5 Commits

Author SHA1 Message Date
Syoyo Fujita
06f6139d1f Limit # of tags when parsing SubD tag('t'). 2018-05-31 16:25:39 +09:00
Syoyo Fujita
0c8db8ee23 Hardened implementation(fix some seg faults, out-of-bound access) found by fuzzer. 2018-05-31 15:49:56 +09:00
Syoyo Fujita
5113cd65cf print smoothing group id. 2018-02-04 15:19:42 +09:00
Syoyo Fujita
65df7c4794 Add smooting group test .obj with two squares. 2018-02-04 14:16:14 +09:00
Syoyo Fujita
eaf8623e61 Fix build of viewer example.
Bump version.
2018-02-04 14:05:36 +09:00
89 changed files with 717 additions and 92 deletions

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@@ -98,6 +98,7 @@ TinyObjLoader is successfully used in ...
* PBR material extension for .MTL. Its proposed here: http://exocortex.com/blog/extending_wavefront_mtl_to_support_pbr
* Callback API for custom loading.
* Double precision support(for HPC application).
* Smoothing group
## TODO
@@ -105,8 +106,6 @@ TinyObjLoader is successfully used in ...
* [ ] Fix obj_sticker example.
* [ ] More unit test codes.
* [x] Texture options
* [ ] Normal vector generation
* [ ] Support smoothing groups
## License

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@@ -190,90 +190,101 @@ static void CalcNormal(float N[3], float v0[3], float v1[3], float v2[3]) {
float len = sqrtf(len2);
N[0] /= len;
N[1] /= len;
N[2] /= len;
N[1] /= len;
N[2] /= len;
}
}
namespace // Local utility functions
namespace // Local utility functions
{
void addBtoA(float a[3], float b[3])
{
for (size_t i = 0; i < 3; ++i)
a[i] += b[i];
}
struct vec3 {
float v[3];
vec3() {
v[0] = 0.0f;
v[1] = 0.0f;
v[2] = 0.0f;
}
};
void assignBtoA(float a[3], float b[3])
{
for (size_t i = 0; i < 3; ++i)
a[i] = b[i];
}
void normalizeVector(vec3 &v) {
float len2 = v.v[0] * v.v[0] + v.v[1] * v.v[1] + v.v[2] * v.v[2];
if (len2 > 0.0f) {
float len = sqrtf(len2);
void normalizeVector(float N[3])
{
float len2 = N[0] * N[0] + N[1] * N[1] + N[2] * N[2];
if (len2 > 0.0f) {
float len = sqrtf(len2);
v.v[0] /= len;
v.v[1] /= len;
v.v[2] /= len;
}
}
N[0] /= len;
N[1] /= len;
N[2] /= len;
}
}
// Check if `mesh_t` contains smoothing group id.
bool hasSmoothingGroup(const tinyobj::shape_t& shape)
{
for (size_t i = 0; i < shape.mesh.smoothing_group_ids.size(); i++) {
if (shape.mesh.smoothing_group_ids[i] > 0) {
return true;
}
}
return false;
}
void computeSmoothingNormals(tinyobj::attrib_t &attrib, tinyobj::shape_t &shape,
std::map<int, float[3]>& smoothVertexNormals)
{
smoothVertexNormals.clear();
std::map<int, float[3]>::iterator iter;
void computeSmoothingNormals(const tinyobj::attrib_t& attrib, const tinyobj::shape_t& shape,
std::map<int, vec3>& smoothVertexNormals) {
smoothVertexNormals.clear();
std::map<int, vec3>::iterator iter;
for (size_t f = 0; f < shape.mesh.indices.size() / 3; f++) {
// Get the three indexes of the face (all faces are triangular)
tinyobj::index_t idx0 = shape.mesh.indices[3 * f + 0];
tinyobj::index_t idx1 = shape.mesh.indices[3 * f + 1];
tinyobj::index_t idx2 = shape.mesh.indices[3 * f + 2];
for (size_t f = 0; f < shape.mesh.indices.size() / 3; f++) {
// Get the three indexes of the face (all faces are triangular)
tinyobj::index_t idx0 = shape.mesh.indices[3 * f + 0];
tinyobj::index_t idx1 = shape.mesh.indices[3 * f + 1];
tinyobj::index_t idx2 = shape.mesh.indices[3 * f + 2];
// Get the three vertex indexes and coordinates
int vi[3]; // indexes
float v[3][3]; // coordinates
// Get the three vertex indexes and coordinates
int vi[3]; // indexes
float v[3][3]; // coordinates
for (int k = 0; k < 3; k++) {
vi[0] = idx0.vertex_index;
vi[1] = idx1.vertex_index;
vi[2] = idx2.vertex_index;
assert(vi[0] >= 0);
assert(vi[1] >= 0);
assert(vi[2] >= 0);
for (int k = 0; k < 3; k++) {
vi[0] = idx0.vertex_index;
vi[1] = idx1.vertex_index;
vi[2] = idx2.vertex_index;
assert(vi[0] >= 0);
assert(vi[1] >= 0);
assert(vi[2] >= 0);
v[0][k] = attrib.vertices[3 * vi[0] + k];
v[1][k] = attrib.vertices[3 * vi[1] + k];
v[2][k] = attrib.vertices[3 * vi[2] + k];
}
v[0][k] = attrib.vertices[3 * vi[0] + k];
v[1][k] = attrib.vertices[3 * vi[1] + k];
v[2][k] = attrib.vertices[3 * vi[2] + k];
}
// Compute the normal of the face
float normal[3];
CalcNormal(normal, v[0], v[1], v[2]);
// Compute the normal of the face
float normal[3];
CalcNormal(normal, v[0], v[1], v[2]);
// Add the normal to the three vertexes
for (size_t i = 0; i < 3; ++i)
{
iter = smoothVertexNormals.find(vi[i]);
if (iter != smoothVertexNormals.end())
addBtoA(iter->second, normal);
else
assignBtoA(smoothVertexNormals[vi[i]], normal);
}
// Add the normal to the three vertexes
for (size_t i = 0; i < 3; ++i) {
iter = smoothVertexNormals.find(vi[i]);
if (iter != smoothVertexNormals.end()) {
// add
iter->second.v[0] += normal[0];
iter->second.v[1] += normal[1];
iter->second.v[2] += normal[2];
} else {
smoothVertexNormals[vi[i]].v[0] = normal[0];
smoothVertexNormals[vi[i]].v[1] = normal[1];
smoothVertexNormals[vi[i]].v[2] = normal[2];
}
}
} // f
} // f
// Normalize the normals, that is, make them unit vectors
for (iter = smoothVertexNormals.begin(); iter != smoothVertexNormals.end(); iter++)
{
normalizeVector(iter->second);
}
// Normalize the normals, that is, make them unit vectors
for (iter = smoothVertexNormals.begin(); iter != smoothVertexNormals.end();
iter++) {
normalizeVector(iter->second);
}
} // computeSmoothingNormals
} // namespace
} // computeSmoothingNormals
} // namespace
static bool LoadObjAndConvert(float bmin[3], float bmax[3],
std::vector<DrawObject>* drawObjects,
@@ -389,12 +400,14 @@ static bool LoadObjAndConvert(float bmin[3], float bmax[3],
DrawObject o;
std::vector<float> buffer; // pos(3float), normal(3float), color(3float)
// Check for smoothing group and compute smoothing normals
std::map<int, float[3]> smoothVertexNormals;
if (shapes[s].smoothingGroupId > 0)
computeSmoothingNormals(attrib, shapes[s], smoothVertexNormals);
// Check for smoothing group and compute smoothing normals
std::map<int, vec3> smoothVertexNormals;
if (hasSmoothingGroup(shapes[s]) > 0) {
std::cout << "Compute smoothingNormal for shape [" << s << "]" << std::endl;
computeSmoothingNormals(attrib, shapes[s], smoothVertexNormals);
}
for (size_t f = 0; f < shapes[s].mesh.indices.size() / 3; f++) {
for (size_t f = 0; f < shapes[s].mesh.indices.size() / 3; f++) {
tinyobj::index_t idx0 = shapes[s].mesh.indices[3 * f + 0];
tinyobj::index_t idx1 = shapes[s].mesh.indices[3 * f + 1];
tinyobj::index_t idx2 = shapes[s].mesh.indices[3 * f + 2];
@@ -498,19 +511,28 @@ static bool LoadObjAndConvert(float bmin[3], float bmax[3],
invalid_normal_index = true;
}
if (invalid_normal_index && !smoothVertexNormals.empty()) {
// Use smoothing normals
int f0 = idx0.vertex_index;
int f1 = idx1.vertex_index;
int f2 = idx2.vertex_index;
if (invalid_normal_index && !smoothVertexNormals.empty()) {
// Use smoothing normals
int f0 = idx0.vertex_index;
int f1 = idx1.vertex_index;
int f2 = idx2.vertex_index;
if (f0 >= 0 && f1 >= 0 && f2 >= 0) {
assignBtoA(n[0], smoothVertexNormals[f0]);
assignBtoA(n[1], smoothVertexNormals[f1]);
assignBtoA(n[2], smoothVertexNormals[f2]);
invalid_normal_index = false;
}
}
if (f0 >= 0 && f1 >= 0 && f2 >= 0) {
n[0][0] = smoothVertexNormals[f0].v[0];
n[0][1] = smoothVertexNormals[f0].v[1];
n[0][2] = smoothVertexNormals[f0].v[2];
n[1][0] = smoothVertexNormals[f1].v[0];
n[1][1] = smoothVertexNormals[f1].v[1];
n[1][2] = smoothVertexNormals[f1].v[2];
n[2][0] = smoothVertexNormals[f2].v[0];
n[2][1] = smoothVertexNormals[f2].v[1];
n[2][2] = smoothVertexNormals[f2].v[2];
invalid_normal_index = false;
}
}
if (invalid_normal_index) {
// compute geometric normal

20
fuzzer/runner.py Normal file
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@@ -0,0 +1,20 @@
import os, sys
import glob
import subprocess
def main():
for g in glob.glob("../tests/afl/id*"):
print(g)
cmd = ["../a.out", g]
proc = subprocess.Popen(cmd)
try:
outs, errs = proc.communicate(timeout=15)
print(outs)
except TimeoutExpired:
proc.kill()
outs, errs = proc.communicate()
main()

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@@ -145,6 +145,9 @@ static void PrintInfo(const tinyobj::attrib_t& attrib,
assert(shapes[i].mesh.num_face_vertices.size() ==
shapes[i].mesh.material_ids.size());
assert(shapes[i].mesh.num_face_vertices.size() ==
shapes[i].mesh.smoothing_group_ids.size());
printf("shape[%ld].num_faces: %lu\n", static_cast<long>(i),
static_cast<unsigned long>(shapes[i].mesh.num_face_vertices.size()));
@@ -165,6 +168,8 @@ static void PrintInfo(const tinyobj::attrib_t& attrib,
printf(" face[%ld].material_id = %d\n", static_cast<long>(f),
shapes[i].mesh.material_ids[f]);
printf(" face[%ld].smoothing_group_id = %d\n", static_cast<long>(f),
shapes[i].mesh.smoothing_group_ids[f]);
index_offset += fnum;
}

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@@ -0,0 +1,22 @@
# from tinyobjloader issue #29
v 0.000000 2.000000 0.000000
v 0.000000 0.000000 0.000000
v 2.000000 0.000000 0.000000
v 2.000000 2.000000 0.000000
v 4.000000 0.000000 -3.255298
v 4.000000 2.000000 -3.255298
#vn 0.000000 0.000000 1.000000
#vn 0.000000 0.000000 1.000000
#vn 0.276597 0.000000 0.960986
#vn 0.276597 0.000000 0.960986
#vn 0.531611 0.000000 0.846988
#vn 0.531611 0.000000 0.846988
# 6 vertices
# 6 normals
g all
s 1
f 1//1 2//2 3//3 4//4
f 4//4 3//3 5//5

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@@ -0,0 +1,24 @@
newmtl white
Ka 0 0 0
Kd 1 1 1
Ks 0 0 0
newmtl red
Ka 0 0 0
Kd 1 0 0
Ks 0 0 0
newmtl green
Ka 0 0 0
Kd 0 1 0
Ks 0 0 0
newmtl blue
Ka 0 0 0
Kd 0 0 1
Ks 0 0 0
newmtl light
Ka 20 20 20
Kd 1 1 1
Ks 0 0 0

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@@ -0,0 +1,35 @@
mtllib smoothing-normal.mtl
v 0.000000 2.000000 2.000000
v 0.000000 0.000000 2.000000
v 2.000000 0.000000 2.000000
v 2.000000 2.000000 2.000000
v 0.000000 2.000000 0.000000
v 0.000000 0.000000 0.000000
v 2.000000 0.000000 0.000000
v 2.000000 2.000000 0.000000
# 8 vertices
g front cube
usemtl white
s 1
f 1 2 3 4
#g bottom cube
#usemtl white
s 1
f 2 6 7 3
g back cube
# expects white material
s off
f 8 7 6 5
#g right cube
#usemtl red
#f 4 3 7 8
#g top cube
#usemtl white
#f 5 1 4 8
#g left cube
#usemtl green
#f 5 6 2 1
# 6 elements

17
tests/afl/README.txt Normal file
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@@ -0,0 +1,17 @@
Command line used to find this crash:
afl-fuzz -i in -o out ./test_loader @@
If you can't reproduce a bug outside of afl-fuzz, be sure to set the same
memory limit. The limit used for this fuzzing session was 50.0 MB.
Need a tool to minimize test cases before investigating the crashes or sending
them to a vendor? Check out the afl-tmin that comes with the fuzzer!
Found any cool bugs in open-source tools using afl-fuzz? If yes, please drop
me a mail at <lcamtuf@coredump.cx> once the issues are fixed - I'd love to
add your finds to the gallery at:
http://lcamtuf.coredump.cx/afl/
Thanks :-)

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@@ -0,0 +1,33 @@
# cube.obj
#
} cube
v d.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 -1.0 0.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1/6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 8//5
f 5//5 8//5 6//5
f 1//4 5//4 55555555555555 6//4
f 1//4 6//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,35 @@
# cube.obj
#
4
f 1//4 6//4 2//4
f
g cube
v 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
n 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 -1.0 0.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 //5
f 5//5 8//5 6//5
f 1//4 5//4 6//4
f 1//4 6//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,34 @@
# cube.ob7//3
f 3//3 4//3 8//3j
#
g cube
v 0.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1˙0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 -1.0 0.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 8//5
f 5//5 8//5 6//5
f 1//4 5//4 6//4
f 1//4 6//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,29 @@
# cube.obj
#
g
v 0.0 0.0 0.0
v 0.0 0.0 1,0
T 0.0 1.0 0.0
v 4.0 1c0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 /////////////////////////////.0 0.0 -1.0
vn 0.0 1.0 0.0
v˙ 0.0 -1.0 0.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8K/31
f/6 4//6 3//6
f 1//6 2 5//5 7//5 8//5
f 5//5 8//5 6//5"
f 1//4 5//4 2222222222224f 1//2 7//2 5 6//4 2//4
f 3//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,33 @@
# cube.obj
#
g cube
v 0.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 1.0
vn 0<>0 0.0 -1.0
vn 0.0 1.0 00
vn 0.0 -Ę.0 0.0
vn 1. 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 40000000000000000vvvvvvvvvvvvvvvv00000080000000//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 8//5
f 5//5 8//5 6//5
f 1//4 56//4
f 1//4 6//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,32 @@
# cube.obj
#
g cube
v 0.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 -1.0 0.0
vn 1.0 0.0 0.
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 08//3
f 5//5 7//5 8//5!Šf 5//5 8//5 6//5
f 1//4 5//4 65555//4
f 1//4 6//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,33 @@
# cube.7//3
f 3//3 4//3 8//3
obj
#
g cube
v 0.0 0.0 0.0
v 0.0 0.0 1.0
v .0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 -1.0 0.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 8//5!Šf 5//5 8//5 6//5
f 1//4 5//4 6//4
f 1//4 6//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,30 @@
# cube.obj
#
g cuvP 0.0 0.0 .0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 -1.0 0.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 8//5!Šf 5//5 8//5 6//5
f 1//4 5//4 6//4
f 1//4 6666666666666666//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,33 @@
# cube.obj
#
g cube
v 0.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 -1.0 0.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 8//5
f 5//5 8//5 6//5
t 1//4 5/-4 6//4
f 1//4 6//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,33 @@
# cube.obj
#
g cube
v 0.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 -1.0 0.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 8//5
f 5//5 8//5 6//5
t 1//4 -5//4 6//4
f 1//4 6//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,35 @@
# cube.obj
#
g cube
v 0.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 !.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 8//5 6//5
t 1//4 -1.0 0.0
vn 1.0 0.0 0.0
f 3//3 8//3 7//3
f 3//3
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 8//5
f 5//5 8//5 6//5
t 1//4 5//4 6//4
f 1//4 6//4 2//4 f 2//1 6//1 8//1
f 2//1 8//1 4//1

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@@ -0,0 +1,32 @@
# cube.obj
#
g cube
v 0.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v Ď1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 811111//3
f 5//5 7//5 8//5
f 5//5 8//5 6//5
t 1//4 5//4 6//4
f 1//4 6//4 2//4
f 2B/1 6//1 8//1
f 2//1 8//1 4//1

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@@ -751,6 +751,31 @@ TEST_CASE("smoothing-group", "[Issue162]") {
}
// Fuzzer test.
// Just check if it does not crash.
TEST_CASE("afl000000", "[AFL]") {
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string err;
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, "./afl/id:000000,sig:11,src:000000,op:havoc,rep:128", gMtlBasePath);
REQUIRE(true == ret);
}
TEST_CASE("afl000001", "[AFL]") {
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string err;
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, "./afl/id:000001,sig:11,src:000000,op:havoc,rep:64", gMtlBasePath);
REQUIRE(true == ret);
}
#if 0
int
main(

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@@ -1,7 +1,7 @@
/*
The MIT License (MIT)
Copyright (c) 2012-2017 Syoyo Fujita and many contributors.
Copyright (c) 2012-2018 Syoyo Fujita and many contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@@ -23,6 +23,8 @@ THE SOFTWARE.
*/
//
// version 1.2.0 : Hardened implementation(#xxx)
// version 1.1.1 : Support smoothing groups(#162)
// version 1.1.0 : Support parsing vertex color(#144)
// version 1.0.8 : Fix parsing `g` tag just after `usemtl`(#138)
// version 1.0.7 : Support multiple tex options(#126)
@@ -1022,12 +1024,17 @@ static bool exportFaceGroupToShape(shape_t *shape,
for (size_t i = 0; i < faceGroup.size(); i++) {
const face_t &face = faceGroup[i];
size_t npolys = face.vertex_indices.size();
if (npolys < 3) {
// ??? Invalid face definition.
continue;
}
vertex_index_t i0 = face.vertex_indices[0];
vertex_index_t i1(-1);
vertex_index_t i2 = face.vertex_indices[1];
size_t npolys = face.vertex_indices.size();
if (triangulate) {
// find the two axes to work in
size_t axes[2] = {1, 2};
@@ -1038,6 +1045,14 @@ static bool exportFaceGroupToShape(shape_t *shape,
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];
@@ -1074,6 +1089,13 @@ static bool exportFaceGroupToShape(shape_t *shape,
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]];
@@ -1098,8 +1120,15 @@ static bool exportFaceGroupToShape(shape_t *shape,
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);
vx[k] = v[vi * 3 + axes[0]];
vy[k] = v[vi * 3 + axes[1]];
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];
@@ -1115,9 +1144,22 @@ static bool exportFaceGroupToShape(shape_t *shape,
// 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[(guess_vert + otherVert) % npolys]
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)) {
@@ -1950,6 +1992,7 @@ 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.
tag_t tag;
token += 2;
@@ -1958,6 +2001,27 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
tag_sizes ts = parseTagTriple(&token);
if (ts.num_ints < 0) {
ts.num_ints = 0;
}
if (ts.num_ints > max_tag_nums) {
ts.num_ints = max_tag_nums;
}
if (ts.num_reals < 0) {
ts.num_reals = 0;
}
if (ts.num_reals > max_tag_nums) {
ts.num_reals = max_tag_nums;
}
if (ts.num_strings < 0) {
ts.num_strings = 0;
}
if (ts.num_strings > max_tag_nums) {
ts.num_strings = max_tag_nums;
}
tag.intValues.resize(static_cast<size_t>(ts.num_ints));
for (size_t i = 0; i < static_cast<size_t>(ts.num_ints); ++i) {