Change to looped writes

to avoid struct packing issues
pull/328/head
Gargaj 2014-08-08 12:46:29 +02:00
parent ede0fa4b91
commit b712bf1770
2 changed files with 52 additions and 20 deletions

View File

@ -207,6 +207,14 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
return t + Write<T>(stream,maxc);
}
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 +364,7 @@ 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 +408,13 @@ 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 +422,8 @@ 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 +433,7 @@ 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 +445,7 @@ 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 +540,21 @@ 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);
}
}

View File

@ -121,6 +121,30 @@ 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 +200,7 @@ 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 +227,7 @@ 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 +238,7 @@ 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 +250,9 @@ 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 +267,7 @@ 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 +284,7 @@ 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 +385,7 @@ 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 +396,7 @@ 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 +407,7 @@ 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);
}
}
}