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alb3e3andKim Kulling ba8f4f4564 Fix out-of-bounds copy of the uv transformation property (#6748)
* Add texture transform tests for the uv transformation property

Covers the regular property and a property whose data is shorter than an
aiUVTransform. The latter trips the ai_assert on master; with asserts
disabled the memcpy reads 20 bytes out of the shorter property.

Export TextureTransformStep so the tests can drive the step directly, as
is already done for the other post-processing steps under test.

Assisted-by: Claude Code (Claude Opus 5)

* Fix out-of-bounds copy of the uv transformation property

TextureTransformStep::Execute() copied five floats through
&info.mTranslation.x, which writes past that member and over the two
following members of the aiUVTransform base - undefined behaviour that a
sanitizer flags as an intra-object overflow (assimp#6733). The size was
also hard-coded to sizeof(float) * 5, so it read the wrong amount when
ai_real is double, and the source length was only checked by an
ai_assert that is compiled out in release builds.

Copy into a complete aiUVTransform of the correct size instead and skip
properties whose data is too short.

Assisted-by: Claude Code (Claude Opus 5)

---------

Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
2026-08-17 14:21:25 +02:00

202 lines
6.6 KiB
C++

/*
Open Asset Import Library (assimp)
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*/
/** @file Definition of a helper step that processes texture transformations */
#ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED
#define AI_TEXTURE_TRANSFORM_H_INCLUDED
#include "Common/BaseProcess.h"
#include <assimp/BaseImporter.h>
#include <assimp/material.h>
#include <list>
struct aiNode;
struct aiMaterial;
namespace Assimp {
#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff
#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee
#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5))
// ---------------------------------------------------------------------------
/**
* @brief Small helper structure representing a shortcut into the material list
* to be able to update some values quickly.
*/
struct TTUpdateInfo {
//! Direct shortcut, if available
unsigned int* directShortcut = nullptr;
//! Material
aiMaterial *mat = nullptr;
//! Texture type
unsigned int semantic = 0;
//! Texture index
unsigned int index = 0;
};
// ---------------------------------------------------------------------------
/**
* @brief Helper class representing texture coordinate transformations
*/
struct STransformVecInfo : public aiUVTransform {
//! Source texture coordinate index
unsigned int uvIndex = 0;
//! Texture mapping mode in the u direction
aiTextureMapMode mapU = aiTextureMapMode_Wrap;
//! Texture mapping mode in the v direction
aiTextureMapMode mapV = aiTextureMapMode_Wrap;
//! Locked destination UV index
//! AI_TT_UV_IDX_LOCK_TBD - to be determined
//! AI_TT_UV_IDX_LOCK_NONE - none (default)
unsigned int lockedPos = AI_TT_UV_IDX_LOCK_NONE;
//! Update info - shortcuts into all materials
//! that are referencing this transform setup
std::list<TTUpdateInfo> updateList;
inline bool operator== (const STransformVecInfo& other) const {
// We use a small epsilon here
const static float epsilon = 0.05f;
if (std::fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon) {
return false;
}
if (std::fabs( mScaling.x - other.mScaling.x ) > epsilon ||
std::fabs( mScaling.y - other.mScaling.y ) > epsilon) {
return false;
}
if (std::fabs( mRotation - other.mRotation) > epsilon) {
return false;
}
return true;
}
inline bool operator!= (const STransformVecInfo& other) const {
return !(*this == other);
}
// -------------------------------------------------------------------
/**
* @brief Returns whether this is an untransformed texture coordinate set
*/
inline bool IsUntransformed() const {
return (1.0f == mScaling.x && 1.f == mScaling.y &&
!mTranslation.x && !mTranslation.y && mRotation < AI_TT_ROTATION_EPSILON);
}
// -------------------------------------------------------------------
/**
* @brief Build a 3x3 matrix from the transformations
*/
inline void GetMatrix(aiMatrix3x3& mOut) {
mOut = aiMatrix3x3();
if (1.0f != mScaling.x || 1.0f != mScaling.y) {
aiMatrix3x3 mScale;
mScale.a1 = mScaling.x;
mScale.b2 = mScaling.y;
mOut = mScale;
}
if (mRotation) {
aiMatrix3x3 mRot;
mRot.a1 = mRot.b2 = std::cos(mRotation);
mRot.a2 = mRot.b1 = std::sin(mRotation);
mRot.a2 = -mRot.a2;
mOut *= mRot;
}
if (mTranslation.x || mTranslation.y) {
aiMatrix3x3 mTrans;
mTrans.a3 = mTranslation.x;
mTrans.b3 = mTranslation.y;
mOut *= mTrans;
}
}
};
// ---------------------------------------------------------------------------
/**
* @brief Helper step to compute final UV coordinate sets if there are scalings
* or rotations in the original data read from the file.
*/
class ASSIMP_API TextureTransformStep final : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor. /
TextureTransformStep() = default;
/// The default class destructor.
~TextureTransformStep() override = default;
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const override;
// -------------------------------------------------------------------
void Execute( aiScene* pScene) override;
// -------------------------------------------------------------------
void SetupProperties(const Importer* pImp) override;
protected:
// -------------------------------------------------------------------
/**
* @brief Preprocess a specific UV transformation setup
*
* @param info Transformation setup to be preprocessed.
*/
void PreProcessUVTransform(STransformVecInfo& info);
private:
unsigned int configFlags;
};
} // namespace Assimp
#endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED