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Merge pull request #328 from Gargaj/assbin-arraywrite

Use specialized writes for arrays
Kim Kulling 11 роки тому
батько
коміт
f55ef85578
2 змінених файлів з 95 додано та 20 видалено
  1. 20 10
      code/AssbinExporter.cpp
  2. 75 10
      code/AssbinLoader.cpp

+ 20 - 10
code/AssbinExporter.cpp

@@ -207,6 +207,16 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
 	return t + Write<T>(stream,maxc);
 }
 
+// We use this to write out non-byte arrays so that we write using the specializations.
+// This way we avoid writing out extra bytes that potentially come from struct alignment.
+template <typename T>
+inline size_t WriteArray(IOStream * stream, const T* in, unsigned int size)
+{
+	size_t n = 0;
+	for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
+	return n;
+}
+
 	// ----------------------------------------------------------------------------------
 	/**	@class	AssbinChunkWriter
 	 *	@brief	Chunk writer mechanism for the .assbin file structure
@@ -356,7 +366,7 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
 			if (shortened) {
 				WriteBounds(&chunk,b->mWeights,b->mNumWeights);
 			} // else write as usual
-			else chunk.Write(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight));
+			else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
 		}
 
 		// -----------------------------------------------------------------------------------
@@ -400,13 +410,13 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
 				if (shortened) {
 					WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
 				} // else write as usual
-				else chunk.Write(mesh->mVertices,1,12*mesh->mNumVertices);
+				else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
 			}
 			if (mesh->mNormals) {
 				if (shortened) {
 					WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
 				} // else write as usual
-				else chunk.Write(mesh->mNormals,1,12*mesh->mNumVertices);
+				else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
 			}
 			if (mesh->mTangents && mesh->mBitangents) {
 				if (shortened) {
@@ -414,8 +424,8 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
 					WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
 				} // else write as usual
 				else {
-					chunk.Write(mesh->mTangents,1,12*mesh->mNumVertices);
-					chunk.Write(mesh->mBitangents,1,12*mesh->mNumVertices);
+					WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
+					WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
 				}
 			}
 			for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
@@ -425,7 +435,7 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
 				if (shortened) {
 					WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
 				} // else write as usual
-				else chunk.Write(mesh->mColors[n],16*mesh->mNumVertices,1);
+				else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
 			}
 			for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
 				if (!mesh->mTextureCoords[n])
@@ -437,7 +447,7 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
 				if (shortened) {
 					WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
 				} // else write as usual
-				else chunk.Write(mesh->mTextureCoords[n],12*mesh->mNumVertices,1);
+				else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
 			}
 
 			// write faces. There are no floating-point calculations involved
@@ -532,21 +542,21 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
 					WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
 
 				} // else write as usual
-				else chunk.Write(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey));
+				else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
 			}
 			if (nd->mRotationKeys) {
 				if (shortened) {
 					WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
 
 				} // else write as usual
-				else chunk.Write(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey));
+				else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
 			}
 			if (nd->mScalingKeys) {
 				if (shortened) {
 					WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
 
 				} // else write as usual
-				else chunk.Write(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey));
+				else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
 			}
 		}
 

+ 75 - 10
code/AssbinLoader.cpp

@@ -100,6 +100,38 @@ T Read(IOStream * stream)
 	return t;
 }
 
+template <>
+aiVector3D Read<aiVector3D>(IOStream * stream)
+{
+	aiVector3D v;
+	v.x = Read<float>(stream);
+	v.y = Read<float>(stream);
+	v.z = Read<float>(stream);
+	return v;
+}
+
+template <>
+aiColor4D Read<aiColor4D>(IOStream * stream)
+{
+	aiColor4D c;
+	c.r = Read<float>(stream);
+	c.g = Read<float>(stream);
+	c.b = Read<float>(stream);
+	c.a = Read<float>(stream);
+	return c;
+}
+
+template <>
+aiQuaternion Read<aiQuaternion>(IOStream * stream)
+{
+	aiQuaternion v;
+	v.w = Read<float>(stream);
+	v.x = Read<float>(stream);
+	v.y = Read<float>(stream);
+	v.z = Read<float>(stream);
+	return v;
+}
+
 template <>
 aiString Read<aiString>(IOStream * stream)
 {
@@ -109,6 +141,15 @@ aiString Read<aiString>(IOStream * stream)
 	return s;
 }
 
+template <>
+aiVertexWeight Read<aiVertexWeight>(IOStream * stream)
+{
+	aiVertexWeight w;
+	w.mVertexId = Read<unsigned int>(stream);
+	w.mWeight = Read<float>(stream);
+	return w;
+}
+
 template <>
 aiMatrix4x4 Read<aiMatrix4x4>(IOStream * stream)
 {
@@ -121,6 +162,30 @@ aiMatrix4x4 Read<aiMatrix4x4>(IOStream * stream)
 	return m;
 }
 
+template <>
+aiVectorKey Read<aiVectorKey>(IOStream * stream)
+{
+	aiVectorKey v;
+	v.mTime = Read<double>(stream);
+	v.mValue = Read<aiVector3D>(stream);
+	return v;
+}
+
+template <>
+aiQuatKey Read<aiQuatKey>(IOStream * stream)
+{
+	aiQuatKey v;
+	v.mTime = Read<double>(stream);
+	v.mValue = Read<aiQuaternion>(stream);
+	return v;
+}
+
+template <typename T>
+void ReadArray(IOStream * stream, T * out, unsigned int size)
+{ 
+	for (unsigned int i=0; i<size; i++) out[i] = Read<T>(stream);
+}
+
 template <typename T> void ReadBounds( IOStream * stream, T* p, unsigned int n )
 {
 	// not sure what to do here, the data isn't really useful.
@@ -176,7 +241,7 @@ void AssbinImporter::ReadBinaryBone( IOStream * stream, aiBone* b )
 	else 
 	{
 		b->mWeights = new aiVertexWeight[b->mNumWeights];
-		stream->Read(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight));
+		ReadArray<aiVertexWeight>(stream,b->mWeights,b->mNumWeights);
 	}
 }
 
@@ -203,7 +268,7 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
 		else 
 		{
 			mesh->mVertices = new aiVector3D[mesh->mNumVertices];
-			stream->Read(mesh->mVertices,1,12*mesh->mNumVertices);
+			ReadArray<aiVector3D>(stream,mesh->mVertices,mesh->mNumVertices);
 		}
 	}
 	if (c & ASSBIN_MESH_HAS_NORMALS) 
@@ -214,7 +279,7 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
 		else 
 		{
 			mesh->mNormals = new aiVector3D[mesh->mNumVertices];
-			stream->Read(mesh->mNormals,1,12*mesh->mNumVertices);
+			ReadArray<aiVector3D>(stream,mesh->mNormals,mesh->mNumVertices);
 		}
 	}
 	if (c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS) 
@@ -226,9 +291,9 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
 		else 
 		{
 			mesh->mTangents = new aiVector3D[mesh->mNumVertices];
-			stream->Read(mesh->mTangents,1,12*mesh->mNumVertices);
+			ReadArray<aiVector3D>(stream,mesh->mTangents,mesh->mNumVertices);
 			mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
-			stream->Read(mesh->mBitangents,1,12*mesh->mNumVertices);
+			ReadArray<aiVector3D>(stream,mesh->mBitangents,mesh->mNumVertices);
 		}
 	}
 	for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) 
@@ -243,7 +308,7 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
 		else 
 		{
 			mesh->mColors[n] = new aiColor4D[mesh->mNumVertices];
-			stream->Read(mesh->mColors[n],16*mesh->mNumVertices,1);
+			ReadArray<aiColor4D>(stream,mesh->mColors[n],mesh->mNumVertices);
 		}
 	}
 	for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) 
@@ -260,7 +325,7 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
 		else 
 		{
 			mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
-			stream->Read(mesh->mTextureCoords[n],12*mesh->mNumVertices,1);
+			ReadArray<aiVector3D>(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
 		}
 	}
 
@@ -361,7 +426,7 @@ void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd)
 		} // else write as usual
 		else {
 			nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
-			stream->Read(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey));
+			ReadArray<aiVectorKey>(stream,nd->mPositionKeys,nd->mNumPositionKeys);
 		}
 	}
 	if (nd->mNumRotationKeys) {
@@ -372,7 +437,7 @@ void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd)
 		else 
 		{
 			nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
-			stream->Read(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey));
+			ReadArray<aiQuatKey>(stream,nd->mRotationKeys,nd->mNumRotationKeys);
 		}
 	}
 	if (nd->mNumScalingKeys) {
@@ -383,7 +448,7 @@ void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd)
 		else 
 		{
 			nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
-			stream->Read(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey));
+			ReadArray<aiVectorKey>(stream,nd->mScalingKeys,nd->mNumScalingKeys);
 		}
 	}
 }