move file writing to the very end after all chunks have been populated, allowing errors to cancel out before any file writing is done

This commit is contained in:
Gered 2012-12-22 18:16:00 -05:00
parent 6a3f3af34f
commit 488b6a50b2

View file

@ -29,9 +29,15 @@
BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, const MetadataFile *metadata, float scaleFactor)
{
FILE *fp = fopen(meshFilename.c_str(), "wb");
if (fp == NULL)
return FALSE;
VerticesChunk *vertices = NULL;
NormalsChunk *normals = NULL;
TexCoordsChunk *texCoords = NULL;
TrianglesChunk *triangles = NULL;
GroupsChunk *groups = NULL;
JointsChunk *joints = NULL;
JointToVerticesChunk *jointToVertices = NULL;
KeyframesChunk *keyframes = NULL;
AnimationsChunk *animations = NULL;
// collect all unique vertices (position + normal + texcoord) and the
// original MS3D file data vertex index each one was originally from based
@ -75,13 +81,11 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
// now we start writing out the file
// populate all the chunks with converted Ms3d data
WriteFileHeader(fp);
uint32_t numVertices = uniqueVertices.GetCount();
VerticesChunk *vertices = new VerticesChunk();
vertices = new VerticesChunk();
vertices->vertices.reserve(numVertices);
for (uint32_t i = 0; i < numVertices; ++i)
{
@ -90,9 +94,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
vertices->vertices.push_back(v);
}
WriteChunk(vertices, fp);
NormalsChunk *normals = new NormalsChunk();
normals = new NormalsChunk();
normals->normals.reserve(numVertices);
for (uint32_t i = 0; i < numVertices; ++i)
{
@ -100,9 +103,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
normals->normals.push_back(n);
}
WriteChunk(normals, fp);
TexCoordsChunk *texCoords = new TexCoordsChunk();
texCoords = new TexCoordsChunk();
texCoords->texCoords.reserve(numVertices);
for (uint32_t i = 0; i < numVertices; ++i)
{
@ -110,9 +112,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
texCoords->texCoords.push_back(t);
}
WriteChunk(texCoords, fp);
TrianglesChunk *triangles = new TrianglesChunk();
triangles = new TrianglesChunk();
for (uint32_t i = 0; i < source->GetNumTriangles(); ++i)
{
const Ms3dTriangle *triangle = &source->GetTriangles()[i];
@ -141,9 +142,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
triangles->triangles.push_back(t);
}
WriteChunk(triangles, fp);
GroupsChunk *groups = new GroupsChunk();
groups = new GroupsChunk();
for (uint32_t i = 0; i < source->GetNumMeshes(); ++i)
{
const Ms3dMesh *mesh = &source->GetMeshes()[i];
@ -180,9 +180,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
group->texture = extraGroupInfo->textureFile;
}
}
WriteChunk(groups, fp);
JointsChunk *joints = new JointsChunk();
joints = new JointsChunk();
for (uint32_t i = 0; i < source->GetNumJoints(); ++i)
{
const Ms3dJoint *joint = &source->GetJoints()[i];
@ -195,9 +194,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
joints->joints.push_back(j);
}
WriteChunk(joints, fp);
JointToVerticesChunk *jointToVertices = new JointToVerticesChunk();
jointToVertices = new JointToVerticesChunk();
for (uint32_t i = 0; i < uniqueVertices.GetCount(); ++i)
{
const UniqueVertex *vertex = uniqueVertices.GetVertex(i);
@ -208,9 +206,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
jointToVertices->jointVertexInfo.push_back(jvi);
}
WriteChunk(jointToVertices, fp);
KeyframesChunk *keyframes = new KeyframesChunk(source->GetNumJoints());
keyframes = new KeyframesChunk(source->GetNumJoints());
for (int32_t i = 0; i < source->GetNumFrames(); ++i)
{
Keyframe *f = keyframes->AddFrame();
@ -245,18 +242,33 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
f->rotation[j] = rotation->param;
}
}
WriteChunk(keyframes, fp);
if (metadata->IsLoaded() && metadata->GetNumAnimations() > 0)
{
AnimationsChunk *animations = new AnimationsChunk();
animations = new AnimationsChunk();
for (uint32_t i = 0; i < metadata->GetNumAnimations(); ++i)
{
AnimationSequence animation = metadata->GetAnimations()[i];
animations->animations.push_back(animation);
}
WriteChunk(animations, fp);
}
FILE *fp = fopen(meshFilename.c_str(), "wb");
if (fp == NULL)
return FALSE;
WriteFileHeader(fp);
WriteChunk(vertices, fp);
WriteChunk(normals, fp);
WriteChunk(texCoords, fp);
WriteChunk(triangles, fp);
WriteChunk(groups, fp);
WriteChunk(joints, fp);
WriteChunk(jointToVertices, fp);
WriteChunk(keyframes, fp);
WriteChunk(animations, fp);
fclose(fp);
return TRUE;
}