->mesh.smoothing_group_ids.push_back(face.smoothing_group_id);
}
}
remainingFace.vertex_indices.pop_back();
} else {
for (size_t k = 0; k < npolys; k++) {
index_t idx;
idx.vertex_index = face.vertex_indices[k].v_idx;
idx.normal_index = face.vertex_indices[k].vn_idx;
idx.texcoord_index = face.vertex_indices[k].vt_idx;
shape->mesh.indices.push_back(idx);
}
shape->mesh.num_face_vertices.push_back(
static_cast<unsigned char>(npolys));
shape->mesh.material_ids.push_back(material_id); // per face
shape->mesh.smoothing_group_ids.push_back(
face.smoothing_group_id); // per face
}
if (remainingFace.vertex_indices.size() == 3) {
i0 = remainingFace.vertex_indices[0];
i1 = remainingFace.vertex_indices[1];
i2 = remainingFace.vertex_indices[2];
{
index_t idx0, idx1, idx2;
idx0.vertex_index = i0.v_idx;
idx0.normal_index = i0.vn_idx;
idx0.texcoord_index = i0.vt_idx;
idx1.vertex_index = i1.v_idx;
idx1.normal_index = i1.vn_idx;
idx1.texcoord_index = i1.vt_idx;
idx2.vertex_index = i2.v_idx;
idx2.normal_index = i2.vn_idx;
idx2.texcoord_index = i2.vt_idx;
shape->mesh.indices.push_back(idx0);
shape->mesh.indices.push_back(idx1);
shape->mesh.indices.push_back(idx2);
shape->mesh.num_face_vertices.push_back(3);
shape->mesh.material_ids.push_back(material_id);
shape->mesh.smoothing_group_ids.push_back(face.smoothing_group_id);
}
}
} else {
for (size_t k = 0; k < npolys; k++) {
index_t idx;
idx.vertex_index = face.vertex_indices[k].v_idx;
idx.normal_index = face.vertex_indices[k].vn_idx;
idx.texcoord_index = face.vertex_indices[k].vt_idx;
shape->mesh.indices.push_back(idx);
}
shape->mesh.num_face_vertices.push_back(
static_cast<unsigned char>(npolys));
shape->mesh.material_ids.push_back(material_id); // per face
shape->mesh.smoothing_group_ids.push_back(
face.smoothing_group_id); // per face
}
shape->name = name;
shape->mesh.tags = tags;
}
shape->name = name;
shape->mesh.tags = tags;
}
if(!lineGroup.empty()){
shape->path.indices.swap(lineGroup);
if (!lineGroup.empty()) {
shape->path.indices.swap(lineGroup);
}
return true;
@@ -1765,8 +1757,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
#else
const char dirsep = '\\';
#endif
if (baseDir[baseDir.length() - 1] != dirsep)
baseDir += dirsep;
if (baseDir[baseDir.length() - 1] != dirsep) baseDir += dirsep;
}
MaterialFileReader matFileReader(baseDir);
@@ -1865,30 +1856,31 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
}
// line
if (token[0] == 'l' && IS_SPACE((token[1]))){
token += 2;
if (token[0] == 'l' && IS_SPACE((token[1]))) {
token += 2;
line_t line_cache;
bool end_line_bit = 0;
while(!IS_NEW_LINE(token[0])){
//get index from string
int idx;
fixIndex(parseInt(&token), 0, &idx);
// move to next space or end of string (\0 / \n)
token += strcspn(token, " \t\r")+1;
line_t line_cache;
bool end_line_bit = 0;
while (!IS_NEW_LINE(token[0])) {
// get index from string
int idx;
fixIndex(parseInt(&token), 0, &idx);
if(!end_line_bit){
line_cache.idx0 = idx;
} else {
line_cache.idx1 = idx;
lineGroup.push_back(line_cache.idx0);
lineGroup.push_back(line_cache.idx1);
line_cache = line_t();
}
end_line_bit = !end_line_bit;
size_t n = strspn(token, " \t\r");
token += n;
if (!end_line_bit) {
line_cache.idx0 = idx;
} else {
line_cache.idx1 = idx;
lineGroup.push_back(line_cache.idx0);
lineGroup.push_back(line_cache.idx1);
line_cache = line_t();
}
end_line_bit = !end_line_bit;
}
continue;
continue;
}
// face
if (token[0] == 'f' && IS_SPACE((token[1]))) {
@@ -1941,7 +1933,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
// this time.
// just clear `faceGroup` after `exportGroupsToShape()` call.
exportGroupsToShape(&shape, faceGroup, lineGroup, tags, material, name,
triangulate, v);
triangulate, v);
faceGroup.clear();
material = newMaterialId;
}
@@ -1995,8 +1987,8 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
// group name
if (token[0] == 'g' && IS_SPACE((token[1]))) {
// flush previous face group.
bool ret = exportGroupsToShape(&shape, faceGroup, lineGroup, tags, material, name,
triangulate, v);
bool ret = exportGroupsToShape(&shape, faceGroup, lineGroup, tags,
material, name, triangulate, v);
(void)ret; // return value not used.
if (shape.mesh.indices.size() > 0) {
@@ -2032,8 +2024,8 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
// object name
if (token[0] == 'o' && IS_SPACE((token[1]))) {
// flush previous face group.
bool ret = exportGroupsToShape(&shape, faceGroup, lineGroup, tags, material, name,
triangulate, v);
bool ret = exportGroupsToShape(&shape, faceGroup, lineGroup, tags,
material, name, triangulate, v);
if (ret) {
shapes->push_back(shape);
}
@@ -2052,7 +2044,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
}
if (token[0] == 't' && IS_SPACE(token[1])) {
const int max_tag_nums = 8192; // FIXME(syoyo): Parameterize.
const int max_tag_nums = 8192; // FIXME(syoyo): Parameterize.
tag_t tag;
token += 2;
@@ -2140,8 +2132,8 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
// Ignore unknown command.
}
bool ret = exportGroupsToShape(&shape, faceGroup, lineGroup, tags, material, name,
triangulate, v);
bool ret = exportGroupsToShape(&shape, faceGroup, lineGroup, tags, material,
name, triangulate, v);
// exportGroupsToShape return false when `usemtl` is called in the last
// line.
// we also add `shape` to `shapes` when `shape.mesh` has already some