Merge pull request #328 from Gargaj/assbin-arraywrite
Use specialized writes for arrayspull/334/head
commit
f55ef85578
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@ -207,6 +207,16 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
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return t + Write<T>(stream,maxc);
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}
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// We use this to write out non-byte arrays so that we write using the specializations.
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// This way we avoid writing out extra bytes that potentially come from struct alignment.
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template <typename T>
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inline size_t WriteArray(IOStream * stream, const T* in, unsigned int size)
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{
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size_t n = 0;
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for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
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return n;
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}
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// ----------------------------------------------------------------------------------
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/** @class AssbinChunkWriter
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* @brief Chunk writer mechanism for the .assbin file structure
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@ -356,7 +366,7 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
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if (shortened) {
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WriteBounds(&chunk,b->mWeights,b->mNumWeights);
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} // else write as usual
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else chunk.Write(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight));
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else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
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}
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// -----------------------------------------------------------------------------------
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@ -400,13 +410,13 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
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if (shortened) {
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WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
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} // else write as usual
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else chunk.Write(mesh->mVertices,1,12*mesh->mNumVertices);
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else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
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}
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if (mesh->mNormals) {
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if (shortened) {
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WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
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} // else write as usual
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else chunk.Write(mesh->mNormals,1,12*mesh->mNumVertices);
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else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
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}
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if (mesh->mTangents && mesh->mBitangents) {
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if (shortened) {
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@ -414,8 +424,8 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
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WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
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} // else write as usual
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else {
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chunk.Write(mesh->mTangents,1,12*mesh->mNumVertices);
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chunk.Write(mesh->mBitangents,1,12*mesh->mNumVertices);
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WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
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WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
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}
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
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@ -425,7 +435,7 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
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if (shortened) {
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WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
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} // else write as usual
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else chunk.Write(mesh->mColors[n],16*mesh->mNumVertices,1);
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else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
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if (!mesh->mTextureCoords[n])
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@ -437,7 +447,7 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
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if (shortened) {
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WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
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} // else write as usual
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else chunk.Write(mesh->mTextureCoords[n],12*mesh->mNumVertices,1);
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else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
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}
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// write faces. There are no floating-point calculations involved
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@ -532,21 +542,21 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
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WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
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} // else write as usual
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else chunk.Write(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey));
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else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
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}
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if (nd->mRotationKeys) {
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if (shortened) {
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WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
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} // else write as usual
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else chunk.Write(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey));
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else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
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}
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if (nd->mScalingKeys) {
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if (shortened) {
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WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
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} // else write as usual
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else chunk.Write(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey));
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else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
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}
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}
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@ -100,6 +100,38 @@ T Read(IOStream * stream)
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return t;
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}
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template <>
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aiVector3D Read<aiVector3D>(IOStream * stream)
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{
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aiVector3D v;
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v.x = Read<float>(stream);
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v.y = Read<float>(stream);
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v.z = Read<float>(stream);
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return v;
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}
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template <>
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aiColor4D Read<aiColor4D>(IOStream * stream)
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{
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aiColor4D c;
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c.r = Read<float>(stream);
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c.g = Read<float>(stream);
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c.b = Read<float>(stream);
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c.a = Read<float>(stream);
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return c;
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}
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template <>
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aiQuaternion Read<aiQuaternion>(IOStream * stream)
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{
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aiQuaternion v;
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v.w = Read<float>(stream);
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v.x = Read<float>(stream);
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v.y = Read<float>(stream);
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v.z = Read<float>(stream);
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return v;
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}
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template <>
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aiString Read<aiString>(IOStream * stream)
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{
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@ -109,6 +141,15 @@ aiString Read<aiString>(IOStream * stream)
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return s;
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}
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template <>
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aiVertexWeight Read<aiVertexWeight>(IOStream * stream)
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{
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aiVertexWeight w;
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w.mVertexId = Read<unsigned int>(stream);
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w.mWeight = Read<float>(stream);
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return w;
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}
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template <>
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aiMatrix4x4 Read<aiMatrix4x4>(IOStream * stream)
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{
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@ -121,6 +162,30 @@ aiMatrix4x4 Read<aiMatrix4x4>(IOStream * stream)
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return m;
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}
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template <>
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aiVectorKey Read<aiVectorKey>(IOStream * stream)
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{
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aiVectorKey v;
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v.mTime = Read<double>(stream);
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v.mValue = Read<aiVector3D>(stream);
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return v;
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}
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template <>
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aiQuatKey Read<aiQuatKey>(IOStream * stream)
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{
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aiQuatKey v;
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v.mTime = Read<double>(stream);
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v.mValue = Read<aiQuaternion>(stream);
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return v;
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}
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template <typename T>
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void ReadArray(IOStream * stream, T * out, unsigned int size)
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{
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for (unsigned int i=0; i<size; i++) out[i] = Read<T>(stream);
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}
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template <typename T> void ReadBounds( IOStream * stream, T* p, unsigned int n )
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{
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// not sure what to do here, the data isn't really useful.
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@ -176,7 +241,7 @@ void AssbinImporter::ReadBinaryBone( IOStream * stream, aiBone* b )
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else
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{
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b->mWeights = new aiVertexWeight[b->mNumWeights];
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stream->Read(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight));
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ReadArray<aiVertexWeight>(stream,b->mWeights,b->mNumWeights);
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}
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}
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@ -203,7 +268,7 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
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else
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{
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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stream->Read(mesh->mVertices,1,12*mesh->mNumVertices);
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ReadArray<aiVector3D>(stream,mesh->mVertices,mesh->mNumVertices);
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}
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}
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if (c & ASSBIN_MESH_HAS_NORMALS)
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@ -214,7 +279,7 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
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else
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{
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mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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stream->Read(mesh->mNormals,1,12*mesh->mNumVertices);
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ReadArray<aiVector3D>(stream,mesh->mNormals,mesh->mNumVertices);
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}
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}
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if (c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS)
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@ -226,9 +291,9 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
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else
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{
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mesh->mTangents = new aiVector3D[mesh->mNumVertices];
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stream->Read(mesh->mTangents,1,12*mesh->mNumVertices);
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ReadArray<aiVector3D>(stream,mesh->mTangents,mesh->mNumVertices);
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mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
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stream->Read(mesh->mBitangents,1,12*mesh->mNumVertices);
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ReadArray<aiVector3D>(stream,mesh->mBitangents,mesh->mNumVertices);
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}
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n)
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@ -243,7 +308,7 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
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else
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{
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mesh->mColors[n] = new aiColor4D[mesh->mNumVertices];
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stream->Read(mesh->mColors[n],16*mesh->mNumVertices,1);
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ReadArray<aiColor4D>(stream,mesh->mColors[n],mesh->mNumVertices);
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}
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
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@ -260,7 +325,7 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
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else
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{
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mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
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stream->Read(mesh->mTextureCoords[n],12*mesh->mNumVertices,1);
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ReadArray<aiVector3D>(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
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}
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}
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@ -361,7 +426,7 @@ void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd)
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} // else write as usual
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else {
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nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
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stream->Read(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey));
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ReadArray<aiVectorKey>(stream,nd->mPositionKeys,nd->mNumPositionKeys);
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}
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}
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if (nd->mNumRotationKeys) {
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@ -372,7 +437,7 @@ void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd)
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else
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{
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nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
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stream->Read(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey));
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ReadArray<aiQuatKey>(stream,nd->mRotationKeys,nd->mNumRotationKeys);
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}
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}
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if (nd->mNumScalingKeys) {
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@ -383,7 +448,7 @@ void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd)
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else
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{
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nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
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stream->Read(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey));
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ReadArray<aiVectorKey>(stream,nd->mScalingKeys,nd->mNumScalingKeys);
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}
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}
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}
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